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- //
- // Copyright (c) 2008-2014 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "Context.h"
- #include "DrawableEvents.h"
- #include "Geometry.h"
- #include "Image.h"
- #include "IndexBuffer.h"
- #include "Log.h"
- #include "Material.h"
- #include "Node.h"
- #include "Octree.h"
- #include "Profiler.h"
- #include "ResourceCache.h"
- #include "ResourceEvents.h"
- #include "Scene.h"
- #include "Terrain.h"
- #include "TerrainPatch.h"
- #include "VertexBuffer.h"
- #include "DebugNew.h"
- namespace Urho3D
- {
- extern const char* GEOMETRY_CATEGORY;
- static const Vector3 DEFAULT_SPACING(1.0f, 0.25f, 1.0f);
- static const unsigned MAX_LOD_LEVELS = 4;
- static const int DEFAULT_PATCH_SIZE = 32;
- static const int MIN_PATCH_SIZE = 4;
- static const int MAX_PATCH_SIZE = 128;
- static const unsigned STITCH_NORTH = 1;
- static const unsigned STITCH_SOUTH = 2;
- static const unsigned STITCH_WEST = 4;
- static const unsigned STITCH_EAST = 8;
- Terrain::Terrain(Context* context) :
- Component(context),
- indexBuffer_(new IndexBuffer(context)),
- spacing_(DEFAULT_SPACING),
- patchWorldOrigin_(Vector2::ZERO),
- patchWorldSize_(Vector2::ZERO),
- numVertices_(IntVector2::ZERO),
- numPatches_(IntVector2::ZERO),
- patchSize_(DEFAULT_PATCH_SIZE),
- numLodLevels_(1),
- smoothing_(false),
- visible_(true),
- castShadows_(false),
- occluder_(false),
- occludee_(true),
- viewMask_(DEFAULT_VIEWMASK),
- lightMask_(DEFAULT_LIGHTMASK),
- shadowMask_(DEFAULT_SHADOWMASK),
- zoneMask_(DEFAULT_ZONEMASK),
- drawDistance_(0.0f),
- shadowDistance_(0.0f),
- lodBias_(1.0f),
- maxLights_(0),
- recreateTerrain_(false)
- {
- indexBuffer_->SetShadowed(true);
- }
- Terrain::~Terrain()
- {
- }
- void Terrain::RegisterObject(Context* context)
- {
- context->RegisterFactory<Terrain>(GEOMETRY_CATEGORY);
- ACCESSOR_ATTRIBUTE(Terrain, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Terrain, VAR_RESOURCEREF, "Height Map", GetHeightMapAttr, SetHeightMapAttr, ResourceRef, ResourceRef(Image::GetTypeStatic()), AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Terrain, VAR_RESOURCEREF, "Material", GetMaterialAttr, SetMaterialAttr, ResourceRef, ResourceRef(Material::GetTypeStatic()), AM_DEFAULT);
- ATTRIBUTE(Terrain, VAR_VECTOR3, "Vertex Spacing", spacing_, DEFAULT_SPACING, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Terrain, VAR_INT, "Patch Size", GetPatchSize, SetPatchSizeAttr, int, DEFAULT_PATCH_SIZE, AM_DEFAULT);
- ATTRIBUTE(Terrain, VAR_BOOL, "Smooth Height Map", smoothing_, false, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Terrain, VAR_BOOL, "Is Occluder", IsOccluder, SetOccluder, bool, false, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Terrain, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Terrain, VAR_BOOL, "Cast Shadows", GetCastShadows, SetCastShadows, bool, false, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Terrain, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Terrain, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Terrain, VAR_FLOAT, "LOD Bias", GetLodBias, SetLodBias, float, 1.0f, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Terrain, VAR_INT, "Max Lights", GetMaxLights, SetMaxLights, unsigned, 0, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Terrain, VAR_INT, "View Mask", GetViewMask, SetViewMask, unsigned, DEFAULT_VIEWMASK, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Terrain, VAR_INT, "Light Mask", GetLightMask, SetLightMask, unsigned, DEFAULT_LIGHTMASK, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Terrain, VAR_INT, "Shadow Mask", GetShadowMask, SetShadowMask, unsigned, DEFAULT_SHADOWMASK, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Terrain, VAR_INT, "Zone Mask", GetZoneMask, SetZoneMask, unsigned, DEFAULT_ZONEMASK, AM_DEFAULT);
