Terrain.cpp 33 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 "Context.h"
  25. #include "DrawableEvents.h"
  26. #include "Geometry.h"
  27. #include "Image.h"
  28. #include "IndexBuffer.h"
  29. #include "Log.h"
  30. #include "Material.h"
  31. #include "Node.h"
  32. #include "Octree.h"
  33. #include "Profiler.h"
  34. #include "ResourceCache.h"
  35. #include "ResourceEvents.h"
  36. #include "Scene.h"
  37. #include "StringUtils.h"
  38. #include "Terrain.h"
  39. #include "TerrainPatch.h"
  40. #include "VertexBuffer.h"
  41. #include "DebugNew.h"
  42. OBJECTTYPESTATIC(Terrain);
  43. static const Vector3 DEFAULT_SPACING(1.0f, 0.25f, 1.0f);
  44. static const unsigned MAX_LOD_LEVELS = 4;
  45. static const int DEFAULT_PATCH_SIZE = 32;
  46. static const int MIN_PATCH_SIZE = 4;
  47. static const int MAX_PATCH_SIZE = 128;
  48. static const unsigned STITCH_NORTH = 1;
  49. static const unsigned STITCH_SOUTH = 2;
  50. static const unsigned STITCH_WEST = 4;
  51. static const unsigned STITCH_EAST = 8;
  52. Terrain::Terrain(Context* context) :
  53. Component(context),
  54. indexBuffer_(new IndexBuffer(context)),
  55. spacing_(DEFAULT_SPACING),
  56. patchWorldSize_(Vector2::ZERO),
  57. patchWorldOrigin_(Vector2::ZERO),
  58. numVertices_(IntVector2::ZERO),
  59. numPatches_(IntVector2::ZERO),
  60. numLodLevels_(1),
  61. patchSize_(DEFAULT_PATCH_SIZE),
  62. visible_(true),
  63. castShadows_(false),
  64. occluder_(false),
  65. occludee_(true),
  66. viewMask_(DEFAULT_VIEWMASK),
  67. lightMask_(DEFAULT_LIGHTMASK),
  68. shadowMask_(DEFAULT_SHADOWMASK),
  69. zoneMask_(DEFAULT_ZONEMASK),
  70. drawDistance_(0.0f),
  71. shadowDistance_(0.0f),
  72. lodBias_(1.0f),
  73. maxLights_(0),
  74. recreateTerrain_(false)
  75. {
  76. indexBuffer_->SetShadowed(true);
  77. }
  78. Terrain::~Terrain()
  79. {
  80. }
  81. void Terrain::RegisterObject(Context* context)
  82. {
  83. context->RegisterFactory<Terrain>();
  84. ACCESSOR_ATTRIBUTE(Terrain, VAR_RESOURCEREF, "Height Map", GetHeightMapAttr, SetHeightMapAttr, ResourceRef, ResourceRef(Image::GetTypeStatic()), AM_DEFAULT);
  85. ACCESSOR_ATTRIBUTE(Terrain, VAR_RESOURCEREF, "Material", GetMaterialAttr, SetMaterialAttr, ResourceRef, ResourceRef(Material::GetTypeStatic()), AM_DEFAULT);
  86. ATTRIBUTE(Terrain, VAR_VECTOR3, "Vertex Spacing", spacing_, DEFAULT_SPACING, AM_DEFAULT);
  87. ACCESSOR_ATTRIBUTE(Terrain, VAR_INT, "Patch Size", GetPatchSize, SetPatchSizeAttr, int, DEFAULT_PATCH_SIZE, AM_DEFAULT);
  88. ACCESSOR_ATTRIBUTE(Terrain, VAR_BOOL, "Is Visible", IsVisible, SetVisible, bool, true, AM_DEFAULT);
  89. ACCESSOR_ATTRIBUTE(Terrain, VAR_BOOL, "Is Occluder", IsOccluder, SetOccluder, bool, false, AM_DEFAULT);
  90. ACCESSOR_ATTRIBUTE(Terrain, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  91. ACCESSOR_ATTRIBUTE(Terrain, VAR_BOOL, "Cast Shadows", GetCastShadows, SetCastShadows, bool, false, AM_DEFAULT);
  92. ACCESSOR_ATTRIBUTE(Terrain, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  93. ACCESSOR_ATTRIBUTE(Terrain, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  94. ACCESSOR_ATTRIBUTE(Terrain, VAR_FLOAT, "LOD Bias", GetLodBias, SetLodBias, float, 1.0f, AM_DEFAULT);
  95. ACCESSOR_ATTRIBUTE(Terrain, VAR_INT, "Max Lights", GetMaxLights, SetMaxLights, unsigned, 0, AM_DEFAULT);
  96. ACCESSOR_ATTRIBUTE(Terrain, VAR_INT, "View Mask", GetViewMask, SetViewMask, unsigned, DEFAULT_VIEWMASK, AM_DEFAULT);
  97. ACCESSOR_ATTRIBUTE(Terrain, VAR_INT, "Light Mask", GetLightMask, SetLightMask, unsigned, DEFAULT_LIGHTMASK, AM_DEFAULT);
  98. ACCESSOR_ATTRIBUTE(Terrain, VAR_INT, "Shadow Mask", GetShadowMask, SetShadowMask, unsigned, DEFAULT_SHADOWMASK, AM_DEFAULT);
