- more reorgianization

git-svn-id: https://openmw.svn.sourceforge.net/svnroot/openmw/trunk@114 ea6a568a-9f4f-0410-981a-c910a81bb256
actorid
nkorslund 16 years ago
parent 2ac9503854
commit 44e9a03c17

@ -33,8 +33,8 @@ mygui_cpp=mygui console
# Ditto for the landscape engine, in terrain/cpp_X.cpp
terrain_cpp=baseland esm framelistener generator index landdata\
materialgen mwheightmap palette point2\
quad quaddata terraincls terrain terrainmesh
materialgen heightmap palette point2\
quad quaddata terrain terrainmesh terrainmesh2 heightmap2
# FFmpeg files, in the form sound/cpp_X.cpp.
avcodec_cpp=avcodec

@ -6,7 +6,7 @@ protected:
*/
bool frameEnded(const FrameEvent& evt)
{
g_Terrain->update(evt.timeSinceLastFrame);
g_heightMap->update(evt.timeSinceLastFrame);
return true;
}
@ -16,19 +16,20 @@ public:
// Add the frame listener
mRoot->addFrameListener(this);
//our derived heightmap
g_heightMap = new MWHeightmap();
g_heightMap->load(TERRAIN_OUTPUT);
// Create a root scene node first
Ogre::SceneNode *node = mSceneMgr->getRootSceneNode()
->createChildSceneNode("TERRAIN_ROOT");
//setup terrain
g_Terrain = new Terrain(mSceneMgr->getRootSceneNode()->createChildSceneNode("TERRAIN_ROOT")); //root scene node
// The main terrain object
g_heightMap = new HeightMap(node);
g_heightMap->load(TERRAIN_OUTPUT);
//fix settings
g_Terrain->setMorphingEnabled(false);
g_Terrain->setTextureFadingEnabled(false);
g_heightMap->setMorphingEnabled(false);
g_heightMap->setTextureFadingEnabled(false);
//create the quad node
g_Terrain->create();
g_heightMap->create();
}
/* KILLME

@ -1,11 +1,10 @@
/**
* @brief the class that deals with loading quads from the disk @todo a
* major improvment would be to store the data as a quad tree. It might
* improve lookup times. Then again. Might not
*/
class MWHeightmap
class HeightMap
{
public:
HeightMap(Ogre::SceneNode* r);
~HeightMap();
/**
* loads the quad data from the disk
*/
@ -55,12 +54,41 @@ public:
return true;
}
private:
void create();
inline Ogre::SceneNode* getTerrainSceneNode(){return mTerrainSceneNode;}
void update(Ogre::Real t);
inline Ogre::Real getMorphSpeed(){return 1.0f;}
inline Ogre::Real getTextureFadeSpeed(){ return 2.0f;}
inline void setMorphingEnabled(bool enabled){
mMorphingEnabled = enabled;
}
inline bool isMorphingEnabled() const{
return mMorphingEnabled;
}
inline void setTextureFadingEnabled(bool enabled){
if ( enabled && !mMorphingEnabled )
OGRE_EXCEPT(Ogre::Exception::ERR_NOT_IMPLEMENTED, "Cannot have fading but not morphing active", "Terrain::setTextureFadingEnabled");
mTextureFadingEnabled = enabled;
}
inline bool isTextureFadingEnabled() const{
return mTextureFadingEnabled;
}
private:
Ogre::SceneNode* mTerrainSceneNode;
Quad* mQuadRoot;
bool mMorphingEnabled;
bool mTextureFadingEnabled;
BaseLand mBaseLand;
///ifs for the data file. Opned on load
std::ifstream mDataIFS;
///holds the offsets of the quads
Index mIndex;
TexturePalette mPalette;
};

@ -0,0 +1,24 @@
HeightMap::HeightMap(Ogre::SceneNode* r)
: mTerrainSceneNode(r),
mQuadRoot(0),
mMorphingEnabled(true),
mTextureFadingEnabled(true),
mBaseLand(r)
{
}
//----------------------------------------------
HeightMap::~HeightMap(){
delete mQuadRoot;
}
//----------------------------------------------
void HeightMap::create(){
mQuadRoot = new Quad(Quad::QL_ROOT, 0);
}
//----------------------------------------------
void HeightMap::update(Ogre::Real t){
assert(mQuadRoot);
mQuadRoot->update(t);
mBaseLand.update();
}

@ -19,7 +19,6 @@
*/
class Quad
{
enum SplitState { SS_NONE, SS_SPLIT, SS_UNSPLIT };
/**
* when each quad is split, the children can be one of 4 places,
@ -226,11 +225,11 @@ public:
const Ogre::Vector3 pos(qx - mSideLength/2,
0,qy - mSideLength/2);
mSceneNode = g_Terrain->getTerrainSceneNode()->createChildSceneNode(pos);
mSceneNode = g_heightMap->getTerrainSceneNode()->createChildSceneNode(pos);
// This was in create()
if ( mDepth == g_Terrain->getMaxDepth() )
if ( mDepth == g_heightMap->getMaxDepth() )
for ( int y = 0; y < 4; ++y )
for ( int x = 0; x < 4; ++x )
{
@ -265,7 +264,7 @@ public:
mSceneNode->removeAndDestroyAllChildren();
mSceneMgr->destroySceneNode(mSceneNode);
g_Terrain->getTerrainSceneNode()->detachAllObjects();
g_heightMap->getTerrainSceneNode()->detachAllObjects();
delete mQuadData;
mQuadData = NULL;

@ -5,6 +5,8 @@
* a set of verts Normals and indicies to allow us to pass optimized
* meshes
*/
enum SplitState { SS_NONE, SS_SPLIT, SS_UNSPLIT };
class QuadData
{
typedef std::list<Ogre::ResourcePtr> ResourceList;

@ -54,13 +54,11 @@ const float UNSPLIT_FACTOR = 2.0;
class Quad;
class QuadData;
class Terrain;
class MaterialGenerator;
class MWHeightmap;
class HeightMap;
MWHeightmap *g_heightMap;
HeightMap *g_heightMap;
MaterialGenerator *g_materialGen;
Terrain *g_Terrain;
#undef TRACE
#define TRACE(x)
@ -91,17 +89,14 @@ Terrain *g_Terrain;
// For rendering
#include "cpp_baseland.cpp"
#include "cpp_mwheightmap.cpp"
// These depend on each other, so our usual hackery won't work. We
// need the header files first.
