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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <cstdarg>
#include <cstring>
#include "TerrainBase.h"
#include "Terrain.h"
#include "TerrainVertexBuffer.h"
#include "System/TdfParser.h"
#include <deque>
#include <fstream>
#include <IL/il.h>
#include "TerrainTexture.h"
#include "TerrainNode.h"
#include "System/FileSystem/FileHandler.h"
#include "System/FileSystem/FileSystem.h"
#include "System/Log/ILog.h"
#include "System/StringUtil.h"
#include <assert.h>
// define this for big endian machines
//#define SWAP_SHORT
namespace terrain {
Config::Config()
{
cacheTextures = false;
useBumpMaps = false;
terrainNormalMaps = false;
detailMod = 2.0f;
normalMapLevel = 2;
cacheTextureSize = 128;
useShadowMaps = false;
anisotropicFiltering = 0;
forceFallbackTexturing = false;
maxLodLevel = 4;
useStaticShadow = false;
}
void ILoadCallback::PrintMsg(const char* fmt, ...)
{
char buf[256];
va_list l;
va_start(l, fmt);
VSNPRINTF(buf, sizeof(buf), fmt, l);
va_end(l);
Write(buf);
}
//-----------------------------------------------------------------------
// Quad map - stores a 2D map of the quad nodes,
// for quick access of nabours
//-----------------------------------------------------------------------
void QuadMap::Alloc(int W)
{
w = W;
map = new TQuad*[w*w];
}
void QuadMap::Fill(TQuad* q)
{
At(q->qmPos.x, q->qmPos.y) = q;
if (!q->isLeaf()) {
assert(highDetail);
for (int a = 0; a < 4; a++)
highDetail->Fill(q->children[a]);
}
}
//-----------------------------------------------------------------------
// Terrain Quadtree Node
//-----------------------------------------------------------------------
TQuad::TQuad()
{
parent = 0;
for (int a = 0; a < 4; a++)
children[a] = 0;
depth = width = 0;
drawState = NoDraw;
renderData = 0;
textureSetup = 0;
cacheTexture = 0;
normalData = 0;
maxLodValue = 0.0f;
}
TQuad::~TQuad()
{
if (!isLeaf()) {
for (int a = 0; a < 4; a++)
delete children[a];
}
// delete cached texture
if (cacheTexture) {
glDeleteTextures(1, &cacheTexture);
cacheTexture = 0;
}
}
void TQuad::Build(Heightmap* hm, int2 sqStart, int2 hmStart, int2 quadPos, int w, int d)
{
// create child nodes if necessary
if (hm->highDetail) {
for (int a = 0; a < 4; a++) {
children[a] = new TQuad;
children[a]->parent = this;
int2 sqPos(sqStart.x + (a & 1)*w/2, sqStart.y + (a & 2)*w/4); // square pos
int2 hmPos(hmStart.x*2 + (a & 1)*QUAD_W, hmStart.y*2 + (a & 2)*QUAD_W/2); // heightmap pos
int2 cqPos(quadPos.x*2 + (a & 1), quadPos.y*2 + (a & 2)/2);// child quad pos
children[a]->Build(hm->highDetail, sqPos, hmPos, cqPos, w/2, d + 1);
}
}
float minH, maxH;
hm->FindMinMax(hmStart, int2(QUAD_W, QUAD_W), minH, maxH);
start = Vector3(sqStart.x, 0.0f, sqStart.y) * SquareSize;
end = Vector3(sqStart.x + w, 0.0f, sqStart.y + w) * SquareSize;
start.y = minH;
end.y = maxH;
hmPos = hmStart;
qmPos = quadPos;
sqPos = sqStart;
depth = d;
width = w;
}
int TQuad::GetVertexSize()
{
// compile-time assert
typedef int vector_should_be_12_bytes [(sizeof(Vector3) == 12) ? 1 : -1];
int vertexSize = 12;
uint vda = textureSetup->vertexDataReq;
if (vda & VRT_Normal)
vertexSize += 12;
if (vda & VRT_TangentSpaceMatrix)
vertexSize += 12 * 3;
return vertexSize;
}
void TQuad::Draw(IndexTable* indexTable, bool onlyPositions, int lodState)
{
uint vda = textureSetup->vertexDataReq;
int vertexSize = GetVertexSize();
// Bind the vertex buffer components
Vector3* vbuf = static_cast<Vector3*>(renderData->vertexBuffer.Bind());
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, vertexSize, vbuf ++);
