mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-22 09:53:52 +00:00
479 lines
15 KiB
C++
479 lines
15 KiB
C++
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//----------------------------------------------
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TerrainRenderable::TerrainRenderable(Terrain* t, QuadSegment* qs,int width, int depth, bool skirts) :
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Ogre::Renderable(),
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Ogre::MovableObject(),
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mWidth(width),
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mUseSkirts(skirts),
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mBuilt(false),
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mDepth(depth),
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mSegment(qs),
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mTerrain(t),
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mVertexes(0),
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mIndices(0),
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mLODMorphFactor(0),
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mTextureFadeFactor(0),
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mMin(30000),
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mMax(-30000),
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mExtraMorphAmount(0),
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mHasFadePass(false) {}
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//----------------------------------------------
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TerrainRenderable::~TerrainRenderable() {
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destroy();
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}
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//----------------------------------------------
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void TerrainRenderable::create(Ogre::SceneNode* sn) {
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using namespace Ogre;
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if ( mBuilt ) return;
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createVertexBuffer();
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calculateVetexValues();
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calculateIndexValues();
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setBounds();
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sn->attachObject(this);
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mMaterial = mSegment->getMaterial();
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if ( mTerrain->isMorhpingEnabled() && mDepth != mTerrain->getMaxDepth() ) {
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Ogre::Technique* tech = getMaterial()->getTechnique(0);
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for ( size_t i = 0; i < tech->getNumPasses(); ++i ) {
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assert(mTerrain->isMorhpingEnabled());
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tech->getPass(i)->setVertexProgram(MORPH_VERTEX_PROGRAM);
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}
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}
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if ( mTerrain->isMorhpingEnabled() )
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calculateDeltaValues();
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mBuilt = true;
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}
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//----------------------------------------------
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void TerrainRenderable::destroy() {
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if ( !mBuilt ) return;
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//deleting null values is fine iirc
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delete mIndices;
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# if ENABLED_CRASHING == 1
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{
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delete mVertexes;
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}
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# else
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{
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if ( mDepth != mTerrain->getMaxDepth() ){
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delete mVertexes;
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}
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}
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# endif
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mBuilt = false;
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}
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//----------------------------------------------
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void TerrainRenderable::update(Ogre::Real time, Ogre::Real camDist, Ogre::Real usplitDist, Ogre::Real morphDist) {
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//if ( USE_MORPH ){
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//as aprocesh mUnsplitDistance, lower detail
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if ( camDist > morphDist && mDepth > 1 ) {
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mLODMorphFactor = 1 - (usplitDist - camDist)/(usplitDist-morphDist);
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} else
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mLODMorphFactor = 0;
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mTextureFadeFactor = mLODMorphFactor;
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//on an split, it sets the extra morph amount to 1, we then ensure this ends up at 0... slowly
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if ( mExtraMorphAmount > 0 ) {
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mLODMorphFactor += mExtraMorphAmount;
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mExtraMorphAmount -= (time/mTerrain->getMorphSpeed()); //decrease slowly
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}
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if ( mExtraFadeAmount > 0 ) {
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mTextureFadeFactor += mExtraFadeAmount;
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mExtraFadeAmount -= (time/mTerrain->getTextureFadeSpeed());
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}
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//Ensure within valid bounds
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if ( mLODMorphFactor > 1 )
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mLODMorphFactor = 1;
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else if ( mLODMorphFactor < 0 )
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mLODMorphFactor = 0;
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if ( mTextureFadeFactor > 1 )
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mTextureFadeFactor = 1;
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else if ( mTextureFadeFactor < 0 )
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mTextureFadeFactor = 0;
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//}
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//remove pass. Keep outside in case terrain fading is removed while it is active
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if ( mHasFadePass && mTextureFadeFactor == 0 ) {
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removeFadePass();