  99. ACCESSOR_ATTRIBUTE(Terrain, VAR_INT, "Zone Mask", GetZoneMask, SetZoneMask, unsigned, DEFAULT_SHADOWMASK, AM_DEFAULT);
  100. }
  101. void Terrain::OnSetAttribute(const AttributeInfo& attr, const Variant& src)
  102. {
  103. Component::OnSetAttribute(attr, src);
  104. // Change of any non-accessor attribute requires recreation of the terrain
  105. if (!attr.accessor_)
  106. recreateTerrain_ = true;
  107. }
  108. void Terrain::ApplyAttributes()
  109. {
  110. if (recreateTerrain_)
  111. {
  112. CreateGeometry();
  113. recreateTerrain_ = false;
  114. }
  115. }
  116. void Terrain::SetSpacing(const Vector3& spacing)
  117. {
  118. if (spacing != spacing_)
  119. {
  120. spacing_ = spacing;
  121. CreateGeometry();
  122. MarkNetworkUpdate();
  123. }
  124. }
  125. void Terrain::SetPatchSize(int size)
  126. {
  127. if (size < MIN_PATCH_SIZE || size > MAX_PATCH_SIZE || !IsPowerOfTwo(size))
  128. return;
  129. if (size != patchSize_)
  130. {
  131. patchSize_ = size;
  132. CreateGeometry();
  133. MarkNetworkUpdate();
  134. }
  135. }
  136. bool Terrain::SetHeightMap(Image* image)
  137. {
  138. bool success = SetHeightMapInternal(image, true);
  139. MarkNetworkUpdate();
  140. return success;
  141. }
  142. void Terrain::SetMaterial(Material* material)
  143. {
  144. material_ = material;
  145. for (unsigned i = 0; i < patches_.Size(); ++i)
  146. {
  147. if (patches_[i])
  148. patches_[i]->SetMaterial(material);
  149. }
  150. MarkNetworkUpdate();
  151. }
  152. void Terrain::SetDrawDistance(float distance)
  153. {
  154. drawDistance_ = distance;
  155. for (unsigned i = 0; i < patches_.Size(); ++i)
  156. {
  157. if (patches_[i])
  158. patches_[i]->SetDrawDistance(distance);
  159. }
  160. MarkNetworkUpdate();
  161. }
  162. void Terrain::SetShadowDistance(float distance)
  163. {
  164. shadowDistance_ = distance;
  165. for (unsigned i = 0; i < patches_.Size(); ++i)
  166. {
  167. if (patches_[i])
  168. patches_[i]->SetShadowDistance(distance);
  169. }
  170. MarkNetworkUpdate();
  171. }
  172. void Terrain::SetLodBias(float bias)
  173. {
  174. lodBias_ = bias;
  175. for (unsigned i = 0; i < patches_.Size(); ++i)
  176. {
  177. if (patches_[i])
  178. patches_[i]->SetLodBias(bias);
  179. }
  180. MarkNetworkUpdate();
  181. }
  182. void Terrain::SetViewMask(unsigned mask)
  183. {
  184. viewMask_ = mask;
  185. for (unsigned i = 0; i < patches_.Size(); ++i)
  186. {
  187. if (patches_[i])
  188. patches_[i]->SetViewMask(mask);
  189. }
  190. MarkNetworkUpdate();
  191. }
  192. void Terrain::SetLightMask(unsigned mask)
  193. {
  194. lightMask_ = mask;
  195. for (unsigned i = 0; i < patches_.Size(); ++i)
  196. {
  197. if (patches_[i])
  198. patches_[i]->SetLightMask(mask);
  199. }
  200. MarkNetworkUpdate();
  201. }
  202. void Terrain::SetShadowMask(unsigned mask)
  203. {
  204. shadowMask_ = mask;
  205. for (unsigned i = 0; i < patches_.Size(); ++i)
  206. {
  207. if (patches_[i])
  208. patches_[i]->SetShadowMask(mask);
  209. }
  210. MarkNetworkUpdate();
  211. }
  212. void Terrain::SetZoneMask(unsigned mask)
  213. {
  214. zoneMask_ = mask;
  215. for (unsigned i = 0; i < patches_.Size(); ++i)
  216. {
  217. if (patches_[i])
  218. patches_[i]->SetZoneMask(mask);
  219. }
  220. MarkNetworkUpdate();
  221. }
  222. void Terrain::SetMaxLights(unsigned num)
  223. {
  224. maxLights_ = num;
  225. for (unsigned i = 0; i < patches_.Size(); ++i)
  226. {
  227. if (patches_[i])
  228. patches_[i]->SetMaxLights(num);
  229. }
  230. MarkNetworkUpdate();
  231. }
  232. void Terrain::SetVisible(bool enable)
  233. {
  234. visible_ = enable;
  235. for (unsigned i = 0; i < patches_.Size(); ++i)
  236. {
  237. if (patches_[i])
  238. patches_[i]->SetVisible(enable);
  239. }
