TerrainPatch.cpp 8.6 KB

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  1. //
  2. // Copyright (c) 2008-2020 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 "../Core/Context.h"
  24. #include "../Graphics/Camera.h"
  25. #include "../Graphics/DebugRenderer.h"
  26. #include "../Graphics/Geometry.h"
  27. #include "../Graphics/IndexBuffer.h"
  28. #include "../Graphics/Material.h"
  29. #include "../Graphics/OcclusionBuffer.h"
  30. #include "../Graphics/OctreeQuery.h"
  31. #include "../Graphics/Terrain.h"
  32. #include "../Graphics/TerrainPatch.h"
  33. #include "../Graphics/VertexBuffer.h"
  34. #include "../IO/Log.h"
  35. #include "../Scene/Node.h"
  36. #include "../DebugNew.h"
  37. namespace Urho3D
  38. {
  39. static const float LOD_CONSTANT = 1.0f / 150.0f;
  40. extern const char* GEOMETRY_CATEGORY;
  41. TerrainPatch::TerrainPatch(Context* context) :
  42. Drawable(context, DRAWABLE_GEOMETRY),
  43. geometry_(new Geometry(context)),
  44. maxLodGeometry_(new Geometry(context)),
  45. occlusionGeometry_(new Geometry(context)),
  46. vertexBuffer_(new VertexBuffer(context)),
  47. coordinates_(IntVector2::ZERO),
  48. lodLevel_(0)
  49. {
  50. geometry_->SetVertexBuffer(0, vertexBuffer_);
  51. maxLodGeometry_->SetVertexBuffer(0, vertexBuffer_);
  52. occlusionGeometry_->SetVertexBuffer(0, vertexBuffer_);
  53. batches_.Resize(1);
  54. batches_[0].geometry_ = geometry_;
  55. batches_[0].geometryType_ = GEOM_STATIC_NOINSTANCING;
  56. }
  57. TerrainPatch::~TerrainPatch() = default;
  58. void TerrainPatch::RegisterObject(Context* context)
  59. {
  60. context->RegisterFactory<TerrainPatch>();
  61. }
  62. void TerrainPatch::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  63. {
  64. RayQueryLevel level = query.level_;
  65. switch (level)
  66. {
  67. case RAY_AABB:
  68. Drawable::ProcessRayQuery(query, results);
  69. break;
  70. case RAY_OBB:
  71. case RAY_TRIANGLE:
  72. {
  73. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  74. Ray localRay = query.ray_.Transformed(inverse);
  75. float distance = localRay.HitDistance(boundingBox_);
  76. Vector3 normal = -query.ray_.direction_;
  77. if (level == RAY_TRIANGLE && distance < query.maxDistance_)
  78. {
  79. Vector3 geometryNormal;
  80. distance = geometry_->GetHitDistance(localRay, &geometryNormal);
  81. normal = (node_->GetWorldTransform() * Vector4(geometryNormal, 0.0f)).Normalized();
  82. }
  83. if (distance < query.maxDistance_)
  84. {
  85. RayQueryResult result;
  86. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  87. result.normal_ = normal;
  88. result.distance_ = distance;
  89. result.drawable_ = this;
  90. result.node_ = node_;
  91. result.subObject_ = M_MAX_UNSIGNED;
  92. results.Push(result);
  93. }
  94. }
  95. break;
  96. case RAY_TRIANGLE_UV:
  97. URHO3D_LOGWARNING("RAY_TRIANGLE_UV query level is not supported for TerrainPatch component");
  98. break;
  99. }
  100. }
  101. void TerrainPatch::UpdateBatches(const FrameInfo& frame)
  102. {
  103. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  104. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  105. float scale = worldTransform.Scale().DotProduct(DOT_SCALE);
  106. lodDistance_ = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  107. batches_[0].distance_ = distance_;
  108. batches_[0].worldTransform_ = &worldTransform;
  109. unsigned newLodLevel = 0;
  110. for (unsigned i = 0; i < lodErrors_.Size(); ++i)
  111. {
  112. if (lodErrors_[i] / lodDistance_ > LOD_CONSTANT)
  113. break;
  114. else
  115. newLodLevel = i;
  116. }
