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612 lines
20 KiB
C++
612 lines
20 KiB
C++
/*
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* Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "quadtreenode.hpp"
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#include <OgreSceneManager.h>
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#include <OgreManualObject.h>
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#include <OgreSceneNode.h>
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#include <OgreMaterialManager.h>
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#include <OgreTextureManager.h>
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#include "defaultworld.hpp"
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#include "chunk.hpp"
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#include "storage.hpp"
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#include "buffercache.hpp"
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#include "material.hpp"
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using namespace Terrain;
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namespace
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{
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int Log2( int n )
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{
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assert(n > 0);
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int targetlevel = 0;
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while (n >>= 1) ++targetlevel;
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return targetlevel;
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}
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// Utility functions for neighbour finding algorithm
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ChildDirection reflect(ChildDirection dir, Direction dir2)
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{
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assert(dir != Root);
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const int lookupTable[4][4] =
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{
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// NW NE SW SE
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{ SW, SE, NW, NE }, // N
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{ NE, NW, SE, SW }, // E
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{ SW, SE, NW, NE }, // S
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{ NE, NW, SE, SW } // W
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};
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return (ChildDirection)lookupTable[dir2][dir];
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}
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bool adjacent(ChildDirection dir, Direction dir2)
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{
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assert(dir != Root);
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const bool lookupTable[4][4] =
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{
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// NW NE SW SE
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{ true, true, false, false }, // N
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{ false, true, false, true }, // E
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{ false, false, true, true }, // S
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{ true, false, true, false } // W
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};
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return lookupTable[dir2][dir];
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}
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// Algorithm described by Hanan Samet - 'Neighbour Finding in Quadtrees'
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// http://www.cs.umd.edu/~hjs/pubs/SametPRIP81.pdf
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QuadTreeNode* searchNeighbourRecursive (QuadTreeNode* currentNode, Direction dir)
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{
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if (!currentNode->getParent())
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return NULL; // Arrived at root node, the root node does not have neighbours
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QuadTreeNode* nextNode;
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if (adjacent(currentNode->getDirection(), dir))
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nextNode = searchNeighbourRecursive(currentNode->getParent(), dir);
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else
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nextNode = currentNode->getParent();
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if (nextNode && nextNode->hasChildren())
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return nextNode->getChild(reflect(currentNode->getDirection(), dir));
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else
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return NULL;
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}
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// Create a 2D quad
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void makeQuad(Ogre::SceneManager* sceneMgr, float left, float top, float right, float bottom, Ogre::MaterialPtr material)
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{
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Ogre::ManualObject* manual = sceneMgr->createManualObject();
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// Use identity view/projection matrices to get a 2d quad
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manual->setUseIdentityProjection(true);
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manual->setUseIdentityView(true);
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manual->begin(material->getName());
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float normLeft = left*2-1;
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float normTop = top*2-1;
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float normRight = right*2-1;
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float normBottom = bottom*2-1;
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manual->position(normLeft, normTop, 0.0);
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manual->textureCoord(0, 1);
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manual->position(normRight, normTop, 0.0);
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manual->textureCoord(1, 1);
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manual->position(normRight, normBottom, 0.0);
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manual->textureCoord(1, 0);
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manual->position(normLeft, normBottom, 0.0);
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manual->textureCoord(0, 0);
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manual->quad(0,1,2,3);
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manual->end();
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Ogre::AxisAlignedBox aabInf;
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aabInf.setInfinite();
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manual->setBoundingBox(aabInf);
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sceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(manual);
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}
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}
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QuadTreeNode::QuadTreeNode(DefaultWorld* terrain, ChildDirection dir, float size, const Ogre::Vector2 ¢er, QuadTreeNode* parent)
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: mMaterialGenerator(NULL)
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, mLoadState(LS_Unloaded)
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, mIsDummy(false)
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, mSize(size)
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, mLodLevel(Log2(static_cast<int>(mSize)))
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, mBounds(Ogre::AxisAlignedBox::BOX_NULL)
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, mWorldBounds(Ogre::AxisAlignedBox::BOX_NULL)
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, mDirection(dir)
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, mCenter(center)
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, mSceneNode(NULL)
