1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://www.ogre3d.org/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | /***************************************************************************
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26 | terrainrenderable.cpp - description
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27 | -------------------
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28 | begin : Sat Oct 5 2002
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29 | copyright : (C) 2002 by Jon Anderson
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30 | email : janders@users.sf.net
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31 |
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32 | Enhancements 2003 - 2004 (C) The OGRE Team
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33 |
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34 | ***************************************************************************/
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35 |
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36 | #include "OgreTerrainRenderable.h"
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37 | #include "OgreSceneNode.h"
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38 | #include "OgreRenderQueue.h"
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39 | #include "OgreRenderOperation.h"
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40 | #include "OgreCamera.h"
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41 | #include "OgreRoot.h"
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42 | #include "OgreTerrainSceneManager.h"
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43 | #include "OgreLogManager.h"
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44 | #include "OgreStringConverter.h"
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45 | #include "OgreViewport.h"
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46 | #include "OgreException.h"
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47 |
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48 | namespace Ogre
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49 | {
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50 | //-----------------------------------------------------------------------
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51 | #define MAIN_BINDING 0
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52 | #define DELTA_BINDING 1
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53 | //-----------------------------------------------------------------------
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54 | //-----------------------------------------------------------------------
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55 | TerrainBufferCache TerrainRenderable::msIndexCache;
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56 | String TerrainRenderable::mType = "TerrainMipMap";
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57 | LevelArray TerrainRenderable::mLevelIndex;
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58 | bool TerrainRenderable::mLevelInit = false;
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59 | const TerrainOptions* TerrainRenderable::msOptions = 0;
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60 |
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61 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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62 | int TerrainRenderable::msCurrentRenderLevelIndex = 0;
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63 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
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64 | //-----------------------------------------------------------------------
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65 | //-----------------------------------------------------------------------
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66 |
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67 | //-----------------------------------------------------------------------
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68 | TerrainRenderable::TerrainRenderable(const String& name)
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69 | : Renderable(), mTerrain(0), mName(name), mDeltaBuffers(0), mPositionBuffer(0)
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70 | {
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71 | mForcedRenderLevel = -1;
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72 | mLastNextLevel = -1;
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73 | // Default query flags to top bit so users can exclude it if they wish
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74 | mQueryFlags = SceneManager::WORLD_GEOMETRY_QUERY_MASK;
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75 |
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76 | mMinLevelDistSqr = 0;
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77 |
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78 | mInit = false;
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79 | mLightListDirty = true;
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80 | MovableObject::mCastShadows = false;
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81 |
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82 | for ( int i = 0; i < 4; i++ )
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83 | {
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84 | mNeighbors[ i ] = 0;
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85 | }
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86 |
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87 | _initLevelIndexes();
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88 |
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89 | }
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90 | //-----------------------------------------------------------------------
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91 | TerrainRenderable::~TerrainRenderable()
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92 | {
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93 |
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94 | deleteGeometry();
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95 | _destroyLevelIndexes();
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96 | }
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97 | //-----------------------------------------------------------------------
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98 | void TerrainRenderable::deleteGeometry()
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99 | {
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100 | if(mTerrain)
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101 | delete mTerrain;
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102 |
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103 | if (mPositionBuffer)
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104 | delete [] mPositionBuffer;
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105 |
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106 | if (mDeltaBuffers)
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107 | delete [] mDeltaBuffers;
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108 |
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109 | if ( mMinLevelDistSqr != 0 )
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110 | delete [] mMinLevelDistSqr;
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111 | }
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112 | //-----------------------------------------------------------------------
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113 | void TerrainRenderable::initialise(int startx, int startz,
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114 | Real* pageHeightData)
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115 | {
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116 | if (!msOptions)
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117 | msOptions = &(TerrainSceneManager::getOptions());
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118 |
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119 | if ( msOptions->maxGeoMipMapLevel != 0 )
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120 | {
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121 | int i = ( int ) 1 << ( msOptions->maxGeoMipMapLevel - 1 ) ;
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122 |
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123 | if ( ( i + 1 ) > msOptions->tileSize )
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124 | {
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125 | printf( "Invalid maximum mipmap specifed, must be n, such that 2^(n-1)+1 < tileSize \n" );
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126 | return ;
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127 | }
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128 | }
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129 |
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130 | deleteGeometry();
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131 |
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132 | //calculate min and max heights;
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133 | Real min = 256000, max = 0;
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134 |
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135 | mTerrain = new VertexData;
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136 | mTerrain->vertexStart = 0;
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137 | mTerrain->vertexCount = msOptions->tileSize * msOptions->tileSize;
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138 |
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139 | VertexDeclaration* decl = mTerrain->vertexDeclaration;
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140 | VertexBufferBinding* bind = mTerrain->vertexBufferBinding;
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141 |
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142 | // positions
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143 | size_t offset = 0;
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144 | decl->addElement(MAIN_BINDING, offset, VET_FLOAT3, VES_POSITION);
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145 | offset += VertexElement::getTypeSize(VET_FLOAT3);
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146 | if (TerrainSceneManager::getOptions().lit)
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147 | {
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148 | decl->addElement(MAIN_BINDING, offset, VET_FLOAT3, VES_NORMAL);
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149 | offset += VertexElement::getTypeSize(VET_FLOAT3);
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150 | }
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151 | // texture coord sets
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152 | decl->addElement(MAIN_BINDING, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 0);
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153 | offset += VertexElement::getTypeSize(VET_FLOAT2);
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154 | decl->addElement(MAIN_BINDING, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 1);
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155 | offset += VertexElement::getTypeSize(VET_FLOAT2);
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156 | if (TerrainSceneManager::getOptions().coloured)
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157 | {
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158 | decl->addElement(MAIN_BINDING, offset, VET_COLOUR, VES_DIFFUSE);
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159 | offset += VertexElement::getTypeSize(VET_COLOUR);
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160 | }
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161 |
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162 | // Create shared vertex buffer
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163 | mMainBuffer =
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164 | HardwareBufferManager::getSingleton().createVertexBuffer(
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165 | decl->getVertexSize(MAIN_BINDING),
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166 | mTerrain->vertexCount,
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167 | HardwareBuffer::HBU_STATIC_WRITE_ONLY);
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168 | // Create system memory copy with just positions in it, for use in simple reads
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169 | mPositionBuffer = new float[mTerrain->vertexCount * 3];
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170 |
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171 | bind->setBinding(MAIN_BINDING, mMainBuffer);
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172 |
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173 | if (msOptions->lodMorph)
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174 | {
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175 | // Create additional element for delta
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176 | decl->addElement(DELTA_BINDING, 0, VET_FLOAT1, VES_BLEND_WEIGHTS);
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177 | // NB binding is not set here, it is set when deriving the LOD
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178 | }
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179 |
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180 |
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181 | mInit = true;
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182 |
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183 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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184 | for (int i = 0; i < MAX_RENDERLEVEL_INDEX; ++i)
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185 | {
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186 | mRenderLevel[i] = 1;
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187 | }
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188 | #else
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189 | mRenderLevel = 1;
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190 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
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191 |
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192 | mMinLevelDistSqr = new Real[ msOptions->maxGeoMipMapLevel ];
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193 |
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194 | int endx = startx + msOptions->tileSize;
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195 |
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196 | int endz = startz + msOptions->tileSize;
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197 |
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198 | Vector3 left, down, here;
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199 |
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200 | const VertexElement* poselem = decl->findElementBySemantic(VES_POSITION);
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201 | const VertexElement* texelem0 = decl->findElementBySemantic(VES_TEXTURE_COORDINATES, 0);
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202 | const VertexElement* texelem1 = decl->findElementBySemantic(VES_TEXTURE_COORDINATES, 1);
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203 | float* pSysPos = mPositionBuffer;
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204 |
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205 | unsigned char* pBase = static_cast<unsigned char*>(mMainBuffer->lock(HardwareBuffer::HBL_DISCARD));
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206 |
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207 | for ( int j = startz; j < endz; j++ )
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208 | {
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209 | for ( int i = startx; i < endx; i++ )
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210 | {
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211 | float *pPos, *pTex0, *pTex1;
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212 | poselem->baseVertexPointerToElement(pBase, &pPos);
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213 | texelem0->baseVertexPointerToElement(pBase, &pTex0);
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214 | texelem1->baseVertexPointerToElement(pBase, &pTex1);
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215 |
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216 | Real height = pageHeightData[j * msOptions->pageSize + i];
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217 | height = height * msOptions->scale.y; // scale height
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218 |
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219 | *pSysPos++ = *pPos++ = ( float ) i * msOptions->scale.x; //x
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220 | *pSysPos++ = *pPos++ = height; // y
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221 | *pSysPos++ = *pPos++ = ( float ) j * msOptions->scale.z; //z
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222 |
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223 | *pTex0++ = ( float ) i / ( float ) ( msOptions->pageSize - 1 );
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224 | *pTex0++ = ( float ) j / ( float ) ( msOptions->pageSize - 1 );
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225 |
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226 | *pTex1++ = ( ( float ) i / ( float ) ( msOptions->tileSize - 1 ) ) * msOptions->detailTile;
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227 | *pTex1++ = ( ( float ) j / ( float ) ( msOptions->tileSize - 1 ) ) * msOptions->detailTile;
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228 |
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229 | if ( height < min )
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230 | min = ( Real ) height;
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231 |
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232 | if ( height > max )
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233 | max = ( Real ) height;
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234 |