- }
- void Terrain::OnSetAttribute(const AttributeInfo& attr, const Variant& src)
- {
- Component::OnSetAttribute(attr, src);
- // Change of any non-accessor attribute requires recreation of the terrain
- if (!attr.accessor_)
- recreateTerrain_ = true;
- }
- void Terrain::ApplyAttributes()
- {
- if (recreateTerrain_)
- CreateGeometry();
- }
- void Terrain::OnSetEnabled()
- {
- bool enabled = IsEnabledEffective();
- for (unsigned i = 0; i < patches_.Size(); ++i)
- {
- if (patches_[i])
- patches_[i]->SetEnabled(enabled);
- }
- }
- void Terrain::SetPatchSize(int size)
- {
- if (size < MIN_PATCH_SIZE || size > MAX_PATCH_SIZE || !IsPowerOfTwo(size))
- return;
- if (size != patchSize_)
- {
- patchSize_ = size;
- CreateGeometry();
- MarkNetworkUpdate();
- }
- }
- void Terrain::SetSpacing(const Vector3& spacing)
- {
- if (spacing != spacing_)
- {
- spacing_ = spacing;
- CreateGeometry();
- MarkNetworkUpdate();
- }
- }
- void Terrain::SetSmoothing(bool enable)
- {
- if (enable != smoothing_)
- {
- smoothing_ = enable;
- CreateGeometry();
- MarkNetworkUpdate();
- }
- }
- bool Terrain::SetHeightMap(Image* image)
- {
- bool success = SetHeightMapInternal(image, true);
- MarkNetworkUpdate();
- return success;
- }
- void Terrain::SetMaterial(Material* material)
- {
- material_ = material;
- for (unsigned i = 0; i < patches_.Size(); ++i)
- {
- if (patches_[i])
- patches_[i]->SetMaterial(material);
- }
- MarkNetworkUpdate();
- }
- void Terrain::SetDrawDistance(float distance)
- {
- drawDistance_ = distance;
- for (unsigned i = 0; i < patches_.Size(); ++i)
- {
- if (patches_[i])
- patches_[i]->SetDrawDistance(distance);
- }
- MarkNetworkUpdate();
- }
- void Terrain::SetShadowDistance(float distance)
- {
- shadowDistance_ = distance;
- for (unsigned i = 0; i < patches_.Size(); ++i)
- {
- if (patches_[i])
- patches_[i]->SetShadowDistance(distance);
- }
- MarkNetworkUpdate();
- }
- void Terrain::SetLodBias(float bias)
- {
- lodBias_ = bias;
- for (unsigned i = 0; i < patches_.Size(); ++i)
- {
- if (patches_[i])
- patches_[i]->SetLodBias(bias);
- }
- MarkNetworkUpdate();
- }
- void Terrain::SetViewMask(unsigned mask)
- {
- viewMask_ = mask;
- for (unsigned i = 0; i < patches_.Size(); ++i)
- {
- if (patches_[i])
- patches_[i]->SetViewMask(mask);
- }
- MarkNetworkUpdate();
- }
- void Terrain::SetLightMask(unsigned mask)
- {
- lightMask_ = mask;
- for (unsigned i = 0; i < patches_.Size(); ++i)
- {
- if (patches_[i])
- patches_[i]->SetLightMask(mask);
- }
- MarkNetworkUpdate();
- }
- void Terrain::SetShadowMask(unsigned mask)
- {
- shadowMask_ = mask;
- for (unsigned i = 0; i < patches_.Size(); ++i)
- {
- if (patches_[i])
- patches_[i]->SetShadowMask(mask);
- }
- MarkNetworkUpdate();
- }
- void Terrain::SetZoneMask(unsigned mask)
- {
- zoneMask_ = mask;
- for (unsigned i = 0; i < patches_.Size(); ++i)
- {
- if (patches_[i])
- patches_[i]->SetZoneMask(mask);
- }
- MarkNetworkUpdate();
- }
- void Terrain::SetMaxLights(unsigned num)
- {
- maxLights_ = num;
- for (unsigned i = 0; i < patches_.Size(); ++i)
- {
- if (patches_[i])
- patches_[i]->SetMaxLights(num);
- }
- MarkNetworkUpdate();
- }
- void Terrain::SetCastShadows(bool enable)
- {