  240. MarkNetworkUpdate();
  241. }
  242. void Terrain::SetCastShadows(bool enable)
  243. {
  244. castShadows_ = enable;
  245. for (unsigned i = 0; i < patches_.Size(); ++i)
  246. {
  247. if (patches_[i])
  248. patches_[i]->SetCastShadows(enable);
  249. }
  250. MarkNetworkUpdate();
  251. }
  252. void Terrain::SetOccluder(bool enable)
  253. {
  254. occluder_ = enable;
  255. for (unsigned i = 0; i < patches_.Size(); ++i)
  256. {
  257. if (patches_[i])
  258. patches_[i]->SetOccluder(enable);
  259. }
  260. MarkNetworkUpdate();
  261. }
  262. void Terrain::SetOccludee(bool enable)
  263. {
  264. occluder_ = enable;
  265. for (unsigned i = 0; i < patches_.Size(); ++i)
  266. {
  267. if (patches_[i])
  268. patches_[i]->SetOccludee(enable);
  269. }
  270. MarkNetworkUpdate();
  271. }
  272. Image* Terrain::GetHeightMap() const
  273. {
  274. return heightMap_;
  275. }
  276. Material* Terrain::GetMaterial() const
  277. {
  278. return material_;
  279. }
  280. TerrainPatch* Terrain::GetPatch(unsigned index) const
  281. {
  282. return index < patches_.Size() ? patches_[index] : (TerrainPatch*)0;
  283. }
  284. TerrainPatch* Terrain::GetPatch(int x, int z) const
  285. {
  286. if (x < 0 || x >= numPatches_.x_ || z < 0 || z >= numPatches_.y_)
  287. return 0;
  288. else
  289. return GetPatch(z * numPatches_.x_ + x);
  290. }
  291. float Terrain::GetHeight(const Vector3& worldPosition) const
  292. {
  293. if (node_)
  294. {
  295. Vector3 position = node_->GetWorldTransform().Inverse() * worldPosition;
  296. float xPos = (position.x_ - patchWorldOrigin_.x_) / spacing_.x_;
  297. float zPos = (position.z_ - patchWorldOrigin_.y_) / spacing_.z_;
  298. float xFrac = xPos - floorf(xPos);
  299. float zFrac = zPos - floorf(zPos);
  300. float h1, h2, h3;
  301. if (xFrac + zFrac >= 1.0f)
  302. {
  303. h1 = GetRawHeight((unsigned)xPos + 1, (unsigned)zPos + 1);
  304. h2 = GetRawHeight((unsigned)xPos, (unsigned)zPos + 1);
  305. h3 = GetRawHeight((unsigned)xPos + 1, (unsigned)zPos);
  306. xFrac = 1.0f - xFrac;
  307. zFrac = 1.0f - zFrac;
  308. }
  309. else
  310. {
  311. h1 = GetRawHeight((unsigned)xPos, (unsigned)zPos);
  312. h2 = GetRawHeight((unsigned)xPos + 1, (unsigned)zPos);
  313. h3 = GetRawHeight((unsigned)xPos, (unsigned)zPos + 1);
  314. }
  315. float h = h1 * (1.0f - xFrac - zFrac) + h2 * xFrac + h3 * zFrac;
  316. /// \todo This assumes that the terrain scene node is upright
  317. return node_->GetWorldScale().y_ * h + node_->GetWorldPosition().y_;
  318. }
  319. else
  320. return 0.0f;
  321. }
  322. Vector3 Terrain::GetNormal(const Vector3& worldPosition) const
  323. {
  324. if (node_)
  325. {
  326. Vector3 position = node_->GetWorldTransform().Inverse() * worldPosition;
  327. float xPos = (position.x_ - patchWorldOrigin_.x_) / spacing_.x_;
  328. float zPos = (position.z_ - patchWorldOrigin_.y_) / spacing_.z_;
  329. float xFrac = xPos - floorf(xPos);
  330. float zFrac = zPos - floorf(zPos);
  331. Vector3 n1, n2, n3;
  332. if (xFrac + zFrac >= 1.0f)
  333. {
  334. n1 = GetRawNormal((unsigned)xPos + 1, (unsigned)zPos + 1);
  335. n2 = GetRawNormal((unsigned)xPos, (unsigned)zPos + 1);
  336. n3 = GetRawNormal((unsigned)xPos + 1, (unsigned)zPos);
  337. xFrac = 1.0f - xFrac;
  338. zFrac = 1.0f - zFrac;
  339. }
  340. else
  341. {
  342. n1 = GetRawNormal((unsigned)xPos, (unsigned)zPos);
  343. n2 = GetRawNormal((unsigned)xPos + 1, (unsigned)zPos);
  344. n3 = GetRawNormal((unsigned)xPos, (unsigned)zPos + 1);
  345. }
  346. Vector3 n = (n1 * (1.0f - xFrac - zFrac) + n2 * xFrac + n3 * zFrac).Normalized();
  347. return node_->GetWorldRotation() * n;
  348. }
  349. else
  350. return Vector3::UP;
  351. }
  352. void Terrain::CreatePatchGeometry(TerrainPatch* patch)