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235 | pBase += mMainBuffer->getVertexSize();
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236 | }
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237 | }
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238 |
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239 | mMainBuffer->unlock();
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240 |
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241 | mBounds.setExtents(
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242 | ( Real ) startx * msOptions->scale.x,
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243 | min,
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244 | ( Real ) startz * msOptions->scale.z,
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245 | ( Real ) ( endx - 1 ) * msOptions->scale.x,
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246 | max,
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247 | ( Real ) ( endz - 1 ) * msOptions->scale.z );
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248 |
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249 |
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250 | mCenter = Vector3( ( startx * msOptions->scale.x + (endx - 1) * msOptions->scale.x ) / 2,
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251 | ( min + max ) / 2,
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252 | ( startz * msOptions->scale.z + (endz - 1) * msOptions->scale.z ) / 2 );
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253 |
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254 | mBoundingRadius =
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255 | std::max(max - min,
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256 | std::max((endx - 1 - startx) * msOptions->scale.x,
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257 | (endz - 1 - startz) * msOptions->scale.z)) / 2;
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258 |
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259 | // Create delta buffer list if required to morph
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260 | if (msOptions->lodMorph)
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261 | {
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262 | // Create delta buffer for all except the lowest mip
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263 | mDeltaBuffers = new HardwareVertexBufferSharedPtr[msOptions->maxGeoMipMapLevel - 1];
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264 | }
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265 |
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266 | Real C = _calculateCFactor();
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267 |
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268 | _calculateMinLevelDist2( C );
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269 |
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270 | }
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271 | //-----------------------------------------------------------------------
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272 | void TerrainRenderable::_getNormalAt( float x, float z, Vector3 * result )
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273 | {
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274 |
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275 | assert(msOptions->lit && "No normals present");
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276 |
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277 | Vector3 here, left, down;
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278 | here.x = x;
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279 | here.y = getHeightAt( x, z );
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280 | here.z = z;
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281 |
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282 | left.x = x - 1;
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283 | left.y = getHeightAt( x - 1, z );
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284 | left.z = z;
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285 |
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286 | down.x = x;
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287 | down.y = getHeightAt( x, z + 1 );
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288 | down.z = z + 1;
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289 |
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290 | left = left - here;
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291 |
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292 | down = down - here;
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293 |
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294 | left.normalise();
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295 | down.normalise();
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296 |
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297 | *result = left.crossProduct( down );
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298 | result -> normalise();
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299 |
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300 | // result->x = - result->x;
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301 | // result->y = - result->y;
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302 | // result->z = - result->z;
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303 | }
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304 | //-----------------------------------------------------------------------
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305 | void TerrainRenderable::_calculateNormals()
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306 | {
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307 |
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308 | Vector3 norm;
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309 |
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310 | assert (msOptions->lit && "No normals present");
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311 |
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312 | HardwareVertexBufferSharedPtr vbuf =
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313 | mTerrain->vertexBufferBinding->getBuffer(MAIN_BINDING);
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314 | const VertexElement* elem = mTerrain->vertexDeclaration->findElementBySemantic(VES_NORMAL);
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315 | unsigned char* pBase = static_cast<unsigned char*>( vbuf->lock(HardwareBuffer::HBL_DISCARD) );
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316 | float* pNorm;
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317 |
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318 | for ( size_t j = 0; j < msOptions->tileSize; j++ )
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319 | {
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320 | for ( size_t i = 0; i < msOptions->tileSize; i++ )
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321 | {
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322 |
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323 | _getNormalAt( _vertex( i, j, 0 ), _vertex( i, j, 2 ), &norm );
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324 |
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325 | // printf( "Normal = %5f,%5f,%5f\n", norm.x, norm.y, norm.z );
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326 | elem->baseVertexPointerToElement(pBase, &pNorm);
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327 | *pNorm++ = norm.x;
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328 | *pNorm++ = norm.y;
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329 | *pNorm++ = norm.z;
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330 | pBase += vbuf->getVertexSize();
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331 | }
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332 |
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333 | }
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334 | vbuf->unlock();
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335 | }
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336 | //-----------------------------------------------------------------------
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337 | void TerrainRenderable::_notifyCurrentCamera( Camera* cam )
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338 | {
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339 |
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340 | if ( mForcedRenderLevel >= 0 )
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341 | {
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342 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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343 | mRenderLevel[msCurrentRenderLevelIndex] = mForcedRenderLevel;
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344 | #else
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345 | mRenderLevel = mForcedRenderLevel;
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346 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
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347 | return ;
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348 | }
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349 |
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350 |
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351 | Vector3 cpos = cam -> getDerivedPosition();
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352 | const AxisAlignedBox& aabb = getWorldBoundingBox(true);
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353 | Vector3 diff(0, 0, 0);
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354 | diff.makeFloor(cpos - aabb.getMinimum());
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355 | diff.makeCeil(cpos - aabb.getMaximum());
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356 |
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357 | Real L = diff.squaredLength();
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358 |
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359 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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360 | mRenderLevel[msCurrentRenderLevelIndex] = -1;;
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361 | #else
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362 | mRenderLevel = -1;
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363 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
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364 |
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365 | for ( int i = 0; i < msOptions->maxGeoMipMapLevel; i++ )
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366 | {
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367 | if ( mMinLevelDistSqr[ i ] > L )
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368 | {
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369 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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370 | mRenderLevel[msCurrentRenderLevelIndex] = i - 1;
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371 | #else
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372 | mRenderLevel = i - 1;
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373 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
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374 | break;
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375 | }
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376 | }
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377 |
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378 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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379 | if ( getRenderLevel() < 0 )
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380 | mRenderLevel[msCurrentRenderLevelIndex] = msOptions->maxGeoMipMapLevel - 1;
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381 | #else
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382 | if ( mRenderLevel < 0 )
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383 | mRenderLevel = msOptions->maxGeoMipMapLevel - 1;
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384 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
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385 |
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386 | if (msOptions->lodMorph)
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387 | {
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388 | // Get the next LOD level down
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389 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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390 | int nextLevel = mNextLevelDown[getRenderLevel()];
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391 | #else
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392 | int nextLevel = mNextLevelDown[mRenderLevel];
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393 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
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394 |
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395 | if (nextLevel == 0)
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396 | {
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397 | // No next level, so never morph
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398 | mLODMorphFactor = 0;
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399 | }
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400 | else
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401 | {
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402 | // Set the morph such that the morph happens in the last 0.25 of
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403 | // the distance range
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404 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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405 | Real range = mMinLevelDistSqr[nextLevel] - mMinLevelDistSqr[getRenderLevel()];
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406 | #else
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407 | Real range = mMinLevelDistSqr[nextLevel] - mMinLevelDistSqr[mRenderLevel];
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408 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
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409 | if (range)
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410 | {
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411 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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412 | Real percent = (L - mMinLevelDistSqr[getRenderLevel()]) / range;
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413 | #else
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414 | Real percent = (L - mMinLevelDistSqr[mRenderLevel]) / range;
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415 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
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416 | // scale result so that msLODMorphStart == 0, 1 == 1, clamp to 0 below that
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417 | Real rescale = 1.0f / (1.0f - msOptions->lodMorphStart);
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418 | mLODMorphFactor = std::max((percent - msOptions->lodMorphStart) * rescale,
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419 | static_cast<Real>(0.0));
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420 | }
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421 | else
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422 | {
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423 | // Identical ranges
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424 | mLODMorphFactor = 0.0f;
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425 | }
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426 |
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427 | assert(mLODMorphFactor >= 0 && mLODMorphFactor <= 1);
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428 | }
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429 |
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430 | // Bind the correct delta buffer if it has changed
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431 | // nextLevel - 1 since the first entry is for LOD 1 (since LOD 0 never needs it)
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432 | if (mLastNextLevel != nextLevel)
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433 | {
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434 | if (nextLevel > 0)
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435 | {
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436 | mTerrain->vertexBufferBinding->setBinding(DELTA_BINDING,
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437 | mDeltaBuffers[nextLevel - 1]);
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438 | }
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439 | else
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440 | {
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441 | // bind dummy (incase bindings checked)
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442 | mTerrain->vertexBufferBinding->setBinding(DELTA_BINDING,
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443 | mDeltaBuffers[0]);
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444 | }
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445 | }
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446 | mLastNextLevel = nextLevel;
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447 |
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448 | }
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---|
449 |
|
---|
450 | }
|
---|
451 | //-----------------------------------------------------------------------
|
---|
452 | void TerrainRenderable::_updateRenderQueue( RenderQueue* queue )
|
---|
453 | {
|
---|
454 | // Notify need to calculate light list when our sending to render queue
|
---|
455 | mLightListDirty = true;
|
---|
456 |
|
---|
457 | queue->addRenderable( this );
|
---|
458 | }
|
---|
459 | //-----------------------------------------------------------------------
|
---|
460 | void TerrainRenderable::getRenderOperation( RenderOperation& op )
|
---|
461 | {
|
---|
462 | //setup indexes for vertices and uvs...