- castShadows_ = enable;
- for (unsigned i = 0; i < patches_.Size(); ++i)
- {
- if (patches_[i])
- patches_[i]->SetCastShadows(enable);
- }
- MarkNetworkUpdate();
- }
- void Terrain::SetOccluder(bool enable)
- {
- occluder_ = enable;
- for (unsigned i = 0; i < patches_.Size(); ++i)
- {
- if (patches_[i])
- patches_[i]->SetOccluder(enable);
- }
- MarkNetworkUpdate();
- }
- void Terrain::SetOccludee(bool enable)
- {
- occludee_ = enable;
- for (unsigned i = 0; i < patches_.Size(); ++i)
- {
- if (patches_[i])
- patches_[i]->SetOccludee(enable);
- }
- MarkNetworkUpdate();
- }
- Image* Terrain::GetHeightMap() const
- {
- return heightMap_;
- }
- Material* Terrain::GetMaterial() const
- {
- return material_;
- }
- TerrainPatch* Terrain::GetPatch(unsigned index) const
- {
- return index < patches_.Size() ? patches_[index] : (TerrainPatch*)0;
- }
- TerrainPatch* Terrain::GetPatch(int x, int z) const
- {
- if (x < 0 || x >= numPatches_.x_ || z < 0 || z >= numPatches_.y_)
- return 0;
- else
- return GetPatch(z * numPatches_.x_ + x);
- }
- float Terrain::GetHeight(const Vector3& worldPosition) const
- {
- if (node_)
- {
- Vector3 position = node_->GetWorldTransform().Inverse() * worldPosition;
- float xPos = (position.x_ - patchWorldOrigin_.x_) / spacing_.x_;
- float zPos = (position.z_ - patchWorldOrigin_.y_) / spacing_.z_;
- float xFrac = xPos - floorf(xPos);
- float zFrac = zPos - floorf(zPos);
- float h1, h2, h3;
- if (xFrac + zFrac >= 1.0f)
- {
- h1 = GetRawHeight((unsigned)xPos + 1, (unsigned)zPos + 1);
- h2 = GetRawHeight((unsigned)xPos, (unsigned)zPos + 1);
- h3 = GetRawHeight((unsigned)xPos + 1, (unsigned)zPos);
- xFrac = 1.0f - xFrac;
- zFrac = 1.0f - zFrac;
- }
- else
- {
- h1 = GetRawHeight((unsigned)xPos, (unsigned)zPos);
- h2 = GetRawHeight((unsigned)xPos + 1, (unsigned)zPos);
- h3 = GetRawHeight((unsigned)xPos, (unsigned)zPos + 1);
- }
- float h = h1 * (1.0f - xFrac - zFrac) + h2 * xFrac + h3 * zFrac;
- /// \todo This assumes that the terrain scene node is upright
- return node_->GetWorldScale().y_ * h + node_->GetWorldPosition().y_;
- }
- else
- return 0.0f;
- }
- Vector3 Terrain::GetNormal(const Vector3& worldPosition) const
- {
- if (node_)
- {
- Vector3 position = node_->GetWorldTransform().Inverse() * worldPosition;
- float xPos = (position.x_ - patchWorldOrigin_.x_) / spacing_.x_;
- float zPos = (position.z_ - patchWorldOrigin_.y_) / spacing_.z_;
- float xFrac = xPos - floorf(xPos);
- float zFrac = zPos - floorf(zPos);
- Vector3 n1, n2, n3;
- if (xFrac + zFrac >= 1.0f)
- {
- n1 = GetRawNormal((unsigned)xPos + 1, (unsigned)zPos + 1);
- n2 = GetRawNormal((unsigned)xPos, (unsigned)zPos + 1);
- n3 = GetRawNormal((unsigned)xPos + 1, (unsigned)zPos);
- xFrac = 1.0f - xFrac;
- zFrac = 1.0f - zFrac;
- }
- else
- {
- n1 = GetRawNormal((unsigned)xPos, (unsigned)zPos);
- n2 = GetRawNormal((unsigned)xPos + 1, (unsigned)zPos);
- n3 = GetRawNormal((unsigned)xPos, (unsigned)zPos + 1);
- }
- Vector3 n = (n1 * (1.0f - xFrac - zFrac) + n2 * xFrac + n3 * zFrac).Normalized();
- return node_->GetWorldRotation() * n;
- }
- else
- return Vector3::UP;
- }
- void Terrain::CreatePatchGeometry(TerrainPatch* patch)
- {
- PROFILE(CreatePatchGeometry);
- unsigned row = patchSize_ + 1;
- VertexBuffer* vertexBuffer = patch->GetVertexBuffer();
- Geometry* geometry = patch->GetGeometry();
- Geometry* maxLodGeometry = patch->GetMaxLodGeometry();
- Geometry* minLodGeometry = patch->GetMinLodGeometry();
- if (vertexBuffer->GetVertexCount() != row * row)