if (vda & VRT_Normal)
{
if (!onlyPositions) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, vertexSize, vbuf);
}
vbuf ++;
}
if (vda & VRT_TangentSpaceMatrix)
{
if (!onlyPositions) {
assert(textureSetup->currentShaderSetup);
textureSetup->currentShaderSetup->BindTSM(vbuf, vertexSize);
}
vbuf += 3;
}
// Bind the index buffer and render
IndexBuffer& ibuf = indexTable->buffers [lodState];
glDrawElements(GL_TRIANGLES, indexTable->size [lodState], indexTable->IndexType(), ibuf.Bind());
ibuf.Unbind();
// Unbind the vertex buffer
if (!onlyPositions) {
if (vda&VRT_Normal) glDisableClientState(GL_NORMAL_ARRAY);
if (vda&VRT_TangentSpaceMatrix) textureSetup->currentShaderSetup->UnbindTSM();
}
glDisableClientState(GL_VERTEX_ARRAY);
renderData->vertexBuffer.Unbind();
}
bool TQuad::InFrustum(Frustum* f)
{
Vector3 boxSt = start, boxEnd = end;
return f->IsBoxVisible(boxSt, boxEnd) != Frustum::Outside;
}
// Calculates the exact nearest point, not just one of the box'es vertices
void NearestBoxPoint(const Vector3* min, const Vector3* max, const Vector3* pos, Vector3* out)
{
// Vector3 mid = (*max + *min) * 0.5f;
if(pos->x < min->x) out->x = min->x;
else if(pos->x > max->x) out->x = max->x;
else out->x = pos->x;
if(pos->y < min->y) out->y = min->y;
else if(pos->y > max->y) out->y = max->y;
else out->y = pos->y;
if(pos->z < min->z) out->z = min->z;
else if(pos->z > max->z) out->z = max->z;
else out->z = pos->z;
}
float TQuad::CalcLod(const Vector3& campos)
{
Vector3 nearest;
NearestBoxPoint(&start, &end, &campos, &nearest);
float nodesize = end.x - start.x;
// float sloped = 0.01f * (1.0f + end.y - start.y);
nearest -= campos;
//return math::sqrtf(sloped) * nodesize / (nearest.length () + 0.1f);
return nodesize / (nearest.Length() + 0.1f);
}
void TQuad::CollectNodes(std::vector<TQuad*>& quads)
{
if (!isLeaf()) {
for (int a = 0; a < 4; a++)
children[a]->CollectNodes(quads);
}
quads.push_back(this);
}
void TQuad::FreeCachedTexture()
{
if (cacheTexture) {
glDeleteTextures(1,&cacheTexture);
cacheTexture = 0;
}
}
TQuad* TQuad::FindSmallestContainingQuad2D(const Vector3& pos, float range, int maxdepth)
{
if (depth < maxdepth)
{
for (int a = 0; a < 4; a++) {
TQuad* r = children[a]->FindSmallestContainingQuad2D(pos,range,maxdepth);
if (r) return r;
}
}
if (start.x <= pos.x - range && end.x >= pos.x + range &&
start.z <= pos.z - range && end.z >= pos.z + range)
return this;
return 0;
}
//-----------------------------------------------------------------------
// Terrain Main class
//-----------------------------------------------------------------------
Terrain::Terrain()
: heightmap(NULL)
, lowdetailhm(NULL)
, quadtree(NULL)
, activeRC(NULL)
, curRC(NULL)
, indexTable(NULL)
, texturing(NULL)
, shadowMap(0)
, quadTreeDepth(0)
, renderDataManager(NULL)
, debugQuad(NULL)
, nodeUpdateCount(0)
, logUpdates(false)
{
}
Terrain::~Terrain()
{
delete renderDataManager;
delete texturing;
while (heightmap) {
Heightmap* tmpHm = heightmap;
heightmap = heightmap->lowDetail;
delete tmpHm;
}
for (size_t a = 0; a < qmaps.size(); a++) {
delete qmaps[a];
}
qmaps.clear();
delete quadtree;
delete indexTable;
}
void Terrain::SetShadowMap(uint shadowTex)
{
shadowMap = shadowTex;
}
// used by ForceQueue to queue quads
void Terrain::QueueLodFixQuad(TQuad* q)
{
if (q->drawState == TQuad::Queued)
return;
if (q->drawState == TQuad::NoDraw) {
// make sure the parent is drawn
assert (q->parent);
QueueLodFixQuad (q->parent);
// change the queued quad to a parent quad
q->parent->drawState = TQuad::Parent;
for (int a = 0; a < 4; a++) {
TQuad* ch = q->parent->children [a];