  353. {
  354. PROFILE(CreatePatchGeometry);
  355. unsigned row = patchSize_ + 1;
  356. VertexBuffer* vertexBuffer = patch->GetVertexBuffer();
  357. Geometry* geometry = patch->GetGeometry();
  358. Geometry* maxLodGeometry = patch->GetMaxLodGeometry();
  359. Geometry* minLodGeometry = patch->GetMinLodGeometry();
  360. if (vertexBuffer->GetVertexCount() != row * row)
  361. vertexBuffer->SetSize(row * row, MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT);
  362. SharedArrayPtr<unsigned char> cpuVertexData(new unsigned char[row * row * sizeof(Vector3)]);
  363. float* vertexData = (float*)vertexBuffer->Lock(0, vertexBuffer->GetVertexCount());
  364. float* positionData = (float*)cpuVertexData.Get();
  365. BoundingBox box;
  366. if (vertexData)
  367. {
  368. const IntVector2& coords = patch->GetCoordinates();
  369. for (int z1 = 0; z1 <= patchSize_; ++z1)
  370. {
  371. for (int x1 = 0; x1 <= patchSize_; ++x1)
  372. {
  373. int xPos = coords.x_ * patchSize_ + x1;
  374. int zPos = coords.y_ * patchSize_ + z1;
  375. // Position
  376. Vector3 position((float)x1 * spacing_.x_, GetRawHeight(xPos, zPos), (float)z1 * spacing_.z_);
  377. *vertexData++ = position.x_;
  378. *vertexData++ = position.y_;
  379. *vertexData++ = position.z_;
  380. *positionData++ = position.x_;
  381. *positionData++ = position.y_;
  382. *positionData++ = position.z_;
  383. box.Merge(position);
  384. // Normal
  385. Vector3 normal = GetRawNormal(xPos, zPos);
  386. *vertexData++ = normal.x_;
  387. *vertexData++ = normal.y_;
  388. *vertexData++ = normal.z_;
  389. // Texture coordinate
  390. Vector2 texCoord((float)xPos / (float)numVertices_.x_, 1.0f - (float)zPos / (float)numVertices_.y_);
  391. *vertexData++ = texCoord.x_;
  392. *vertexData++ = texCoord.y_;
  393. // Tangent
  394. Vector3 xyz = (Vector3::RIGHT - normal * normal.DotProduct(Vector3::RIGHT)).Normalized();
  395. *vertexData++ = xyz.x_;
  396. *vertexData++ = xyz.y_;
  397. *vertexData++ = xyz.z_;
  398. *vertexData++ = 1.0f;
  399. }
  400. }
  401. vertexBuffer->Unlock();
  402. vertexBuffer->ClearDataLost();
  403. }
  404. patch->SetBoundingBox(box);
  405. if (drawRanges_.Size())
  406. {
  407. unsigned lastDrawRange = drawRanges_.Size() - 1;
  408. geometry->SetIndexBuffer(indexBuffer_);
  409. geometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[0].first_, drawRanges_[0].second_, false);
  410. geometry->SetRawVertexData(cpuVertexData, sizeof(Vector3), MASK_POSITION);
  411. maxLodGeometry->SetIndexBuffer(indexBuffer_);
  412. maxLodGeometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[0].first_, drawRanges_[0].second_, false);
  413. maxLodGeometry->SetRawVertexData(cpuVertexData, sizeof(Vector3), MASK_POSITION);
  414. minLodGeometry->SetIndexBuffer(indexBuffer_);
  415. minLodGeometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[lastDrawRange].first_, drawRanges_[lastDrawRange].second_, false);
  416. minLodGeometry->SetRawVertexData(cpuVertexData, sizeof(Vector3), MASK_POSITION);
  417. }
  418. // Offset the occlusion geometry by vertex spacing to reduce possibility of over-aggressive occlusion
  419. patch->SetOcclusionOffset(-0.5f * (spacing_.x_ + spacing_.z_));
  420. patch->ResetLod();
  421. }
  422. void Terrain::UpdatePatchLod(TerrainPatch* patch)
  423. {
  424. Geometry* geometry = patch->GetGeometry();
  425. // All LOD levels except the coarsest have 16 versions for stitching
  426. unsigned lodLevel = patch->GetLodLevel();
  427. unsigned drawRangeIndex = lodLevel << 4;
  428. if (lodLevel < numLodLevels_ - 1)
  429. {
  430. TerrainPatch* north = patch->GetNorthPatch();
  431. TerrainPatch* south = patch->GetSouthPatch();
  432. TerrainPatch* west = patch->GetWestPatch();
