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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
//
// ROAM Simplistic Implementation
// Added to Spring by Peter Sarkozy (mysterme AT gmail DOT com)
// Billion thanks to Bryan Turner (Jan, 2000)
// brturn@bellsouth.net
//
// Based on the Tread Marks engine by Longbow Digital Arts
// (www.LongbowDigitalArts.com)
// Much help and hints provided by Seumas McNally, LDA.
//
#include "Patch.h"
#include "RoamMeshDrawer.h"
#include "Game/Camera.h"
#include "Map/ReadMap.h"
#include "Map/SMF/SMFGroundDrawer.h"
#include "Rendering/GL/VertexArray.h"
#include "Sim/Misc/GlobalConstants.h"
#include "System/Log/ILog.h"
#include "System/ThreadPool.h"
#include "System/TimeProfiler.h"
#include <cfloat>
#include <limits.h>
// -------------------------------------------------------------------------------------------------
// -------------------------------------------------------------------------------------------------
// STATICS
Patch::RenderMode Patch::renderMode = Patch::VBO;
static size_t poolSize = 0;
static std::vector<CTriNodePool*> pools;
void CTriNodePool::InitPools(const size_t newPoolSize)
{
if (pools.empty()) {
//int numThreads = GetNumThreads();
int numThreads = ThreadPool::GetMaxThreads();
poolSize = newPoolSize;
const size_t allocPerThread = std::max(newPoolSize / numThreads, newPoolSize / 3);
pools.reserve(numThreads);
for (; numThreads > 0; --numThreads) {
pools.push_back(new CTriNodePool(allocPerThread));
}
}
}
void CTriNodePool::FreePools()
{
for (std::vector<CTriNodePool*>::iterator it = pools.begin(); it != pools.end(); ++it) {
delete (*it);
}
pools.clear();
}
void CTriNodePool::ResetAll()
{
bool runOutOfNodes = false;
for (std::vector<CTriNodePool*>::iterator it = pools.begin(); it != pools.end(); ++it) {
if ((*it)->RunOutOfNodes()) {
runOutOfNodes = true;
break;
}
}
if (runOutOfNodes) {
if (poolSize < MAX_POOL_SIZE) {
FreePools();
InitPools(std::min(poolSize * 2, size_t(MAX_POOL_SIZE)));
return;
}
}
for (std::vector<CTriNodePool*>::iterator it = pools.begin(); it != pools.end(); ++it) {
(*it)->Reset();
}
}
CTriNodePool* CTriNodePool::GetPool()
{
const size_t th_id = ThreadPool::GetThreadNum();
assert(th_id<pools.size());
return pools[th_id];
}
// -------------------------------------------------------------------------------------------------
// -------------------------------------------------------------------------------------------------
// CTriNodePool Class
void CTriNodePool::Reset()
{
// reinit all entries to NULL
// this saves use calling TriTreeNode's ctor which is slower than a memset
if (m_NextTriNode > 0)
memset(&pool[0], 0, sizeof(TriTreeNode) * m_NextTriNode);
m_NextTriNode = 0;
}
TriTreeNode* CTriNodePool::AllocateTri()
{
// IF we've run out of TriTreeNodes, just return NULL (this is handled gracefully)
if (RunOutOfNodes())
return NULL;
TriTreeNode* pTri = &pool[m_NextTriNode++];
//*pTri = TriTreeNode();
return pTri;
}
// -------------------------------------------------------------------------------------------------
// -------------------------------------------------------------------------------------------------
// Patch Class
//
// -------------------------------------------------------------------------------------------------
// C'tor etc.