#include "cpp_terrainmesh.h"
#include "cpp_terraincls.h"
#include "cpp_quad.cpp"
#include "cpp_terraincls.cpp"
#include "cpp_heightmap.cpp"
#include "cpp_terrainmesh.cpp"
#include "cpp_quad.cpp"
#include "cpp_heightmap2.cpp"
#include "cpp_terrainmesh2.cpp"
#include "cpp_framelistener.cpp"

@ -1,35 +0,0 @@
Terrain::Terrain(Ogre::SceneNode* r)
: mTerrainSceneNode(r),
mQuadRoot(0),
mMorphingEnabled(true),
mTextureFadingEnabled(true),
mBaseLand(r)
{
}
//----------------------------------------------
Terrain::~Terrain(){
delete mQuadRoot;
}
//----------------------------------------------
void Terrain::create(){
mQuadRoot = new Quad(Quad::QL_ROOT, 0);
}
//----------------------------------------------
void Terrain::update(Ogre::Real t){
assert(mQuadRoot);
mQuadRoot->update(t);
mBaseLand.update();
}
//----------------------------------------------
int Terrain::getMaxDepth(){
return g_heightMap->getMaxDepth();
}
/*
//----------------------------------------------
void Terrain::reload(){
delete mQuadRoot;
mQuadRoot = new Quad(Quad::QL_ROOT, 0);
}
//----------------------------------------------
*/

@ -1,145 +0,0 @@
class Terrain
{
public:
/**
* @brief inits vars and creates quad tree
* @param d the heightmap that contains the data
* @param s the current scne manager
* @param r the root scene node that all terrain nodes are barsed off
* @param c the camera that the poistion data is taken from
*
* The terrain is create in the constructor.
* @todo change quad root creation to create/destroy funcs?
*/
explicit Terrain(Ogre::SceneNode* r);
/**
* @brief deletes the quad tree
*/
~Terrain();
/**
* @brief creates the quad tree
* @remarks This must be called before any call to upate(). We cannot call it from the constructor as options
* may not have been set yet
*/
void create();
/**
* @brief recreates the quad tree by destroying everything and starting again.
* @remarks this is very slow, as it drops all created alpha maps and meshes.
* @todo check this works
*/
//void reload();
/**
* @brief sets the scene node that all of the terrain nodes are based off
* @param r the scene node to use for terrain
*/
inline void setTerrainSceneNode(Ogre::SceneNode* r){ mTerrainSceneNode = r; }
/**
* @return the scene node that should be used as the root of the terrain
*
* This is mainly used by the quad tree
*/
inline Ogre::SceneNode* getTerrainSceneNode(){return mTerrainSceneNode;}
/**
* @brief updates the quad tree, splittig and unsplitting where needed.
*
* There is no requirement for this to be called every frame
*/
void update(Ogre::Real t);
/**
* @brief handles the actions to take on the creation of a terrain mesh
* @param qd the quad data. It is valid until the same variable is passed to _quadDestroyed
void _quadCreated(QuadData* qd);
/**
* @brief The quad as defined by the quad data qd has been destroyed
* @param qd the quad that has been destroyed. This is only valid for this function. Is is deleted just after
void _quadDestroyed(QuadData* qd);
/**
* @brief sets the function to be used in the callback when a quad is created
* @param f the function to use. Set to null to disable callbacks
inline void setQuadCreateFunction(void (*f)(QuadData*)){
mQuadCreateFunction = f;
}
/**
* @brief sets the function to be used in the callback when a quad is destroyed
* @param f the function to use. Set to null to disable callbacks
inline void setQuadDestroyFunction(void (*f)(QuadData*)){
mQuadDestroyFunction = f;
}
*/
/**
* @brief time in seconds to morph to full detail after an unsplit.
*/
inline Ogre::Real getMorphSpeed(){return 1.0f;}
/**
* @brief the time in seconds it takes for the texture to fade to the higher detail
*/
inline Ogre::Real getTextureFadeSpeed(){ return 2.0f;}
/**
* @return the maximum depth of the quad tree
* @remarks this is used by the terrain renderable for adding morhping to textures. It doesn't want to happen
* on the lowest detail
*/
int getMaxDepth();
/**
* @brief disables/enables morphing
* @remarks This will not happen instantly unless reload() is called
*/
inline void setMorphingEnabled(bool enabled){
mMorphingEnabled = enabled;
}
/**
* @return true if morphing is enabled
*/
inline bool isMorhpingEnabled() const{
return mMorphingEnabled;
}
/**
* @brief disables/enables texture fading.
* @remarks This will not happen instantly unless reload() is called. Morphing is required atm
*/
inline void setTextureFadingEnabled(bool enabled){
if ( enabled && !mMorphingEnabled )
OGRE_EXCEPT(Ogre::Exception::ERR_NOT_IMPLEMENTED, "Cannot have fading but not morphing active", "Terrain::setTextureFadingEnabled");
mTextureFadingEnabled = enabled;
}
/**
* @return true if texture fading is enabled
*/
inline bool isTextureFadingEnabled() const{
return mTextureFadingEnabled;
}
protected:
/// the scenenode that every other node is decended from. This
/// should be surplied by the user
Ogre::SceneNode* mTerrainSceneNode;
///the root node for all the quads.