|
---|
463 |
|
---|
464 | assert( mInit && "Uninitialized" );
|
---|
465 |
|
---|
466 | op.useIndexes = true;
|
---|
467 | op.operationType = msOptions->useTriStrips ?
|
---|
468 | RenderOperation::OT_TRIANGLE_STRIP : RenderOperation::OT_TRIANGLE_LIST;
|
---|
469 | op.vertexData = mTerrain;
|
---|
470 | op.indexData = getIndexData();
|
---|
471 |
|
---|
472 |
|
---|
473 | }
|
---|
474 | //-----------------------------------------------------------------------
|
---|
475 | void TerrainRenderable::getWorldTransforms( Matrix4* xform ) const
|
---|
476 | {
|
---|
477 | *xform = mParentNode->_getFullTransform();
|
---|
478 | }
|
---|
479 | //-----------------------------------------------------------------------
|
---|
480 | const Quaternion& TerrainRenderable::getWorldOrientation(void) const
|
---|
481 | {
|
---|
482 | return mParentNode->_getDerivedOrientation();
|
---|
483 | }
|
---|
484 | //-----------------------------------------------------------------------
|
---|
485 | const Vector3& TerrainRenderable::getWorldPosition(void) const
|
---|
486 | {
|
---|
487 | return mParentNode->_getDerivedPosition();
|
---|
488 | }
|
---|
489 | //-----------------------------------------------------------------------
|
---|
490 | bool TerrainRenderable::_checkSize( int n )
|
---|
491 | {
|
---|
492 | for ( int i = 0; i < 10; i++ )
|
---|
493 | {
|
---|
494 | if ( ( ( 1 << i ) + 1 ) == n )
|
---|
495 | return true;
|
---|
496 | }
|
---|
497 |
|
---|
498 | return false;
|
---|
499 | }
|
---|
500 | //-----------------------------------------------------------------------
|
---|
501 | void TerrainRenderable::_calculateMinLevelDist2( Real C )
|
---|
502 | {
|
---|
503 | //level 0 has no delta.
|
---|
504 | mMinLevelDistSqr[ 0 ] = 0;
|
---|
505 |
|
---|
506 | int i, j;
|
---|
507 |
|
---|
508 | for ( int level = 1; level < msOptions->maxGeoMipMapLevel; level++ )
|
---|
509 | {
|
---|
510 | mMinLevelDistSqr[ level ] = 0;
|
---|
511 |
|
---|
512 | int step = 1 << level;
|
---|
513 | // The step of the next higher LOD
|
---|
514 | int higherstep = step >> 1;
|
---|
515 |
|
---|
516 | float* pDeltas = 0;
|
---|
517 | if (msOptions->lodMorph)
|
---|
518 | {
|
---|
519 | // Create a set of delta values (store at index - 1 since 0 has none)
|
---|
520 | mDeltaBuffers[level - 1] = createDeltaBuffer();
|
---|
521 | // Lock, but don't discard (we want the pre-initialised zeros)
|
---|
522 | pDeltas = static_cast<float*>(
|
---|
523 | mDeltaBuffers[level - 1]->lock(HardwareBuffer::HBL_NORMAL));
|
---|
524 | }
|
---|
525 |
|
---|
526 | for ( j = 0; j < msOptions->tileSize - step; j += step )
|
---|
527 | {
|
---|
528 | for ( i = 0; i < msOptions->tileSize - step; i += step )
|
---|
529 | {
|
---|
530 | /* Form planes relating to the lower detail tris to be produced
|
---|
531 | For tri lists and even tri strip rows, they are this shape:
|
---|
532 | x---x
|
---|
533 | | / |
|
---|
534 | x---x
|
---|
535 | For odd tri strip rows, they are this shape:
|
---|
536 | x---x
|
---|
537 | | \ |
|
---|
538 | x---x
|
---|
539 | */
|
---|
540 |
|
---|
541 | Vector3 v1(_vertex( i, j, 0 ), _vertex( i, j, 1 ), _vertex( i, j, 2 ));
|
---|
542 | Vector3 v2(_vertex( i + step, j, 0 ), _vertex( i + step, j, 1 ), _vertex( i + step, j, 2 ));
|
---|
543 | Vector3 v3(_vertex( i, j + step, 0 ), _vertex( i, j + step, 1 ), _vertex( i, j + step, 2 ));
|
---|
544 | Vector3 v4(_vertex( i + step, j + step, 0 ), _vertex( i + step, j + step, 1 ), _vertex( i + step, j + step, 2 ));
|
---|
545 |
|
---|
546 | Plane t1, t2;
|
---|
547 | bool backwardTri = false;
|
---|
548 | if (!msOptions->useTriStrips || j % 2 == 0)
|
---|
549 | {
|
---|
550 | t1.redefine(v1, v3, v2);
|
---|
551 | t2.redefine(v2, v3, v4);
|
---|
552 | }
|
---|
553 | else
|
---|
554 | {
|
---|
555 | t1.redefine(v1, v3, v4);
|
---|
556 | t2.redefine(v1, v4, v2);
|
---|
557 | backwardTri = true;
|
---|
558 | }
|
---|
559 |
|
---|
560 | // include the bottommost row of vertices if this is the last row
|
---|
561 | int zubound = (j == (msOptions->tileSize - step)? step : step - 1);
|
---|
562 | for ( int z = 0; z <= zubound; z++ )
|
---|
563 | {
|
---|
564 | // include the rightmost col of vertices if this is the last col
|
---|
565 | int xubound = (i == (msOptions->tileSize - step)? step : step - 1);
|
---|
566 | for ( int x = 0; x <= xubound; x++ )
|
---|
567 | {
|
---|
568 | int fulldetailx = i + x;
|
---|
569 | int fulldetailz = j + z;
|
---|
570 | if ( fulldetailx % step == 0 &&
|
---|
571 | fulldetailz % step == 0 )
|
---|
572 | {
|
---|
573 | // Skip, this one is a vertex at this level
|
---|
574 | continue;
|
---|
575 | }
|
---|
576 |
|
---|
577 | Real zpct = (Real)z / (Real)step;
|
---|
578 | Real xpct = (Real)x / (Real)step;
|
---|
579 |
|
---|
580 | //interpolated height
|
---|
581 | Vector3 actualPos(
|
---|
582 | _vertex( fulldetailx, fulldetailz, 0 ),
|
---|
583 | _vertex( fulldetailx, fulldetailz, 1 ),
|
---|
584 | _vertex( fulldetailx, fulldetailz, 2 ));
|
---|
585 | Real interp_h;
|
---|
586 | // Determine which tri we're on
|
---|
587 | if ((xpct + zpct <= 1.0f && !backwardTri) ||
|
---|
588 | (xpct + (1-zpct) <= 1.0f && backwardTri))
|
---|
589 | {
|
---|
590 | // Solve for x/z
|
---|
591 | interp_h =
|
---|
592 | (-(t1.normal.x * actualPos.x)
|
---|
593 | - t1.normal.z * actualPos.z
|
---|
594 | - t1.d) / t1.normal.y;
|
---|
595 | }
|
---|
596 | else
|
---|
597 | {
|
---|
598 | // Second tri
|
---|
599 | interp_h =
|
---|
600 | (-(t2.normal.x * actualPos.x)
|
---|
601 | - t2.normal.z * actualPos.z
|
---|
602 | - t2.d) / t2.normal.y;
|
---|
603 | }
|
---|
604 |
|
---|
605 | Real actual_h = _vertex( fulldetailx, fulldetailz, 1 );
|
---|
606 | Real delta = fabs( interp_h - actual_h );
|
---|
607 |
|
---|
608 | Real D2 = delta * delta * C * C;
|
---|
609 |
|
---|
610 | if ( mMinLevelDistSqr[ level ] < D2 )
|
---|
611 | mMinLevelDistSqr[ level ] = D2;
|
---|
612 |
|
---|
613 | // Should be save height difference?
|
---|
614 | // Don't morph along edges
|
---|
615 | if (msOptions->lodMorph &&
|
---|
616 | fulldetailx != 0 && fulldetailx != (msOptions->tileSize - 1) &&
|
---|
617 | fulldetailz != 0 && fulldetailz != (msOptions->tileSize - 1) )
|
---|
618 | {
|
---|
619 | // Save height difference
|
---|
620 | pDeltas[fulldetailx + (fulldetailz * msOptions->tileSize)] =
|
---|
621 | interp_h - actual_h;
|
---|
622 | }
|
---|
623 |
|
---|
624 | }
|
---|
625 |
|
---|
626 | }
|
---|
627 | }
|
---|
628 | }
|
---|
629 |
|
---|
630 | // Unlock morph deltas if required
|
---|
631 | if (msOptions->lodMorph)
|
---|
632 | {
|
---|
633 | mDeltaBuffers[level - 1]->unlock();
|
---|
634 | }
|
---|
635 | }
|
---|
636 |
|
---|
637 |
|
---|
638 |
|
---|
639 | // Post validate the whole set
|
---|
640 | for ( i = 1; i < msOptions->maxGeoMipMapLevel; i++ )
|
---|
641 | {
|
---|
642 |
|
---|
643 | // Make sure no LOD transition within the tile
|
---|
644 | // This is especially a problem when using large tiles with flat areas
|
---|
645 | /* Hmm, this can look bad on some areas, disable for now
|
---|
646 | Vector3 delta(_vertex(0,0,0), mCenter.y, _vertex(0,0,2));
|
---|
647 | delta = delta - mCenter;
|
---|
648 | Real minDist = delta.squaredLength();
|
---|
649 | mMinLevelDistSqr[ i ] = std::max(mMinLevelDistSqr[ i ], minDist);
|
---|
650 | */
|
---|
651 |
|
---|
652 | //make sure the levels are increasing...