  433. TerrainPatch* east = patch->GetEastPatch();
  434. if (north && north->GetLodLevel() > lodLevel)
  435. drawRangeIndex |= STITCH_NORTH;
  436. if (south && south->GetLodLevel() > lodLevel)
  437. drawRangeIndex |= STITCH_SOUTH;
  438. if (west && west->GetLodLevel() > lodLevel)
  439. drawRangeIndex |= STITCH_WEST;
  440. if (east && east->GetLodLevel() > lodLevel)
  441. drawRangeIndex |= STITCH_EAST;
  442. }
  443. if (drawRangeIndex < drawRanges_.Size())
  444. geometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[drawRangeIndex].first_, drawRanges_[drawRangeIndex].second_, false);
  445. }
  446. void Terrain::SetMaterialAttr(ResourceRef value)
  447. {
  448. ResourceCache* cache = GetSubsystem<ResourceCache>();
  449. SetMaterial(cache->GetResource<Material>(value.id_));
  450. }
  451. void Terrain::SetHeightMapAttr(ResourceRef value)
  452. {
  453. ResourceCache* cache = GetSubsystem<ResourceCache>();
  454. Image* image = cache->GetResource<Image>(value.id_);
  455. SetHeightMapInternal(image, false);
  456. }
  457. void Terrain::SetPatchSizeAttr(int value)
  458. {
  459. if (value < MIN_PATCH_SIZE || value > MAX_PATCH_SIZE || !IsPowerOfTwo(value))
  460. return;
  461. if (value != patchSize_)
  462. {
  463. patchSize_ = value;
  464. recreateTerrain_ = true;
  465. }
  466. }
  467. ResourceRef Terrain::GetMaterialAttr() const
  468. {
  469. return GetResourceRef(material_, Material::GetTypeStatic());
  470. }
  471. ResourceRef Terrain::GetHeightMapAttr() const
  472. {
  473. return GetResourceRef(heightMap_, Image::GetTypeStatic());
  474. }
  475. void Terrain::CreateGeometry()
  476. {
  477. recreateTerrain_ = false;
  478. if (!node_)
  479. return;
  480. PROFILE(CreateTerrainGeometry);
  481. unsigned prevNumPatches = patches_.Size();
  482. // Determine number of LOD levels
  483. unsigned lodSize = patchSize_;
  484. numLodLevels_ = 1;
  485. while (lodSize > MIN_PATCH_SIZE && numLodLevels_ < MAX_LOD_LEVELS)
  486. {
  487. lodSize >>= 1;
  488. ++numLodLevels_;
  489. }
  490. // Determine total terrain size
  491. patchWorldSize_ = Vector2(spacing_.x_ * (float)patchSize_, spacing_.z_ * (float)patchSize_);
  492. if (heightMap_)
  493. {
  494. numPatches_ = IntVector2((heightMap_->GetWidth() - 1) / patchSize_, (heightMap_->GetHeight() - 1) / patchSize_);
  495. numVertices_ = IntVector2(numPatches_.x_ * patchSize_ + 1, numPatches_.y_ * patchSize_ + 1);
  496. patchWorldOrigin_ = Vector2(-0.5f * (float)numPatches_.x_ * patchWorldSize_.x_, -0.5f * (float)numPatches_.y_ *
  497. patchWorldSize_.y_);
  498. heightData_ = new float[numVertices_.x_ * numVertices_.y_];
  499. }
  500. else
  501. {
  502. numPatches_ = IntVector2::ZERO;
  503. numVertices_ = IntVector2::ZERO;
  504. patchWorldOrigin_ = Vector2::ZERO;
  505. heightData_.Reset();
  506. }
  507. // Remove old patch nodes which are not needed
  508. PODVector<Node*> oldPatchNodes;
  509. node_->GetChildrenWithComponent<TerrainPatch>(oldPatchNodes);
  510. for (PODVector<Node*>::Iterator i = oldPatchNodes.Begin(); i != oldPatchNodes.End(); ++i)
  511. {
  512. bool nodeOk = false;
  513. Vector<String> coords = (*i)->GetName().Substring(6).Split('_');
  514. if (coords.Size() == 2)
  515. {
  516. int x = ToInt(coords[0]);
  517. int z = ToInt(coords[1]);
  518. if (x < numPatches_.x_ && z < numPatches_.y_)
  519. nodeOk = true;
  520. }
  521. if (!nodeOk)
  522. node_->RemoveChild(*i);
  523. }
  524. patches_.Clear();
  525. if (heightMap_)
  526. {
  527. // Copy heightmap data
  528. const unsigned char* src = heightMap_->GetData();
  529. float* dest = heightData_;
  530. unsigned imgComps = heightMap_->GetComponents();
  531. unsigned imgRow = heightMap_->GetWidth() * imgComps;
  532. if (imgComps == 1)