//
Patch::Patch()
: smfGroundDrawer(NULL)
, m_HeightMap(NULL)
, heightData(NULL)
, m_CurrentVariance(NULL)
, m_isVisible(false)
, m_isDirty(true)
, varianceMaxLimit(FLT_MAX)
, camDistLODFactor(1.f)
, m_WorldX(-1)
, m_WorldY(-1)
//, minHeight(FLT_MAX)
//, maxHeight(FLT_MIN)
, vboVerticesUploaded(false)
, triList(0)
, vertexBuffer(0)
, vertexIndexBuffer(0)
{
m_VarianceLeft.resize(1 << VARIANCE_DEPTH);
m_VarianceRight.resize(1 << VARIANCE_DEPTH);
}
void Patch::Init(CSMFGroundDrawer* _drawer, int worldX, int worldZ)
{
smfGroundDrawer = _drawer;
heightData = readMap->GetCornerHeightMapUnsynced();;
m_WorldX = worldX;
m_WorldY = worldZ;
// Attach the two m_Base triangles together
m_BaseLeft.BaseNeighbor = &m_BaseRight;
m_BaseRight.BaseNeighbor = &m_BaseLeft;
// Store pointer to first byte of the height data for this patch.
m_HeightMap = &heightData[worldZ * gs->mapxp1 + worldX];
// Create used OpenGL objects
triList = glGenLists(1);
if (GLEW_ARB_vertex_buffer_object) {
glGenBuffersARB(1, &vertexBuffer);
glGenBuffersARB(1, &vertexIndexBuffer);
}
UpdateHeightMap();
}
Patch::~Patch()
{
glDeleteLists(triList, 1);
if (GLEW_ARB_vertex_buffer_object) {
glDeleteBuffersARB(1, &vertexBuffer);
glDeleteBuffersARB(1, &vertexIndexBuffer);
}
}
void Patch::Reset()
{
// Reset the important relationships
m_BaseLeft = TriTreeNode();
m_BaseRight = TriTreeNode();
// Attach the two m_Base triangles together
m_BaseLeft.BaseNeighbor = &m_BaseRight;
m_BaseRight.BaseNeighbor = &m_BaseLeft;
}
void Patch::UpdateHeightMap(const SRectangle& rect)
{
if (vertices.empty()) {
// Initialize
vertices.resize(3 * (PATCH_SIZE + 1) * (PATCH_SIZE + 1));
int index = 0;
for (int z = m_WorldY; z <= (m_WorldY + PATCH_SIZE); z++) {
for (int x = m_WorldX; x <= (m_WorldX + PATCH_SIZE); x++) {
vertices[index++] = x * SQUARE_SIZE;
vertices[index++] = 0.0f;
vertices[index++] = z * SQUARE_SIZE;
}
}
}
static const float* hMap = readMap->GetCornerHeightMapUnsynced();
for (int z = rect.z1; z <= rect.z2; z++) {
for (int x = rect.x1; x <= rect.x2; x++) {
const float& h = hMap[(z + m_WorldY) * gs->mapxp1 + (x + m_WorldX)];
const int vindex = (z * (PATCH_SIZE + 1) + x) * 3;
vertices[vindex + 1] = h; // only update Y coord
//if (h < minHeight) minHeight = h;
//if (h > maxHeight) maxHeight = h;
}
}
VBOUploadVertices();
m_isDirty = true;
}
void Patch::VBOUploadVertices()
{
if (renderMode == VBO) {
// Upload vertexBuffer
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vertexBuffer);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, vertices.size() * sizeof(float), &vertices[0], GL_STATIC_DRAW_ARB);
/*
int bufferSize = 0;
glGetBufferParameterivARB(GL_ARRAY_BUFFER_ARB, GL_BUFFER_SIZE_ARB, &bufferSize);
if(index != bufferSize) {
glDeleteBuffersARB(1, &vertexBuffer);
glDeleteBuffersARB(1, &vertexIndexBuffer);
LOG("[createVBO()] Data size is mismatch with input array\n");
}
*/
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
vboVerticesUploaded = true;
} else {
vboVerticesUploaded = false;
}
}
// -------------------------------------------------------------------------------------------------
// Split a single Triangle and link it into the mesh.
// Will correctly force-split diamonds.
