TerrainPatch.cpp 9.2 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. occlusionOffset_(0.0f)
  49. {
  50. drawableFlags_ = DRAWABLE_GEOMETRY;
  51. geometry_->SetVertexBuffer(0, vertexBuffer_, MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT);
  52. maxLodGeometry_->SetVertexBuffer(0, vertexBuffer_, MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT);
  53. minLodGeometry_->SetVertexBuffer(0, vertexBuffer_, MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT);
  54. batches_.Resize(1);
  55. batches_[0].geometry_ = geometry_;
  56. batches_[0].geometryType_ = GEOM_STATIC_NOINSTANCING;
  57. }
  58. TerrainPatch::~TerrainPatch()
  59. {
  60. }
  61. void TerrainPatch::RegisterObject(Context* context)
  62. {
  63. context->RegisterFactory<TerrainPatch>();
  64. }
  65. void TerrainPatch::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  66. {
  67. RayQueryLevel level = query.level_;
  68. switch (level)
  69. {
  70. case RAY_AABB_NOSUBOBJECTS:
  71. case RAY_AABB:
  72. Drawable::ProcessRayQuery(query, results);
  73. break;
  74. case RAY_OBB:
  75. {
  76. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  77. Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f));
  78. float distance = localRay.HitDistance(boundingBox_);
  79. if (distance <= query.maxDistance_)
  80. {
  81. RayQueryResult result;
  82. result.drawable_ = this;
  83. result.node_ = GetNode();
  84. result.distance_ = distance;
  85. result.subObject_ = M_MAX_UNSIGNED;
  86. results.Push(result);
  87. }
  88. }
  89. break;
  90. case RAY_TRIANGLE:
  91. {
  92. // Do a pretest using the OBB
  93. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  94. Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f));
  95. float distance = localRay.HitDistance(boundingBox_);
  96. if (distance <= query.maxDistance_)
  97. {
  98. distance = geometry_->GetHitDistance(localRay);
  99. if (distance <= query.maxDistance_)
  100. {
  101. RayQueryResult result;
  102. result.drawable_ = this;
  103. result.node_ = GetNode();
  104. result.distance_ = distance;
  105. result.subObject_ = M_MAX_UNSIGNED;
  106. results.Push(result);
  107. break;
  108. }
  109. }
  110. }
  111. break;
  112. }
  113. }
  114. void TerrainPatch::UpdateBatches(const FrameInfo& frame)
  115. {
  116. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  117. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  118. float scale = worldTransform.Scale().DotProduct(DOT_SCALE);
  119. lodDistance_ = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  120. batches_[0].distance_ = distance_;
  121. batches_[0].worldTransform_ = &worldTransform;
  122. unsigned newLodLevel = 0;
  123. for (unsigned i = 0; i < lodErrors_.Size(); ++i)
  124. {
  125. if (lodErrors_[i] / lodDistance_ > LOD_CONSTANT / (float)frame.viewSize_.y_)
  126. break;
  127. else
  128. newLodLevel = i;
  129. }
  130. lodLevel_ = GetCorrectedLodLevel(newLodLevel);
  131. }
  132. void TerrainPatch::UpdateGeometry(const FrameInfo& frame)
  133. {
  134. if (vertexBuffer_->IsDataLost())
  135. {
  136. if (owner_)
  137. owner_->CreatePatchGeometry(this);
  138. else
  139. vertexBuffer_->ClearDataLost();
  140. }
  141. if (owner_)
  142. owner_->UpdatePatchLod(this);
  143. }
  144. UpdateGeometryType TerrainPatch::GetUpdateGeometryType()
  145. {
  146. // Because there is a latency in starting worker thread updates, and the update of terrain patch LOD should not take
  147. // much time, always update in the main thread
  148. return UPDATE_MAIN_THREAD;
  149. }
  150. Geometry* TerrainPatch::GetLodGeometry(unsigned batchIndex, unsigned level)