  533. {
  534. for (int z = 0; z < numVertices_.y_; ++z)
  535. {
  536. for (int x = 0; x < numVertices_.x_; ++x)
  537. *dest++ = (float)src[imgRow * (numVertices_.y_ - 1 - z) + x] * spacing_.y_;
  538. }
  539. }
  540. else
  541. {
  542. // If more than 1 component, use the green channel for more accuracy
  543. for (int z = 0; z < numVertices_.y_; ++z)
  544. {
  545. for (int x = 0; x < numVertices_.x_; ++x)
  546. *dest++ = ((float)src[imgRow * (numVertices_.y_ - 1 - z) + imgComps * x] + (float)src[imgRow *
  547. (numVertices_.y_ - 1 - z) + imgComps * x + 1] / 256.0f) * spacing_.y_;
  548. }
  549. }
  550. // Create patches and set node transforms
  551. for (int z = 0; z < numPatches_.y_; ++z)
  552. {
  553. for (int x = 0; x < numPatches_.x_; ++x)
  554. {
  555. String nodeName = "Patch_" + String(x) + "_" + String(z);
  556. Node* patchNode = node_->GetChild(nodeName);
  557. if (!patchNode)
  558. patchNode = node_->CreateChild(nodeName, LOCAL);
  559. patchNode->SetPosition(Vector3(patchWorldOrigin_.x_ + (float)x * patchWorldSize_.x_, 0.0f, patchWorldOrigin_.y_ +
  560. (float)z * patchWorldSize_.y_));
  561. TerrainPatch* patch = patchNode->GetOrCreateComponent<TerrainPatch>();
  562. patch->SetOwner(this);
  563. patch->SetCoordinates(IntVector2(x, z));
  564. // Copy initial drawable parameters
  565. patch->SetMaterial(material_);
  566. patch->SetDrawDistance(drawDistance_);
  567. patch->SetShadowDistance(shadowDistance_);
  568. patch->SetLodBias(lodBias_);
  569. patch->SetViewMask(viewMask_);
  570. patch->SetLightMask(lightMask_);
  571. patch->SetShadowMask(shadowMask_);
  572. patch->SetZoneMask(zoneMask_);
  573. patch->SetMaxLights(maxLights_);
  574. patch->SetVisible(visible_);
  575. patch->SetCastShadows(castShadows_);
  576. patch->SetOccluder(occluder_);
  577. patch->SetOccludee(occludee_);
  578. patches_.Push(WeakPtr<TerrainPatch>(patch));
  579. }
  580. }
  581. // Create the shared index data
  582. CreateIndexData();
  583. // Create vertex data for patches
  584. for (Vector<WeakPtr<TerrainPatch> >::Iterator i = patches_.Begin(); i != patches_.End(); ++i)
  585. {
  586. CreatePatchGeometry(*i);
  587. CalculateLodErrors(*i);
  588. SetNeighbors(*i);
  589. }
  590. }
  591. // Send event only if new geometry was generated, or the old was cleared
  592. if (patches_.Size() || prevNumPatches)
  593. {
  594. using namespace TerrainCreated;
  595. VariantMap eventData;
  596. eventData[P_NODE] = (void*)node_;
  597. node_->SendEvent(E_TERRAINCREATED, eventData);
  598. }
  599. }
  600. void Terrain::CreateIndexData()
  601. {
  602. PROFILE(CreateIndexData);
  603. PODVector<unsigned short> indices;
  604. drawRanges_.Clear();
  605. unsigned row = patchSize_ + 1;
  606. for (unsigned i = 0; i < numLodLevels_; ++i)
  607. {
  608. unsigned combinations = (i < numLodLevels_ - 1) ? 16 : 1;
  609. int skip = 1 << i;
  610. for (unsigned j = 0; j < combinations; ++j)
  611. {
  612. unsigned indexStart = indices.Size();
  613. int zStart = 0;
  614. int xStart = 0;
  615. int zEnd = patchSize_;
  616. int xEnd = patchSize_;
  617. if (j & STITCH_NORTH)
  618. zEnd -= skip;
  619. if (j & STITCH_SOUTH)
  620. zStart += skip;
  621. if (j & STITCH_WEST)
  622. xStart += skip;
  623. if (j & STITCH_EAST)
  624. xEnd -= skip;
  625. // Build the main grid
  626. for (int z = zStart; z < zEnd; z += skip)
  627. {
  628. for (int x = xStart; x < xEnd; x += skip)
  629. {
  630. indices.Push((z + skip) * row + x);
  631. indices.Push(z * row + x + skip);
  632. indices.Push(z * row + x);
  633. indices.Push((z + skip) * row + x);
  634. indices.Push((z + skip) * row + x + skip);
  635. indices.Push(z * row + x + skip);
  636. }
  637. }
  638. // Build the north edge