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, mParent(parent)
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, mChunk(NULL)
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, mTerrain(terrain)
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{
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mBounds.setNull();
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for (int i=0; i<4; ++i)
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mChildren[i] = NULL;
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for (int i=0; i<4; ++i)
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mNeighbours[i] = NULL;
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if (mDirection == Root)
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mSceneNode = mTerrain->getRootSceneNode();
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else
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mSceneNode = mTerrain->getSceneManager()->createSceneNode();
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Ogre::Vector2 pos (0,0);
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if (mParent)
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pos = mParent->getCenter();
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pos = mCenter - pos;
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float cellWorldSize = mTerrain->getStorage()->getCellWorldSize();
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Ogre::Vector3 sceneNodePos (pos.x*cellWorldSize, pos.y*cellWorldSize, 0);
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mTerrain->convertPosition(sceneNodePos);
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mSceneNode->setPosition(sceneNodePos);
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mMaterialGenerator = new MaterialGenerator();
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mMaterialGenerator->enableShaders(mTerrain->getShadersEnabled());
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}
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void QuadTreeNode::createChild(ChildDirection id, float size, const Ogre::Vector2 ¢er)
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{
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mChildren[id] = new QuadTreeNode(mTerrain, id, size, center, this);
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}
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QuadTreeNode::~QuadTreeNode()
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{
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for (int i=0; i<4; ++i)
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delete mChildren[i];
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delete mChunk;
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delete mMaterialGenerator;
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}
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QuadTreeNode* QuadTreeNode::getNeighbour(Direction dir)
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{
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return mNeighbours[static_cast<int>(dir)];
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}
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void QuadTreeNode::initNeighbours()
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{
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for (int i=0; i<4; ++i)
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mNeighbours[i] = searchNeighbourRecursive(this, (Direction)i);
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if (hasChildren())
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for (int i=0; i<4; ++i)
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mChildren[i]->initNeighbours();
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}
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void QuadTreeNode::initAabb()
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{
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float cellWorldSize = mTerrain->getStorage()->getCellWorldSize();
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if (hasChildren())
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{
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for (int i=0; i<4; ++i)
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{
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mChildren[i]->initAabb();
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mBounds.merge(mChildren[i]->getBoundingBox());
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}
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float minH, maxH;
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switch (mTerrain->getAlign())
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{
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case Terrain::Align_XY:
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minH = mBounds.getMinimum().z;
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maxH = mBounds.getMaximum().z;
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break;
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case Terrain::Align_XZ:
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minH = mBounds.getMinimum().y;
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maxH = mBounds.getMaximum().y;
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break;
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case Terrain::Align_YZ:
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minH = mBounds.getMinimum().x;
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maxH = mBounds.getMaximum().x;
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break;
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}
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Ogre::Vector3 min(-mSize/2*cellWorldSize, -mSize/2*cellWorldSize, minH);
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Ogre::Vector3 max(Ogre::Vector3(mSize/2*cellWorldSize, mSize/2*cellWorldSize, maxH));
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mBounds = Ogre::AxisAlignedBox (min, max);
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mTerrain->convertBounds(mBounds);
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}
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Ogre::Vector3 offset(mCenter.x*cellWorldSize, mCenter.y*cellWorldSize, 0);
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mTerrain->convertPosition(offset);
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mWorldBounds = Ogre::AxisAlignedBox(mBounds.getMinimum() + offset,
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mBounds.getMaximum() + offset);
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}
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void QuadTreeNode::setBoundingBox(const Ogre::AxisAlignedBox &box)
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{
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mBounds = box;
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}
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const Ogre::AxisAlignedBox& QuadTreeNode::getBoundingBox()
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{
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return mBounds;
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}
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const Ogre::AxisAlignedBox& QuadTreeNode::getWorldBoundingBox()
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{
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return mWorldBounds;
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}
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bool QuadTreeNode::update(const Ogre::Vector3 &cameraPos)
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{
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if (isDummy())
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return true;
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if (mBounds.isNull())
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return true;
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float dist = mWorldBounds.distance(cameraPos);
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// Make sure our scene node is attached
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if (!mSceneNode->isInSceneGraph())
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{
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mParent->getSceneNode()->addChild(mSceneNode);
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}
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// Simple LOD selection
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/// \todo use error metrics?
