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openmw-tes3mp/terrain/cpp_terrainmesh.cpp

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