|
---|
653 | if ( mMinLevelDistSqr[ i ] < mMinLevelDistSqr[ i - 1 ] )
|
---|
654 | {
|
---|
655 | mMinLevelDistSqr[ i ] = mMinLevelDistSqr[ i - 1 ];
|
---|
656 | }
|
---|
657 | }
|
---|
658 |
|
---|
659 | // Now reverse traverse the list setting the 'next level down'
|
---|
660 | Real lastDist = -1;
|
---|
661 | int lastIndex = 0;
|
---|
662 | for (i = msOptions->maxGeoMipMapLevel - 1; i >= 0; --i)
|
---|
663 | {
|
---|
664 | if (i == msOptions->maxGeoMipMapLevel - 1)
|
---|
665 | {
|
---|
666 | // Last one is always 0
|
---|
667 | lastIndex = i;
|
---|
668 | lastDist = mMinLevelDistSqr[i];
|
---|
669 | mNextLevelDown[i] = 0;
|
---|
670 | }
|
---|
671 | else
|
---|
672 | {
|
---|
673 | mNextLevelDown[i] = lastIndex;
|
---|
674 | if (mMinLevelDistSqr[i] != lastDist)
|
---|
675 | {
|
---|
676 | lastIndex = i;
|
---|
677 | lastDist = mMinLevelDistSqr[i];
|
---|
678 | }
|
---|
679 | }
|
---|
680 |
|
---|
681 | }
|
---|
682 |
|
---|
683 |
|
---|
684 | }
|
---|
685 | //-----------------------------------------------------------------------
|
---|
686 | void TerrainRenderable::_initLevelIndexes()
|
---|
687 | {
|
---|
688 | if ( mLevelInit )
|
---|
689 | return ;
|
---|
690 |
|
---|
691 |
|
---|
692 | if ( mLevelIndex.size() == 0 )
|
---|
693 | {
|
---|
694 | for ( int i = 0; i < 16; i++ )
|
---|
695 | {
|
---|
696 |
|
---|
697 | mLevelIndex.push_back( new IndexMap() );
|
---|
698 |
|
---|
699 | }
|
---|
700 |
|
---|
701 | }
|
---|
702 |
|
---|
703 | mLevelInit = true;
|
---|
704 | }
|
---|
705 | //-----------------------------------------------------------------------
|
---|
706 | void TerrainRenderable::_destroyLevelIndexes()
|
---|
707 | {
|
---|
708 | if ( mLevelInit )
|
---|
709 | {
|
---|
710 | for ( int i = 0; i < 16; i++ )
|
---|
711 | {
|
---|
712 | delete mLevelIndex[i];
|
---|
713 | }
|
---|
714 | mLevelIndex.clear();
|
---|
715 | mLevelInit = false;
|
---|
716 | }
|
---|
717 | }
|
---|
718 | //-----------------------------------------------------------------------
|
---|
719 | void TerrainRenderable::_adjustRenderLevel( int i )
|
---|
720 | {
|
---|
721 |
|
---|
722 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
|
---|
723 | mRenderLevel[msCurrentRenderLevelIndex] = i;
|
---|
724 | #else
|
---|
725 | mRenderLevel = i;
|
---|
726 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
|
---|
727 | }
|
---|
728 | //-----------------------------------------------------------------------
|
---|
729 | Real TerrainRenderable::_calculateCFactor()
|
---|
730 | {
|
---|
731 | Real A, T;
|
---|
732 |
|
---|
733 | const TerrainOptions& opts = TerrainSceneManager::getOptions();
|
---|
734 | if (!opts.primaryCamera)
|
---|
735 | {
|
---|
736 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
737 | "You have not created a camera yet!",
|
---|
738 | "TerrainRenderable::_calculateCFactor");
|
---|
739 | }
|
---|
740 |
|
---|
741 | //A = 1 / Math::Tan(Math::AngleUnitsToRadians(opts.primaryCamera->getFOVy()));
|
---|
742 | // Turn off detail compression at higher FOVs
|
---|
743 | A = 1.0f;
|
---|
744 |
|
---|
745 | int vertRes = opts.primaryCamera->getViewport()->getActualHeight();
|
---|
746 |
|
---|
747 | T = 2 * ( Real ) opts.maxPixelError / ( Real ) vertRes;
|
---|
748 |
|
---|
749 | return A / T;
|
---|
750 | }
|
---|
751 | //-----------------------------------------------------------------------
|
---|
752 | float TerrainRenderable::getHeightAt( float x, float z )
|
---|
753 | {
|
---|
754 | Vector3 start;
|
---|
755 | Vector3 end;
|
---|
756 |
|
---|
757 | start.x = _vertex( 0, 0, 0 );
|
---|
758 | start.y = _vertex( 0, 0, 1 );
|
---|
759 | start.z = _vertex( 0, 0, 2 );
|
---|
760 |
|
---|
761 | end.x = _vertex( msOptions->tileSize - 1, msOptions->tileSize - 1, 0 );
|
---|
762 | end.y = _vertex( msOptions->tileSize - 1, msOptions->tileSize - 1, 1 );
|
---|
763 | end.z = _vertex( msOptions->tileSize - 1, msOptions->tileSize - 1, 2 );
|
---|
764 |
|
---|
765 | /* Safety catch, if the point asked for is outside
|
---|
766 | * of this tile, it will ask the appropriate tile
|
---|
767 | */
|
---|
768 |
|
---|
769 | if ( x < start.x )
|
---|
770 | {
|
---|
771 | if ( mNeighbors[ WEST ] != 0 )
|
---|
772 | return mNeighbors[ WEST ] ->getHeightAt( x, z );
|
---|
773 | else
|
---|
774 | x = start.x;
|
---|
775 | }
|
---|
776 |
|
---|
777 | if ( x > end.x )
|
---|
778 | {
|
---|
779 | if ( mNeighbors[ EAST ] != 0 )
|
---|
780 | return mNeighbors[ EAST ] ->getHeightAt( x, z );
|
---|
781 | else
|
---|
782 | x = end.x;
|
---|
783 | }
|
---|
784 |
|
---|
785 | if ( z < start.z )
|
---|
786 | {
|
---|
787 | if ( mNeighbors[ NORTH ] != 0 )
|
---|
788 | return mNeighbors[ NORTH ] ->getHeightAt( x, z );
|
---|
789 | else
|
---|
790 | z = start.z;
|
---|
791 | }
|
---|
792 |
|
---|
793 | if ( z > end.z )
|
---|
794 | {
|
---|
795 | if ( mNeighbors[ SOUTH ] != 0 )
|
---|
796 | return mNeighbors[ SOUTH ] ->getHeightAt( x, z );
|
---|
797 | else
|
---|
798 | z = end.z;
|
---|
799 | }
|
---|
800 |
|
---|
801 |
|
---|
802 |
|
---|
803 | float x_pct = ( x - start.x ) / ( end.x - start.x );
|
---|
804 | float z_pct = ( z - start.z ) / ( end.z - start.z );
|
---|
805 |
|
---|
806 | float x_pt = x_pct * ( float ) ( msOptions->tileSize - 1 );
|
---|
807 | float z_pt = z_pct * ( float ) ( msOptions->tileSize - 1 );
|
---|
808 |
|
---|
809 | int x_index = ( int ) x_pt;
|
---|
810 | int z_index = ( int ) z_pt;
|
---|
811 |
|
---|
812 | // If we got to the far right / bottom edge, move one back
|
---|
813 | if (x_index == msOptions->tileSize - 1)
|
---|
814 | {
|
---|
815 | --x_index;
|
---|
816 | x_pct = 1.0f;
|
---|
817 | }
|
---|
818 | else
|
---|
819 | {
|
---|
820 | // get remainder
|
---|
821 | x_pct = x_pt - x_index;
|
---|
822 | }
|
---|
823 | if (z_index == msOptions->tileSize - 1)
|
---|
824 | {
|
---|
825 | --z_index;
|
---|
826 | z_pct = 1.0f;
|
---|
827 | }
|
---|
828 | else
|
---|
829 | {
|
---|
830 | z_pct = z_pt - z_index;
|
---|
831 | }
|
---|
832 |
|
---|
833 | //bilinear interpolate to find the height.