//
void Patch::Split(TriTreeNode* tri)
{
// We are already split, no need to do it again.
if (!tri->IsLeaf())
return;
// If this triangle is not in a proper diamond, force split our base neighbor
if (tri->BaseNeighbor && (tri->BaseNeighbor->BaseNeighbor != tri))
Split(tri->BaseNeighbor);
// Create children and link into mesh
CTriNodePool* pool = CTriNodePool::GetPool();
tri->LeftChild = pool->AllocateTri();
tri->RightChild = pool->AllocateTri();
// If creation failed, just exit.
if (!tri->IsBranch()) {
// make sure both nodes are NULL if just the right one failed
// special handling the cause that only one of them is NULL wouldn't make sense (only less performance)
tri->LeftChild = NULL;
tri->RightChild = NULL;
return;
}
// Fill in the information we can get from the parent (neighbor pointers)
tri->LeftChild->BaseNeighbor = tri->LeftNeighbor;
tri->LeftChild->LeftNeighbor = tri->RightChild;
tri->RightChild->BaseNeighbor = tri->RightNeighbor;
tri->RightChild->RightNeighbor = tri->LeftChild;
// Link our Left Neighbor to the new children
if (tri->LeftNeighbor != NULL) {
if (tri->LeftNeighbor->BaseNeighbor == tri)
tri->LeftNeighbor->BaseNeighbor = tri->LeftChild;
else if (tri->LeftNeighbor->LeftNeighbor == tri)
tri->LeftNeighbor->LeftNeighbor = tri->LeftChild;
else if (tri->LeftNeighbor->RightNeighbor == tri)
tri->LeftNeighbor->RightNeighbor = tri->LeftChild;
else
;// Illegal Left Neighbor!
}
// Link our Right Neighbor to the new children
if (tri->RightNeighbor != NULL) {
if (tri->RightNeighbor->BaseNeighbor == tri)
tri->RightNeighbor->BaseNeighbor = tri->RightChild;
else if (tri->RightNeighbor->RightNeighbor == tri)
tri->RightNeighbor->RightNeighbor = tri->RightChild;
else if (tri->RightNeighbor->LeftNeighbor == tri)
tri->RightNeighbor->LeftNeighbor = tri->RightChild;
else
;// Illegal Right Neighbor!
}
// Link our Base Neighbor to the new children
if (tri->BaseNeighbor != NULL) {
if (tri->BaseNeighbor->IsBranch()) {
tri->BaseNeighbor->LeftChild->RightNeighbor = tri->RightChild;
tri->BaseNeighbor->RightChild->LeftNeighbor = tri->LeftChild;
tri->LeftChild->RightNeighbor = tri->BaseNeighbor->RightChild;
tri->RightChild->LeftNeighbor = tri->BaseNeighbor->LeftChild;
} else {
Split(tri->BaseNeighbor); // Base Neighbor (in a diamond with us) was not split yet, so do that now.
}
} else {
// An edge triangle, trivial case.
tri->LeftChild->RightNeighbor = NULL;
tri->RightChild->LeftNeighbor = NULL;
}
}
// ---------------------------------------------------------------------
// Tessellate a Patch.
// Will continue to split until the variance metric is met.
//
void Patch::RecursTessellate(TriTreeNode* const tri, const int2 left, const int2 right, const int2 apex, const int node)
{
const bool canFurtherTes = ((abs(left.x - right.x) > 1) || (abs(left.y - right.y) > 1));
if (!canFurtherTes)
return;
float TriVariance;
const bool varianceSaved = (node < (1 << VARIANCE_DEPTH));
if (varianceSaved) {
// make max tessellation viewRadius dependent
// w/o this huge cliffs cause huge variances and so will always tessellate fully independent of camdist (-> huge/distfromcam ~= huge)
const float myVariance = std::min(m_CurrentVariance[node], varianceMaxLimit);
const int sizeX = std::max(left.x - right.x, right.x - left.x);
const int sizeY = std::max(left.y - right.y, right.y - left.y);
const int size = std::max(sizeX, sizeY);
// Take distance, variance and patch size into consideration
TriVariance = (myVariance * PATCH_SIZE * size) * camDistLODFactor;
} else {
TriVariance = 10.0f; // >1 -> When variance isn't saved issue further tessellation
}
if (TriVariance > 1.0f)
{
Split(tri); // Split this triangle.