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} else if ( mTerrain->isTextureFadingEnabled() &&
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!mHasFadePass &&
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mTextureFadeFactor > 0 &&
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mSegment->hasParentTexture() ) {
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addFadePass();
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}
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}
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//----------------------------------------------
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void TerrainRenderable::addFadePass() {
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assert(mHasFadePass==false);
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if ( mDepth == mTerrain->getMaxDepth() ) return;
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mHasFadePass = true;
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Ogre::MaterialPtr mat = getMaterial();
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Ogre::Pass* newPass = mat->getTechnique(0)->createPass();
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newPass->setSceneBlending(Ogre::SBF_SOURCE_ALPHA, Ogre::SBF_ONE_MINUS_SOURCE_ALPHA);
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//set fragment program
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assert(mTerrain->isTextureFadingEnabled());
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newPass->setFragmentProgram(FADE_FRAGMENT_PROGRAM);
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if ( mTerrain->isMorhpingEnabled() && mDepth != mTerrain->getMaxDepth() ) {
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assert(mTerrain->isMorhpingEnabled());
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newPass->setVertexProgram(MORPH_VERTEX_PROGRAM);
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}
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//set texture to be used
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newPass->createTextureUnitState(mSegment->getParentTexture(), 1);
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}
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//----------------------------------------------
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void TerrainRenderable::removeFadePass() {
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assert(mHasFadePass==true);
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mHasFadePass = false;
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Ogre::MaterialPtr mat = getMaterial();
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Ogre::Technique* tech = mat->getTechnique(0);
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tech->removePass(tech->getNumPasses()-1);
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}
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//----------------------------------------------
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void TerrainRenderable::justSplit() {
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mExtraMorphAmount = 1;
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mLODMorphFactor = 1;
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mTextureFadeFactor = 1;
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mExtraFadeAmount = 1;
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if ( mTerrain->isTextureFadingEnabled() && mSegment->hasParentTexture() )
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addFadePass();
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}
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//----------------------------------------------
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void TerrainRenderable::_updateCustomGpuParameter(
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const GpuProgramParameters::AutoConstantEntry& constantEntry,
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GpuProgramParameters* params) const {
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using namespace Ogre;
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if (constantEntry.data == MORPH_CUSTOM_PARAM_ID)
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params->_writeRawConstant(constantEntry.physicalIndex, mLODMorphFactor);
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else if ( constantEntry.data == FADE_CUSTOM_PARAM_ID )
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params->_writeRawConstant(constantEntry.physicalIndex, mTextureFadeFactor);
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else
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Renderable::_updateCustomGpuParameter(constantEntry, params);
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}
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//----------------------------------------------
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float TerrainRenderable::getVertexHeight(int x, int y) {
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return mSegment->getVertex(x,y);
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}
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//----------------------------------------------
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Ogre::Vector3 TerrainRenderable::getVertexPosition(int x, int y) {
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return Ogre::Vector3(x*mSegment->getVertexSeperation(), getVertexHeight(x,y) , y*mSegment->getVertexSeperation());
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}
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//----------------------------------------------
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void TerrainRenderable::calculateVetexValues() {
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using namespace Ogre;
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//get the texture offsets for the higher uv
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float xUVOffset = 0;
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float yUVOffset = 0;
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if ( mTerrain->isTextureFadingEnabled() ) {
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assert(0);
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}
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/*
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switch (mInterface->getLocation()) {
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case Quad::QL_NW :
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yUVOffset = 32.0f/64.0f;
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break;
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case Quad::QL_NE:
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yUVOffset = 32.0f/64.0f;
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xUVOffset = 32.0f/64.0f;
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break;
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case Quad::QL_SE:
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xUVOffset = 32.0f/64.0f;
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break;
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default:
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break;
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}
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*/
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int start = 0;
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int end = mWidth;
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if ( mUseSkirts ) {