Quad* mQuadRoot;
/*
///quad callback function
void (*mQuadCreateFunction)(QuadData*);
///quad callback function
void (*mQuadDestroyFunction)(QuadData*);
*/
bool mMorphingEnabled;
bool mTextureFadingEnabled;
BaseLand mBaseLand;
};

@ -1,495 +1,343 @@
TerrainMesh::TerrainMesh(QuadData* qd, float segSize, float startX, float startY,
const Ogre::Vector3 &pos,
int width, int depth, bool skirts,
Ogre::SceneNode *parent)
: Ogre::Renderable(),
Ogre::MovableObject(),
mWidth(width),
mUseSkirts(skirts),
mBuilt(false),
mDepth(depth),
mVertexes(0),
mIndices(0),
mLODMorphFactor(0),
mTextureFadeFactor(0),
mMin(30000),
mMax(-30000),
mExtraMorphAmount(0),
mHasFadePass(false),
mQuadData(qd),
mSegmentSize(segSize),
mX(startX),
mY(startY)
/**
* @brief Terrain for one cell. Handles building, destroying and LOD morphing
*/
#define QSDEBUG
class TerrainMesh : public Ogre::Renderable, public Ogre::MovableObject
{
// From QuadSegment()
assert(qd);
assert(segSize>0&&segSize<=1);
assert(mY>=0&&mY<=1);
assert(mX>=0&&mY<=1);
public:
#ifdef QSDEBUG
{
//check sizes
const float qw = mQuadData->getVertexWidth()-1;
const float fsw = qw*segSize;
const int isw = (int)fsw;
assert(fsw==isw);
}
#endif
//precalc offsets, as getVertex/getNormal get called a lot (1000s of times)
computeOffsets();
// From Quad
node = parent->createChildSceneNode(pos);
// From create()
createVertexBuffer();
calculateVetexValues();
calculateIndexValues();
setBounds();
TerrainMesh(QuadData* qd, float segSize, float startX, float startY,
const Ogre::Vector3 &pos,
int width, int depth, bool skirts,
Ogre::SceneNode *parent);
node->attachObject(this);
~TerrainMesh()
{
destroy();
createMaterial();
assert(node);
if ( g_Terrain->isMorhpingEnabled() && mDepth != g_Terrain->getMaxDepth() ) {
Ogre::Technique* tech = getMaterial()->getTechnique(0);
for ( size_t i = 0; i < tech->getNumPasses(); ++i ) {
assert(g_Terrain->isMorhpingEnabled());
tech->getPass(i)->setVertexProgram(MORPH_VERTEX_PROGRAM);
node->detachAllObjects();
node->getCreator()->destroySceneNode(node);
}
}
if ( g_Terrain->isMorhpingEnabled() )
calculateDeltaValues();
mBuilt = true;
}
void TerrainMesh::destroy() {
if ( !mBuilt ) return;
//deleting null values is fine iirc
delete mIndices;
/**
* Can be called manually and can be called from the destuctor. This
* destroyes the mesh
*/
// FIXME: We don't need this as a separate function.
void destroy();
/**
* @brief Checks if it needs to be split or unsplit and deals with
* the morph factor. time seconds since last frame
*/
void update(Ogre::Real time, Ogre::Real camDist, Ogre::Real usplitDist, Ogre::Real morphDist);
/**
* @todo Needs to work out what this does (if it does what it is meant to)
*/
void visitRenderables(Renderable::Visitor* visitor,
bool debugRenderables = false) {
visitor->visit(this, 0, false);
}
# if ENABLED_CRASHING == 1
{
delete mVertexes;
virtual const Ogre::MaterialPtr& getMaterial( void ) const {
return mMaterial;
}
# else
{
if ( mDepth != g_Terrain->getMaxDepth() ){
delete mVertexes;
}
//-----------------------------------------------------------------------
void getRenderOperation( Ogre::RenderOperation& op ) {
op.useIndexes = true;
op.operationType = Ogre::RenderOperation::OT_TRIANGLE_LIST;
op.vertexData = mVertexes;
op.indexData = mIndices;
}
# endif
mBuilt = false;
}
//----------------------------------------------
void TerrainMesh::update(Ogre::Real time, Ogre::Real camDist, Ogre::Real usplitDist, Ogre::Real morphDist)
{
TRACE("TerrainMesh::update");
//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/g_Terrain->getMorphSpeed()); //decrease slowly
//-----------------------------------------------------------------------
void getWorldTransforms( Ogre::Matrix4* xform ) const {
*xform = mParentNode->_getFullTransform();
}
if ( mExtraFadeAmount > 0 ) {
mTextureFadeFactor += mExtraFadeAmount;
mExtraFadeAmount -= (time/g_Terrain->getTextureFadeSpeed());
//-----------------------------------------------------------------------
const Ogre::Quaternion& getWorldOrientation(void) const {
return mParentNode->_getDerivedOrientation();
}
//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 ( g_Terrain->isTextureFadingEnabled() &&
!mHasFadePass &&
mTextureFadeFactor > 0 &&
hasParentTexture() ) {
addFadePass();
//-----------------------------------------------------------------------
const Ogre::Vector3& getWorldPosition(void) const {
return mParentNode->_getDerivedPosition();
}
//-----------------------------------------------------------------------
}
//----------------------------------------------
void TerrainMesh::addFadePass() {
assert(mHasFadePass==false);
if ( mDepth == g_Terrain->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(g_Terrain->isTextureFadingEnabled());
newPass->setFragmentProgram(FADE_FRAGMENT_PROGRAM);
if ( g_Terrain->isMorhpingEnabled() && mDepth != g_Terrain->getMaxDepth() ) {
assert(g_Terrain->isMorhpingEnabled());
newPass->setVertexProgram(MORPH_VERTEX_PROGRAM);
Ogre::Real getSquaredViewDepth(const Ogre::Camera *cam) const {
Ogre::Vector3 diff = mCenter - cam->getDerivedPosition();
// Use squared length to avoid square root
return diff.squaredLength();
}
//-----------------------------------------------------------------------