updatequads.push_back(ch);
ch->drawState = TQuad::Queued;
UpdateLodFix(ch);
}
}
}
void Terrain::ForceQueue(TQuad* q)
{
// See if the quad is culled against the view frustum
TQuad* p = q->parent;
while (p) {
if (p->drawState == TQuad::Culled)
return;
if (p->drawState == TQuad::Queued)
break;
p = p->parent;
}
// Quad is not culled, so make sure it is drawn
QueueLodFixQuad(q);
}
inline void Terrain::CheckNabourLod(TQuad* q, int xOfs, int yOfs)
{
QuadMap* qm = qmaps[q->depth];
TQuad* nb = qm->At(q->qmPos.x+xOfs, q->qmPos.y+yOfs);
// Check the state of the nabour parent (q is already the parent),
if (nb->drawState == TQuad::NoDraw) {
// a parent of the node is either culled or drawn itself
ForceQueue(nb);
return;
}
// Parent: a child node of the nabour is drawn, which will take care of LOD gaps fixing
// Queued: drawn itself, so the index buffer can fix gaps for that
// Culled: no gap fixing required
}
// Check nabour parent nodes to see if they need to be drawn to fix LOD gaps of this node.
void Terrain::UpdateLodFix(TQuad* q)
{
if (q->drawState == TQuad::Culled)
return;
if (q->drawState == TQuad::Parent) {
for(int a = 0; a < 4; a++)
UpdateLodFix(q->children [a]);
}
else if (q->parent) {
// find the nabours, and make sure at least them or their parents are drawn
TQuad* parent = q->parent;
QuadMap* qm = qmaps[parent->depth];
if (parent->qmPos.x>0) CheckNabourLod(parent, -1, 0);
if (parent->qmPos.y>0) CheckNabourLod(parent, 0, -1);
if (parent->qmPos.x<qm->w-1) CheckNabourLod(parent, 1, 0);
if (parent->qmPos.y<qm->w-1) CheckNabourLod(parent, 0, 1);
}
}
// Handle visibility with the frustum, and select LOD based on distance to camera and LOD setting
void Terrain::QuadVisLod(TQuad* q)
{
if (q->InFrustum(&frustum)) {
// Node is visible, now determine if this LOD is suitable, or that a higher LOD should be used.
float lod = config.detailMod * q->CalcLod(curRC->cam->pos);
if (q->depth < quadTreeDepth-config.maxLodLevel || (lod > 1.0f && !q->isLeaf())) {
q->drawState = TQuad::Parent;
for (int a = 0; a < 4; a++)
QuadVisLod(q->children[a]);
} else q->drawState = TQuad::Queued;
updatequads.push_back(q);
// update max lod value
if (q->maxLodValue < lod)
q->maxLodValue = lod;
} else {
q->drawState = TQuad::Culled;
culled.push_back(q);
}
}
static inline bool QuadSortFunc(const QuadRenderInfo& q1, const QuadRenderInfo& q2)
{
return q1.quad->textureSetup->sortkey < q2.quad->textureSetup->sortkey;
}
// update quad node drawing list
void Terrain::Update()
{
nodeUpdateCount = 0;
renderDataManager->ClearStat();
// clear LOD values of previously used renderquads
for (size_t a = 0; a < contexts.size(); a++)
{
RenderContext* rc = contexts[a];
for (size_t n = 0; n < rc->quads.size();n++) {
TQuad* q = rc->quads [n].quad;
q->maxLodValue = 0.0f;
if (q->renderData)
q->renderData->used = true;
}
}
for (size_t ctx = 0; ctx < contexts.size(); ctx++)
{
RenderContext* rc = curRC = contexts[ctx];
// Update the frustum based on the camera, to cull away TQuad nodes
//Camera* camera = rc->cam;
// frustum.CalcCameraPlanes(&camera->GetPos(), &camera->right, &camera->up, &camera->front, camera->fov, camera->aspect);
//assert(camera->GetPos().x == 0.0f || frustum.IsPointVisible(camera->GetPos() + camera->front * 20)==Frustum::Inside);
// determine the new set of quads to draw
QuadVisLod(quadtree);
// go through nabours to make sure there is a maximum of one LOD difference between nabours
UpdateLodFix(quadtree);
if (debugQuad)
ForceQueue(debugQuad);
// update lod state and copy the rendering list to the render context...