- vertexBuffer->SetSize(row * row, MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT);
- SharedArrayPtr<unsigned char> cpuVertexData(new unsigned char[row * row * sizeof(Vector3)]);
- float* vertexData = (float*)vertexBuffer->Lock(0, vertexBuffer->GetVertexCount());
- float* positionData = (float*)cpuVertexData.Get();
- BoundingBox box;
- if (vertexData)
- {
- const IntVector2& coords = patch->GetCoordinates();
- for (int z1 = 0; z1 <= patchSize_; ++z1)
- {
- for (int x1 = 0; x1 <= patchSize_; ++x1)
- {
- int xPos = coords.x_ * patchSize_ + x1;
- int zPos = coords.y_ * patchSize_ + z1;
- // Position
- Vector3 position((float)x1 * spacing_.x_, GetRawHeight(xPos, zPos), (float)z1 * spacing_.z_);
- *vertexData++ = position.x_;
- *vertexData++ = position.y_;
- *vertexData++ = position.z_;
- *positionData++ = position.x_;
- *positionData++ = position.y_;
- *positionData++ = position.z_;
- box.Merge(position);
- // Normal
- Vector3 normal = GetRawNormal(xPos, zPos);
- *vertexData++ = normal.x_;
- *vertexData++ = normal.y_;
- *vertexData++ = normal.z_;
- // Texture coordinate
- Vector2 texCoord((float)xPos / (float)numVertices_.x_, 1.0f - (float)zPos / (float)numVertices_.y_);
- *vertexData++ = texCoord.x_;
- *vertexData++ = texCoord.y_;
- // Tangent
- Vector3 xyz = (Vector3::RIGHT - normal * normal.DotProduct(Vector3::RIGHT)).Normalized();
- *vertexData++ = xyz.x_;
- *vertexData++ = xyz.y_;
- *vertexData++ = xyz.z_;
- *vertexData++ = 1.0f;
- }
- }
- vertexBuffer->Unlock();
- vertexBuffer->ClearDataLost();
- }
- patch->SetBoundingBox(box);
- if (drawRanges_.Size())
- {
- unsigned lastDrawRange = drawRanges_.Size() - 1;
- geometry->SetIndexBuffer(indexBuffer_);
- geometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[0].first_, drawRanges_[0].second_, false);
- geometry->SetRawVertexData(cpuVertexData, sizeof(Vector3), MASK_POSITION);
- maxLodGeometry->SetIndexBuffer(indexBuffer_);
- maxLodGeometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[0].first_, drawRanges_[0].second_, false);
- maxLodGeometry->SetRawVertexData(cpuVertexData, sizeof(Vector3), MASK_POSITION);
- minLodGeometry->SetIndexBuffer(indexBuffer_);
- minLodGeometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[lastDrawRange].first_, drawRanges_[lastDrawRange].second_, false);
- minLodGeometry->SetRawVertexData(cpuVertexData, sizeof(Vector3), MASK_POSITION);
- }
- // Offset the occlusion geometry by vertex spacing to reduce possibility of over-aggressive occlusion
- patch->SetOcclusionOffset(-0.5f * (spacing_.x_ + spacing_.z_));
- patch->ResetLod();
- }
- void Terrain::UpdatePatchLod(TerrainPatch* patch)
- {
- Geometry* geometry = patch->GetGeometry();
- // All LOD levels except the coarsest have 16 versions for stitching
- unsigned lodLevel = patch->GetLodLevel();
- unsigned drawRangeIndex = lodLevel << 4;
- if (lodLevel < numLodLevels_ - 1)
- {
- TerrainPatch* north = patch->GetNorthPatch();
- TerrainPatch* south = patch->GetSouthPatch();
- TerrainPatch* west = patch->GetWestPatch();
- TerrainPatch* east = patch->GetEastPatch();
- if (north && north->GetLodLevel() > lodLevel)
- drawRangeIndex |= STITCH_NORTH;
- if (south && south->GetLodLevel() > lodLevel)
- drawRangeIndex |= STITCH_SOUTH;
- if (west && west->GetLodLevel() > lodLevel)
- drawRangeIndex |= STITCH_WEST;
- if (east && east->GetLodLevel() > lodLevel)
- drawRangeIndex |= STITCH_EAST;
- }
- if (drawRangeIndex < drawRanges_.Size())
- geometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[drawRangeIndex].first_, drawRanges_[drawRangeIndex].second_, false);