//set texture to be used
newPass->createTextureUnitState(getParentTexture(), 1);
}
//----------------------------------------------
void TerrainMesh::removeFadePass() {
assert(mHasFadePass==true);
mHasFadePass = false;
Ogre::MaterialPtr mat = getMaterial();
Ogre::Technique* tech = mat->getTechnique(0);
tech->removePass(tech->getNumPasses()-1);
}
//----------------------------------------------
void TerrainMesh::justSplit() {
mExtraMorphAmount = 1;
mLODMorphFactor = 1;
mTextureFadeFactor = 1;
mExtraFadeAmount = 1;
if ( g_Terrain->isTextureFadingEnabled() && hasParentTexture() )
addFadePass();
}
//----------------------------------------------
void TerrainMesh::_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 TerrainMesh::getVertexHeight(int x, int y) {
return getVertex(x,y);
}
//----------------------------------------------
Ogre::Vector3 TerrainMesh::getVertexPosition(int x, int y) {
return Ogre::Vector3(x*getVertexSeperation(), getVertexHeight(x,y) , y*getVertexSeperation());
}
//----------------------------------------------
void TerrainMesh::calculateVetexValues() {
using namespace Ogre;
//get the texture offsets for the higher uv
float xUVOffset = 0;
float yUVOffset = 0;
if ( g_Terrain->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;
const Ogre::LightList& getLights(void) const {
if (mLightListDirty) {
getParentSceneNode()->getCreator()->_populateLightList(
mCenter, this->getBoundingRadius(), mLightList);
mLightListDirty = false;
}
*/
int start = 0;
int end = mWidth;
if ( mUseSkirts ) {
--start;
++end;
return mLightList;
}
//-----------------------------------------------------------------------
virtual const Ogre::String& getMovableType( void ) const {
static Ogre::String t = "MW_TERRAIN";
return t;
}
//-----------------------------------------------------------------------
void _updateRenderQueue( Ogre::RenderQueue* queue ) {
mLightListDirty = true;
queue->addRenderable(this, mRenderQueueID);
}
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)*getVertexSeperation();
else *verts++ = x*getVertexSeperation();
*verts++ = -4096; //2048 below base sea floor height
if ( y < 0 ) *verts++ = 0;
else if ( y > (mWidth-1) ) *verts++ = (mWidth-1)*getVertexSeperation();
else *verts++ = y*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 ( g_Terrain->isTextureFadingEnabled() ) {
*verts++ = u;
*verts++ = v;
}
} else {
assert(y*mWidth+x>=0&&y*mWidth+x<mWidth*mWidth);
//verts
*verts++ = x*getVertexSeperation();
*verts++ = getVertexHeight(x,y);
*verts++ = y*getVertexSeperation();
mMax = std::max(mMax, getVertexHeight(x,y));
mMin = std::min(mMin, getVertexHeight(x,y));
const Ogre::AxisAlignedBox& getBoundingBox( void ) const {
return mBounds;
};
//-----------------------------------------------------------------------
Ogre::Real getBoundingRadius(void) const {
return mBoundingRadius;
}
//-----------------------------------------------------------------------
/**
* @brief passes the morph factor to the custom vertex program
*/
void _updateCustomGpuParameter(const Ogre::GpuProgramParameters::AutoConstantEntry& constantEntry,
Ogre::GpuProgramParameters* params) const;
/**
* @brief sets the mExtraMorphAmount so it slowly regains detail from the lowest morph factor
*/
void justSplit();
/**
* @brief Does nothing
*/
inline void justUnsplit(){
}
//normals
for ( Ogre::uint i = 0; i < 3; i++ )
*verts++ = getNormal(x,y,i);
//*verts++ = mInterface->getNormal((y*mWidth+x)*3+i);
inline float getMax(){
return mMax;
}
inline float getMin(){
return mMin;
}
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;
/**
* Gets how many vertexes wide this quad segment is. Should always be 2^n+1
* @return the vertex width of this quad segment
*/
int getVertexWidth()
{
return (mQuadData->getVertexWidth()-1)*mSegmentSize+1;
}
if ( g_Terrain->isTextureFadingEnabled() ) {
*verts++ = u/2.0f + xUVOffset;
*verts++ = v/2.0f + yUVOffset;
}
}
/**
* @brief gets a vertex assuming that x = 0, y = 0 addresses the start of the quad
*/
float getVertex(int x, int y)
{
#ifdef QSDEBUG
{
const int vw = getVertexWidth();
assert(x<vw);
}
#endif
return mQuadData->getVertex((mYOffset + y)*mQuadData->getVertexWidth()+(mXOffset+x));
}
mMainBuffer->unlock();
}
//----------------------------------------------
void TerrainMesh::setBounds() {
mBounds.setExtents(0,mMin,0,
(mWidth - 1) * getVertexSeperation(),
mMax,
(mWidth - 1) * getVertexSeperation());
mCenter = Ogre::Vector3( ( (mWidth - 1) * getVertexSeperation() ) / 2,
( mMin + mMax ) / 2,
( (mWidth - 1) * getVertexSeperation() ) / 2);
mBoundingRadius = (mBounds.getMaximum() - mBounds.getMinimum()).length() / 2;
}
//----------------------------------------------
void TerrainMesh::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 ( g_Terrain->isTextureFadingEnabled() ) {
vertexDecl->addElement(MAIN_BINDING, currOffset, VET_FLOAT2, Ogre::VES_TEXTURE_COORDINATES, 1);
currOffset += VertexElement::getTypeSize(VET_FLOAT2);
float getNormal(int x, int y, int z)
{
assert(z>=0&&z<3);
return mQuadData->getNormal(((mYOffset + y)*mQuadData->getVertexWidth()+(mXOffset+x))*3+z);
}
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
private:
mVertexes->vertexBufferBinding->setBinding(MAIN_BINDING, mMainBuffer); //bind the data