rc->quads.clear();
for (size_t a = 0; a < updatequads.size(); a++)
{
if (updatequads[a]->drawState == TQuad::Queued)
{
TQuad* q = updatequads[a];
// calculate lod state
QuadMap* qm = qmaps[q->depth];
int ls = 0;
if (q->qmPos.x>0 && qm->At(q->qmPos.x-1,q->qmPos.y)->drawState == TQuad::NoDraw) ls |= left_bit;
if (q->qmPos.y>0 && qm->At(q->qmPos.x,q->qmPos.y-1)->drawState == TQuad::NoDraw) ls |= up_bit;
if (q->qmPos.x<qm->w-1 && qm->At(q->qmPos.x+1,q->qmPos.y)->drawState == TQuad::NoDraw) ls |= right_bit;
if (q->qmPos.y<qm->w-1 && qm->At(q->qmPos.x,q->qmPos.y+1)->drawState == TQuad::NoDraw) ls |= down_bit;
rc->quads.push_back(QuadRenderInfo());
rc->quads.back().quad = q;
rc->quads.back().lodState = ls;
if (q->renderData) q->renderData->used = true;
}
}
// sort rendering quads based on sorting key
sort(rc->quads.begin(), rc->quads.end(), QuadSortFunc);
// the active set of quads is determined, so their draw-states can be reset for the next context
for (size_t a = 0; a < culled.size(); a++)
culled[a]->drawState = TQuad::NoDraw;
culled.clear();
// clear the list of queued quads
for (size_t a = 0; a < updatequads.size(); a++)
updatequads[a]->drawState = TQuad::NoDraw;
updatequads.clear();
}
renderDataManager->FreeUnused();
for (size_t ctx = 0; ctx < contexts.size(); ctx++)
{
RenderContext* rc = curRC = contexts[ctx];
// allocate required vertex buffers
for (size_t a = 0; a < rc->quads.size(); a++)
{
TQuad* q = rc->quads[a].quad;
if (!q->renderData) {
renderDataManager->InitializeNode(q);
if (config.terrainNormalMaps && rc->needsNormalMap)
renderDataManager->InitializeNodeNormalMap(q, config.normalMapLevel);
nodeUpdateCount ++;
}
}
}
if (logUpdates) {
if (nodeUpdateCount) {
LOG_L(L_DEBUG,
"NodeUpdates: %d, NormalDataAllocs:%d, RenderDataAllocs:%d",
nodeUpdateCount,
renderDataManager->normalDataAllocates,
renderDataManager->renderDataAllocates);
}
}
curRC = 0;
}
void Terrain::DrawSimple()
{
glEnable(GL_CULL_FACE);
for (size_t a = 0; a < activeRC->quads.size(); a++)
{
QuadRenderInfo* q = &activeRC->quads[a];
q->quad->Draw(indexTable, true, q->lodState);
}
}
void Terrain::DrawOverlayTexture(uint tex)
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE, GL_MODULATE);
SetTexGen(1.0f / (heightmap->w * SquareSize));
DrawSimple();
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_2D);
}
void DrawNormals(TQuad* q, const Heightmap* hm)
{
glBegin(GL_LINES);
for (int y = q->hmPos.y; y < q->hmPos.y + QUAD_W; y++)
for (int x = q->hmPos.x; x < q->hmPos.x + QUAD_W; x++)
{
Vector3 origin(x * hm->squareSize, hm->atSynced(x, y), y * hm->squareSize);
Vector3 tangent, binormal;
CalculateTangents(hm, x, y, tangent, binormal);
Vector3 normal = binormal.cross(tangent);
normal.ANormalize();
binormal.ANormalize();
tangent.ANormalize();
glColor3f(1, 1, 0);
glVertex3fv(&origin[0]);
glVertex3fv(&(origin + normal * 7)[0]);
glColor3f(1, 0, 0);
glVertex3fv(&origin[0]);
glVertex3fv(&(origin + binormal * 7)[0]);
glColor3f(0, 0, 1);
glVertex3fv(&origin[0]);
glVertex3fv(&(origin + tangent * 7)[0]);
}
glEnd();
glColor3f(1, 1, 1);
}
void Terrain::Draw()
{
const float diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, diffuse);
glEnable(GL_CULL_FACE);
glColor3f(1.0f,1.0f,1.0f);
if (config.cacheTextures)
{
// draw all terrain nodes using their cached textures
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
for (size_t a = 0; a < activeRC->quads.size(); a++)
{
TQuad* q = activeRC->quads[a].quad;
// set quad texture