- }
- void Terrain::SetMaterialAttr(ResourceRef value)
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- SetMaterial(cache->GetResource<Material>(value.name_));
- }
- void Terrain::SetHeightMapAttr(ResourceRef value)
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- Image* image = cache->GetResource<Image>(value.name_);
- SetHeightMapInternal(image, false);
- }
- void Terrain::SetPatchSizeAttr(int value)
- {
- if (value < MIN_PATCH_SIZE || value > MAX_PATCH_SIZE || !IsPowerOfTwo(value))
- return;
- if (value != patchSize_)
- {
- patchSize_ = value;
- recreateTerrain_ = true;
- }
- }
- ResourceRef Terrain::GetMaterialAttr() const
- {
- return GetResourceRef(material_, Material::GetTypeStatic());
- }
- ResourceRef Terrain::GetHeightMapAttr() const
- {
- return GetResourceRef(heightMap_, Image::GetTypeStatic());
- }
- void Terrain::CreateGeometry()
- {
- recreateTerrain_ = false;
- if (!node_)
- return;
- PROFILE(CreateTerrainGeometry);
- unsigned prevNumPatches = patches_.Size();
- // Determine number of LOD levels
- unsigned lodSize = patchSize_;
- numLodLevels_ = 1;
- while (lodSize > MIN_PATCH_SIZE && numLodLevels_ < MAX_LOD_LEVELS)
- {
- lodSize >>= 1;
- ++numLodLevels_;
- }
- // Determine total terrain size
- patchWorldSize_ = Vector2(spacing_.x_ * (float)patchSize_, spacing_.z_ * (float)patchSize_);
- if (heightMap_)
- {
- numPatches_ = IntVector2((heightMap_->GetWidth() - 1) / patchSize_, (heightMap_->GetHeight() - 1) / patchSize_);
- numVertices_ = IntVector2(numPatches_.x_ * patchSize_ + 1, numPatches_.y_ * patchSize_ + 1);
- patchWorldOrigin_ = Vector2(-0.5f * (float)numPatches_.x_ * patchWorldSize_.x_, -0.5f * (float)numPatches_.y_ *
- patchWorldSize_.y_);
- heightData_ = new float[numVertices_.x_ * numVertices_.y_];
- }
- else
- {
- numPatches_ = IntVector2::ZERO;
- numVertices_ = IntVector2::ZERO;
- patchWorldOrigin_ = Vector2::ZERO;
- heightData_.Reset();
- }
- // Remove old patch nodes which are not needed
- PODVector<Node*> oldPatchNodes;
- node_->GetChildrenWithComponent<TerrainPatch>(oldPatchNodes);
- for (PODVector<Node*>::Iterator i = oldPatchNodes.Begin(); i != oldPatchNodes.End(); ++i)
- {
- bool nodeOk = false;
- Vector<String> coords = (*i)->GetName().Substring(6).Split('_');
- if (coords.Size() == 2)
- {
- int x = ToInt(coords[0]);
- int z = ToInt(coords[1]);
- if (x < numPatches_.x_ && z < numPatches_.y_)
- nodeOk = true;
- }
- if (!nodeOk)
- node_->RemoveChild(*i);
- }
- patches_.Clear();
- if (heightMap_)
- {
- // Copy heightmap data
- const unsigned char* src = heightMap_->GetData();
- float* dest = heightData_;
- unsigned imgComps = heightMap_->GetComponents();
- unsigned imgRow = heightMap_->GetWidth() * imgComps;
- if (imgComps == 1)
- {
- for (int z = 0; z < numVertices_.y_; ++z)
- {
- for (int x = 0; x < numVertices_.x_; ++x)
- *dest++ = (float)src[imgRow * (numVertices_.y_ - 1 - z) + x] * spacing_.y_;
- }
- }
- else
- {
- // If more than 1 component, use the green channel for more accuracy
- for (int z = 0; z < numVertices_.y_; ++z)
- {
- for (int x = 0; x < numVertices_.x_; ++x)
- *dest++ = ((float)src[imgRow * (numVertices_.y_ - 1 - z) + imgComps * x] + (float)src[imgRow *
- (numVertices_.y_ - 1 - z) + imgComps * x + 1] / 256.0f) * spacing_.y_;
- }
- }
- if (smoothing_)
- SmoothHeightMap();
-
- patches_.Reserve(numPatches_.x_ * numPatches_.y_);
- bool enabled = IsEnabledEffective();
- // Create patches and set node transforms