|
---|
834 |
|
---|
835 | float t1 = _vertex( x_index, z_index, 1 );
|
---|
836 | float t2 = _vertex( x_index + 1, z_index, 1 );
|
---|
837 | float b1 = _vertex( x_index, z_index + 1, 1 );
|
---|
838 | float b2 = _vertex( x_index + 1, z_index + 1, 1 );
|
---|
839 |
|
---|
840 | float midpoint = (b1 + t2) / 2.0;
|
---|
841 |
|
---|
842 | if (x_pct + z_pct <= 1) {
|
---|
843 | b2 = midpoint + (midpoint - t1);
|
---|
844 | } else {
|
---|
845 | t1 = midpoint + (midpoint - b2);
|
---|
846 | }
|
---|
847 |
|
---|
848 | float t = ( t1 * ( 1 - x_pct ) ) + ( t2 * ( x_pct ) );
|
---|
849 | float b = ( b1 * ( 1 - x_pct ) ) + ( b2 * ( x_pct ) );
|
---|
850 |
|
---|
851 | float h = ( t * ( 1 - z_pct ) ) + ( b * ( z_pct ) );
|
---|
852 |
|
---|
853 | return h;
|
---|
854 | }
|
---|
855 | //-----------------------------------------------------------------------
|
---|
856 | bool TerrainRenderable::intersectSegment( const Vector3 & start, const Vector3 & end, Vector3 * result )
|
---|
857 | {
|
---|
858 | Vector3 dir = end - start;
|
---|
859 | Vector3 ray = start;
|
---|
860 |
|
---|
861 | //special case...
|
---|
862 | if ( dir.x == 0 && dir.z == 0 )
|
---|
863 | {
|
---|
864 | if ( ray.y <= getHeightAt( ray.x, ray.z ) )
|
---|
865 | {
|
---|
866 | if ( result != 0 )
|
---|
867 | * result = start;
|
---|
868 |
|
---|
869 | return true;
|
---|
870 | }
|
---|
871 | }
|
---|
872 |
|
---|
873 | dir.normalise();
|
---|
874 |
|
---|
875 | //dir.x *= mScale.x;
|
---|
876 | //dir.y *= mScale.y;
|
---|
877 | //dir.z *= mScale.z;
|
---|
878 |
|
---|
879 | const Vector3 * corners = getBoundingBox().getAllCorners();
|
---|
880 |
|
---|
881 | //start with the next one...
|
---|
882 | ray += dir;
|
---|
883 |
|
---|
884 |
|
---|
885 | while ( ! ( ( ray.x < corners[ 0 ].x ) ||
|
---|
886 | ( ray.x > corners[ 4 ].x ) ||
|
---|
887 | ( ray.z < corners[ 0 ].z ) ||
|
---|
888 | ( ray.z > corners[ 4 ].z ) ) )
|
---|
889 | {
|
---|
890 |
|
---|
891 |
|
---|
892 | float h = getHeightAt( ray.x, ray.z );
|
---|
893 |
|
---|
894 | if ( ray.y <= h )
|
---|
895 | {
|
---|
896 | if ( result != 0 )
|
---|
897 | * result = ray;
|
---|
898 |
|
---|
899 | return true;
|
---|
900 | }
|
---|
901 |
|
---|
902 | else
|
---|
903 | {
|
---|
904 | ray += dir;
|
---|
905 | }
|
---|
906 |
|
---|
907 | }
|
---|
908 |
|
---|
909 | if ( ray.x < corners[ 0 ].x && mNeighbors[ WEST ] != 0 )
|
---|
910 | return mNeighbors[ WEST ] ->intersectSegment( ray, end, result );
|
---|
911 | else if ( ray.z < corners[ 0 ].z && mNeighbors[ NORTH ] != 0 )
|
---|
912 | return mNeighbors[ NORTH ] ->intersectSegment( ray, end, result );
|
---|
913 | else if ( ray.x > corners[ 4 ].x && mNeighbors[ EAST ] != 0 )
|
---|
914 | return mNeighbors[ EAST ] ->intersectSegment( ray, end, result );
|
---|
915 | else if ( ray.z > corners[ 4 ].z && mNeighbors[ SOUTH ] != 0 )
|
---|
916 | return mNeighbors[ SOUTH ] ->intersectSegment( ray, end, result );
|
---|
917 | else
|
---|
918 | {
|
---|
919 | if ( result != 0 )
|
---|
920 | * result = Vector3( -1, -1, -1 );
|
---|
921 |
|
---|
922 | return false;
|
---|
923 | }
|
---|
924 | }
|
---|
925 | //-----------------------------------------------------------------------
|
---|
926 | void TerrainRenderable::_generateVertexLighting( const Vector3 &sun, ColourValue ambient )
|
---|
927 | {
|
---|
928 |
|
---|
929 | Vector3 pt;
|
---|
930 | Vector3 normal;
|
---|
931 | Vector3 light;
|
---|
932 |
|
---|
933 | HardwareVertexBufferSharedPtr vbuf =
|
---|
934 | mTerrain->vertexBufferBinding->getBuffer(MAIN_BINDING);
|
---|
935 | const VertexElement* elem = mTerrain->vertexDeclaration->findElementBySemantic(VES_DIFFUSE);
|
---|
936 | //for each point in the terrain, see if it's in the line of sight for the sun.
|
---|
937 | for ( size_t i = 0; i < msOptions->tileSize; i++ )
|
---|
938 | {
|
---|
939 | for ( size_t j = 0; j < msOptions->tileSize; j++ )
|
---|
940 | {
|
---|
941 | // printf( "Checking %f,%f,%f ", pt.x, pt.y, pt.z );
|
---|
942 | pt.x = _vertex( i, j, 0 );
|
---|
943 | pt.y = _vertex( i, j, 1 );
|
---|
944 | pt.z = _vertex( i, j, 2 );
|
---|
945 |
|
---|
946 | light = sun - pt;
|
---|
947 |
|
---|
948 | light.normalise();
|
---|
949 |
|
---|
950 | if ( ! intersectSegment( pt, sun, 0 ) )
|
---|
951 | {
|
---|
952 | //
|
---|
953 | _getNormalAt( _vertex( i, j, 0 ), _vertex( i, j, 2 ), &normal );
|
---|
954 |
|
---|
955 | float l = light.dotProduct( normal );
|
---|
956 |
|
---|
957 | ColourValue v;
|
---|
958 | v.r = ambient.r + l;
|
---|
959 | v.g = ambient.g + l;
|
---|
960 | v.b = ambient.b + l;
|
---|
961 |
|
---|
962 | if ( v.r > 1 ) v.r = 1;
|
---|
963 |
|
---|
964 | if ( v.g > 1 ) v.g = 1;
|
---|
965 |
|
---|
966 | if ( v.b > 1 ) v.b = 1;
|
---|
967 |
|
---|
968 | if ( v.r < 0 ) v.r = 0;
|
---|
969 |
|
---|
970 | if ( v.g < 0 ) v.g = 0;
|
---|
971 |
|
---|
972 | if ( v.b < 0 ) v.b = 0;
|
---|
973 |
|
---|
974 | RGBA colour;
|
---|
975 | Root::getSingleton().convertColourValue( v, &colour );
|
---|
976 | vbuf->writeData(
|
---|
977 | (_index( i, j ) * vbuf->getVertexSize()) + elem->getOffset(),
|
---|
978 | sizeof(RGBA), &colour);
|
---|
979 | }
|
---|
980 |
|
---|
981 | else
|
---|
982 | {
|
---|
983 | RGBA colour;
|
---|
984 | Root::getSingleton().convertColourValue( ambient, &colour );
|
---|
985 |
|
---|
986 | vbuf->writeData(
|
---|
987 | (_index( i, j ) * vbuf->getVertexSize()) + elem->getOffset(),
|
---|
988 | sizeof(RGBA), &colour);
|
---|
989 | }
|
---|
990 |
|
---|
991 | }
|
---|
992 |
|
---|
993 | }
|
---|
994 |
|
---|
995 | printf( "." );
|
---|
996 | }
|
---|
997 | //-----------------------------------------------------------------------
|
---|
998 | Real TerrainRenderable::getSquaredViewDepth(const Camera* cam) const
|
---|
999 | {
|
---|
1000 | Vector3 diff = mCenter - cam->getDerivedPosition();
|
---|
1001 | // Use squared length to avoid square root
|
---|
1002 | return diff.squaredLength();
|
---|
1003 | }
|
---|
1004 |
|
---|
1005 | //-----------------------------------------------------------------------
|
---|
1006 | const LightList& TerrainRenderable::getLights(void) const
|
---|
1007 | {
|
---|
1008 | if (mLightListDirty)
|
---|
1009 | {
|
---|
1010 | getParentSceneNode()->getCreator()->_populateLightList(
|
---|
1011 | mCenter, this->getBoundingRadius(), mLightList);
|
---|
1012 | mLightListDirty = false;
|
---|
1013 | }
|
---|
1014 | return mLightList;
|
---|
1015 | }
|
---|
1016 | //-----------------------------------------------------------------------
|
---|
1017 | IndexData* TerrainRenderable::getIndexData(void)
|
---|
1018 | {
|
---|
1019 | unsigned int stitchFlags = 0;
|
---|
1020 |
|
---|
1021 | if ( mNeighbors[ EAST ] != 0 && mNeighbors[ EAST ] -> getRenderLevel() > getRenderLevel() )
|
---|
1022 | {
|
---|
1023 | stitchFlags |= STITCH_EAST;
|
---|
1024 | stitchFlags |=
|
---|
1025 | (mNeighbors[ EAST ] -> getRenderLevel() - getRenderLevel()) << STITCH_EAST_SHIFT;
|
---|
1026 | }
|
---|
1027 |
|
---|
1028 | if ( mNeighbors[ WEST ] != 0 && mNeighbors[ WEST ] -> getRenderLevel() > getRenderLevel() )