glBindTexture(GL_TEXTURE_2D, q->cacheTexture);
// set texture gen
float ht = (q->end.x-q->start.x) / ( 2 * config.cacheTextureSize );
float v[4] = {0.0f, 0.0f, 0.0f, 0.0f};
v[0] = 1.0f / (q->end.x - q->start.x + ht * 2);
v[3] = -v[0] * (q->start.x - ht);
glTexGenfv(GL_S, GL_OBJECT_PLANE, v);
v[0] = 0.0f;
v[2] = 1.0f / (q->end.z - q->start.z + ht * 2);
v[3] = -v[2] * (q->start.z - ht);
glTexGenfv(GL_T, GL_OBJECT_PLANE, v);
// draw
q->Draw(indexTable, false, activeRC->quads[a].lodState);
}
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
}
else // no texture caching, so use the texturing system directly
{
const int numPasses = texturing->NumPasses();
glEnable(GL_DEPTH_TEST);
texturing->BeginTexturing();
for (int pass = 0; pass < numPasses; pass++) {
texturing->BeginPass(pass);
for (size_t a = 0; a < activeRC->quads.size(); a++) {
TQuad* q = activeRC->quads[a].quad;
// Setup node texturing
const bool skipNodes = !texturing->SetupNode(q, pass);
assert(q->renderData);
if (!skipNodes) {
// Draw the node
q->Draw(indexTable, false, activeRC->quads[a].lodState);
}
}
texturing->EndPass();
}
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
texturing->EndTexturing();
}
if (debugQuad)
DrawNormals(debugQuad, lowdetailhm->GetLevel(debugQuad->depth));
}
void Terrain::CalcRenderStats(RenderStats& stats, RenderContext* ctx)
{
if (!ctx)
ctx = activeRC;
stats.cacheTextureSize = 0;
stats.renderDataSize = 0;
stats.tris = 0;
for (size_t a = 0; a < ctx->quads.size(); a++) {
TQuad* q = ctx->quads[a].quad;
if (q->cacheTexture)
stats.cacheTextureSize += config.cacheTextureSize * config.cacheTextureSize * 3;
stats.renderDataSize += q->renderData->GetDataSize();
stats.tris += MAX_INDICES/3;
}
stats.passes = texturing->NumPasses();
}
#ifndef TERRAINRENDERERLIB_EXPORTS
void Terrain::DebugPrint(IFontRenderer* fr)
{
if (fr != NULL) {
const float s = 16.0f;
if (debugQuad != NULL) {
fr->printf(0, 30, s, "Selected quad: (%d,%d) on depth %d. Lod=%3.3f",
debugQuad->qmPos.x, debugQuad->qmPos.y,
debugQuad->depth,
config.detailMod * debugQuad->CalcLod(activeRC->cam->pos));
}
RenderStats stats;
CalcRenderStats(stats);
fr->printf(0, 46, s, "Rendered nodes: %d, tris: %d, VBufSize: %d(kb), TotalRenderData(kb): %d, DetailMod: %g, CacheTextureMemory: %d",
activeRC->quads.size(), stats.tris,
VertexBuffer::TotalSize() / 1024,
stats.renderDataSize / 1024, config.detailMod,
stats.cacheTextureSize);
fr->printf(0, 60, s, "NodeUpdateCount: %d, RenderDataAlloc: %d, #RenderData: %d",
nodeUpdateCount, renderDataManager->normalDataAllocates,
renderDataManager->QuadRenderDataCount());
texturing->DebugPrint(fr);
}
}
#endif
TQuad* FindQuad(TQuad* q, const Vector3& cpos)
{
if (cpos.x >= q->start.x && cpos.z >= q->start.z &&
cpos.x < q->end.x && cpos.z < q->end.z)
{
if (q->isLeaf()) return q;
for (int a = 0; a < 4; a++) {
TQuad* r = FindQuad(q->children[a], cpos);
if (r) return r;
}
}
return 0;
}
void Terrain::RenderNodeFlat(int x,int y,int depth)
{
RenderNode(qmaps[depth]->At(x,y));
}
void Terrain::RenderNode(TQuad* q)
{
// setup projection matrix, so the quad is exactly mapped onto the viewport
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(q->start.x, q->end.x, q->start.z, q->end.z, -10000.0f, 100000.0f);
glColor3f(1.f,1.f,1.f);
if (!q->renderData)
renderDataManager->InitializeNode(q);
texturing->BeginTexturing();
// render to the framebuffer
for (size_t p = 0; p < q->textureSetup->renderSetup[0]->passes.size(); p++)
{
texturing->BeginPass(p);