- for (int z = 0; z < numPatches_.y_; ++z)
- {
- for (int x = 0; x < numPatches_.x_; ++x)
- {
- String nodeName = "Patch_" + String(x) + "_" + String(z);
- Node* patchNode = node_->GetChild(nodeName);
-
- if (!patchNode)
- {
- // Create the patch scene node as local and temporary so that it is not unnecessarily serialized to either
- // file or replicated over the network
- patchNode = node_->CreateChild(nodeName, LOCAL);
- patchNode->SetTemporary(true);
- }
-
- patchNode->SetPosition(Vector3(patchWorldOrigin_.x_ + (float)x * patchWorldSize_.x_, 0.0f, patchWorldOrigin_.y_ +
- (float)z * patchWorldSize_.y_));
- TerrainPatch* patch = patchNode->GetOrCreateComponent<TerrainPatch>();
- patch->SetOwner(this);
- patch->SetCoordinates(IntVector2(x, z));
- // Copy initial drawable parameters
- patch->SetEnabled(enabled);
- patch->SetMaterial(material_);
- patch->SetDrawDistance(drawDistance_);
- patch->SetShadowDistance(shadowDistance_);
- patch->SetLodBias(lodBias_);
- patch->SetViewMask(viewMask_);
- patch->SetLightMask(lightMask_);
- patch->SetShadowMask(shadowMask_);
- patch->SetZoneMask(zoneMask_);
- patch->SetMaxLights(maxLights_);
- patch->SetCastShadows(castShadows_);
- patch->SetOccluder(occluder_);
- patch->SetOccludee(occludee_);
- patches_.Push(WeakPtr<TerrainPatch>(patch));
- }
- }
- // Create the shared index data
- CreateIndexData();
- // Create vertex data for patches
- for (Vector<WeakPtr<TerrainPatch> >::Iterator i = patches_.Begin(); i != patches_.End(); ++i)
- {
- CreatePatchGeometry(*i);
- CalculateLodErrors(*i);
- SetNeighbors(*i);
- }
- }
- // Send event only if new geometry was generated, or the old was cleared
- if (patches_.Size() || prevNumPatches)
- {
- using namespace TerrainCreated;
- VariantMap& eventData = GetEventDataMap();
- eventData[P_NODE] = node_;
- node_->SendEvent(E_TERRAINCREATED, eventData);
- }
- }
- void Terrain::SmoothHeightMap()
- {
- PROFILE(SmoothHeightMap);
-
- SharedArrayPtr<float> newHeightData(new float[numVertices_.x_* numVertices_.y_]);
-
- for (int z = 0; z < numVertices_.y_; ++z)
- {
- for (int x = 0; x < numVertices_.x_; ++x)
- {
- float smoothedHeight = (
- GetRawHeight(x - 1, z - 1) + GetRawHeight(x, z - 1) * 2.0f + GetRawHeight(x + 1, z - 1) +
- GetRawHeight(x - 1, z) * 2.0f + GetRawHeight(x, z) * 4.0f + GetRawHeight(x + 1, z) * 2.0f +
- GetRawHeight(x - 1, z + 1) + GetRawHeight(x, z + 1) * 2.0f + GetRawHeight(x + 1, z + 1)
- ) / 16.0f;
-
- newHeightData[z * numVertices_.x_ + x] = smoothedHeight;
- }
- }
-
- heightData_ = newHeightData;
- }
- void Terrain::CreateIndexData()
- {
- PROFILE(CreateIndexData);
- PODVector<unsigned short> indices;
- drawRanges_.Clear();
- unsigned row = patchSize_ + 1;
- /* Build index data for each LOD level. Each LOD level except the lowest can stitch to the next lower LOD from the edges:
- north, south, west, east, or any combination of them, requiring 16 different versions of each LOD level's index data
-
- Normal edge: Stitched edge:
- +----+----+ +---------+
- |\ |\ | |\ /|
- | \ | \ | | \ / |
- | \ | \ | | \ / |
- | \| \| | \ / |
- +----+----+ +----+----+
- */
- for (unsigned i = 0; i < numLodLevels_; ++i)
- {
- unsigned combinations = (i < numLodLevels_ - 1) ? 16 : 1;
- int skip = 1 << i;
- for (unsigned j = 0; j < combinations; ++j)
- {
- unsigned indexStart = indices.Size();
- int zStart = 0;
- int xStart = 0;
- int zEnd = patchSize_;
- int xEnd = patchSize_;
- if (j & STITCH_NORTH)
- zEnd -= skip;
- if (j & STITCH_SOUTH)
- zStart += skip;