  151. {
  152. if (!level)
  153. return maxLodGeometry_;
  154. else
  155. return geometry_;
  156. }
  157. unsigned TerrainPatch::GetNumOccluderTriangles()
  158. {
  159. // Check that the material is suitable for occlusion (default material always is)
  160. Material* mat = batches_[0].material_;
  161. if (mat && !mat->GetOcclusion())
  162. return 0;
  163. else
  164. return minLodGeometry_->GetIndexCount() / 3;
  165. }
  166. bool TerrainPatch::DrawOcclusion(OcclusionBuffer* buffer)
  167. {
  168. bool success = true;
  169. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  170. Material* material = batches_[0].material_;
  171. if (material)
  172. {
  173. if (!material->GetOcclusion())
  174. return success;
  175. buffer->SetCullMode(material->GetCullMode());
  176. }
  177. else
  178. buffer->SetCullMode(CULL_CCW);
  179. const unsigned char* vertexData;
  180. unsigned vertexSize;
  181. const unsigned char* indexData;
  182. unsigned indexSize;
  183. unsigned elementMask;
  184. minLodGeometry_->GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask);
  185. // Check for valid geometry data
  186. if (!vertexData || !indexData)
  187. return success;
  188. Matrix3x4 occlusionTransform(node_->GetWorldPosition() + node_->GetWorldTransform() * Vector4(0.0f, -occlusionOffset_, 0.0f,
  189. 0.0f), node_->GetWorldRotation(), node_->GetWorldScale());
  190. // Draw and check for running out of triangles
  191. if (!buffer->Draw(occlusionTransform, vertexData, vertexSize, indexData, indexSize, minLodGeometry_->GetIndexStart(),
  192. minLodGeometry_->GetIndexCount()))
  193. success = false;
  194. return success;
  195. }
  196. void TerrainPatch::SetOwner(Terrain* terrain)
  197. {
  198. owner_ = terrain;
  199. }
  200. void TerrainPatch::SetNeighbors(TerrainPatch* north, TerrainPatch* south, TerrainPatch* west, TerrainPatch* east)
  201. {
  202. north_ = north;
  203. south_ = south;
  204. west_ = west;
  205. east_ = east;
  206. }
  207. void TerrainPatch::SetMaterial(Material* material)
  208. {
  209. batches_[0].material_ = material;
  210. }
  211. void TerrainPatch::SetBoundingBox(const BoundingBox& box)
  212. {
  213. boundingBox_ = box;
  214. OnMarkedDirty(node_);
  215. }
  216. void TerrainPatch::SetCoordinates(const IntVector2& coordinates)
  217. {
  218. coordinates_ = coordinates;
  219. }
  220. void TerrainPatch::SetOcclusionOffset(float offset)
  221. {
  222. occlusionOffset_ = offset;
  223. }
  224. void TerrainPatch::ResetLod()
  225. {
  226. lodLevel_ = 0;
  227. }
  228. Geometry* TerrainPatch::GetGeometry() const
  229. {
  230. return geometry_;
  231. }
  232. Geometry* TerrainPatch::GetMaxLodGeometry() const
  233. {
  234. return maxLodGeometry_;
  235. }
  236. Geometry* TerrainPatch::GetMinLodGeometry() const
  237. {
  238. return minLodGeometry_;
  239. }
  240. VertexBuffer* TerrainPatch::GetVertexBuffer() const
  241. {
  242. return vertexBuffer_;
  243. }
  244. Terrain* TerrainPatch::GetOwner() const
  245. {
  246. return owner_;
  247. }
  248. void TerrainPatch::OnWorldBoundingBoxUpdate()
  249. {
  250. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  251. }
  252. unsigned TerrainPatch::GetCorrectedLodLevel(unsigned lodLevel)
  253. {
  254. if (north_)
  255. lodLevel = Min((int)lodLevel, north_->GetLodLevel() + 1);
  256. if (south_)
  257. lodLevel = Min((int)lodLevel, south_->GetLodLevel() + 1);
  258. if (west_)
  259. lodLevel = Min((int)lodLevel, west_->GetLodLevel() + 1);
  260. if (east_)
  261. lodLevel = Min((int)lodLevel, east_->GetLodLevel() + 1);
  262. return lodLevel;
  263. }