if (texturing->SetupNode(q, p))
{
glBegin(GL_QUADS);
glVertex3f(q->start.x, 0.0f, q->start.z);
glVertex3f(q->end.x, 0.0f, q->start.z);
glVertex3f(q->end.x, 0.0f, q->end.z);
glVertex3f(q->start.x, 0.0f, q->end.z);
glEnd();
}
texturing->EndPass();
}
texturing->EndTexturing();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
}
void Terrain::CacheTextures()
{
if (!config.cacheTextures)
return;
glPushAttrib(GL_VIEWPORT_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, config.cacheTextureSize, config.cacheTextureSize);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
float m[16];
std::fill(m,m+16,0.0f);
m[0] = m[6] = m[9] = m[15] = 1.0f;
glLoadMatrixf(m);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
// Make sure every node that might be drawn, has a cached texture
for (size_t ctx = 0; ctx < contexts.size(); ctx++)
{
RenderContext* rc = contexts[ctx];
if (!rc->needsTexturing)
continue;
for (size_t a = 0; a < rc->quads.size(); a++)
{
TQuad* q = rc->quads[a].quad;
if (q->cacheTexture)
continue;
RenderNode(q);
// copy it to the texture
glGenTextures(1, &q->cacheTexture);
glBindTexture(GL_TEXTURE_2D, q->cacheTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
if (config.anisotropicFiltering > 0.0f)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, config.anisotropicFiltering);
glCopyTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 0,0, config.cacheTextureSize, config.cacheTextureSize, 0);
}
}
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
// restore viewport and depth buffer states
glPopAttrib();
}
void Terrain::DebugEvent(const std::string& event)
{
if (event == "t_detail_inc")
config.detailMod *= 1.2f;
if (event == "t_detail_dec")
config.detailMod /= 1.2f;
if (event == "t_debugquad") {
if (debugQuad)
debugQuad = 0;
else
debugQuad = FindQuad(quadtree, activeRC->cam->pos);
return;
}
// if (key == 'l')
// logUpdates=!logUpdates;
texturing->DebugEvent(event);
}
void Terrain::Load(const TdfParser& tdf, LightingInfo* li, ILoadCallback* cb)
{
// validate configuration
if (config.cacheTextures)
config.useBumpMaps = false;
if (config.anisotropicFiltering != 0.0f)
config.anisotropicFiltering = std::min(config.anisotropicFiltering, globalRendering->maxTexAnisoLvl);
if (cb)
cb->PrintMsg("initializing heightmap renderer...");
// create a set of low resolution heightmaps
int w = heightmap->w - 1;
Heightmap* prev = heightmap;
quadTreeDepth = 0;
while (w > QUAD_W) {
prev = prev->CreateLowDetailHM();
quadTreeDepth++;
w /= 2;
}
lowdetailhm = prev;
assert((1 << quadTreeDepth) * (lowdetailhm->w - 1) == heightmap->w - 1);
// set heightmap squareSize for all lod's
heightmap->squareSize = SquareSize;
for (Heightmap *lod = heightmap->lowDetail; lod; lod = lod->lowDetail)
lod->squareSize = lod->highDetail->squareSize * 2.0f;
// build a quadtree and a vertex buffer for each quad tree
// prev is now the lowest detail heightmap, and will be used for the root quad tree node
quadtree = new TQuad;
quadtree->Build(lowdetailhm, int2(), int2(), int2(), heightmap->w-1, 0);
// create a quad map for each LOD level
Heightmap* cur = prev;
QuadMap* qm = 0;
while (cur) {
if (qm) {
qm->highDetail = new QuadMap;
qm->highDetail->lowDetail = qm;
qm = qm->highDetail;
} else {
qm = new QuadMap;
}
qm->Alloc((cur->w-1)/QUAD_W);
qmaps.push_back(qm);
cur = cur->highDetail;
}
// fill the quad maps (qmaps.front() is now the lowest detail quadmap)
qmaps.front()->Fill(quadtree);
// generate heightmap normals
if (cb)