|
---|
1029 | {
|
---|
1030 | stitchFlags |= STITCH_WEST;
|
---|
1031 | stitchFlags |=
|
---|
1032 | (mNeighbors[ WEST ] -> getRenderLevel() - getRenderLevel()) << STITCH_WEST_SHIFT;
|
---|
1033 | }
|
---|
1034 |
|
---|
1035 | if ( mNeighbors[ NORTH ] != 0 && mNeighbors[ NORTH ] -> getRenderLevel() > getRenderLevel() )
|
---|
1036 | {
|
---|
1037 | stitchFlags |= STITCH_NORTH;
|
---|
1038 | stitchFlags |=
|
---|
1039 | (mNeighbors[ NORTH ] -> getRenderLevel() - getRenderLevel()) << STITCH_NORTH_SHIFT;
|
---|
1040 | }
|
---|
1041 |
|
---|
1042 | if ( mNeighbors[ SOUTH ] != 0 && mNeighbors[ SOUTH ] -> getRenderLevel() > getRenderLevel() )
|
---|
1043 | {
|
---|
1044 | stitchFlags |= STITCH_SOUTH;
|
---|
1045 | stitchFlags |=
|
---|
1046 | (mNeighbors[ SOUTH ] -> getRenderLevel() - getRenderLevel()) << STITCH_SOUTH_SHIFT;
|
---|
1047 | }
|
---|
1048 |
|
---|
1049 | // Check preexisting
|
---|
1050 | IndexMap::iterator ii = mLevelIndex[ getRenderLevel() ]->find( stitchFlags );
|
---|
1051 | IndexData* indexData;
|
---|
1052 | if ( ii == mLevelIndex[ getRenderLevel() ]->end())
|
---|
1053 | {
|
---|
1054 | // Create
|
---|
1055 | if (msOptions->useTriStrips)
|
---|
1056 | {
|
---|
1057 | indexData = generateTriStripIndexes(stitchFlags);
|
---|
1058 | }
|
---|
1059 | else
|
---|
1060 | {
|
---|
1061 | indexData = generateTriListIndexes(stitchFlags);
|
---|
1062 | }
|
---|
1063 | mLevelIndex[ getRenderLevel() ]->insert(
|
---|
1064 | IndexMap::value_type(stitchFlags, indexData));
|
---|
1065 | }
|
---|
1066 | else
|
---|
1067 | {
|
---|
1068 | indexData = ii->second;
|
---|
1069 | }
|
---|
1070 |
|
---|
1071 |
|
---|
1072 | return indexData;
|
---|
1073 |
|
---|
1074 |
|
---|
1075 | }
|
---|
1076 | //-----------------------------------------------------------------------
|
---|
1077 | IndexData* TerrainRenderable::generateTriStripIndexes(unsigned int stitchFlags)
|
---|
1078 | {
|
---|
1079 | // The step used for the current level
|
---|
1080 | int step = 1 << getRenderLevel();
|
---|
1081 | // The step used for the lower level
|
---|
1082 | int lowstep = 1 << (getRenderLevel() + 1);
|
---|
1083 |
|
---|
1084 | int numIndexes = 0;
|
---|
1085 |
|
---|
1086 | // Calculate the number of indexes required
|
---|
1087 | // This is the number of 'cells' at this detail level x 2
|
---|
1088 | // plus 3 degenerates to turn corners
|
---|
1089 | int numTrisAcross = (((msOptions->tileSize-1) / step) * 2) + 3;
|
---|
1090 | // Num indexes is number of tris + 2
|
---|
1091 | int new_length = numTrisAcross * ((msOptions->tileSize-1) / step) + 2;
|
---|
1092 | //this is the maximum for a level. It wastes a little, but shouldn't be a problem.
|
---|
1093 |
|
---|
1094 | IndexData* indexData = new IndexData;
|
---|
1095 | indexData->indexBuffer =
|
---|
1096 | HardwareBufferManager::getSingleton().createIndexBuffer(
|
---|
1097 | HardwareIndexBuffer::IT_16BIT,
|
---|
1098 | new_length, HardwareBuffer::HBU_STATIC_WRITE_ONLY);//, false);
|
---|
1099 |
|
---|
1100 | msIndexCache.mCache.push_back( indexData );
|
---|
1101 |
|
---|
1102 | unsigned short* pIdx = static_cast<unsigned short*>(
|
---|
1103 | indexData->indexBuffer->lock(0,
|
---|
1104 | indexData->indexBuffer->getSizeInBytes(),
|
---|
1105 | HardwareBuffer::HBL_DISCARD));
|
---|
1106 |
|
---|
1107 | // Stripified mesh
|
---|
1108 | for ( int j = 0; j < msOptions->tileSize - 1; j += step )
|
---|
1109 | {
|
---|
1110 | int i;
|
---|
1111 | // Forward strip
|
---|
1112 | // We just do the |/ here, final | done after
|
---|
1113 | for ( i = 0; i < msOptions->tileSize - 1; i += step )
|
---|
1114 | {
|
---|
1115 | int x[4], y[4];
|
---|
1116 | x[0] = x[1] = i;
|
---|
1117 | x[2] = x[3] = i + step;
|
---|
1118 | y[0] = y[2] = j;
|
---|
1119 | y[1] = y[3] = j + step;
|
---|
1120 |
|
---|
1121 | if (j == 0 && (stitchFlags & STITCH_NORTH))
|
---|
1122 | {
|
---|
1123 | // North reduction means rounding x[0] and x[2]
|
---|
1124 | if (x[0] % lowstep != 0)
|
---|
1125 | {
|
---|
1126 | // Since we know we only drop down one level of LOD,
|
---|
1127 | // removing 1 step of higher LOD should return to lower
|
---|
1128 | x[0] -= step;
|
---|
1129 | }
|
---|
1130 | if (x[2] % lowstep != 0)
|
---|
1131 | {
|
---|
1132 | x[2] -= step;
|
---|
1133 | }
|
---|
1134 | }
|
---|
1135 |
|
---|
1136 | // Never get a south tiling on a forward strip (always finish on
|
---|
1137 | // a backward strip)
|
---|
1138 |
|
---|
1139 | if (i == 0 && (stitchFlags & STITCH_WEST))
|
---|
1140 | {
|
---|
1141 | // West reduction means rounding y[0] / y[1]
|
---|
1142 | if (y[0] % lowstep != 0)
|
---|
1143 | {
|
---|
1144 | y[0] -= step;
|
---|
1145 | }
|
---|
1146 | if (y[1] % lowstep != 0)
|
---|
1147 | {
|
---|
1148 | y[1] -= step;
|
---|
1149 | }
|
---|
1150 | }
|
---|
1151 | if (i == (msOptions->tileSize - 1 - step) && (stitchFlags & STITCH_EAST))
|
---|
1152 | {
|
---|
1153 | // East tiling means rounding y[2] & y[3]
|
---|
1154 | if (y[2] % lowstep != 0)
|
---|
1155 | {
|
---|
1156 | y[2] -= step;
|
---|
1157 | }
|
---|
1158 | if (y[3] % lowstep != 0)
|
---|
1159 | {
|
---|
1160 | y[3] -= step;
|
---|
1161 | }
|
---|
1162 | }
|
---|
1163 |
|
---|
1164 | //triangles
|
---|
1165 | if (i == 0)
|
---|
1166 | {
|
---|
1167 | // Starter
|
---|
1168 | *pIdx++ = _index( x[0], y[0] ); numIndexes++;
|
---|
1169 | }
|
---|
1170 | *pIdx++ = _index( x[1], y[1] ); numIndexes++;
|
---|
1171 | *pIdx++ = _index( x[2], y[2] ); numIndexes++;
|
---|
1172 |
|
---|
1173 | if (i == msOptions->tileSize - 1 - step)
|
---|
1174 | {
|
---|
1175 | // Emit extra index to finish row
|
---|
1176 | *pIdx++ = _index( x[3], y[3] ); numIndexes++;
|
---|
1177 | if (j < msOptions->tileSize - 1 - step)
|
---|
1178 | {
|
---|
1179 | // Emit this index twice more (this is to turn around without
|
---|
1180 | // artefacts)
|
---|
1181 | // ** Hmm, looks like we can drop this and it's unnoticeable
|
---|
1182 | //*pIdx++ = _index( x[3], y[3] ); numIndexes++;
|
---|
1183 | //*pIdx++ = _index( x[3], y[3] ); numIndexes++;
|
---|
1184 | }
|
---|
1185 | }
|
---|
1186 |
|
---|
1187 | }
|
---|
1188 | // Increment row
|
---|
1189 | j += step;
|
---|
1190 | // Backward strip
|
---|
1191 | for ( i = msOptions->tileSize - 1; i > 0 ; i -= step )
|
---|
1192 | {
|
---|
1193 | int x[4], y[4];
|
---|
1194 | x[0] = x[1] = i;
|
---|
1195 | x[2] = x[3] = i - step;
|
---|
1196 | y[0] = y[2] = j;
|
---|
1197 | y[1] = y[3] = j + step;
|
---|
1198 |
|
---|
1199 | // Never get a north tiling on a backward strip (always
|
---|
1200 | // start on a forward strip)
|
---|
1201 | if (j == (msOptions->tileSize - 1 - step) && (stitchFlags & STITCH_SOUTH))
|
---|
1202 | {
|
---|
1203 | // South reduction means rounding x[1] / x[3]
|
---|
1204 | if (x[1] % lowstep != 0)
|
---|
1205 | {
|
---|
1206 | x[1] -= step;
|
---|
1207 | }
|
---|
1208 | if (x[3] % lowstep != 0)
|
---|
1209 | {
|
---|
1210 | x[3] -= step;
|
---|
1211 | }
|
---|
1212 | }
|
---|
1213 |
|
---|