void createMaterial()
{
assert(mSegmentSize>0);
if ( mSegmentSize == 1 ) //we can use the top level material
{
mMaterial = mQuadData->getMaterial();
return;
}
if ( g_Terrain->isMorhpingEnabled() )
vertexDecl->addElement(DELTA_BINDING, 0, VET_FLOAT1, VES_BLEND_WEIGHTS);
if ( mQuadData->getTexture().length() )
assert(0&&"NOT IMPLEMENTED");
const std::vector<int>& tref = mQuadData->getTextureIndexRef();
const int indexSize = sqrt(tref.size());
const int cellIndexSize = indexSize - 2;
}
//plus 1 to take into account border
const int xoff = float(cellIndexSize) * mX;
const int yoff = float(cellIndexSize) * mY;
const int size = float(cellIndexSize) * mSegmentSize;
Ogre::HardwareVertexBufferSharedPtr TerrainMesh::createDeltaBuffer( ) {
size_t vw = mWidth;
if ( mUseSkirts ) vw += 2;
std::vector<int> ti;
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
ti.resize((size+2)*(size+2), -1);
}
for ( int y = 0; y < size+2; ++y ){
for ( int x = 0; x < size+2; ++x ){
ti[(y)*(size+2)+(x)] = tref.at((y+yoff)*(indexSize)+(x+xoff));
}
}
mMaterial = g_materialGen->getAlphaMat
(ti,size,
1, 1.0f/size,
mQuadData->getUsedResourcesRef());
}
inline bool hasParentTexture() const{
return mQuadData->hasParentTexture();
}
inline const std::string& getParentTexture() const{
return mQuadData->getParentTexture();
}
inline int getVertexSeperation(){
return mQuadData->getVertexSeperation();
}
inline float getSegmentSize(){
return mSegmentSize;
}
inline float getStartX(){
return mX;
}
inline float getStartY(){
return mY;
}
//----------------------------------------------
#define SET_DELTA_AT(x, y, v) \
if ( mUseSkirts ) pDeltas[( y + 1)*vw+ x + 1] = v; \
else pDeltas[( y)*vw+ x] = v;
void TerrainMesh::calculateDeltaValues() {
/**
* @brief Adds another pass to the material to fade in/out the material from a higher level
*/
void addFadePass();
/**
* @brief removes the last pass from the material. Assumed to be the fade pass
*/
void removeFadePass();
/**
* @return the height at the given vertex
*/
float getVertexHeight(int x, int y);
/**
* Inits the vertex stuff
*/
void createVertexBuffer();
/**
* @brief fills the vertex buffer with data
* @todo I don't think tex co-ords are right
*/
void calculateVetexValues();
/**
* @brief returns a a new Vertex Buffer ready for input
* @remarks Unlike other terrain libs, this isn't 0s when it is returend
*/
Ogre::HardwareVertexBufferSharedPtr createDeltaBuffer( );
/**
* @brief DOESN'T WORK FULLY
* @todo fix
*/
void calculateDeltaValues();
/**
* @brief gets the position of a vertex. It will not interpolate
*/
Ogre::Vector3 getVertexPosition(int x, int y);
/**
* @brief gets the indicies for the vertex data.
*/
void calculateIndexValues();
using namespace Ogre;
size_t vw = mWidth;
if ( mUseSkirts ) vw += 2;
/*
* Sets the bounds on the renderable. This requires that mMin/mMax
* have been set. They are set in createVertexData. This may look
* as though it is done twice, as it is also done in MeshInterface,
* however, there is no guarentee that the mesh sizes are the same
*/
void setBounds();
//must be using morphing to use this function
assert(g_Terrain->isMorhpingEnabled());
Ogre::SceneNode* node;
const size_t step = 2;
const int mWidth;
const bool mUseSkirts;
// 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));
///true if the land has been built
bool mBuilt;
return;
int mDepth;
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
Ogre::MaterialPtr mMaterial;
Ogre::ManualObject* mObject;
float bottom_left = getVertexHeight(x,y);
float bottom_right = getVertexHeight(x+step,y);
Ogre::VertexData* mVertexes;
Ogre::IndexData* mIndices;
Ogre::HardwareVertexBufferSharedPtr mMainBuffer;
Ogre::HardwareVertexBufferSharedPtr mDeltaBuffer;
float top_left = getVertexHeight(x,y+step);
float top_right = getVertexHeight(x+step,y+step);
mutable bool mLightListDirty;
//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
Ogre::Real mBoundingRadius;
Ogre::AxisAlignedBox mBounds;
Ogre::Vector3 mCenter;
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
Ogre::Real mLODMorphFactor, mTextureFadeFactor;
//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
/** Max and min heights of the mesh */
float mMin, mMax;
flag = !flag;
int computeOffset(float x)
{
#ifdef QSDEBUG
{
//check it is a valid position
const int start = (mQuadData->getVertexWidth()-1)*x;
const int vw = getVertexWidth()-1;
assert(vw>0);
assert((start%vw)==0);
}
flag = !flag; //flip tries for next row
#endif
return float((mQuadData->getVertexWidth()-1))*x;
}
mDeltaBuffer->unlock();
mVertexes->vertexBufferBinding->setBinding(DELTA_BINDING,mDeltaBuffer);
}
#undef SET_DELTA_AT
//----------------------------------------------
void TerrainMesh::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
void computeOffsets()
{
mXOffset = computeOffset(mX);
mYOffset = computeOffset(mY);
}
assert(indNum==indexCount);
mIndices->indexBuffer->unlock();
//return mIndices;
}
QuadData* mQuadData;
float mSegmentSize;
float mX, mY;
int mXOffset, mYOffset;
/**
* @brief holds the amount to morph by, this decreases to 0 over a periord of time
* It is changed and used in the update() function
*/
Ogre::Real mExtraMorphAmount, mExtraFadeAmount;
/**
* True if the fade pass has been added to the material.