if (tri->IsBranch()) { // If this triangle was split, try to split it's children as well.
const int2 center(
(left.x + right.x) >> 1, // Compute X coordinate of center of Hypotenuse
(left.y + right.y) >> 1 // Compute Y coord...
);
RecursTessellate(tri->LeftChild, apex, left, center, (node << 1) );
RecursTessellate(tri->RightChild, right, apex, center, (node << 1) + 1);
}
} else {
// stop tess
}
}
// ---------------------------------------------------------------------
// Render the tree.
//
void Patch::RecursRender(TriTreeNode* const tri, const int2 left, const int2 right, const int2 apex)
{
if ( tri->IsLeaf()) {
indices.push_back(apex.x + apex.y * (PATCH_SIZE + 1));
indices.push_back(left.x + left.y * (PATCH_SIZE + 1));
indices.push_back(right.x + right.y * (PATCH_SIZE + 1));
} else {
const int2 center(
(left.x + right.x) >> 1, // Compute X coordinate of center of Hypotenuse
(left.y + right.y) >> 1 // Compute Y coord...
);
RecursRender(tri->LeftChild, apex, left, center);
RecursRender(tri->RightChild, right, apex, center);
}
}
void Patch::GenerateIndices()
{
indices.clear();
RecursRender(&m_BaseLeft, int2(0, PATCH_SIZE), int2(PATCH_SIZE, 0), int2(0, 0) );
RecursRender(&m_BaseRight, int2(PATCH_SIZE, 0), int2(0, PATCH_SIZE), int2(PATCH_SIZE, PATCH_SIZE));
}
// ---------------------------------------------------------------------
// Computes Variance over the entire tree. Does not examine node relationships.
//
float Patch::RecursComputeVariance(const int leftX, const int leftY, const float leftZ,
const int rightX, const int rightY, const float rightZ,
const int apexX, const int apexY, const float apexZ, const int node)
{
/*
* /|\
* / | \
* / | \
* / | \
* ~~~~~~~*~~~~~~~ <-- Compute the X and Y coordinates of '*'
*/
int centerX = (leftX + rightX) >> 1; // Compute X coordinate of center of Hypotenuse
int centerY = (leftY + rightY) >> 1; // Compute Y coord...
// Get the height value at the middle of the Hypotenuse
float centerZ = m_HeightMap[(centerY * gs->mapxp1) + centerX];
// Variance of this triangle is the actual height at it's hypotenuse midpoint minus the interpolated height.
// Use values passed on the stack instead of re-accessing the Height Field.
float myVariance = math::fabs(centerZ - ((leftZ + rightZ) / 2));
if (leftZ*rightZ<0 || leftZ*centerZ<0 || rightZ*centerZ<0)
myVariance = std::max(myVariance * 1.5f, 20.0f); //shore lines get more variance for higher accuracy
//myVariance= MAX(abs(leftX - rightX),abs(leftY - rightY)) * myVariance;
// Since we're after speed and not perfect representations,
// only calculate variance down to a 4x4 block
if ((abs(leftX - rightX) >= 4) || (abs(leftY - rightY) >= 4)) {
// Final Variance for this node is the max of it's own variance and that of it's children.
const float child1Variance = RecursComputeVariance(apexX, apexY, apexZ, leftX, leftY, leftZ, centerX, centerY, centerZ, node<<1);
const float child2Variance = RecursComputeVariance(rightX, rightY, rightZ, apexX, apexY, apexZ, centerX, centerY, centerZ, 1+(node<<1));
myVariance = std::max(myVariance, child1Variance);
myVariance = std::max(myVariance, child2Variance);
}
// Note Variance is never zero.
myVariance = std::max(0.001f, myVariance);
// Store the final variance for this node.
if (node < (1 << VARIANCE_DEPTH))
m_CurrentVariance[node] = myVariance;
return myVariance;
}
// ---------------------------------------------------------------------
// Compute the variance tree for each of the Binary Triangles in this patch.