- if (j & STITCH_WEST)
- xStart += skip;
- if (j & STITCH_EAST)
- xEnd -= skip;
- // Build the main grid
- for (int z = zStart; z < zEnd; z += skip)
- {
- for (int x = xStart; x < xEnd; x += skip)
- {
- indices.Push((z + skip) * row + x);
- indices.Push(z * row + x + skip);
- indices.Push(z * row + x);
- indices.Push((z + skip) * row + x);
- indices.Push((z + skip) * row + x + skip);
- indices.Push(z * row + x + skip);
- }
- }
- // Build the north edge
- if (j & STITCH_NORTH)
- {
- int z = patchSize_ - skip;
- for (int x = 0; x < patchSize_; x += skip * 2)
- {
- if (x > 0 || (j & STITCH_WEST) == 0)
- {
- indices.Push((z + skip) * row + x);
- indices.Push(z * row + x + skip);
- indices.Push(z * row + x);
- }
- indices.Push((z + skip) * row + x);
- indices.Push((z + skip) * row + x + 2 * skip);
- indices.Push(z * row + x + skip);
- if (x < patchSize_ - skip * 2 || (j & STITCH_EAST) == 0)
- {
- indices.Push((z + skip) * row + x + 2 * skip);
- indices.Push(z * row + x + 2 * skip);
- indices.Push(z * row + x + skip);
- }
- }
- }
- // Build the south edge
- if (j & STITCH_SOUTH)
- {
- int z = 0;
- for (int x = 0; x < patchSize_; x += skip * 2)
- {
- if (x > 0 || (j & STITCH_WEST) == 0)
- {
- indices.Push((z + skip) * row + x);
- indices.Push((z + skip) * row + x + skip);
- indices.Push(z * row + x);
- }
- indices.Push(z * row + x);
- indices.Push((z + skip) * row + x + skip);
- indices.Push(z * row + x + 2 * skip);
- if (x < patchSize_ - skip * 2 || (j & STITCH_EAST) == 0)
- {
- indices.Push((z + skip) * row + x + skip);
- indices.Push((z + skip) * row + x + 2 * skip);
- indices.Push(z * row + x + 2 * skip);
- }
- }
- }
- // Build the west edge
- if (j & STITCH_WEST)
- {
- int x = 0;
- for (int z = 0; z < patchSize_; z += skip * 2)
- {
- if (z > 0 || (j & STITCH_SOUTH) == 0)
- {
- indices.Push(z * row + x);
- indices.Push((z + skip) * row + x + skip);
- indices.Push(z * row + x + skip);
- }
- indices.Push((z + 2 * skip) * row + x);
- indices.Push((z + skip) * row + x + skip);
- indices.Push(z * row + x);
- if (x < patchSize_ - skip * 2 || (j & STITCH_NORTH) == 0)
- {
- indices.Push((z + 2 * skip) * row + x);
- indices.Push((z + 2 * skip) * row + x + skip);
- indices.Push((z + skip) * row + x + skip);
- }
- }
- }
- // Build the east edge
- if (j & STITCH_EAST)
- {
- int x = patchSize_ - skip;
- for (int z = 0; z < patchSize_; z += skip * 2)
- {
- if (z > 0 || (j & STITCH_SOUTH) == 0)
- {
- indices.Push(z * row + x);
- indices.Push((z + skip) * row + x);
- indices.Push(z * row + x + skip);
- }
- indices.Push((z + skip) * row + x);
- indices.Push((z + 2 * skip) * row + x + skip);
- indices.Push(z * row + x + skip);
- if (z < patchSize_ - skip * 2 || (j & STITCH_NORTH) == 0)
- {
- indices.Push((z + skip) * row + x);
- indices.Push((z + 2 * skip) * row + x);
- indices.Push((z + 2 * skip) * row + x + skip);
- }
- }
- }
- drawRanges_.Push(MakePair(indexStart, indices.Size() - indexStart));
- }
- }
- indexBuffer_->SetSize(indices.Size(), false);
- unsigned short* indexData = (unsigned short*)indexBuffer_->Lock(0, indices.Size());
- if (indexData)
- {
- memcpy(indexData, &indices[0], indices.Size() * sizeof(unsigned short));
- indexBuffer_->Unlock();
- }
- }
- float Terrain::GetRawHeight(int x, int z) const
- {
- if (!heightData_)
- return 0.0f;
- x = Clamp(x, 0, numVertices_.x_ - 1);
- z = Clamp(z, 0, numVertices_.y_ - 1);
- return heightData_[z * numVertices_.x_ + x];
- }
- float Terrain::GetLodHeight(int x, int z, unsigned lodLevel) const
- {
