TerrainPatch.cpp 8.5 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. Vector3 normal = -query.ray_.direction_;
  78. if (level == RAY_TRIANGLE && distance < query.maxDistance_)
  79. {
  80. Vector3 geometryNormal;
  81. distance = geometry_->GetHitDistance(localRay, &geometryNormal);
  82. normal = (node_->GetWorldTransform() * Vector4(geometryNormal, 0.0f)).Normalized();
  83. }
  84. if (distance < query.maxDistance_)
  85. {
  86. RayQueryResult result;
  87. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  88. result.normal_ = normal;
  89. result.distance_ = distance;
  90. result.drawable_ = this;
  91. result.node_ = node_;
  92. result.subObject_ = M_MAX_UNSIGNED;
  93. results.Push(result);
  94. }
  95. break;
  96. }
  97. }
  98. void TerrainPatch::UpdateBatches(const FrameInfo& frame)
  99. {
  100. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  101. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  102. float scale = worldTransform.Scale().DotProduct(DOT_SCALE);
  103. lodDistance_ = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  104. batches_[0].distance_ = distance_;
  105. batches_[0].worldTransform_ = &worldTransform;
  106. unsigned newLodLevel = 0;
  107. for (unsigned i = 0; i < lodErrors_.Size(); ++i)
  108. {
  109. if (lodErrors_[i] / lodDistance_ > LOD_CONSTANT)
  110. break;
  111. else
  112. newLodLevel = i;
  113. }
  114. lodLevel_ = GetCorrectedLodLevel(newLodLevel);
  115. }
  116. void TerrainPatch::UpdateGeometry(const FrameInfo& frame)
  117. {
  118. if (vertexBuffer_->IsDataLost())
  119. {
  120. if (owner_)
  121. owner_->CreatePatchGeometry(this);
  122. else
  123. vertexBuffer_->ClearDataLost();
  124. }
  125. if (owner_)
  126. owner_->UpdatePatchLod(this);
  127. }
  128. UpdateGeometryType TerrainPatch::GetUpdateGeometryType()
  129. {
  130. // Because there is a latency in starting worker thread updates, and the update of terrain patch LOD should not take
  131. // much time, always update in the main thread
  132. return UPDATE_MAIN_THREAD;
  133. }
  134. Geometry* TerrainPatch::GetLodGeometry(unsigned batchIndex, unsigned level)
  135. {
  136. if (!level)
  137. return maxLodGeometry_;
  138. else
  139. return geometry_;
  140. }
  141. unsigned TerrainPatch::GetNumOccluderTriangles()
  142. {
  143. // Check that the material is suitable for occlusion (default material always is)
  144. Material* mat = batches_[0].material_;
  145. if (mat && !mat->GetOcclusion())
  146. return 0;
  147. else
  148. return minLodGeometry_->GetIndexCount() / 3;
  149. }
  150. bool TerrainPatch::DrawOcclusion(OcclusionBuffer* buffer)
  151. {
  152. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  153. Material* material = batches_[0].material_;
  154. if (material)
  155. {
  156. if (!material->GetOcclusion())
  157. return true;
  158. buffer->SetCullMode(material->GetCullMode());
  159. }
  160. else
  161. buffer->SetCullMode(CULL_CCW);
  162. const unsigned char* vertexData;
  163. unsigned vertexSize;
  164. const unsigned char* indexData;
  165. unsigned indexSize;
  166. unsigned elementMask;
  167. minLodGeometry_->GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask);
  168. // Check for valid geometry data
  169. if (!vertexData || !indexData)
  170. return true;
  171. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  172. Matrix3x4 occlusionTransform(worldTransform.Translation() + worldTransform * Vector4(0.0f, occlusionOffset_, 0.0f,
  173. 0.0f), worldTransform.Rotation(), worldTransform.Scale());
  174. // Draw and check for running out of triangles
  175. return buffer->Draw(occlusionTransform, vertexData, vertexSize, indexData, indexSize, minLodGeometry_->GetIndexStart(),
  176. minLodGeometry_->GetIndexCount());
  177. }
  178. void TerrainPatch::SetOwner(Terrain* terrain)
  179. {
  180. owner_ = terrain;
  181. }
  182. void TerrainPatch::SetNeighbors(TerrainPatch* north, TerrainPatch* south, TerrainPatch* west, TerrainPatch* east)
  183. {
  184. north_ = north;
  185. south_ = south;
  186. west_ = west;
  187. east_ = east;
  188. }
  189. void TerrainPatch::SetMaterial(Material* material)
  190. {
  191. batches_[0].material_ = material;
  192. }
  193. void TerrainPatch::SetBoundingBox(const BoundingBox& box)
  194. {
  195. boundingBox_ = box;
  196. OnMarkedDirty(node_);
  197. }
  198. void TerrainPatch::SetCoordinates(const IntVector2& coordinates)
  199. {
  200. coordinates_ = coordinates;
  201. }
  202. void TerrainPatch::SetOcclusionOffset(float offset)
  203. {
  204. occlusionOffset_ = offset;
  205. }
  206. void TerrainPatch::ResetLod()
  207. {
  208. lodLevel_ = 0;
  209. }
  210. Geometry* TerrainPatch::GetGeometry() const
  211. {
  212. return geometry_;
  213. }
  214. Geometry* TerrainPatch::GetMaxLodGeometry() const
  215. {
  216. return maxLodGeometry_;
  217. }
  218. Geometry* TerrainPatch::GetMinLodGeometry() const
  219. {
  220. return minLodGeometry_;
  221. }
  222. VertexBuffer* TerrainPatch::GetVertexBuffer() const
  223. {
  224. return vertexBuffer_;
  225. }
  226. Terrain* TerrainPatch::GetOwner() const
  227. {
  228. return owner_;
  229. }
  230. void TerrainPatch::OnWorldBoundingBoxUpdate()
  231. {
  232. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  233. }
  234. unsigned TerrainPatch::GetCorrectedLodLevel(unsigned lodLevel)
  235. {
  236. if (north_)
  237. lodLevel = Min((int)lodLevel, north_->GetLodLevel() + 1);
  238. if (south_)
  239. lodLevel = Min((int)lodLevel, south_->GetLodLevel() + 1);
  240. if (west_)
  241. lodLevel = Min((int)lodLevel, west_->GetLodLevel() + 1);
  242. if (east_)
  243. lodLevel = Min((int)lodLevel, east_->GetLodLevel() + 1);
  244. return lodLevel;
  245. }
  246. }