  639. if (j & STITCH_NORTH)
  640. {
  641. int z = patchSize_ - skip;
  642. for (int x = 0; x < patchSize_; x += skip * 2)
  643. {
  644. if (x > 0 || (j & STITCH_WEST) == 0)
  645. {
  646. indices.Push((z + skip) * row + x);
  647. indices.Push(z * row + x + skip);
  648. indices.Push(z * row + x);
  649. }
  650. indices.Push((z + skip) * row + x);
  651. indices.Push((z + skip) * row + x + 2 * skip);
  652. indices.Push(z * row + x + skip);
  653. if (x < patchSize_ - skip * 2 || (j & STITCH_EAST) == 0)
  654. {
  655. indices.Push((z + skip) * row + x + 2 * skip);
  656. indices.Push(z * row + x + 2 * skip);
  657. indices.Push(z * row + x + skip);
  658. }
  659. }
  660. }
  661. // Build the south edge
  662. if (j & STITCH_SOUTH)
  663. {
  664. int z = 0;
  665. for (int x = 0; x < patchSize_; x += skip * 2)
  666. {
  667. if (x > 0 || (j & STITCH_WEST) == 0)
  668. {
  669. indices.Push((z + skip) * row + x);
  670. indices.Push((z + skip) * row + x + skip);
  671. indices.Push(z * row + x);
  672. }
  673. indices.Push(z * row + x);
  674. indices.Push((z + skip) * row + x + skip);
  675. indices.Push(z * row + x + 2 * skip);
  676. if (x < patchSize_ - skip * 2 || (j & STITCH_EAST) == 0)
  677. {
  678. indices.Push((z + skip) * row + x + skip);
  679. indices.Push((z + skip) * row + x + 2 * skip);
  680. indices.Push(z * row + x + 2 * skip);
  681. }
  682. }
  683. }
  684. // Build the west edge
  685. if (j & STITCH_WEST)
  686. {
  687. int x = 0;
  688. for (int z = 0; z < patchSize_; z += skip * 2)
  689. {
  690. if (z > 0 || (j & STITCH_SOUTH) == 0)
  691. {
  692. indices.Push(z * row + x);
  693. indices.Push((z + skip) * row + x + skip);
  694. indices.Push(z * row + x + skip);
  695. }
  696. indices.Push((z + 2 * skip) * row + x);
  697. indices.Push((z + skip) * row + x + skip);
  698. indices.Push(z * row + x);
  699. if (x < patchSize_ - skip * 2 || (j & STITCH_NORTH) == 0)
  700. {
  701. indices.Push((z + 2 * skip) * row + x);
  702. indices.Push((z + 2 * skip) * row + x + skip);
  703. indices.Push((z + skip) * row + x + skip);
  704. }
  705. }
  706. }
  707. // Build the east edge
  708. if (j & STITCH_EAST)
  709. {
  710. int x = patchSize_ - skip;
  711. for (int z = 0; z < patchSize_; z += skip * 2)
  712. {
  713. if (z > 0 || (j & STITCH_SOUTH) == 0)
  714. {
  715. indices.Push(z * row + x);
  716. indices.Push((z + skip) * row + x);
  717. indices.Push(z * row + x + skip);
  718. }
  719. indices.Push((z + skip) * row + x);
  720. indices.Push((z + 2 * skip) * row + x + skip);
  721. indices.Push(z * row + x + skip);
  722. if (z < patchSize_ - skip * 2 || (j & STITCH_NORTH) == 0)
  723. {
  724. indices.Push((z + skip) * row + x);
  725. indices.Push((z + 2 * skip) * row + x);
  726. indices.Push((z + 2 * skip) * row + x + skip);
  727. }
  728. }
  729. }
  730. drawRanges_.Push(MakePair(indexStart, indices.Size() - indexStart));
  731. }
  732. }
  733. indexBuffer_->SetSize(indices.Size(), false);
  734. unsigned short* indexData = (unsigned short*)indexBuffer_->Lock(0, indices.Size());
  735. if (indexData)
  736. {
  737. memcpy(indexData, &indices[0], indices.Size() * sizeof(unsigned short));
  738. indexBuffer_->Unlock();
  739. }
  740. }
  741. float Terrain::GetRawHeight(int x, int z) const
  742. {
  743. if (!heightData_)
  744. return 0.0f;
  745. x = Clamp(x, 0, numVertices_.x_ - 1);
  746. z = Clamp(z, 0, numVertices_.y_ - 1);
  747. return heightData_[z * numVertices_.x_ + x];
  748. }
  749. float Terrain::GetLodHeight(int x, int z, unsigned lodLevel) const
  750. {
  751. unsigned offset = 1 << lodLevel;
  752. float divisor = (float)offset;
  753. float xFrac = (float)(x % offset) / divisor;
  754. float zFrac = (float)(z % offset) / divisor;
