TerrainPatch.cpp 8.2 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Camera.h"
  24. #include "Context.h"
  25. #include "Geometry.h"
  26. #include "IndexBuffer.h"
  27. #include "Material.h"
  28. #include "Node.h"
  29. #include "OcclusionBuffer.h"
  30. #include "OctreeQuery.h"
  31. #include "Profiler.h"
  32. #include "Terrain.h"
  33. #include "TerrainPatch.h"
  34. #include "VertexBuffer.h"
  35. #include "DebugNew.h"
  36. namespace Urho3D
  37. {
  38. static const float LOD_CONSTANT = 1.0f / 150.0f;
  39. extern const char* GEOMETRY_CATEGORY;
  40. TerrainPatch::TerrainPatch(Context* context) :
  41. Drawable(context, DRAWABLE_GEOMETRY),
  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. occlusionOffset_(0.0f)
  49. {
  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:
  70. Drawable::ProcessRayQuery(query, results);
  71. break;
  72. case RAY_OBB:
  73. case RAY_TRIANGLE:
  74. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  75. Ray localRay = query.ray_.Transformed(inverse);
  76. float distance = localRay.HitDistance(boundingBox_);
  77. if (level == RAY_TRIANGLE && distance < query.maxDistance_)
  78. distance = geometry_->GetHitDistance(localRay);
  79. if (distance < query.maxDistance_)
  80. {
  81. RayQueryResult result;
  82. result.drawable_ = this;
  83. result.node_ = node_;
  84. result.distance_ = distance;
  85. result.subObject_ = M_MAX_UNSIGNED;
  86. results.Push(result);
  87. }
  88. break;
  89. }
  90. }
  91. void TerrainPatch::UpdateBatches(const FrameInfo& frame)
  92. {
  93. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  94. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  95. float scale = worldTransform.Scale().DotProduct(DOT_SCALE);
  96. lodDistance_ = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  97. batches_[0].distance_ = distance_;
  98. batches_[0].worldTransform_ = &worldTransform;
  99. unsigned newLodLevel = 0;
  100. for (unsigned i = 0; i < lodErrors_.Size(); ++i)
  101. {
  102. if (lodErrors_[i] / lodDistance_ > LOD_CONSTANT)
  103. break;
  104. else
  105. newLodLevel = i;
  106. }
  107. lodLevel_ = GetCorrectedLodLevel(newLodLevel);
  108. }
  109. void TerrainPatch::UpdateGeometry(const FrameInfo& frame)
  110. {
  111. if (vertexBuffer_->IsDataLost())
  112. {
  113. if (owner_)
  114. owner_->CreatePatchGeometry(this);
  115. else
  116. vertexBuffer_->ClearDataLost();
  117. }
  118. if (owner_)
  119. owner_->UpdatePatchLod(this);
  120. }
  121. UpdateGeometryType TerrainPatch::GetUpdateGeometryType()
  122. {
  123. // Because there is a latency in starting worker thread updates, and the update of terrain patch LOD should not take
  124. // much time, always update in the main thread
  125. return UPDATE_MAIN_THREAD;
  126. }
  127. Geometry* TerrainPatch::GetLodGeometry(unsigned batchIndex, unsigned level)
  128. {
  129. if (!level)
  130. return maxLodGeometry_;
  131. else
  132. return geometry_;
  133. }
  134. unsigned TerrainPatch::GetNumOccluderTriangles()
  135. {
  136. // Check that the material is suitable for occlusion (default material always is)
  137. Material* mat = batches_[0].material_;
  138. if (mat && !mat->GetOcclusion())
  139. return 0;
  140. else
  141. return minLodGeometry_->GetIndexCount() / 3;
  142. }
  143. bool TerrainPatch::DrawOcclusion(OcclusionBuffer* buffer)
  144. {
  145. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  146. Material* material = batches_[0].material_;
  147. if (material)
  148. {
  149. if (!material->GetOcclusion())
  150. return true;
  151. buffer->SetCullMode(material->GetCullMode());
  152. }
  153. else
  154. buffer->SetCullMode(CULL_CCW);
  155. const unsigned char* vertexData;
  156. unsigned vertexSize;
  157. const unsigned char* indexData;
  158. unsigned indexSize;
  159. unsigned elementMask;
  160. minLodGeometry_->GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask);
  161. // Check for valid geometry data
  162. if (!vertexData || !indexData)
  163. return true;
  164. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  165. Matrix3x4 occlusionTransform(worldTransform.Translation() + worldTransform * Vector4(0.0f, occlusionOffset_, 0.0f,
  166. 0.0f), worldTransform.Rotation(), worldTransform.Scale());
  167. // Draw and check for running out of triangles
  168. return buffer->Draw(occlusionTransform, vertexData, vertexSize, indexData, indexSize, minLodGeometry_->GetIndexStart(),
  169. minLodGeometry_->GetIndexCount());
  170. }
  171. void TerrainPatch::SetOwner(Terrain* terrain)
  172. {
  173. owner_ = terrain;
  174. }
  175. void TerrainPatch::SetNeighbors(TerrainPatch* north, TerrainPatch* south, TerrainPatch* west, TerrainPatch* east)
  176. {
  177. north_ = north;
  178. south_ = south;
  179. west_ = west;
  180. east_ = east;
  181. }
  182. void TerrainPatch::SetMaterial(Material* material)
  183. {
  184. batches_[0].material_ = material;
  185. }
  186. void TerrainPatch::SetBoundingBox(const BoundingBox& box)
  187. {
  188. boundingBox_ = box;
  189. OnMarkedDirty(node_);
  190. }
  191. void TerrainPatch::SetCoordinates(const IntVector2& coordinates)
  192. {
  193. coordinates_ = coordinates;
  194. }
  195. void TerrainPatch::SetOcclusionOffset(float offset)
  196. {
  197. occlusionOffset_ = offset;
  198. }
  199. void TerrainPatch::ResetLod()
  200. {
  201. lodLevel_ = 0;
  202. }
  203. Geometry* TerrainPatch::GetGeometry() const
  204. {
  205. return geometry_;
  206. }
  207. Geometry* TerrainPatch::GetMaxLodGeometry() const
  208. {
  209. return maxLodGeometry_;
  210. }
  211. Geometry* TerrainPatch::GetMinLodGeometry() const
  212. {
  213. return minLodGeometry_;
  214. }
  215. VertexBuffer* TerrainPatch::GetVertexBuffer() const
  216. {
  217. return vertexBuffer_;
  218. }
  219. Terrain* TerrainPatch::GetOwner() const
  220. {
  221. return owner_;
  222. }
  223. void TerrainPatch::OnWorldBoundingBoxUpdate()
  224. {
  225. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  226. }
  227. unsigned TerrainPatch::GetCorrectedLodLevel(unsigned lodLevel)
  228. {
  229. if (north_)
  230. lodLevel = Min((int)lodLevel, north_->GetLodLevel() + 1);
  231. if (south_)
  232. lodLevel = Min((int)lodLevel, south_->GetLodLevel() + 1);
  233. if (west_)
  234. lodLevel = Min((int)lodLevel, west_->GetLodLevel() + 1);
  235. if (east_)
  236. lodLevel = Min((int)lodLevel, east_->GetLodLevel() + 1);
  237. return lodLevel;
  238. }
  239. }