TerrainPatch.cpp 8.9 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include "Precompiled.h"
  24. #include "Camera.h"
  25. #include "Context.h"
  26. #include "Geometry.h"
  27. #include "IndexBuffer.h"
  28. #include "Material.h"
  29. #include "Node.h"
  30. #include "OcclusionBuffer.h"
  31. #include "OctreeQuery.h"
  32. #include "Profiler.h"
  33. #include "Terrain.h"
  34. #include "TerrainPatch.h"
  35. #include "VertexBuffer.h"
  36. #include "DebugNew.h"
  37. static const Vector3 DOT_SCALE(1 / 3.0f, 1 / 3.0f, 1 / 3.0f);
  38. static const float LOD_CONSTANT = 8.0f;
  39. OBJECTTYPESTATIC(TerrainPatch);
  40. TerrainPatch::TerrainPatch(Context* context) :
  41. Drawable(context),
  42. geometry_(new Geometry(context)),
  43. maxLodGeometry_(new Geometry(context)),
  44. minLodGeometry_(new Geometry(context)),
  45. vertexBuffer_(new VertexBuffer(context)),
  46. coordinates_(IntVector2::ZERO),
  47. lodLevel_(0)
  48. {
  49. drawableFlags_ = DRAWABLE_GEOMETRY;
  50. geometry_->SetVertexBuffer(0, vertexBuffer_, MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT);
  51. maxLodGeometry_->SetVertexBuffer(0, vertexBuffer_, MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT);
  52. minLodGeometry_->SetVertexBuffer(0, vertexBuffer_, MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT);
  53. batches_.Resize(1);
  54. batches_[0].geometry_ = geometry_;
  55. batches_[0].geometryType_ = GEOM_STATIC_NOINSTANCING;
  56. }
  57. TerrainPatch::~TerrainPatch()
  58. {
  59. }
  60. void TerrainPatch::RegisterObject(Context* context)
  61. {
  62. context->RegisterFactory<TerrainPatch>();
  63. }
  64. void TerrainPatch::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  65. {
  66. RayQueryLevel level = query.level_;
  67. switch (level)
  68. {
  69. case RAY_AABB_NOSUBOBJECTS:
  70. case RAY_AABB:
  71. Drawable::ProcessRayQuery(query, results);
  72. break;
  73. case RAY_OBB:
  74. {
  75. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  76. Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f));
  77. float distance = localRay.HitDistance(boundingBox_);
  78. if (distance <= query.maxDistance_)
  79. {
  80. RayQueryResult result;
  81. result.drawable_ = this;
  82. result.node_ = GetNode();
  83. result.distance_ = distance;
  84. result.subObject_ = M_MAX_UNSIGNED;
  85. results.Push(result);
  86. }
  87. }
  88. break;
  89. case RAY_TRIANGLE:
  90. {
  91. // Do a pretest using the OBB
  92. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  93. Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f));
  94. float distance = localRay.HitDistance(boundingBox_);
  95. if (distance <= query.maxDistance_)
  96. {
  97. distance = geometry_->GetHitDistance(localRay);
  98. if (distance <= query.maxDistance_)
  99. {
  100. RayQueryResult result;
  101. result.drawable_ = this;
  102. result.node_ = GetNode();
  103. result.distance_ = distance;
  104. result.subObject_ = M_MAX_UNSIGNED;
  105. results.Push(result);
  106. break;
  107. }
  108. }
  109. }
  110. break;
  111. }
  112. }
  113. void TerrainPatch::UpdateBatches(const FrameInfo& frame)
  114. {
  115. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  116. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  117. float scale = worldTransform.Scale().DotProduct(DOT_SCALE);
  118. lodDistance_ = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  119. batches_[0].distance_ = distance_;
  120. batches_[0].worldTransform_ = &worldTransform;
  121. unsigned newLodLevel = 0;
  122. for (unsigned i = 0; i < lodErrors_.Size(); ++i)
  123. {
  124. if (lodErrors_[i] / lodDistance_ > LOD_CONSTANT / (float)frame.viewSize_.y_)
  125. break;
  126. else
  127. newLodLevel = i;
  128. }
  129. lodLevel_ = GetCorrectedLodLevel(newLodLevel);
  130. }
  131. void TerrainPatch::UpdateGeometry(const FrameInfo& frame)
  132. {
  133. if (vertexBuffer_->IsDataLost())