cb->PrintMsg(" generating terrain normals for shading...");
for (Heightmap *lod = heightmap; lod; lod = lod->lowDetail)
lod->GenerateNormals();
if (cb)
cb->PrintMsg("initializing texturing system...");
// load textures
texturing = new TerrainTexture;
texturing->Load(&tdf, heightmap, quadtree, qmaps, &config, cb, li);
renderDataManager = new RenderDataManager(lowdetailhm, qmaps.front());
// calculate index table
indexTable = new IndexTable;
LOG("Index buffer data size: %d", VertexBuffer::TotalSize());
}
void Terrain::LoadHeightMap(const TdfParser& parser, ILoadCallback* cb)
{
std::string heightMapName;
parser.GetDef(heightMapName, std::string(), "MAP\\TERRAIN\\Heightmap");
if (heightMapName.empty()) {
throw content_error("No heightmap given");
}
std::string extension = FileSystem::GetExtension(heightMapName);
if (extension == "raw") {
heightmap = LoadHeightmapFromRAW(heightMapName, cb);
} else {
heightmap = LoadHeightmapFromImage(heightMapName, cb);
}
if (heightmap->dataSynced.empty()) {
throw content_error("Failed to load heightmap " + heightMapName);
}
LOG("heightmap size: %dx%d", GetHeightmapWidth(), GetHeightmapHeight());
const float hmScale = atof(parser.SGetValueDef("1000", "MAP\\TERRAIN\\HeightScale").c_str());
const float hmOffset = atof(parser.SGetValueDef("0", "MAP\\TERRAIN\\HeightOffset").c_str());
// apply scaling and offset to the heightmap ASAP
for (int y = 0; y < heightmap->w * heightmap->h; y++) {
heightmap->dataSynced[y] = heightmap->dataSynced[y] * hmScale + hmOffset;
heightmap->dataUnsynced[y] = heightmap->dataSynced[y];
}
if ((GetHeightmapWidth() - 1) != atoi(parser.SGetValueDef("","MAP\\GameAreaW").c_str()) ||
(GetHeightmapHeight() - 1) != atoi(parser.SGetValueDef("","MAP\\GameAreaH").c_str())) {
char hmdims[32];
SNPRINTF(hmdims, 32, "%dx%d", GetHeightmapWidth(), GetHeightmapHeight());
throw content_error("Map size (" + std::string(hmdims) + ") should be equal to GameAreaW and GameAreaH");
}
}
void Terrain::ReloadShaders()
{
texturing->ReloadShaders(quadtree, &config);
}
void FindRAWProps(int len, int& width, int& bytespp, ILoadCallback* cb)
{
// test for 16-bit
int w = 3;
while (w*w*2 < len)
w = (w-1)*2+1;
if (w*w*2 != len) {
w = 3; // test for 8-bit
while (w*w < len)
w = (w-1)*2+1;
if (w*w != len) {
cb->PrintMsg("Incorrect raw file size: %d, last comparing size: %d", len, w*w*2);
return;
} else bytespp = 1;
} else bytespp = 2;
width = w;
}
Heightmap* Terrain::LoadHeightmapFromRAW(const std::string& file, ILoadCallback* cb)
{
CFileHandler fh(file);
if (!fh.FileExists()) {
cb->PrintMsg("Failed to load %s", file.c_str());
return 0;
}
int len = fh.FileSize();
int w = -1, bits;
FindRAWProps(len, w, bits, cb);
bits *= 8;
if (w < 0)
return 0;
Heightmap* hm = new Heightmap;
hm->Alloc(w, w);
if (bits == 16) {
std::vector<ushort> tmp(w * w);
fh.Read(&tmp[0], len);
for (int y = 0; y < w * w; y++) {
hm->dataSynced[y] = float(tmp[y]) / float((1 << bits) - 1);
hm->dataUnsynced[y] = hm->dataSynced[y];
}
#ifdef SWAP_SHORT
char* p = (char*)hm->data;
for (int x = 0; x < len; x += 2, p += 2)
std::swap(p[0], p[1]);
#endif
} else {
std::vector<uchar> buf(len);
fh.Read(&buf[0], len);
uchar* p = &buf[0];
for (w = w * w - 1; w >= 0; w--) {
hm->dataSynced[w] = *(p++) / float((1 << bits) - 1);
hm->dataUnsynced[w] = hm->dataSynced[w];
}
}
return hm;
}
Heightmap* Terrain::LoadHeightmapFromImage(const std::string& heightmapFile, ILoadCallback* cb)
{
const char* hmfile = heightmapFile.c_str();