//
void Patch::ComputeVariance()
{
// Compute variance on each of the base triangles...
m_CurrentVariance = &m_VarianceLeft[0];
RecursComputeVariance(0, PATCH_SIZE, m_HeightMap[PATCH_SIZE * gs->mapxp1],
PATCH_SIZE, 0, m_HeightMap[PATCH_SIZE], 0, 0, m_HeightMap[0], 1);
m_CurrentVariance = &m_VarianceRight[0];
RecursComputeVariance(PATCH_SIZE, 0, m_HeightMap[PATCH_SIZE], 0,
PATCH_SIZE, m_HeightMap[PATCH_SIZE * gs->mapxp1], PATCH_SIZE, PATCH_SIZE,
m_HeightMap[(PATCH_SIZE * gs->mapxp1) + PATCH_SIZE], 1);
// Clear the dirty flag for this patch
m_isDirty = false;
}
// ---------------------------------------------------------------------
// Create an approximate mesh.
//
bool Patch::Tessellate(const float3& campos, int groundDetail)
{
// Set/Update LOD params
const float myx = (m_WorldX + PATCH_SIZE / 2) * SQUARE_SIZE;
const float myy = (readMap->GetCurrMinHeight() + readMap->GetCurrMaxHeight()) * 0.5f;
const float myz = (m_WorldY + PATCH_SIZE / 2) * SQUARE_SIZE;
const float3 myPos(myx,myy,myz);
camDistLODFactor = myPos.distance(campos);
camDistLODFactor *= 300.0f / groundDetail; // MAGIC NUMBER 1: increase the dividend to reduce LOD in camera distance
camDistLODFactor = std::max(1.0f, camDistLODFactor);
camDistLODFactor = 1.0f / camDistLODFactor;
// MAGIC NUMBER 2: variances are clamped by it, so it regulates how strong areas are tessellated.
// Note, the maximum tessellation is untouched by it. Instead it reduces the maximum LOD in
// distance, while the param above defines the overall FallOff rate.
varianceMaxLimit = groundDetail * 0.35f;
// Split each of the base triangles
m_CurrentVariance = &m_VarianceLeft[0];
RecursTessellate(&m_BaseLeft,
int2(m_WorldX, m_WorldY + PATCH_SIZE),
int2(m_WorldX + PATCH_SIZE, m_WorldY),
int2(m_WorldX, m_WorldY),
1);
m_CurrentVariance = &m_VarianceRight[0];
RecursTessellate(&m_BaseRight,
int2(m_WorldX + PATCH_SIZE, m_WorldY),
int2(m_WorldX, m_WorldY + PATCH_SIZE),
int2(m_WorldX + PATCH_SIZE, m_WorldY + PATCH_SIZE),
1);
return !CTriNodePool::GetPool()->RunOutOfNodes();
}
// ---------------------------------------------------------------------
// Render the mesh.
