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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _TERRAIN_NODE_H_
#define _TERRAIN_NODE_H_
#include "TerrainVertexBuffer.h"
#include "Map/SM3/Vector3.h"
#include <vector>
class Frustum;
struct Sm3VisibilityNode;
namespace terrain
{
struct int2 {
int2(int x, int y) : x(x), y(y) {}
int2() : x(0), y(0) {}
int x;
int y;
};
class Camera;
struct Heightmap;
struct QuadMap;
struct IndexTable;
class QuadRenderData;
class QuadNormals;
struct RenderSetupCollection;
struct IShaderSetup;
class TerrainTexture;
//-----------------------------------------------------------------------
// Terrain Quadtree Node
//-----------------------------------------------------------------------
static const int QUAD_W = 16;
static const int VERTC = QUAD_W + 1;
static const int MAX_INDICES = (QUAD_W + 1) * (QUAD_W + 1) * 2 * 3;
static const int NUM_VERTICES = (QUAD_W + 1) * (QUAD_W + 1);
const float SquareSize = 8.0f;
const float VBufMinDetail = 0.25f; ///< at lod < 0.25f, the vertex buffer is deleted
const float AREA_TEST_RANGE = 0.05f;
class TQuad
{
public:
TQuad();
~TQuad();
bool isLeaf() const { return childs[0] == NULL; }
// sqStart=start in square coordinates
// hmStart=start pixel on hm
void Build(Heightmap* hm, int2 sqStart, int2 hmStart, int2 quadPos, int w, int depth);
void Draw(IndexTable* indexTable, bool onlyPositions, int lodState);
bool InFrustum(Frustum* f);
float CalcLod(const Vector3& campos);
void CollectNodes(std::vector<TQuad*>& quads);
void FreeCachedTexture();
TQuad* FindSmallestContainingQuad2D(const Vector3& pos, float range, int maxlevel);
int GetVertexSize();
// Possible objects linked to this quad, for visibility determination
std::vector<Sm3VisibilityNode*> nodeLinks;
TQuad* parent;
TQuad* childs[4];
Vector3 start, end; ///< quad node bounding box
int2 qmPos; ///< Quad map coordinates
int2 hmPos;
int2 sqPos; ///< square position (position on highest detail heightmap)
int depth, width;
RenderSetupCollection* textureSetup;
GLuint cacheTexture;
/**
* maximum of the LOD values calculated for each render contexts
* used for determining if the QuadRenderData can be marked as free
* @see RenderDataManager::FreeUnused
*/
float maxLodValue;
enum DrawState {
NoDraw, Parent, Queued, Culled
} drawState;
QuadNormals* normalData;
QuadRenderData* renderData;
};
/**
* Each render context has a QuadRenderInfo for every quad they have to
* render.
*/
struct QuadRenderInfo
{
int lodState;
TQuad* quad;
};
class RenderContext
{
public:
Camera* cam;
/// contexts like shadow buffers do not need texturing
bool needsTexturing;
bool needsNormalMap;
std::vector<QuadRenderInfo> quads;
};
// renderdata for a visible quad
class QuadRenderData
{
public:
QuadRenderData();
~QuadRenderData();
uint GetDataSize();
// seems silly yeah, but I use it to set breakpoints in
TQuad* GetQuad() { return quad; }
void SetQuad(TQuad* q) { quad = q; }
// renderdata: normalmap + vertex buffer
// normalmap for detail preservation
GLuint normalMap;
uint normalMapW;
uint normalMapTexWidth;
VertexBuffer vertexBuffer;
int vertexSize;
int index;
bool used;
protected:
TQuad* quad;
};
// Manager for QuadRenderData
class RenderDataManager {
public:
RenderDataManager(Heightmap* roothm, QuadMap* rootqm);
~RenderDataManager();
void Free(QuadRenderData* qrd);
void FreeUnused();
/// allow the list of free renderdata to be maxFreeRD or lower
void PruneFreeList(int maxFreeRD = 0);
void InitializeNode(TQuad* q);
void InitializeNodeNormalMap(TQuad* q, int cfgNormalMapLevel);
void UpdateRect(int sx, int sy, int w, int h);
void ClearStat() {
normalDataAllocates = 0;
renderDataAllocates = 0;
}