*/
bool mHasFadePass;
//Custom params used in terrian shaders.
static const size_t MORPH_CUSTOM_PARAM_ID = 77;
static const size_t FADE_CUSTOM_PARAM_ID = 78;
//Terrain bindings
static const int MAIN_BINDING = 0;
static const int DELTA_BINDING = 1;
};

@ -1,343 +0,0 @@
/**
* @brief Terrain for one cell. Handles building, destroying and LOD morphing
*/
#define QSDEBUG
class TerrainMesh : public Ogre::Renderable, public Ogre::MovableObject
{
public:
TerrainMesh(QuadData* qd, float segSize, float startX, float startY,
const Ogre::Vector3 &pos,
int width, int depth, bool skirts,
Ogre::SceneNode *parent);
~TerrainMesh()
{
destroy();
assert(node);
node->detachAllObjects();
node->getCreator()->destroySceneNode(node);
}
/**
* Can be called manually and can be called from the destuctor. This
* destroyes the mesh
*/
// FIXME: We don't need this as a separate function.
void destroy();
/**
* @brief Checks if it needs to be split or unsplit and deals with
* the morph factor. time seconds since last frame
*/
void update(Ogre::Real time, Ogre::Real camDist, Ogre::Real usplitDist, Ogre::Real morphDist);
/**
* @todo Needs to work out what this does (if it does what it is meant to)
*/
void visitRenderables(Renderable::Visitor* visitor,
bool debugRenderables = false) {
visitor->visit(this, 0, false);
}
virtual const Ogre::MaterialPtr& getMaterial( void ) const {
return mMaterial;
}
//-----------------------------------------------------------------------
void getRenderOperation( Ogre::RenderOperation& op ) {
op.useIndexes = true;
op.operationType = Ogre::RenderOperation::OT_TRIANGLE_LIST;
op.vertexData = mVertexes;
op.indexData = mIndices;
}
//-----------------------------------------------------------------------
void getWorldTransforms( Ogre::Matrix4* xform ) const {
*xform = mParentNode->_getFullTransform();
}
//-----------------------------------------------------------------------
const Ogre::Quaternion& getWorldOrientation(void) const {
return mParentNode->_getDerivedOrientation();
}
//-----------------------------------------------------------------------
const Ogre::Vector3& getWorldPosition(void) const {
return mParentNode->_getDerivedPosition();
}
//-----------------------------------------------------------------------
Ogre::Real getSquaredViewDepth(const Ogre::Camera *cam) const {
Ogre::Vector3 diff = mCenter - cam->getDerivedPosition();
// Use squared length to avoid square root
return diff.squaredLength();
}
//-----------------------------------------------------------------------
const Ogre::LightList& getLights(void) const {
if (mLightListDirty) {
getParentSceneNode()->getCreator()->_populateLightList(
mCenter, this->getBoundingRadius(), mLightList);
mLightListDirty = false;
}
return mLightList;
}
//-----------------------------------------------------------------------
virtual const Ogre::String& getMovableType( void ) const {
static Ogre::String t = "MW_TERRAIN";
return t;
}
//-----------------------------------------------------------------------
void _updateRenderQueue( Ogre::RenderQueue* queue ) {
mLightListDirty = true;
queue->addRenderable(this, mRenderQueueID);
}
const Ogre::AxisAlignedBox& getBoundingBox( void ) const {
return mBounds;
};
//-----------------------------------------------------------------------
Ogre::Real getBoundingRadius(void) const {
return mBoundingRadius;
}
//-----------------------------------------------------------------------
/**
* @brief passes the morph factor to the custom vertex program
*/
void _updateCustomGpuParameter(const Ogre::GpuProgramParameters::AutoConstantEntry& constantEntry,
Ogre::GpuProgramParameters* params) const;
/**
* @brief sets the mExtraMorphAmount so it slowly regains detail from the lowest morph factor
*/
void justSplit();
/**
* @brief Does nothing
*/
inline void justUnsplit(){
}
inline float getMax(){
return mMax;
}
inline float getMin(){
return mMin;
}
/**
* Gets how many vertexes wide this quad segment is. Should always be 2^n+1
* @return the vertex width of this quad segment
*/
int getVertexWidth()
{
return (mQuadData->getVertexWidth()-1)*mSegmentSize+1;
}
/**
* @brief gets a vertex assuming that x = 0, y = 0 addresses the start of the quad