  134. {
  135. if (owner_)
  136. owner_->CreatePatchGeometry(this);
  137. else
  138. vertexBuffer_->ClearDataLost();
  139. }
  140. if (owner_)
  141. owner_->UpdatePatchLod(this);
  142. }
  143. UpdateGeometryType TerrainPatch::GetUpdateGeometryType()
  144. {
  145. // Because there is a latency in starting worker thread updates, and the update of terrain patch LOD should not take
  146. // much time, always update in the main thread
  147. return UPDATE_MAIN_THREAD;
  148. }
  149. Geometry* TerrainPatch::GetLodGeometry(unsigned batchIndex, unsigned level)
  150. {
  151. if (!level)
  152. return maxLodGeometry_;
  153. else
  154. return geometry_;
  155. }
  156. unsigned TerrainPatch::GetNumOccluderTriangles()
  157. {
  158. // Check that the material is suitable for occlusion (default material always is)
  159. Material* mat = batches_[0].material_;
  160. if (mat && !mat->GetOcclusion())
  161. return 0;
  162. else
  163. return minLodGeometry_->GetIndexCount() / 3;
  164. }
  165. bool TerrainPatch::DrawOcclusion(OcclusionBuffer* buffer)
  166. {
  167. bool success = true;
  168. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  169. Material* material = batches_[0].material_;
  170. if (material)
  171. {
  172. if (!material->GetOcclusion())
  173. return success;
  174. buffer->SetCullMode(material->GetCullMode());
  175. }
  176. else
  177. buffer->SetCullMode(CULL_CCW);
  178. const unsigned char* vertexData;
  179. unsigned vertexSize;
  180. const unsigned char* indexData;
  181. unsigned indexSize;
  182. unsigned elementMask;
  183. minLodGeometry_->GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask);
  184. // Check for valid geometry data
  185. if (!vertexData || !indexData)
  186. return success;
  187. // Draw and check for running out of triangles
  188. if (!buffer->Draw(node_->GetWorldTransform(), vertexData, vertexSize, indexData, indexSize, minLodGeometry_->GetIndexStart(),
  189. minLodGeometry_->GetIndexCount()))
  190. success = false;
  191. return success;
  192. }
  193. void TerrainPatch::SetOwner(Terrain* terrain)
  194. {
  195. owner_ = terrain;
  196. }
  197. void TerrainPatch::SetNeighbors(TerrainPatch* north, TerrainPatch* south, TerrainPatch* west, TerrainPatch* east)
  198. {
  199. north_ = north;
  200. south_ = south;
  201. west_ = west;
  202. east_ = east;
  203. }
  204. void TerrainPatch::SetMaterial(Material* material)
  205. {
  206. batches_[0].material_ = material;
  207. }
  208. void TerrainPatch::SetBoundingBox(const BoundingBox& box)
  209. {
  210. boundingBox_ = box;
  211. OnMarkedDirty(node_);
  212. }
  213. void TerrainPatch::SetCoordinates(const IntVector2& coordinates)
  214. {
  215. coordinates_ = coordinates;
  216. }
  217. void TerrainPatch::ResetLod()
  218. {
  219. lodLevel_ = 0;
  220. }
  221. Geometry* TerrainPatch::GetGeometry() const
  222. {
  223. return geometry_;
  224. }
  225. Geometry* TerrainPatch::GetMaxLodGeometry() const
  226. {
  227. return maxLodGeometry_;
  228. }
  229. Geometry* TerrainPatch::GetMinLodGeometry() const
  230. {
  231. return minLodGeometry_;
  232. }
  233. VertexBuffer* TerrainPatch::GetVertexBuffer() const
  234. {
  235. return vertexBuffer_;
  236. }
  237. Terrain* TerrainPatch::GetOwner() const
  238. {
  239. return owner_;
  240. }
  241. void TerrainPatch::OnWorldBoundingBoxUpdate()
  242. {
  243. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  244. }
  245. unsigned TerrainPatch::GetCorrectedLodLevel(unsigned lodLevel)
  246. {
  247. if (north_)
  248. lodLevel = Min((int)lodLevel, north_->GetLodLevel() + 1);
  249. if (south_)
  250. lodLevel = Min((int)lodLevel, south_->GetLodLevel() + 1);
  251. if (west_)
  252. lodLevel = Min((int)lodLevel, west_->GetLodLevel() + 1);
  253. if (east_)
  254. lodLevel = Min((int)lodLevel, east_->GetLodLevel() + 1);
  255. return lodLevel;
  256. }