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--start;
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++end;
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}
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float* verts = static_cast<float*>(mMainBuffer->lock(HardwareBuffer::HBL_DISCARD));
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for ( int y = start; y < end; y++ ) {
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for ( int x = start; x < end; x++ ) {
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//the skirts
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if ( y < 0 || y > (mWidth-1) || x < 0 || x > (mWidth-1) ) {
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if ( x < 0 ) *verts++ = 0;
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else if ( x > (mWidth-1) ) *verts++ = (mWidth-1)*mSegment->getVertexSeperation();
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else *verts++ = x*mSegment->getVertexSeperation();
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*verts++ = -4096; //2048 below base sea floor height
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if ( y < 0 ) *verts++ = 0;
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else if ( y > (mWidth-1) ) *verts++ = (mWidth-1)*mSegment->getVertexSeperation();
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else *verts++ = y*mSegment->getVertexSeperation();
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for ( Ogre::uint i = 0; i < 3; i++ )
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*verts++ = 0;
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float u = (float)(x) / (mWidth-1);
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float v = (float)(y) / (mWidth-1);
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//clamped, so shouldn't matter if > 1
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*verts++ = u;
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*verts++ = v;
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if ( mTerrain->isTextureFadingEnabled() ) {
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*verts++ = u;
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*verts++ = v;
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}
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} else {
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assert(y*mWidth+x>=0&&y*mWidth+x<mWidth*mWidth);
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//verts
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*verts++ = x*mSegment->getVertexSeperation();
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*verts++ = getVertexHeight(x,y);
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*verts++ = y*mSegment->getVertexSeperation();
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mMax = std::max(mMax, getVertexHeight(x,y));
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mMin = std::min(mMin, getVertexHeight(x,y));
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//normals
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for ( Ogre::uint i = 0; i < 3; i++ )
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*verts++ = mSegment->getNormal(x,y,i);
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//*verts++ = mInterface->getNormal((y*mWidth+x)*3+i);
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const float u = (float)(x) / (mWidth-1);
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const float v = (float)(y) / (mWidth-1);
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assert(u>=0&&v>=0);
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assert(u<=1&&v<=1);
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*verts++ = u;
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*verts++ = v;
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if ( mTerrain->isTextureFadingEnabled() ) {
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*verts++ = u/2.0f + xUVOffset;
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*verts++ = v/2.0f + yUVOffset;
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}
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}
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}
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}
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mMainBuffer->unlock();
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}
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//----------------------------------------------
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void TerrainRenderable::setBounds() {
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mBounds.setExtents(0,mMin,0,
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(mWidth - 1) * mSegment->getVertexSeperation(),
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mMax,
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(mWidth - 1) * mSegment->getVertexSeperation());
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mCenter = Ogre::Vector3( ( (mWidth - 1) * mSegment->getVertexSeperation() ) / 2,
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( mMin + mMax ) / 2,
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( (mWidth - 1) * mSegment->getVertexSeperation() ) / 2);
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mBoundingRadius = (mBounds.getMaximum() - mBounds.getMinimum()).length() / 2;
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}
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//----------------------------------------------
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void TerrainRenderable::createVertexBuffer() {
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using namespace Ogre;
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size_t vw = mWidth;
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if ( mUseSkirts ) vw += 2;
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mVertexes = new VertexData();
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mVertexes->vertexStart = 0;
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mVertexes->vertexCount = vw*vw;// VERTEX_WIDTH;
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VertexDeclaration* vertexDecl = mVertexes->vertexDeclaration;
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size_t currOffset = 0;
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vertexDecl->addElement(MAIN_BINDING, currOffset, VET_FLOAT3, VES_POSITION);
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currOffset += VertexElement::getTypeSize(VET_FLOAT3);
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vertexDecl->addElement(MAIN_BINDING, currOffset, VET_FLOAT3, VES_NORMAL);
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currOffset += VertexElement::getTypeSize(VET_FLOAT3);
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vertexDecl->addElement(MAIN_BINDING, currOffset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 0);
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currOffset += VertexElement::getTypeSize(VET_FLOAT2);
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if ( mTerrain->isTextureFadingEnabled() ) {
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vertexDecl->addElement(MAIN_BINDING, currOffset, VET_FLOAT2, Ogre::VES_TEXTURE_COORDINATES, 1);
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currOffset += VertexElement::getTypeSize(VET_FLOAT2);
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}
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mMainBuffer = HardwareBufferManager::getSingleton().createVertexBuffer(