int normalDataAllocates; // performance statistic
int renderDataAllocates;
int QuadRenderDataCount() { return qrd.size(); }
protected:
QuadRenderData* Allocate();
std::vector<QuadRenderData*> qrd;
std::vector<QuadRenderData*> freeRD;
Heightmap* roothm;
QuadMap* rootQMap;
};
//-----------------------------------------------------------------------
// Heightmap
//-----------------------------------------------------------------------
struct Heightmap {
Heightmap();
~Heightmap();
void Alloc(int W, int H);
void LodScaleDown(Heightmap* dst);
void FindMinMax(int2 st, int2 size, float& minH, float& maxH);
Heightmap* CreateLowDetailHM();
void GenerateNormals();
void UpdateLowerUnsynced(int sx, int sy, int w, int h);
/**
* @param level > 0 returns a high detail HM
* < 0 returns a lower detail HM
*/
const Heightmap* GetLevel(int level);
float atSynced(int x, int y) const { return dataSynced[y * w + x]; }
float atUnsynced(int x, int y) const { return dataUnsynced[y * w + x]; }
const uchar* GetNormal(int x, int y) const { return &normalData[3 * (y * w + x)]; }
int w, h;
std::vector<float> dataSynced;
std::vector<float> dataUnsynced;
// float scale, offset;
float squareSize;
/**
* optional heightmap normals, stored as compressed vectors
* (3 bytes per normal)
*/
uchar* normalData;
// geo-mip-map chain links
Heightmap* lowDetail;
Heightmap* highDetail;
};
//-----------------------------------------------------------------------
// Quad map - stores a 2D map of the quad nodes,
// for quick access of nabours
//-----------------------------------------------------------------------
struct QuadMap
{
QuadMap()
: w(0)
, map(NULL)
, highDetail(NULL)
, lowDetail(NULL)
{
}
~QuadMap() {
delete[] map;
}
void Alloc(int W);
void Fill(TQuad* root);
TQuad*& At(int x, int y) { return map[y*w + x]; }
int w;
TQuad** map;
QuadMap* highDetail;
QuadMap* lowDetail;
};
/**
* Applies a "sobel" filter to the heightmap to find the slope in X
* and Z(Y in heightmap) direction.
*/
inline void CalculateTangents(const Heightmap* hm, int x, int y, Vector3& tangent, Vector3& binormal)
{
int xp = (x < hm->w-1) ? x+1 : x;
int xm = (x > 0) ? x-1 : x;
int yp = (y < hm->h-1) ? y+1 : y;
int ym = (y > 0) ? y-1 : y;
//X filter:
//-1 0 1
//-2 0 2
//-1 0 1
const int dhdx =
int (-hm->atSynced(xm, ym) + hm->atSynced(xp, ym)) +
int(2 * (-hm->atSynced(xm, y) + hm->atSynced(xp, y))) +
int( -hm->atSynced(xm, yp) + hm->atSynced(xp, yp));
//
//Z filter:
//-1 -2 -1
//0 0 0
//1 2 1
//
const int dhdz =
int(hm->atSynced(xm, yp) + 2 * hm->atSynced(x, yp) + hm->atSynced(xp, yp)) -
int(hm->atSynced(xm, ym) + 2 * hm->atSynced(x, ym) + hm->atSynced(xp, ym));
tangent = Vector3(hm->squareSize * 2.0f, /*hm->scale * */ dhdx * 0.25f, 0.0f);
binormal = Vector3(0.0f, dhdz * /*hm->scale * */ 0.25f, hm->squareSize * 2.0f);
// tangent.set(vdif * 2.0f, dhdx, 0.0f);
// binormal.set(0.0f, dhdz, vdif * 2.0f);
}
//-----------------------------------------------------------------------
// IndexTable
// generates index buffers for the 16 different LOD configurations a quad can be in.
//-----------------------------------------------------------------------
#define NUM_TABLES 16
// flags that determine if a specific quad side has lower res
#define up_bit 1 // x=0 y=-1
#define left_bit 2 // x=-1 y=0
#define right_bit 4 // x=1 y=0
#define down_bit 8 // x=0 y=1
// table of precomputed indices
struct IndexTable
{
typedef unsigned short index_t;
IndexTable();
GLenum IndexType() const { return GL_UNSIGNED_SHORT; }
void Calculate(int sides);
int size[NUM_TABLES];
IndexBuffer buffers[NUM_TABLES];
};
};
#endif // _TERRAIN_NODE_H_
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