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size_t wantedLod = 0;
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float cellWorldSize = mTerrain->getStorage()->getCellWorldSize();
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if (dist > cellWorldSize*64)
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wantedLod = 6;
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else if (dist > cellWorldSize*32)
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wantedLod = 5;
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else if (dist > cellWorldSize*12)
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wantedLod = 4;
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else if (dist > cellWorldSize*5)
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wantedLod = 3;
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else if (dist > cellWorldSize*2)
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wantedLod = 2;
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else if (dist > cellWorldSize * 1.42) // < sqrt2 so the 3x3 grid around player is always highest lod
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wantedLod = 1;
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bool wantToDisplay = mSize <= mTerrain->getMaxBatchSize() && mLodLevel <= wantedLod;
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if (wantToDisplay)
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{
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// Wanted LOD is small enough to render this node in one chunk
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if (mLoadState == LS_Unloaded)
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{
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mLoadState = LS_Loading;
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mTerrain->queueLoad(this);
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return false;
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}
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if (mLoadState == LS_Loaded)
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{
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// Additional (index buffer) LOD is currently disabled.
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// This is due to a problem with the LOD selection when a node splits.
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// After splitting, the distance is measured from the children's bounding boxes, which are possibly
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// further away than the original node's bounding box, possibly causing a child to switch to a *lower* LOD
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// than the original node.
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// In short, we'd sometimes get a switch to a lesser detail when actually moving closer.
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// This wouldn't be so bad, but unfortunately it also breaks LOD edge connections if a neighbour
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// node hasn't split yet, and has a higher LOD than our node's child:
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// ----- ----- ------------
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// | LOD | LOD | |
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// | 1 | 1 | |
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// |-----|-----| LOD 0 |
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// | LOD | LOD | |
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// | 0 | 0 | |
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// ----- ----- ------------
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// To prevent this, nodes of the same size need to always select the same LOD, which is basically what we're
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// doing here.
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// But this "solution" does increase triangle overhead, so eventually we need to find a more clever way.
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//mChunk->setAdditionalLod(wantedLod - mLodLevel);
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if (!mChunk->getVisible() && hasChildren())
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{
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for (int i=0; i<4; ++i)
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mChildren[i]->unload(true);
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}
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mChunk->setVisible(true);
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return true;
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}
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return false; // LS_Loading
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}
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// We do not want to display this node - delegate to children if they are already loaded
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if (!wantToDisplay && hasChildren())
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{
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if (mChunk)
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{
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// Are children already loaded?
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bool childrenLoaded = true;
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for (int i=0; i<4; ++i)
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if (!mChildren[i]->update(cameraPos))
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childrenLoaded = false;
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if (!childrenLoaded)
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{
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mChunk->setVisible(true);
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// Make sure child scene nodes are detached until all children are loaded
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mSceneNode->removeAllChildren();
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}
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else
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{
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// Delegation went well, we can unload now
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unload();
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for (int i=0; i<4; ++i)
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{
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if (!mChildren[i]->getSceneNode()->isInSceneGraph())
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mSceneNode->addChild(mChildren[i]->getSceneNode());
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}
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}
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return true;
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}
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else
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{
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bool success = true;
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for (int i=0; i<4; ++i)
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success = mChildren[i]->update(cameraPos) & success;
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return success;
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}
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}
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return false;
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}
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void QuadTreeNode::load(const LoadResponseData &data)
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{
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assert (!mChunk);
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mChunk = new Chunk(mTerrain->getBufferCache().getUVBuffer(), mBounds, data.mPositions, data.mNormals, data.mColours);
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mChunk->setVisibilityFlags(mTerrain->getVisibilityFlags());
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mChunk->setCastShadows(true);
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mSceneNode->attachObject(mChunk);
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mMaterialGenerator->enableShadows(mTerrain->getShadowsEnabled());
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mMaterialGenerator->enableSplitShadows(mTerrain->getSplitShadowsEnabled());
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if (mTerrain->areLayersLoaded())
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{
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if (mSize == 1)
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{
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mChunk->setMaterial(mMaterialGenerator->generate());
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}
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else
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{
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ensureCompositeMap();
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mMaterialGenerator->setCompositeMap(mCompositeMap->getName());
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mChunk->setMaterial(mMaterialGenerator->generateForCompositeMap());
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}
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}
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// else: will be loaded in loadMaterials() after background thread has finished loading layers
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mChunk->setVisible(false);
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mLoadState = LS_Loaded;
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}
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void QuadTreeNode::unload(bool recursive)
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{
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if (mChunk)
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{
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mSceneNode->detachObject(mChunk);
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delete mChunk;
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mChunk = NULL;
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if (!mCompositeMap.isNull())
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{
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Ogre::TextureManager::getSingleton().remove(mCompositeMap->getName());
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mCompositeMap.setNull();
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}
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// Do *not* set this when we are still loading!