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vertexDecl->getVertexSize(0), // size of one whole vertex
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mVertexes->vertexCount, // number of vertices
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HardwareBuffer::HBU_STATIC_WRITE_ONLY, // usage
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false); // no shadow buffer
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mVertexes->vertexBufferBinding->setBinding(MAIN_BINDING, mMainBuffer); //bind the data
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if ( mTerrain->isMorhpingEnabled() )
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vertexDecl->addElement(DELTA_BINDING, 0, VET_FLOAT1, VES_BLEND_WEIGHTS);
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}
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Ogre::HardwareVertexBufferSharedPtr TerrainRenderable::createDeltaBuffer( ) {
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size_t vw = mWidth;
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if ( mUseSkirts ) vw += 2;
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const size_t totalVerts = (vw * vw);
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return Ogre::HardwareBufferManager::getSingleton().createVertexBuffer(
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Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT1),
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totalVerts,
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Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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false); //no shadow buff
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}
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//----------------------------------------------
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#define SET_DELTA_AT(x, y, v) \
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if ( mUseSkirts ) pDeltas[( y + 1)*vw+ x + 1] = v; \
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else pDeltas[( y)*vw+ x] = v;
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void TerrainRenderable::calculateDeltaValues() {
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using namespace Ogre;
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size_t vw = mWidth;
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if ( mUseSkirts ) vw += 2;
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//must be using morphing to use this function
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assert(mTerrain->isMorhpingEnabled());
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const size_t step = 2;
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// Create a set of delta values
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mDeltaBuffer = createDeltaBuffer();
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float* pDeltas = static_cast<float*>(mDeltaBuffer->lock(HardwareBuffer::HBL_DISCARD));
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memset(pDeltas, 0, (vw)*(vw) * sizeof(float));
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return;
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bool flag=false;
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for ( size_t y = 0; y < mWidth-step; y += step ) {
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for ( size_t x = 0; x < mWidth-step; x += step ) {
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//create the diffrence between the full vertex if the vertex wasn't their
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float bottom_left = getVertexHeight(x,y);
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float bottom_right = getVertexHeight(x+step,y);
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float top_left = getVertexHeight(x,y+step);
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float top_right = getVertexHeight(x+step,y+step);
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//const int vw = mWidth+2;
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SET_DELTA_AT(x, y+1, (bottom_left+top_left)/2 - getVertexHeight(x, y+1)) //left
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SET_DELTA_AT(x+2, y+1, (bottom_right+top_right)/2 - getVertexHeight(x+2, y+1)) //right
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SET_DELTA_AT(x+1, y+2, (top_right+top_left)/2 - getVertexHeight(x+1, y+2)) //top
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SET_DELTA_AT(x+1, y, (bottom_right+bottom_left)/2 - getVertexHeight(x+1, y)) //bottom
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//this might not be correct
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if ( !flag )
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SET_DELTA_AT(x+1, y+1, (bottom_left+top_right)/2 - getVertexHeight(x+1, y+1)) //center
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else
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SET_DELTA_AT(x+1, y+1, (bottom_right+top_left)/2 - getVertexHeight(x+1, y+1)) //center
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flag = !flag;
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}
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flag = !flag; //flip tries for next row
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}
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mDeltaBuffer->unlock();
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mVertexes->vertexBufferBinding->setBinding(DELTA_BINDING,mDeltaBuffer);
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}
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#undef SET_DELTA_AT
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//----------------------------------------------
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void TerrainRenderable::calculateIndexValues() {
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using namespace Ogre;
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size_t vw = mWidth-1;
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if ( mUseSkirts ) vw += 2;
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|
const size_t indexCount = (vw)*(vw)*6;
|
||
|
|
||
|
//need to manage allocation if not null
|
||
|
assert(mIndices==0);
|
||
|
|
||
|
mIndices = new IndexData();
|
||
|
mIndices->indexCount = indexCount;
|
||
|
mIndices->indexBuffer = HardwareBufferManager::getSingleton().createIndexBuffer(
|
||
|
HardwareIndexBuffer::IT_16BIT,
|
||
|
indexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false);
|
||
|
|
||
|
unsigned short* indices = static_cast<unsigned short*>(mIndices->indexBuffer->lock(0,
|
||
|
mIndices->indexBuffer->getSizeInBytes(),
|
||
|
HardwareBuffer::HBL_DISCARD));
|
||
|
|
||
|
bool flag = false;
|
||
|
Ogre::uint indNum = 0;
|
||
|
for ( Ogre::uint y = 0; y < (vw); y+=1 ) {
|
||
|
for ( Ogre::uint x = 0; x < (vw); x+=1 ) {
|
||
|
|
||
|
const int line1 = y * (vw+1) + x;
|
||
|
const int line2 = (y + 1) * (vw+1) + x;
|
||
|
|
||
|
if ( flag ) {
|
||
|
*indices++ = line1;
|
||
|
*indices++ = line2;
|
||
|
*indices++ = line1 + 1;
|
||
|
|
||
|
*indices++ = line1 + 1;
|
||
|
*indices++ = line2;
|
||
|
*indices++ = line2 + 1;
|
||
|
} else {
|
||
|
*indices++ = line1;
|
||
|
*indices++ = line2;
|
||
|
*indices++ = line2 + 1;
|
||
|
|
||
|
*indices++ = line1;
|
||
|
*indices++ = line2 + 1;
|
||
|
*indices++ = line1 + 1;
|
||
|
}
|
||
|
flag = !flag; //flip tris for next time
|
||
|
|
||
|
indNum+=6;
|
||
|
}
|
||
|
flag = !flag; //flip tries for next row
|
||
|
}
|
||
|
assert(indNum==indexCount);
|
||
|
mIndices->indexBuffer->unlock();
|
||
|
//return mIndices;
|
||
|
}
|