1214 | if (i == step && (stitchFlags & STITCH_WEST))
|
---|
1215 | {
|
---|
1216 | // West tiling on backward strip is rounding of y[2] / y[3]
|
---|
1217 | if (y[2] % lowstep != 0)
|
---|
1218 | {
|
---|
1219 | y[2] -= step;
|
---|
1220 | }
|
---|
1221 | if (y[3] % lowstep != 0)
|
---|
1222 | {
|
---|
1223 | y[3] -= step;
|
---|
1224 | }
|
---|
1225 | }
|
---|
1226 | if (i == msOptions->tileSize - 1 && (stitchFlags & STITCH_EAST))
|
---|
1227 | {
|
---|
1228 | // East tiling means rounding y[0] and y[1] on backward strip
|
---|
1229 | if (y[0] % lowstep != 0)
|
---|
1230 | {
|
---|
1231 | y[0] -= step;
|
---|
1232 | }
|
---|
1233 | if (y[1] % lowstep != 0)
|
---|
1234 | {
|
---|
1235 | y[1] -= step;
|
---|
1236 | }
|
---|
1237 | }
|
---|
1238 |
|
---|
1239 | //triangles
|
---|
1240 | if (i == msOptions->tileSize)
|
---|
1241 | {
|
---|
1242 | // Starter
|
---|
1243 | *pIdx++ = _index( x[0], y[0] ); numIndexes++;
|
---|
1244 | }
|
---|
1245 | *pIdx++ = _index( x[1], y[1] ); numIndexes++;
|
---|
1246 | *pIdx++ = _index( x[2], y[2] ); numIndexes++;
|
---|
1247 |
|
---|
1248 | if (i == step)
|
---|
1249 | {
|
---|
1250 | // Emit extra index to finish row
|
---|
1251 | *pIdx++ = _index( x[3], y[3] ); numIndexes++;
|
---|
1252 | if (j < msOptions->tileSize - 1 - step)
|
---|
1253 | {
|
---|
1254 | // Emit this index once more (this is to turn around)
|
---|
1255 | *pIdx++ = _index( x[3], y[3] ); numIndexes++;
|
---|
1256 | }
|
---|
1257 | }
|
---|
1258 | }
|
---|
1259 | }
|
---|
1260 |
|
---|
1261 |
|
---|
1262 | indexData->indexBuffer->unlock();
|
---|
1263 | indexData->indexCount = numIndexes;
|
---|
1264 | indexData->indexStart = 0;
|
---|
1265 |
|
---|
1266 | return indexData;
|
---|
1267 |
|
---|
1268 | }
|
---|
1269 | //-----------------------------------------------------------------------
|
---|
1270 | IndexData* TerrainRenderable::generateTriListIndexes(unsigned int stitchFlags)
|
---|
1271 | {
|
---|
1272 |
|
---|
1273 | int numIndexes = 0;
|
---|
1274 | int step = 1 << getRenderLevel();
|
---|
1275 |
|
---|
1276 | IndexData* indexData = 0;
|
---|
1277 |
|
---|
1278 | int north = stitchFlags & STITCH_NORTH ? step : 0;
|
---|
1279 | int south = stitchFlags & STITCH_SOUTH ? step : 0;
|
---|
1280 | int east = stitchFlags & STITCH_EAST ? step : 0;
|
---|
1281 | int west = stitchFlags & STITCH_WEST ? step : 0;
|
---|
1282 |
|
---|
1283 | int new_length = ( msOptions->tileSize / step ) * ( msOptions->tileSize / step ) * 2 * 2 * 2 ;
|
---|
1284 | //this is the maximum for a level. It wastes a little, but shouldn't be a problem.
|
---|
1285 |
|
---|
1286 | indexData = new IndexData;
|
---|
1287 | indexData->indexBuffer =
|
---|
1288 | HardwareBufferManager::getSingleton().createIndexBuffer(
|
---|
1289 | HardwareIndexBuffer::IT_16BIT,
|
---|
1290 | new_length, HardwareBuffer::HBU_STATIC_WRITE_ONLY);//, false);
|
---|
1291 |
|
---|
1292 | msIndexCache.mCache.push_back( indexData );
|
---|
1293 |
|
---|
1294 | unsigned short* pIdx = static_cast<unsigned short*>(
|
---|
1295 | indexData->indexBuffer->lock(0,
|
---|
1296 | indexData->indexBuffer->getSizeInBytes(),
|
---|
1297 | HardwareBuffer::HBL_DISCARD));
|
---|
1298 |
|
---|
1299 | // Do the core vertices, minus stitches
|
---|
1300 | for ( int j = north; j < msOptions->tileSize - 1 - south; j += step )
|
---|
1301 | {
|
---|
1302 | for ( int i = west; i < msOptions->tileSize - 1 - east; i += step )
|
---|
1303 | {
|
---|
1304 | //triangles
|
---|
1305 | *pIdx++ = _index( i, j ); numIndexes++;
|
---|
1306 | *pIdx++ = _index( i, j + step ); numIndexes++;
|
---|
1307 | *pIdx++ = _index( i + step, j ); numIndexes++;
|
---|
1308 |
|
---|
1309 | *pIdx++ = _index( i, j + step ); numIndexes++;
|
---|
1310 | *pIdx++ = _index( i + step, j + step ); numIndexes++;
|
---|
1311 | *pIdx++ = _index( i + step, j ); numIndexes++;
|
---|
1312 | }
|
---|
1313 | }
|
---|
1314 |
|
---|
1315 | // North stitching
|
---|
1316 | if ( north > 0 )
|
---|
1317 | {
|
---|
1318 | numIndexes += stitchEdge(NORTH, getRenderLevel(), mNeighbors[NORTH]->getRenderLevel(),
|
---|
1319 | west > 0, east > 0, &pIdx);
|
---|
1320 | }
|
---|
1321 | // East stitching
|
---|
1322 | if ( east > 0 )
|
---|
1323 | {
|
---|
1324 | numIndexes += stitchEdge(EAST, getRenderLevel(), mNeighbors[EAST]->getRenderLevel(),
|
---|
1325 | north > 0, south > 0, &pIdx);
|
---|
1326 | }
|
---|
1327 | // South stitching
|
---|
1328 | if ( south > 0 )
|
---|
1329 | {
|
---|
1330 | numIndexes += stitchEdge(SOUTH, getRenderLevel(), mNeighbors[SOUTH]->getRenderLevel(),
|
---|
1331 | east > 0, west > 0, &pIdx);
|
---|
1332 | }
|
---|
1333 | // West stitching
|
---|
1334 | if ( west > 0 )
|
---|
1335 | {
|
---|
1336 | numIndexes += stitchEdge(WEST, getRenderLevel(), mNeighbors[WEST]->getRenderLevel(),
|
---|
1337 | south > 0, north > 0, &pIdx);
|
---|
1338 | }
|
---|
1339 |
|
---|
1340 |
|
---|
1341 | indexData->indexBuffer->unlock();
|
---|
1342 | indexData->indexCount = numIndexes;
|
---|
1343 | indexData->indexStart = 0;
|
---|
1344 |
|
---|
1345 | return indexData;
|
---|
1346 | }
|
---|
1347 | //-----------------------------------------------------------------------
|
---|
1348 | HardwareVertexBufferSharedPtr TerrainRenderable::createDeltaBuffer(void)
|
---|
1349 | {
|
---|
1350 | // Delta buffer is a 1D float buffer of height offsets
|
---|
1351 | HardwareVertexBufferSharedPtr buf =
|
---|
1352 | HardwareBufferManager::getSingleton().createVertexBuffer(
|
---|
1353 | VertexElement::getTypeSize(VET_FLOAT1),
|
---|
1354 | msOptions->tileSize * msOptions->tileSize,
|
---|
1355 | HardwareBuffer::HBU_STATIC_WRITE_ONLY);
|
---|
1356 | // Fill the buffer with zeros, we will only fill in delta
|
---|
1357 | void* pVoid = buf->lock(HardwareBuffer::HBL_DISCARD);
|
---|
1358 | memset(pVoid, 0, msOptions->tileSize * msOptions->tileSize * sizeof(float));
|
---|
1359 | buf->unlock();
|
---|
1360 |
|
---|
1361 | return buf;
|
---|
1362 |
|
---|
1363 | }
|
---|
1364 | //-----------------------------------------------------------------------
|
---|
1365 | void TerrainRenderable::_updateCustomGpuParameter(
|
---|
1366 | const GpuProgramParameters::AutoConstantEntry& constantEntry,
|
---|
1367 | GpuProgramParameters* params) const
|
---|
1368 | {
|
---|
1369 | if (constantEntry.data == MORPH_CUSTOM_PARAM_ID)
|
---|
1370 | {
|
---|
1371 | // Update morph LOD factor
|
---|
1372 | params->setConstant(constantEntry.index, mLODMorphFactor);
|
---|
1373 | }
|
---|
1374 | else
|
---|
1375 | {
|
---|
1376 | Renderable::_updateCustomGpuParameter(constantEntry, params);
|
---|
1377 | }
|
---|
1378 |
|
---|
1379 | }
|
---|
1380 | //-----------------------------------------------------------------------
|
---|
1381 | int TerrainRenderable::stitchEdge(Neighbor neighbor, int hiLOD, int loLOD,
|
---|
1382 | bool omitFirstTri, bool omitLastTri, unsigned short** ppIdx)
|
---|
1383 | {
|
---|
1384 | assert(loLOD > hiLOD);
|
---|
1385 | /*
|
---|
1386 | Now do the stitching; we can stitch from any level to any level.