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mLoadState = LS_Unloaded;
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}
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if (recursive && hasChildren())
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{
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for (int i=0; i<4; ++i)
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mChildren[i]->unload(true);
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}
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}
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void QuadTreeNode::updateIndexBuffers()
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{
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if (hasChunk())
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{
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// Fetch a suitable index buffer (which may be shared)
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size_t ourLod = getActualLodLevel();
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unsigned int flags = 0;
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for (int i=0; i<4; ++i)
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{
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QuadTreeNode* neighbour = getNeighbour((Direction)i);
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// If the neighbour isn't currently rendering itself,
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// go up until we find one. NOTE: We don't need to go down,
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// because in that case neighbour's detail would be higher than
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// our detail and the neighbour would handle stitching by itself.
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while (neighbour && !neighbour->hasChunk())
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neighbour = neighbour->getParent();
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size_t lod = 0;
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if (neighbour)
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lod = neighbour->getActualLodLevel();
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if (lod <= ourLod) // We only need to worry about neighbours less detailed than we are -
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lod = 0; // neighbours with more detail will do the stitching themselves
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// Use 4 bits for each LOD delta
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if (lod > 0)
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{
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assert (lod - ourLod < (1 << 4));
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flags |= static_cast<unsigned int>(lod - ourLod) << (4*i);
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}
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}
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flags |= 0 /*((int)mAdditionalLod)*/ << (4*4);
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mChunk->setIndexBuffer(mTerrain->getBufferCache().getIndexBuffer(flags));
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}
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else if (hasChildren())
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{
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for (int i=0; i<4; ++i)
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mChildren[i]->updateIndexBuffers();
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}
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}
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bool QuadTreeNode::hasChunk()
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{
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return mSceneNode->isInSceneGraph() && mChunk && mChunk->getVisible();
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}
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size_t QuadTreeNode::getActualLodLevel()
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{
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assert(hasChunk() && "Can't get actual LOD level if this node has no render chunk");
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return mLodLevel /* + mChunk->getAdditionalLod() */;
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}
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void QuadTreeNode::loadLayers(const LayerCollection& collection)
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{
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assert (!mMaterialGenerator->hasLayers());
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std::vector<Ogre::TexturePtr> blendTextures;
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for (std::vector<Ogre::PixelBox>::const_iterator it = collection.mBlendmaps.begin(); it != collection.mBlendmaps.end(); ++it)
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{
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// TODO: clean up blend textures on destruction
