mirror of
https://github.com/TES3MP/openmw-tes3mp.git
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git-svn-id: https://openmw.svn.sourceforge.net/svnroot/openmw/trunk@112 ea6a568a-9f4f-0410-981a-c910a81bb256
229 lines
6.7 KiB
C++
229 lines
6.7 KiB
C++
/**
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* @brief Terrain for one cell. Handles building, destroying and LOD morphing
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*/
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class TerrainRenderable : public Ogre::Renderable, public Ogre::MovableObject {
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public:
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explicit TerrainRenderable(Terrain* t, QuadSegment* qs, int width, int depth, bool skirts);
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/**
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* Calls destroy();
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*/
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~TerrainRenderable();
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/**
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* Creates the actual mesh, it has to be called manually, as it is not called in the constructor
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*/
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void create(Ogre::SceneNode* sn) ;
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/**
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* Can be called manually and can be called from the destuctor. This destroyes the mesh
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*/
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void destroy();
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/**
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* @brief Checks if it needs to be split or unsplit and deals with the morph factor
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* @brief time seconds since last frame
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*/
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void update(Ogre::Real time, Ogre::Real camDist, Ogre::Real usplitDist, Ogre::Real morphDist);
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/**
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* @todo Needs to work out what this does (if it does what it is meant to)
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*/
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void visitRenderables(Renderable::Visitor* visitor,
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bool debugRenderables = false) {
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visitor->visit(this, 0, false);
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}
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virtual const Ogre::MaterialPtr& getMaterial( void ) const {
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return mMaterial;
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}
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//-----------------------------------------------------------------------
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void getRenderOperation( Ogre::RenderOperation& op ) {
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op.useIndexes = true;
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op.operationType = Ogre::RenderOperation::OT_TRIANGLE_LIST;
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op.vertexData = mVertexes;
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op.indexData = mIndices;
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}
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//-----------------------------------------------------------------------
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void getWorldTransforms( Ogre::Matrix4* xform ) const {
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*xform = mParentNode->_getFullTransform();
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}
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//-----------------------------------------------------------------------
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const Ogre::Quaternion& getWorldOrientation(void) const {
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return mParentNode->_getDerivedOrientation();
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}
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//-----------------------------------------------------------------------
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const Ogre::Vector3& getWorldPosition(void) const {
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return mParentNode->_getDerivedPosition();
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}
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//-----------------------------------------------------------------------
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Ogre::Real getSquaredViewDepth(const Ogre::Camera *cam) const {
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Ogre::Vector3 diff = mCenter - cam->getDerivedPosition();
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// Use squared length to avoid square root
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return diff.squaredLength();
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}
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//-----------------------------------------------------------------------
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const Ogre::LightList& getLights(void) const {
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if (mLightListDirty) {
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getParentSceneNode()->getCreator()->_populateLightList(
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mCenter, this->getBoundingRadius(), mLightList);
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mLightListDirty = false;
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}
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return mLightList;
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}
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//-----------------------------------------------------------------------
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virtual const Ogre::String& getMovableType( void ) const {
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static Ogre::String t = "MW_TERRAIN";
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return t;
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}
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//-----------------------------------------------------------------------
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void _updateRenderQueue( Ogre::RenderQueue* queue ) {
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mLightListDirty = true;
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queue->addRenderable(this, mRenderQueueID);
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}
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const Ogre::AxisAlignedBox& getBoundingBox( void ) const {
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return mBounds;
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};
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//-----------------------------------------------------------------------
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Ogre::Real getBoundingRadius(void) const {
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return mBoundingRadius;
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}
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//-----------------------------------------------------------------------
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/**
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* @brief passes the morph factor to the custom vertex program
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*/
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void _updateCustomGpuParameter(const Ogre::GpuProgramParameters::AutoConstantEntry& constantEntry,
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Ogre::GpuProgramParameters* params) const;
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/**
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* @brief sets the mExtraMorphAmount so it slowly regains detail from the lowest morph factor
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*/
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void justSplit();
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/**
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* @brief Does nothing
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*/
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inline void justUnsplit(){
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}
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inline float getMax(){
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return mMax;
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}
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inline float getMin(){
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return mMin;
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}
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private:
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/**
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* @brief Adds another pass to the material to fade in/out the material from a higher level
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*/
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void addFadePass();
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/**
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* @brief removes the last pass from the material. Assumed to be the fade pass
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*/
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void removeFadePass();
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/**
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* @return the height at the given vertex
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*/
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float getVertexHeight(int x, int y);
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/**
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* Inits the vertex stuff
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*/
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void createVertexBuffer();
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/**
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* @brief fills the vertex buffer with data
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* @todo I don't think tex co-ords are right
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*/
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void calculateVetexValues();
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/**
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* @brief returns a a new Vertex Buffer ready for input
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* @remarks Unlike other terrain libs, this isn't 0s when it is returend
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*/
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Ogre::HardwareVertexBufferSharedPtr createDeltaBuffer( );
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/**
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* @brief DOESN'T WORK FULLY
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* @todo fix
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*/
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void calculateDeltaValues();
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/**
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* @brief gets the position of a vertex. It will not interpolate
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*/
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Ogre::Vector3 getVertexPosition(int x, int y);
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/**
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* @brief gets the indicies for the vertex data.
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*/
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void calculateIndexValues();
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/**
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* @brief sets the bounds on the renderable. This requires that mMin/mMax have been set. They are set in createVertexData
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* @remarks this may look as though it is done twice, as it is also done in MeshInterface, however, there is no guarentee that
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* the mesh sizes are the same
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*/
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void setBounds();
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const int mWidth;
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const bool mUseSkirts;
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///true if the land has been built
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bool mBuilt;
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int mDepth;
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QuadSegment* mSegment;
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Terrain* mTerrain;
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Ogre::MaterialPtr mMaterial;
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Ogre::ManualObject* mObject;
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Ogre::SceneNode* mSceneNode;
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Ogre::VertexData* mVertexes;
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Ogre::IndexData* mIndices;
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Ogre::HardwareVertexBufferSharedPtr mMainBuffer;
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Ogre::HardwareVertexBufferSharedPtr mDeltaBuffer;
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mutable bool mLightListDirty;
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Ogre::Real mBoundingRadius;
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Ogre::AxisAlignedBox mBounds;
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Ogre::Vector3 mCenter;
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Ogre::Real mLODMorphFactor, mTextureFadeFactor;
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/** Max and min heights of the mesh */
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float mMin, mMax;
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/**
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* @brief holds the amount to morph by, this decreases to 0 over a periord of time
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* It is changed and used in the update() function
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*/
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Ogre::Real mExtraMorphAmount, mExtraFadeAmount;
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/**
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* True if the fade pass has been added to the material.
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*/
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bool mHasFadePass;
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//Custom params used in terrian shaders.
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static const size_t MORPH_CUSTOM_PARAM_ID = 77;
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static const size_t FADE_CUSTOM_PARAM_ID = 78;
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//Terrain bindings
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static const int MAIN_BINDING = 0;
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static const int DELTA_BINDING = 1;
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};
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