  117. lodLevel_ = GetCorrectedLodLevel(newLodLevel);
  118. }
  119. void TerrainPatch::UpdateGeometry(const FrameInfo& frame)
  120. {
  121. if (vertexBuffer_->IsDataLost())
  122. {
  123. if (owner_)
  124. owner_->CreatePatchGeometry(this);
  125. else
  126. vertexBuffer_->ClearDataLost();
  127. }
  128. if (owner_)
  129. owner_->UpdatePatchLod(this);
  130. }
  131. UpdateGeometryType TerrainPatch::GetUpdateGeometryType()
  132. {
  133. // Because there is a latency in starting worker thread updates, and the update of terrain patch LOD should not take
  134. // much time, always update in the main thread
  135. return UPDATE_MAIN_THREAD;
  136. }
  137. Geometry* TerrainPatch::GetLodGeometry(unsigned batchIndex, unsigned level)
  138. {
  139. if (!level)
  140. return maxLodGeometry_;
  141. else
  142. return geometry_;
  143. }
  144. unsigned TerrainPatch::GetNumOccluderTriangles()
  145. {
  146. // Check that the material is suitable for occlusion (default material always is)
  147. Material* mat = batches_[0].material_;
  148. if (mat && !mat->GetOcclusion())
  149. return 0;
  150. else
  151. return occlusionGeometry_->GetIndexCount() / 3;
  152. }
  153. bool TerrainPatch::DrawOcclusion(OcclusionBuffer* buffer)
  154. {
  155. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  156. Material* material = batches_[0].material_;
  157. if (material)
  158. {
  159. if (!material->GetOcclusion())
  160. return true;
  161. buffer->SetCullMode(material->GetCullMode());
  162. }
  163. else
  164. buffer->SetCullMode(CULL_CCW);
  165. const unsigned char* vertexData;
  166. unsigned vertexSize;
  167. const unsigned char* indexData;
  168. unsigned indexSize;
  169. const PODVector<VertexElement>* elements;
  170. occlusionGeometry_->GetRawData(vertexData, vertexSize, indexData, indexSize, elements);
  171. // Check for valid geometry data
  172. if (!vertexData || !indexData || !elements || VertexBuffer::GetElementOffset(*elements, TYPE_VECTOR3, SEM_POSITION) != 0)
  173. return false;
  174. // Draw and check for running out of triangles
  175. return buffer->AddTriangles(node_->GetWorldTransform(), vertexData, vertexSize, indexData, indexSize, occlusionGeometry_->GetIndexStart(),
  176. occlusionGeometry_->GetIndexCount());
  177. }
  178. void TerrainPatch::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  179. {
  180. // Intentionally no operation
  181. }
  182. void TerrainPatch::SetOwner(Terrain* terrain)
  183. {
  184. owner_ = terrain;
  185. }
  186. void TerrainPatch::SetNeighbors(TerrainPatch* north, TerrainPatch* south, TerrainPatch* west, TerrainPatch* east)
  187. {
  188. north_ = north;
  189. south_ = south;
  190. west_ = west;
  191. east_ = east;
  192. }
  193. void TerrainPatch::SetMaterial(Material* material)
  194. {
  195. batches_[0].material_ = material;
  196. }
  197. void TerrainPatch::SetBoundingBox(const BoundingBox& box)
  198. {
  199. boundingBox_ = box;
  200. OnMarkedDirty(node_);
  201. }
  202. void TerrainPatch::SetCoordinates(const IntVector2& coordinates)
  203. {
  204. coordinates_ = coordinates;
  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::GetOcclusionGeometry() const
  219. {
  220. return occlusionGeometry_;
  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(lodLevel, north_->GetLodLevel() + 1);
  238. if (south_)
  239. lodLevel = Min(lodLevel, south_->GetLodLevel() + 1);
  240. if (west_)
  241. lodLevel = Min(lodLevel, west_->GetLodLevel() + 1);
  242. if (east_)
  243. lodLevel = Min(lodLevel, east_->GetLodLevel() + 1);
  244. return lodLevel;
  245. }
  246. }