TerrainPatch.cpp 8.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293
  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. batches_[0].shaderParameters_ = HasShaderParameters() ? &shaderParameters_ : 0;
  107. unsigned newLodLevel = 0;
  108. for (unsigned i = 0; i < lodErrors_.Size(); ++i)
  109. {
  110. if (lodErrors_[i] / lodDistance_ > LOD_CONSTANT)
  111. break;
  112. else
  113. newLodLevel = i;
  114. }
  115. lodLevel_ = GetCorrectedLodLevel(newLodLevel);
  116. }
  117. void TerrainPatch::UpdateGeometry(const FrameInfo& frame)
  118. {
  119. if (vertexBuffer_->IsDataLost())
  120. {
  121. if (owner_)
  122. owner_->CreatePatchGeometry(this);
  123. else
  124. vertexBuffer_->ClearDataLost();
  125. }
  126. if (owner_)
  127. owner_->UpdatePatchLod(this);
  128. }
  129. UpdateGeometryType TerrainPatch::GetUpdateGeometryType()
  130. {
  131. // Because there is a latency in starting worker thread updates, and the update of terrain patch LOD should not take
  132. // much time, always update in the main thread
  133. return UPDATE_MAIN_THREAD;
  134. }
  135. Geometry* TerrainPatch::GetLodGeometry(unsigned batchIndex, unsigned level)
  136. {
  137. if (!level)
  138. return maxLodGeometry_;
  139. else
  140. return geometry_;
  141. }
  142. unsigned TerrainPatch::GetNumOccluderTriangles()
  143. {
  144. // Check that the material is suitable for occlusion (default material always is)
  145. Material* mat = batches_[0].material_;
  146. if (mat && !mat->GetOcclusion())
  147. return 0;
  148. else
  149. return minLodGeometry_->GetIndexCount() / 3;
  150. }
  151. bool TerrainPatch::DrawOcclusion(OcclusionBuffer* buffer)
  152. {
  153. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  154. Material* material = batches_[0].material_;
  155. if (material)
  156. {
  157. if (!material->GetOcclusion())
  158. return true;
  159. buffer->SetCullMode(material->GetCullMode());
  160. }
  161. else
  162. buffer->SetCullMode(CULL_CCW);
  163. const unsigned char* vertexData;
  164. unsigned vertexSize;
  165. const unsigned char* indexData;
  166. unsigned indexSize;
  167. unsigned elementMask;
  168. minLodGeometry_->GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask);
  169. // Check for valid geometry data
  170. if (!vertexData || !indexData)
  171. return true;
  172. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  173. Matrix3x4 occlusionTransform(worldTransform.Translation() + worldTransform * Vector4(0.0f, occlusionOffset_, 0.0f,
  174. 0.0f), worldTransform.Rotation(), worldTransform.Scale());
  175. // Draw and check for running out of triangles
  176. return buffer->Draw(occlusionTransform, vertexData, vertexSize, indexData, indexSize, minLodGeometry_->GetIndexStart(),
  177. minLodGeometry_->GetIndexCount());
  178. }
  179. void TerrainPatch::SetOwner(Terrain* terrain)
  180. {
  181. owner_ = terrain;
  182. }
  183. void TerrainPatch::SetNeighbors(TerrainPatch* north, TerrainPatch* south, TerrainPatch* west, TerrainPatch* east)
  184. {
  185. north_ = north;
  186. south_ = south;
  187. west_ = west;
  188. east_ = east;
  189. }
  190. void TerrainPatch::SetMaterial(Material* material)
  191. {
  192. batches_[0].material_ = material;
  193. }
  194. void TerrainPatch::SetBoundingBox(const BoundingBox& box)
  195. {
  196. boundingBox_ = box;
  197. OnMarkedDirty(node_);
  198. }
  199. void TerrainPatch::SetCoordinates(const IntVector2& coordinates)
  200. {
  201. coordinates_ = coordinates;
  202. }
  203. void TerrainPatch::SetOcclusionOffset(float offset)
  204. {
  205. occlusionOffset_ = offset;
  206. }
  207. void TerrainPatch::ResetLod()
  208. {
  209. lodLevel_ = 0;
  210. }
  211. Geometry* TerrainPatch::GetGeometry() const
  212. {
  213. return geometry_;
  214. }
  215. Geometry* TerrainPatch::GetMaxLodGeometry() const
  216. {
  217. return maxLodGeometry_;
  218. }
  219. Geometry* TerrainPatch::GetMinLodGeometry() const
  220. {
  221. return minLodGeometry_;
  222. }
  223. VertexBuffer* TerrainPatch::GetVertexBuffer() const
  224. {
  225. return vertexBuffer_;
  226. }
  227. Terrain* TerrainPatch::GetOwner() const
  228. {
  229. return owner_;
  230. }
  231. void TerrainPatch::OnWorldBoundingBoxUpdate()
  232. {
  233. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  234. }
  235. unsigned TerrainPatch::GetCorrectedLodLevel(unsigned lodLevel)
  236. {
  237. if (north_)
  238. lodLevel = Min((int)lodLevel, north_->GetLodLevel() + 1);
  239. if (south_)
  240. lodLevel = Min((int)lodLevel, south_->GetLodLevel() + 1);
  241. if (west_)
  242. lodLevel = Min((int)lodLevel, west_->GetLodLevel() + 1);
  243. if (east_)
  244. lodLevel = Min((int)lodLevel, east_->GetLodLevel() + 1);
  245. return lodLevel;
  246. }
  247. }