|
---|
1387 | The stitch pattern is like this for each pair of vertices in the lower LOD
|
---|
1388 | (excuse the poor ascii art):
|
---|
1389 |
|
---|
1390 | lower LOD
|
---|
1391 | *-----------*
|
---|
1392 | |\ \ 3 / /|
|
---|
1393 | |1\2 \ / 4/5|
|
---|
1394 | *--*--*--*--*
|
---|
1395 | higher LOD
|
---|
1396 |
|
---|
1397 | The algorithm is, for each pair of lower LOD vertices:
|
---|
1398 | 1. Iterate over the higher LOD vertices, generating tris connected to the
|
---|
1399 | first lower LOD vertex, up to and including 1/2 the span of the lower LOD
|
---|
1400 | over the higher LOD (tris 1-2). Skip the first tri if it is on the edge
|
---|
1401 | of the tile and that edge is to be stitched itself.
|
---|
1402 | 2. Generate a single tri for the middle using the 2 lower LOD vertices and
|
---|
1403 | the middle vertex of the higher LOD (tri 3).
|
---|
1404 | 3. Iterate over the higher LOD vertices from 1/2 the span of the lower LOD
|
---|
1405 | to the end, generating tris connected to the second lower LOD vertex
|
---|
1406 | (tris 4-5). Skip the last tri if it is on the edge of a tile and that
|
---|
1407 | edge is to be stitched itself.
|
---|
1408 |
|
---|
1409 | The same algorithm works for all edges of the patch; stitching is done
|
---|
1410 | clockwise so that the origin and steps used change, but the general
|
---|
1411 | approach does not.
|
---|
1412 | */
|
---|
1413 |
|
---|
1414 | // Get pointer to be updated
|
---|
1415 | unsigned short* pIdx = *ppIdx;
|
---|
1416 |
|
---|
1417 | // Work out the steps ie how to increment indexes
|
---|
1418 | // Step from one vertex to another in the high detail version
|
---|
1419 | int step = 1 << hiLOD;
|
---|
1420 | // Step from one vertex to another in the low detail version
|
---|
1421 | int superstep = 1 << loLOD;
|
---|
1422 | // Step half way between low detail steps
|
---|
1423 | int halfsuperstep = superstep >> 1;
|
---|
1424 |
|
---|
1425 | // Work out the starting points and sign of increments
|
---|
1426 | // We always work the strip clockwise
|
---|
1427 | int startx, starty, endx, rowstep;
|
---|
1428 | bool horizontal;
|
---|
1429 | switch(neighbor)
|
---|
1430 | {
|
---|
1431 | case NORTH:
|
---|
1432 | startx = starty = 0;
|
---|
1433 | endx = msOptions->tileSize - 1;
|
---|
1434 | rowstep = step;
|
---|
1435 | horizontal = true;
|
---|
1436 | break;
|
---|
1437 | case SOUTH:
|
---|
1438 | // invert x AND y direction, helps to keep same winding
|
---|
1439 | startx = starty = msOptions->tileSize - 1;
|
---|
1440 | endx = 0;
|
---|
1441 | rowstep = -step;
|
---|
1442 | step = -step;
|
---|
1443 | superstep = -superstep;
|
---|
1444 | halfsuperstep = -halfsuperstep;
|
---|
1445 | horizontal = true;
|
---|
1446 | break;
|
---|
1447 | case EAST:
|
---|
1448 | startx = 0;
|
---|
1449 | endx = msOptions->tileSize - 1;
|
---|
1450 | starty = msOptions->tileSize - 1;
|
---|
1451 | rowstep = -step;
|
---|
1452 | horizontal = false;
|
---|
1453 | break;
|
---|
1454 | case WEST:
|
---|
1455 | startx = msOptions->tileSize - 1;
|
---|
1456 | endx = 0;
|
---|
1457 | starty = 0;
|
---|
1458 | rowstep = step;
|
---|
1459 | step = -step;
|
---|
1460 | superstep = -superstep;
|
---|
1461 | halfsuperstep = -halfsuperstep;
|
---|
1462 | horizontal = false;
|
---|
1463 | break;
|
---|
1464 | };
|
---|
1465 |
|
---|
1466 | int numIndexes = 0;
|
---|
1467 |
|
---|
1468 | for ( int j = startx; j != endx; j += superstep )
|
---|
1469 | {
|
---|
1470 | int k;
|
---|
1471 | for (k = 0; k != halfsuperstep; k += step)
|
---|
1472 | {
|
---|
1473 | int jk = j + k;
|
---|
1474 | //skip the first bit of the corner?
|
---|
1475 | if ( j != startx || k != 0 || !omitFirstTri )
|
---|
1476 | {
|
---|
1477 | if (horizontal)
|
---|
1478 | {
|
---|
1479 | *pIdx++ = _index( j , starty ); numIndexes++;
|
---|
1480 | *pIdx++ = _index( jk, starty + rowstep ); numIndexes++;
|
---|
1481 | *pIdx++ = _index( jk + step, starty + rowstep ); numIndexes++;
|
---|
1482 | }
|
---|
1483 | else
|
---|
1484 | {
|
---|
1485 | *pIdx++ = _index( starty, j ); numIndexes++;
|
---|
1486 | *pIdx++ = _index( starty + rowstep, jk ); numIndexes++;
|
---|
1487 | *pIdx++ = _index( starty + rowstep, jk + step); numIndexes++;
|
---|
1488 | }
|
---|
1489 | }
|
---|
1490 | }
|
---|
1491 |
|
---|
1492 | // Middle tri
|
---|
1493 | if (horizontal)
|
---|
1494 | {
|
---|
1495 | *pIdx++ = _index( j, starty ); numIndexes++;
|
---|
1496 | *pIdx++ = _index( j + halfsuperstep, starty + rowstep); numIndexes++;
|
---|
1497 | *pIdx++ = _index( j + superstep, starty ); numIndexes++;
|
---|
1498 | }
|
---|
1499 | else
|
---|
1500 | {
|
---|
1501 | *pIdx++ = _index( starty, j ); numIndexes++;
|
---|
1502 | *pIdx++ = _index( starty + rowstep, j + halfsuperstep ); numIndexes++;
|
---|
1503 | *pIdx++ = _index( starty, j + superstep ); numIndexes++;
|
---|
1504 | }
|
---|
1505 |
|
---|
1506 | for (k = halfsuperstep; k != superstep; k += step)
|
---|
1507 | {
|
---|
1508 | int jk = j + k;
|
---|
1509 | if ( j != endx - superstep || k != superstep - step || !omitLastTri )
|
---|
1510 | {
|
---|
1511 | if (horizontal)
|
---|
1512 | {
|
---|
1513 | *pIdx++ = _index( j + superstep, starty ); numIndexes++;
|
---|
1514 | *pIdx++ = _index( jk, starty + rowstep ); numIndexes++;
|
---|
1515 | *pIdx++ = _index( jk + step, starty + rowstep ); numIndexes++;
|
---|
1516 | }
|
---|
1517 | else
|
---|
1518 | {
|
---|
1519 | *pIdx++ = _index( starty, j + superstep ); numIndexes++;
|
---|
1520 | *pIdx++ = _index( starty + rowstep, jk ); numIndexes++;
|
---|
1521 | *pIdx++ = _index( starty + rowstep, jk + step ); numIndexes++;
|
---|
1522 | }
|
---|
1523 | }
|
---|
1524 | }
|
---|
1525 | }
|
---|
1526 |
|
---|
1527 | *ppIdx = pIdx;
|
---|
1528 |
|
---|
1529 | return numIndexes;
|
---|
1530 |
|
---|
1531 | }
|
---|
1532 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
|
---|
1533 | //-----------------------------------------------------------------------
|
---|
1534 | void TerrainRenderable::ResetRenderLevelIndex()
|
---|
1535 | {
|
---|
1536 | msCurrentRenderLevelIndex = 0;
|
---|
1537 | }
|
---|
1538 | //-----------------------------------------------------------------------
|
---|
1539 | void TerrainRenderable::NextRenderLevelIndex()
|
---|
1540 | {
|
---|
1541 | if ((++ msCurrentRenderLevelIndex) > MAX_RENDERLEVEL_INDEX)
|
---|
1542 | msCurrentRenderLevelIndex = 0;
|
---|
1543 | }
|
---|
1544 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
|
---|
1545 |
|
---|
1546 | } //namespace
|
---|