//
void Patch::Draw()
{
switch (renderMode) {
case VA:
glEnableClientState(GL_VERTEX_ARRAY); // activate vertex coords array
glVertexPointer(3, GL_FLOAT, 0, &vertices[0]);
glDrawRangeElements(GL_TRIANGLES, 0, vertices.size(), indices.size(), GL_UNSIGNED_INT, &indices[0]);
glDisableClientState(GL_VERTEX_ARRAY); // deactivate vertex array
break;
case DL:
glCallList(triList);
break;
case VBO:
// enable VBOs
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vertexBuffer); // for vertex coordinates
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vertexIndexBuffer); // for indices
glEnableClientState(GL_VERTEX_ARRAY); // activate vertex coords array
glVertexPointer(3, GL_FLOAT, 0, 0); // last param is offset, not ptr
glDrawRangeElements(GL_TRIANGLES, 0, vertices.size(), indices.size(), GL_UNSIGNED_INT, 0);
glDisableClientState(GL_VERTEX_ARRAY); // deactivate vertex array
// disable VBO mode
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
break;
}
}
void Patch::DrawBorder()
{
CVertexArray* va = GetVertexArray();
GenerateBorderIndices(va);
va->DrawArrayC(GL_TRIANGLES);
}
void Patch::RecursBorderRender(CVertexArray* va, TriTreeNode* const& tri, const int2& left, const int2& right, const int2& apex, int i, bool left_)
{
if ( tri->IsLeaf() ) {
const float3& v1 = *(float3*)&vertices[(apex.x + apex.y * (PATCH_SIZE + 1))*3];
const float3& v2 = *(float3*)&vertices[(left.x + left.y * (PATCH_SIZE + 1))*3];
const float3& v3 = *(float3*)&vertices[(right.x + right.y * (PATCH_SIZE + 1))*3];
static const unsigned char white[] = {255,255,255,255};
static const unsigned char trans[] = {255,255,255,0};
va->EnlargeArrays(6, 0, VA_SIZE_C);
if (i % 2 == 0) {
va->AddVertexQC(v2, white);
va->AddVertexQC(float3(v2.x, -400.0f, v2.z), trans);
va->AddVertexQC(float3(v3.x, v3.y, v3.z), white);
va->AddVertexQC(v3, white);
va->AddVertexQC(float3(v2.x, -400.0f, v2.z), trans);
va->AddVertexQC(float3(v3.x, -400.0f, v3.z), trans);
} else {
if (left_) {
va->AddVertexQC(v1, white);
va->AddVertexQC(float3(v1.x, -400.0f, v1.z), trans);
va->AddVertexQC(float3(v2.x, v2.y, v2.z), white);
va->AddVertexQC(v2, white);
va->AddVertexQC(float3(v1.x, -400.0f, v1.z), trans);
va->AddVertexQC(float3(v2.x, -400.0f, v2.z), trans);
} else {
va->AddVertexQC(v3, white);
va->AddVertexQC(float3(v3.x, -400.0f, v3.z), trans);
va->AddVertexQC(float3(v1.x, v1.y, v1.z), white);
va->AddVertexQC(v1, white);
va->AddVertexQC(float3(v3.x, -400.0f, v3.z), trans);
va->AddVertexQC(float3(v1.x, -400.0f, v1.z), trans);
}
}
} else {
const int2 center(
(left.x + right.x) >> 1, // Compute X coordinate of center of Hypotenuse
(left.y + right.y) >> 1 // Compute Y coord...
);
if (i % 2 == 0) {
RecursBorderRender(va, tri->LeftChild, apex, left, center, i + 1, !left_);
return RecursBorderRender(va, tri->RightChild, right, apex, center, i + 1, left_); // return is needed for tail call optimization (it's still unlikely gcc does so...)