*/
float getVertex(int x, int y)
{
#ifdef QSDEBUG
{
const int vw = getVertexWidth();
assert(x<vw);
}
#endif
return mQuadData->getVertex((mYOffset + y)*mQuadData->getVertexWidth()+(mXOffset+x));
}
float getNormal(int x, int y, int z)
{
assert(z>=0&&z<3);
return mQuadData->getNormal(((mYOffset + y)*mQuadData->getVertexWidth()+(mXOffset+x))*3+z);
}
private:
void createMaterial()
{
assert(mSegmentSize>0);
if ( mSegmentSize == 1 ) //we can use the top level material
{
mMaterial = mQuadData->getMaterial();
return;
}
if ( mQuadData->getTexture().length() )
assert(0&&"NOT IMPLEMENTED");
const std::vector<int>& tref = mQuadData->getTextureIndexRef();
const int indexSize = sqrt(tref.size());
const int cellIndexSize = indexSize - 2;
//plus 1 to take into account border
const int xoff = float(cellIndexSize) * mX;
const int yoff = float(cellIndexSize) * mY;
const int size = float(cellIndexSize) * mSegmentSize;
std::vector<int> ti;
ti.resize((size+2)*(size+2), -1);
for ( int y = 0; y < size+2; ++y ){
for ( int x = 0; x < size+2; ++x ){
ti[(y)*(size+2)+(x)] = tref.at((y+yoff)*(indexSize)+(x+xoff));
}
}
mMaterial = g_materialGen->getAlphaMat
(ti,size,
1, 1.0f/size,
mQuadData->getUsedResourcesRef());
}
inline bool hasParentTexture() const{
return mQuadData->hasParentTexture();
}
inline const std::string& getParentTexture() const{
return mQuadData->getParentTexture();
}
inline int getVertexSeperation(){
return mQuadData->getVertexSeperation();
}
inline float getSegmentSize(){
return mSegmentSize;
}
inline float getStartX(){
return mX;
}
inline float getStartY(){
return mY;
}
/**
* @brief Adds another pass to the material to fade in/out the material from a higher level
*/
void addFadePass();
/**
* @brief removes the last pass from the material. Assumed to be the fade pass
*/
void removeFadePass();
/**
* @return the height at the given vertex
*/
float getVertexHeight(int x, int y);
/**
* Inits the vertex stuff
*/
void createVertexBuffer();
/**
* @brief fills the vertex buffer with data
* @todo I don't think tex co-ords are right
*/
void calculateVetexValues();
/**
* @brief returns a a new Vertex Buffer ready for input
* @remarks Unlike other terrain libs, this isn't 0s when it is returend
*/
Ogre::HardwareVertexBufferSharedPtr createDeltaBuffer( );
/**
* @brief DOESN'T WORK FULLY
* @todo fix
*/
void calculateDeltaValues();
/**
* @brief gets the position of a vertex. It will not interpolate
*/
Ogre::Vector3 getVertexPosition(int x, int y);
/**
* @brief gets the indicies for the vertex data.
*/
void calculateIndexValues();
/*
* Sets the bounds on the renderable. This requires that mMin/mMax
* have been set. They are set in createVertexData. This may look
* as though it is done twice, as it is also done in MeshInterface,
* however, there is no guarentee that the mesh sizes are the same
*/
void setBounds();
Ogre::SceneNode* node;
const int mWidth;
const bool mUseSkirts;
///true if the land has been built
bool mBuilt;
int mDepth;
Ogre::MaterialPtr mMaterial;
Ogre::ManualObject* mObject;
Ogre::VertexData* mVertexes;
Ogre::IndexData* mIndices;
Ogre::HardwareVertexBufferSharedPtr mMainBuffer;
Ogre::HardwareVertexBufferSharedPtr mDeltaBuffer;
mutable bool mLightListDirty;
Ogre::Real mBoundingRadius;
Ogre::AxisAlignedBox mBounds;
Ogre::Vector3 mCenter;
Ogre::Real mLODMorphFactor, mTextureFadeFactor;
/** Max and min heights of the mesh */
float mMin, mMax;
int computeOffset(float x)
{
#ifdef QSDEBUG
{
//check it is a valid position
const int start = (mQuadData->getVertexWidth()-1)*x;
const int vw = getVertexWidth()-1;
assert(vw>0);
assert((start%vw)==0);
}
#endif
return float((mQuadData->getVertexWidth()-1))*x;
}
void computeOffsets()
{
mXOffset = computeOffset(mX);
mYOffset = computeOffset(mY);
}
QuadData* mQuadData;
float mSegmentSize;
float mX, mY;
int mXOffset, mYOffset;
/**
* @brief holds the amount to morph by, this decreases to 0 over a periord of time
* It is changed and used in the update() function
*/
Ogre::Real mExtraMorphAmount, mExtraFadeAmount;
/**
* True if the fade pass has been added to the material.
*/
bool mHasFadePass;
//Custom params used in terrian shaders.