- unsigned offset = 1 << lodLevel;
- float divisor = (float)offset;
- float xFrac = (float)(x % offset) / divisor;
- float zFrac = (float)(z % offset) / divisor;
- float h1, h2, h3;
- if (xFrac + zFrac >= 1.0f)
- {
- h1 = GetRawHeight(x + offset, z + offset);
- h2 = GetRawHeight(x, z + offset);
- h3 = GetRawHeight(x + offset, z);
- xFrac = 1.0f - xFrac;
- zFrac = 1.0f - zFrac;
- }
- else
- {
- h1 = GetRawHeight(x, z);
- h2 = GetRawHeight(x + offset, z);
- h3 = GetRawHeight(x, z + offset);
- }
- return h1 * (1.0f - xFrac - zFrac) + h2 * xFrac + h3 * zFrac;
- }
- Vector3 Terrain::GetRawNormal(int x, int z) const
- {
- float baseHeight = GetRawHeight(x, z);
- float nSlope = GetRawHeight(x, z - 1) - baseHeight;
- float neSlope = GetRawHeight(x + 1, z - 1) - baseHeight;
- float eSlope = GetRawHeight(x + 1, z) - baseHeight;
- float seSlope = GetRawHeight(x + 1, z + 1) - baseHeight;
- float sSlope = GetRawHeight(x, z + 1) - baseHeight;
- float swSlope = GetRawHeight(x - 1, z + 1) - baseHeight;
- float wSlope = GetRawHeight(x - 1, z) - baseHeight;
- float nwSlope = GetRawHeight(x - 1, z - 1) - baseHeight;
- float up = 0.5f * (spacing_.x_ + spacing_.z_);
- return (Vector3(0.0f, up, nSlope) +
- Vector3(-neSlope, up, neSlope) +
- Vector3(-eSlope, up, 0.0f) +
- Vector3(-seSlope, up, -seSlope) +
- Vector3(0.0f, up, -sSlope) +
- Vector3(swSlope, up, -swSlope) +
- Vector3(wSlope, up, 0.0f) +
- Vector3(nwSlope, up, nwSlope)).Normalized();
- }
- void Terrain::CalculateLodErrors(TerrainPatch* patch)
- {
- PROFILE(CalculateLodErrors);
- const IntVector2& coords = patch->GetCoordinates();
- PODVector<float>& lodErrors = patch->GetLodErrors();
- lodErrors.Clear();
- lodErrors.Reserve(numLodLevels_);
- int xStart = coords.x_ * patchSize_;
- int zStart = coords.y_ * patchSize_;
- int xEnd = xStart + patchSize_;
- int zEnd = zStart + patchSize_;
- for (unsigned i = 0; i < numLodLevels_; ++i)
- {
- float maxError = 0.0f;
- int divisor = 1 << i;
- if (i > 0)
- {
- for (int z = zStart; z <= zEnd; ++z)
- {
- for (int x = xStart; x <= xEnd; ++x)
- {
- if (x % divisor || z % divisor)
- {
- float error = Abs(GetLodHeight(x, z, i) - GetRawHeight(x, z));
- maxError = Max(error, maxError);
- }
- }
- }
- // Set error to be at least same as (half vertex spacing x LOD) to prevent horizontal stretches getting too inaccurate
- maxError = Max(maxError, 0.25f * (spacing_.x_ + spacing_.z_) * (float)(1 << i));
- }
- lodErrors.Push(maxError);
- }
- }
- void Terrain::SetNeighbors(TerrainPatch* patch)
- {
- const IntVector2& coords = patch->GetCoordinates();
- patch->SetNeighbors(GetPatch(coords.x_, coords.y_ + 1), GetPatch(coords.x_, coords.y_ - 1),
- GetPatch(coords.x_ - 1, coords.y_), GetPatch(coords.x_ + 1, coords.y_));
- }
- bool Terrain::SetHeightMapInternal(Image* image, bool recreateNow)
- {
- if (image && image->IsCompressed())
- {
- LOGERROR("Can not use a compressed image as a terrain heightmap");
- return false;
- }
- // Unsubscribe from the reload event of previous image (if any), then subscribe to the new
- if (heightMap_)
- UnsubscribeFromEvent(heightMap_, E_RELOADFINISHED);
- if (image)
- SubscribeToEvent(image, E_RELOADFINISHED, HANDLER(Terrain, HandleHeightMapReloadFinished));
- heightMap_ = image;
- if (recreateNow)
- CreateGeometry();
- else
- recreateTerrain_ = true;
- return true;
- }
- void Terrain::HandleHeightMapReloadFinished(StringHash eventType, VariantMap& eventData)
- {
- CreateGeometry();
- }
- }
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