  755. float h1, h2, h3;
  756. if (xFrac + zFrac >= 1.0f)
  757. {
  758. h1 = GetRawHeight(x + offset, z + offset);
  759. h2 = GetRawHeight(x, z + offset);
  760. h3 = GetRawHeight(x + offset, z);
  761. xFrac = 1.0f - xFrac;
  762. zFrac = 1.0f - zFrac;
  763. }
  764. else
  765. {
  766. h1 = GetRawHeight(x, z);
  767. h2 = GetRawHeight(x + offset, z);
  768. h3 = GetRawHeight(x, z + offset);
  769. }
  770. return h1 * (1.0f - xFrac - zFrac) + h2 * xFrac + h3 * zFrac;
  771. }
  772. Vector3 Terrain::GetRawNormal(int x, int z) const
  773. {
  774. float baseHeight = GetRawHeight(x, z);
  775. float nSlope = GetRawHeight(x, z - 1) - baseHeight;
  776. float neSlope = GetRawHeight(x + 1, z - 1) - baseHeight;
  777. float eSlope = GetRawHeight(x + 1, z) - baseHeight;
  778. float seSlope = GetRawHeight(x + 1, z + 1) - baseHeight;
  779. float sSlope = GetRawHeight(x, z + 1) - baseHeight;
  780. float swSlope = GetRawHeight(x - 1, z + 1) - baseHeight;
  781. float wSlope = GetRawHeight(x - 1, z) - baseHeight;
  782. float nwSlope = GetRawHeight(x - 1, z - 1) - baseHeight;
  783. float up = 0.5f * (spacing_.x_ + spacing_.z_);
  784. return (Vector3(0.0f, up, nSlope) +
  785. Vector3(-neSlope, up, neSlope) +
  786. Vector3(-eSlope, up, 0.0f) +
  787. Vector3(-seSlope, up, -seSlope) +
  788. Vector3(0.0f, up, -sSlope) +
  789. Vector3(swSlope, up, -swSlope) +
  790. Vector3(wSlope, up, 0.0f) +
  791. Vector3(nwSlope, up, nwSlope)).Normalized();
  792. }
  793. void Terrain::CalculateLodErrors(TerrainPatch* patch)
  794. {
  795. PROFILE(CalculateLodErrors);
  796. const IntVector2& coords = patch->GetCoordinates();
  797. PODVector<float>& lodErrors = patch->GetLodErrors();
  798. lodErrors.Clear();
  799. int xStart = coords.x_ * patchSize_;
  800. int zStart = coords.y_ * patchSize_;
  801. int xEnd = xStart + patchSize_;
  802. int zEnd = zStart + patchSize_;
  803. for (unsigned i = 0; i < numLodLevels_; ++i)
  804. {
  805. float maxError = 0.0f;
  806. int divisor = 1 << i;
  807. if (i > 0)
  808. {
  809. for (int z = zStart; z <= zEnd; ++z)
  810. {
  811. for (int x = xStart; x <= xEnd; ++x)
  812. {
  813. if (x % divisor || z % divisor)
  814. {
  815. float error = Abs(GetLodHeight(x, z, i) - GetRawHeight(x, z));
  816. maxError = Max(error, maxError);
  817. }
  818. }
  819. }
  820. // Set error to be at least same as (half vertex spacing x LOD) to prevent horizontal stretches getting too inaccurate
  821. maxError = Max(maxError, 0.25f * (spacing_.x_ + spacing_.z_) * (float)(1 << i));
  822. }
  823. lodErrors.Push(maxError);
  824. }
  825. }
  826. void Terrain::SetNeighbors(TerrainPatch* patch)
  827. {
  828. const IntVector2& coords = patch->GetCoordinates();
  829. patch->SetNeighbors(GetPatch(coords.x_, coords.y_ + 1), GetPatch(coords.x_, coords.y_ - 1),
  830. GetPatch(coords.x_ - 1, coords.y_), GetPatch(coords.x_ + 1, coords.y_));
  831. }
  832. bool Terrain::SetHeightMapInternal(Image* image, bool recreateNow)
  833. {
  834. if (image && image->IsCompressed())
  835. {
  836. LOGERROR("Can not use a compressed image as a terrain heightmap");
  837. return false;
  838. }
  839. // Unsubscribe from the reload event of previous image (if any), then subscribe to the new
  840. if (heightMap_)
  841. UnsubscribeFromEvent(heightMap_, E_RELOADFINISHED);
  842. if (image)
  843. SubscribeToEvent(image, E_RELOADFINISHED, HANDLER(Terrain, HandleHeightMapReloadFinished));
  844. heightMap_ = image;
  845. if (recreateNow)
  846. CreateGeometry();
  847. else
  848. recreateTerrain_ = true;
  849. return true;
  850. }
  851. void Terrain::HandleHeightMapReloadFinished(StringHash eventType, VariantMap& eventData)
  852. {
  853. CreateGeometry();
  854. }