static const size_t MORPH_CUSTOM_PARAM_ID = 77;
static const size_t FADE_CUSTOM_PARAM_ID = 78;
//Terrain bindings
static const int MAIN_BINDING = 0;
static const int DELTA_BINDING = 1;
};

@ -0,0 +1,495 @@
TerrainMesh::TerrainMesh(QuadData* qd, float segSize, float startX, float startY,
const Ogre::Vector3 &pos,
int width, int depth, bool skirts,
Ogre::SceneNode *parent)
: Ogre::Renderable(),
Ogre::MovableObject(),
mWidth(width),
mUseSkirts(skirts),
mBuilt(false),
mDepth(depth),
mVertexes(0),
mIndices(0),
mLODMorphFactor(0),
mTextureFadeFactor(0),
mMin(30000),
mMax(-30000),
mExtraMorphAmount(0),
mHasFadePass(false),
mQuadData(qd),
mSegmentSize(segSize),
mX(startX),
mY(startY)
{
// From QuadSegment()
assert(qd);
assert(segSize>0&&segSize<=1);
assert(mY>=0&&mY<=1);
assert(mX>=0&&mY<=1);
#ifdef QSDEBUG
{
//check sizes
const float qw = mQuadData->getVertexWidth()-1;
const float fsw = qw*segSize;
const int isw = (int)fsw;
assert(fsw==isw);
}
#endif
//precalc offsets, as getVertex/getNormal get called a lot (1000s of times)
computeOffsets();
// From Quad
node = parent->createChildSceneNode(pos);
// From create()
createVertexBuffer();
calculateVetexValues();
calculateIndexValues();
setBounds();
node->attachObject(this);
createMaterial();
if ( g_heightMap->isMorphingEnabled() && mDepth != g_heightMap->getMaxDepth() ) {
Ogre::Technique* tech = getMaterial()->getTechnique(0);
for ( size_t i = 0; i < tech->getNumPasses(); ++i ) {
assert(g_heightMap->isMorphingEnabled());
tech->getPass(i)->setVertexProgram(MORPH_VERTEX_PROGRAM);
}
}
if ( g_heightMap->isMorphingEnabled() )
calculateDeltaValues();
mBuilt = true;
}
void TerrainMesh::destroy() {
if ( !mBuilt ) return;
//deleting null values is fine iirc
delete mIndices;
# if ENABLED_CRASHING == 1
{
delete mVertexes;
}
# else
{
if ( mDepth != g_heightMap->getMaxDepth() ){
delete mVertexes;
}
}
# endif
mBuilt = false;
}
//----------------------------------------------
void TerrainMesh::update(Ogre::Real time, Ogre::Real camDist, Ogre::Real usplitDist, Ogre::Real morphDist)
{
TRACE("TerrainMesh::update");
//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/g_heightMap->getMorphSpeed()); //decrease slowly
}
if ( mExtraFadeAmount > 0 ) {
mTextureFadeFactor += mExtraFadeAmount;
mExtraFadeAmount -= (time/g_heightMap->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 ( g_heightMap->isTextureFadingEnabled() &&
!mHasFadePass &&
mTextureFadeFactor > 0 &&
hasParentTexture() ) {
addFadePass();
}
}
//----------------------------------------------
void TerrainMesh::addFadePass() {
assert(mHasFadePass==false);
if ( mDepth == g_heightMap->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(g_heightMap->isTextureFadingEnabled());
newPass->setFragmentProgram(FADE_FRAGMENT_PROGRAM);
if ( g_heightMap->isMorphingEnabled() && mDepth != g_heightMap->getMaxDepth() ) {
assert(g_heightMap->isMorphingEnabled());
newPass->setVertexProgram(MORPH_VERTEX_PROGRAM);
}
//set texture to be used
newPass->createTextureUnitState(getParentTexture(), 1);
}
//----------------------------------------------
void TerrainMesh::removeFadePass() {
assert(mHasFadePass==true);
mHasFadePass = false;
Ogre::MaterialPtr mat = getMaterial();
Ogre::Technique* tech = mat->getTechnique(0);
tech->removePass(tech->getNumPasses()-1);
}
//----------------------------------------------
void TerrainMesh::justSplit() {
mExtraMorphAmount = 1;
mLODMorphFactor = 1;
mTextureFadeFactor = 1;
mExtraFadeAmount = 1;
if ( g_heightMap->isTextureFadingEnabled() && hasParentTexture() )
addFadePass();
}
//----------------------------------------------
void TerrainMesh::_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 TerrainMesh::getVertexHeight(int x, int y) {
return getVertex(x,y);
}
//----------------------------------------------
Ogre::Vector3 TerrainMesh::getVertexPosition(int x, int y) {
return Ogre::Vector3(x*getVertexSeperation(), getVertexHeight(x,y) , y*getVertexSeperation());
}
//----------------------------------------------
void TerrainMesh::calculateVetexValues() {
using namespace Ogre;
//get the texture offsets for the higher uv
float xUVOffset = 0;
float yUVOffset = 0;
if ( g_heightMap->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)*getVertexSeperation();
else *verts++ = x*getVertexSeperation();
*verts++ = -4096; //2048 below base sea floor height
if ( y < 0 ) *verts++ = 0;
else if ( y > (mWidth-1) ) *verts++ = (mWidth-1)*getVertexSeperation();
else *verts++ = y*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 ( g_heightMap->isTextureFadingEnabled() ) {
*verts++ = u;
*verts++ = v;
}
} else {
assert(y*mWidth+x>=0&&y*mWidth+x<mWidth*mWidth);
//verts
*verts++ = x*getVertexSeperation();
*verts++ = getVertexHeight(x,y);
*verts++ = y*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++ = 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 ( g_heightMap->isTextureFadingEnabled() ) {
*verts++ = u/2.0f + xUVOffset;
*verts++ = v/2.0f + yUVOffset;
}
}
}
}
mMainBuffer->unlock();
}
//----------------------------------------------
void TerrainMesh::setBounds() {
mBounds.setExtents(0,mMin,0,
(mWidth - 1) * getVertexSeperation(),
mMax,
(mWidth - 1) * getVertexSeperation());
mCenter = Ogre::Vector3( ( (mWidth - 1) * getVertexSeperation() ) / 2,
( mMin + mMax ) / 2,
( (mWidth - 1) * getVertexSeperation() ) / 2);
mBoundingRadius = (mBounds.getMaximum() - mBounds.getMinimum()).length() / 2;
}
//----------------------------------------------
void TerrainMesh::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 ( g_heightMap->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 ( g_heightMap->isMorphingEnabled() )
vertexDecl->addElement(DELTA_BINDING, 0, VET_FLOAT1, VES_BLEND_WEIGHTS);
}
Ogre::HardwareVertexBufferSharedPtr TerrainMesh::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 TerrainMesh::calculateDeltaValues() {
using namespace Ogre;
size_t vw = mWidth;
if ( mUseSkirts ) vw += 2;
//must be using morphing to use this function
assert(g_heightMap->isMorphingEnabled());
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 TerrainMesh::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;
}
Loading…
Cancel
Save