CFileHandler fh(heightmapFile);
if (!fh.FileExists())
throw content_error(heightmapFile + " does not exist");
ILuint ilheightmap;
ilGenImages(1, &ilheightmap);
ilBindImage(ilheightmap);
assert(fh.FileSize() >= 0);
std::vector<char> buffer(fh.FileSize());
fh.Read(&buffer[0], buffer.size());
const bool success = !!ilLoadL(IL_TYPE_UNKNOWN, &buffer[0], buffer.size());
if (!success) {
ilDeleteImages(1,&ilheightmap);
cb->PrintMsg("Failed to load %s", hmfile);
return NULL;
}
const int hmWidth = ilGetInteger(IL_IMAGE_WIDTH);
const int hmHeight = ilGetInteger (IL_IMAGE_HEIGHT);
// does it have the correct size? 129,257,513
int testw = 1;
while (testw < hmWidth) {
if (testw + 1 == hmWidth)
break;
testw <<= 1;
}
if ((testw > hmWidth) || (hmWidth != hmHeight)) {
cb->PrintMsg("Heightmap %s has wrong dimensions (should be 129x129,257x257...)", hmfile);
ilDeleteImages(1, &ilheightmap);
return NULL;
}
// convert
if (!ilConvertImage(IL_LUMINANCE, IL_UNSIGNED_SHORT)) {
cb->PrintMsg("Failed to convert heightmap image (%s) to grayscale image.", hmfile);
ilDeleteImages(1, &ilheightmap);
return NULL;
}
// copy the data into the highest detail heightmap
Heightmap* hm = new Heightmap;
hm->Alloc(hmWidth, hmHeight);
ushort* imgData = (ushort*) ilGetData();
for (int y = 0; y < hmWidth * hmHeight; y++) {
hm->dataSynced[y] = imgData[y] / float((1 << (sizeof(short) * 8)) - 1);
hm->dataUnsynced[y] = hm->dataSynced[y];
}
// heightmap is copied, so the original image can be deleted
ilDeleteImages(1, &ilheightmap);
return hm;
}
Vector3 Terrain::TerrainSize()
{
return Vector3(heightmap->w, 0.0f, heightmap->h) * SquareSize;
}
int Terrain::GetHeightmapWidth() const { return heightmap->w; }
int Terrain::GetHeightmapHeight() const { return heightmap->h; }
void Terrain::SetShaderParams(Vector3 dir, Vector3 eyevec)
{
texturing->SetShaderParams(dir, eyevec);
}
// heightmap blitting
void Terrain::HeightMapUpdatedUnsynced(int sx, int sy, int w, int h)
{
// clip
if (sx < 0) sx = 0;
if (sy < 0) sy = 0;
if (sx + w > heightmap->w) w = heightmap->w - sx;
if (sy + h > heightmap->h) h = heightmap->h - sy;
// mark for vertex buffer update
renderDataManager->UpdateRect(sx, sy, w, h);
// update heightmap mipmap chain
// NOTE:
// this writes to dataSynced for all heightmaps in the
// lowDetail-chain at depth > 0, but these are _NEVER_
// accessed in synced context (neither are any nodes
// in the highDetail chain) - ONLY the top-level node
// (this->heightmap) carries the actual sync-relevant
// height values
// TODO:
// this should also update {face,center}NormalsUnsynced
// like SMFReadMap does; currently they are initialized
// only once (in ReadMap::UpdateFaceNormals)
heightmap->UpdateLowerUnsynced(sx, sy, w, h);
Update();
CacheTextures();
}
std::vector<float>& Terrain::GetCornerHeightMapSynced() { return heightmap->dataSynced; }
std::vector<float>& Terrain::GetCornerHeightMapUnsynced() { return heightmap->dataUnsynced; }
void Terrain::SetShadowParams(ShadowMapParams* smp)
{
texturing->SetShadowMapParams(smp);
}
RenderContext* Terrain::AddRenderContext(Camera* cam, bool needsTexturing)
{
RenderContext* rc = new RenderContext;
rc->cam = cam;
rc->needsTexturing = needsTexturing;
contexts.push_back(rc);
return rc;
}
void Terrain::RemoveRenderContext(RenderContext* rc)
{
contexts.erase(find(contexts.begin(),contexts.end(),rc));
delete rc;
}
void Terrain::SetActiveContext(RenderContext* rc)
{
activeRC = rc;
}
};
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