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static int count=0;
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Ogre::TexturePtr map = Ogre::TextureManager::getSingleton().createManual("terrain/blend/"
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+ Ogre::StringConverter::toString(count++), Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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Ogre::TEX_TYPE_2D, it->getWidth(), it->getHeight(), 0, it->format);
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Ogre::DataStreamPtr stream(new Ogre::MemoryDataStream(it->data, it->getWidth()*it->getHeight()*Ogre::PixelUtil::getNumElemBytes(it->format), true));
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map->loadRawData(stream, it->getWidth(), it->getHeight(), it->format);
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blendTextures.push_back(map);
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}
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mMaterialGenerator->setLayerList(collection.mLayers);
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mMaterialGenerator->setBlendmapList(blendTextures);
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}
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void QuadTreeNode::loadMaterials()
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{
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if (isDummy())
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return;
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// Load children first since we depend on them when creating a composite map
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if (hasChildren())
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{
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for (int i=0; i<4; ++i)
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mChildren[i]->loadMaterials();
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}
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if (mChunk)
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{
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if (mSize == 1)
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{
|
|
mChunk->setMaterial(mMaterialGenerator->generate());
|
|
}
|
|
else
|
|
{
|
|
ensureCompositeMap();
|
|
mMaterialGenerator->setCompositeMap(mCompositeMap->getName());
|
|
mChunk->setMaterial(mMaterialGenerator->generateForCompositeMap());
|
|
}
|
|
}
|
|
}
|
|
|
|
void QuadTreeNode::prepareForCompositeMap(Ogre::TRect<float> area)
|
|
{
|
|
Ogre::SceneManager* sceneMgr = mTerrain->getCompositeMapSceneManager();
|
|
|
|
if (mIsDummy)
|
|
{
|
|
// TODO - store this default material somewhere instead of creating one for each empty cell
|
|
MaterialGenerator matGen;
|
|
matGen.enableShaders(mTerrain->getShadersEnabled());
|
|
std::vector<LayerInfo> layer;
|
|
layer.push_back(mTerrain->getStorage()->getDefaultLayer());
|
|
matGen.setLayerList(layer);
|
|
makeQuad(sceneMgr, area.left, area.top, area.right, area.bottom, matGen.generateForCompositeMapRTT());
|
|
return;
|
|
}
|
|
if (mSize > 1)
|
|
{
|
|
assert(hasChildren());
|
|
|
|
// 0,0 -------- 1,0
|
|
// | | |
|
|
// |-----|------|
|
|
// | | |
|
|
// 0,1 -------- 1,1
|
|
|
|
float halfW = area.width()/2.f;
|
|
float halfH = area.height()/2.f;
|
|
mChildren[NW]->prepareForCompositeMap(Ogre::TRect<float>(area.left, area.top, area.right-halfW, area.bottom-halfH));
|
|
mChildren[NE]->prepareForCompositeMap(Ogre::TRect<float>(area.left+halfW, area.top, area.right, area.bottom-halfH));
|
|
mChildren[SW]->prepareForCompositeMap(Ogre::TRect<float>(area.left, area.top+halfH, area.right-halfW, area.bottom));
|
|
mChildren[SE]->prepareForCompositeMap(Ogre::TRect<float>(area.left+halfW, area.top+halfH, area.right, area.bottom));
|
|
}
|
|
else
|
|
{
|
|
// TODO: when to destroy?
|
|
Ogre::MaterialPtr material = mMaterialGenerator->generateForCompositeMapRTT();
|
|
makeQuad(sceneMgr, area.left, area.top, area.right, area.bottom, material);
|
|
}
|
|
}
|
|
|
|
void QuadTreeNode::ensureCompositeMap()
|
|
{
|
|
if (!mCompositeMap.isNull())
|
|
return;
|
|
|
|
static int i=0;
|
|
std::stringstream name;
|
|
name << "terrain/comp" << i++;
|
|
|
|
const int size = 128;
|
|
mCompositeMap = Ogre::TextureManager::getSingleton().createManual(
|
|
name.str(), Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
|
|
Ogre::TEX_TYPE_2D, size, size, Ogre::MIP_DEFAULT, Ogre::PF_A8B8G8R8);
|
|
|
|
// Create quads for each cell
|
|
prepareForCompositeMap(Ogre::TRect<float>(0,0,1,1));
|
|
|
|
mTerrain->renderCompositeMap(mCompositeMap);
|
|
|
|
mTerrain->clearCompositeMapSceneManager();
|
|
|
|
}
|
|
|
|
void QuadTreeNode::applyMaterials()
|
|
{
|
|
if (mChunk)
|
|
{
|
|
mMaterialGenerator->enableShadows(mTerrain->getShadowsEnabled());
|
|
mMaterialGenerator->enableSplitShadows(mTerrain->getSplitShadowsEnabled());
|
|
if (mSize <= 1)
|
|
mChunk->setMaterial(mMaterialGenerator->generate());
|
|
else
|
|
mChunk->setMaterial(mMaterialGenerator->generateForCompositeMap());
|
|
}
|
|
if (hasChildren())
|
|
for (int i=0; i<4; ++i)
|
|
mChildren[i]->applyMaterials();
|
|
}
|