} else {
if (left_) {
return RecursBorderRender(va, tri->LeftChild, apex, left, center, i + 1, left_);
} else {
return RecursBorderRender(va, tri->RightChild, right, apex, center, i + 1, !left_);
}
}
}
}
void Patch::GenerateBorderIndices(CVertexArray* va)
{
va->Initialize();
const bool isLeftBorder = !m_BaseLeft.LeftNeighbor;
const bool isBottomBorder = !m_BaseRight.RightNeighbor;
const bool isRightBorder = !m_BaseLeft.RightNeighbor;
const bool isTopBorder = !m_BaseRight.LeftNeighbor;
if (isLeftBorder) RecursBorderRender(va, &m_BaseLeft, int2(0, PATCH_SIZE), int2(PATCH_SIZE, 0), int2(0, 0), 1, true);
if (isBottomBorder) RecursBorderRender(va, &m_BaseRight, int2(PATCH_SIZE, 0), int2(0, PATCH_SIZE), int2(PATCH_SIZE, PATCH_SIZE), 1, false);
if (isRightBorder) RecursBorderRender(va, &m_BaseLeft, int2(0, PATCH_SIZE), int2(PATCH_SIZE, 0), int2(0, 0), 1, false);
if (isTopBorder) RecursBorderRender(va, &m_BaseRight, int2(PATCH_SIZE, 0), int2(0, PATCH_SIZE), int2(PATCH_SIZE, PATCH_SIZE), 1, true);
}
void Patch::Upload()
{
switch (renderMode) {
case DL:
glNewList(triList, GL_COMPILE);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, &vertices[0]);
glDrawRangeElements(GL_TRIANGLES, 0, vertices.size(), indices.size(), GL_UNSIGNED_INT, &indices[0]);
glDisableClientState(GL_VERTEX_ARRAY);
glEndList();
break;
case VBO:
if (!vboVerticesUploaded) VBOUploadVertices();
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vertexIndexBuffer);
glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, indices.size() * sizeof(unsigned), &indices[0], GL_DYNAMIC_DRAW_ARB);
/*
int bufferSize = 0;
glGetBufferParameterivARB(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_BUFFER_SIZE_ARB, &bufferSize);
if(rend != bufferSize) {
glDeleteBuffersARB(1, &vertexIndexBuffer);
LOG( "[createVBO()] Data size is mismatch with input array\n" );
}
*/
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
break;
default:
break;
}
}
void Patch::SetSquareTexture() const
{
smfGroundDrawer->SetupBigSquare(m_WorldX / PATCH_SIZE, m_WorldY / PATCH_SIZE);
}
void Patch::SwitchRenderMode(int mode)
{
if (mode < 0) {
mode = renderMode + 1;
mode %= 3;
}
if (!GLEW_ARB_vertex_buffer_object && mode == VBO) {
mode = DL;
}
if (mode == renderMode)
return;
switch (mode) {
case VA:
LOG("Set ROAM mode to VA");
renderMode = VA;
break;
case DL:
LOG("Set ROAM mode to DisplayLists");
renderMode = DL;
break;
case VBO:
LOG("Set ROAM mode to VBO");
renderMode = VBO;
break;
}
CRoamMeshDrawer::ForceTesselation();
}
// ---------------------------------------------------------------------
// Visibility Update Functions
//
/*void Patch::UpdateVisibility(CCamera*& cam)
{
const float3 mins(
m_WorldX * SQUARE_SIZE,
readMap->GetCurrMinHeight(),
m_WorldY * SQUARE_SIZE
);
const float3 maxs(
(m_WorldX + PATCH_SIZE) * SQUARE_SIZE,
readMap->GetCurrMaxHeight(),
(m_WorldY + PATCH_SIZE) * SQUARE_SIZE
);
m_isVisible = cam->InView(mins, maxs);
}*/
class CPatchInViewChecker : public CReadMap::IQuadDrawer
{
public:
std::vector<Patch>* patches;
int numPatchesX;
void DrawQuad(int x, int y) {
(*patches)[x + y * numPatchesX].m_isVisible = true;
}
};
void Patch::UpdateVisibility(CCamera*& cam, std::vector<Patch>& patches, const int numPatchesX)
{
// very slow
//for (std::vector<Patch>::iterator it = m_Patches.begin(); it != m_Patches.end(); ++it) {
// it->UpdateVisibility(cam);
//}
// very fast
static CPatchInViewChecker checker;
checker.patches = &patches;
checker.numPatchesX = numPatchesX;
for (std::vector<Patch>::iterator it = patches.begin(); it != patches.end(); ++it) {
it->m_isVisible = false;
}
readMap->GridVisibility(cam, PATCH_SIZE, 1e9, &checker, INT_MAX);
}
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