axmol/cocos/3d/CCTerrain.cpp

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#include "CCTerrain.h"
#include <CCImage.h>
USING_NS_CC;
#include "renderer/CCGLProgram.h"
#include "renderer/CCGLProgramState.h"
#include "renderer/CCRenderer.h"
#include "renderer/CCGLProgramStateCache.h"
#include "renderer/ccGLStateCache.h"
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#include "base/CCDirector.h"
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#include "2d/CCCamera.h"
#include <stdlib.h>
static const char * vertex_shader = "\
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attribute vec4 a_position;\
attribute vec2 a_texCoord;\
attribute vec3 a_normal;\
\n#ifdef GL_ES\n\
varying mediump vec2 v_texCoord;\
varying mediump vec3 v_normal;\
\n#else\n\
varying vec2 v_texCoord;\
varying vec3 v_normal;\
\n#endif\n\
void main()\
{\
gl_Position = CC_MVPMatrix * a_position;\
v_texCoord = a_texCoord;\
v_normal = a_normal;\
}\
";
static const char * fragment_shader_RGB_4_DETAIL ="\n#ifdef GL_ES\n\
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precision lowp float;\
\n#endif\n\
uniform vec3 u_color;\
varying vec2 v_texCoord;\
varying vec3 v_normal;\
uniform int u_has_alpha;\
uniform sampler2D u_alphaMap;\
uniform sampler2D u_texture0;\
uniform sampler2D u_texture1;\
uniform sampler2D u_texture2;\
uniform sampler2D u_texture3;\
uniform float u_detailSize[4];\
void main()\
{\
vec3 light_direction = vec3(-1,-1,0);\
float lightFactor = dot(-light_direction,v_normal);\
if(u_has_alpha<=0)\
{\
gl_FragColor = texture2D(u_texture0, v_texCoord)*lightFactor;\
}else\
{\
vec4 blendFactor =texture2D(u_alphaMap,v_texCoord);\
vec4 color = vec4(0,0,0,0);\
color = texture2D(u_texture0, v_texCoord*u_detailSize[0])*blendFactor.r +\
texture2D(u_texture1, v_texCoord*u_detailSize[1])*blendFactor.g + texture2D(u_texture2, v_texCoord*u_detailSize[2])*blendFactor.b;\n\
float grayFactor =dot(blendFactor.rgb, vec3(1, 1, 1));\
color +=texture2D(u_texture3, v_texCoord*u_detailSize[3])*(1.0-grayFactor);\
gl_FragColor = color*lightFactor;\
}\
}";
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NS_CC_BEGIN
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Terrain * Terrain::create(TerrainData &parameter, CrackFixedType fixedType)
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{
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Terrain * terrain = new (std::nothrow)Terrain();
terrain->_terrainData = parameter;
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terrain->_crackFixedType = fixedType;
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terrain->_isCameraViewChanged = true;
terrain->_isTerrainModelMatrixChanged = true;
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//chunksize
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terrain->_chunkSize = parameter.chunkSize;
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//heightmap
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terrain->initHeightMap(parameter.heightMapSrc.c_str());
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if(!parameter.alphaMapSrc)
{
auto textImage = new (std::nothrow)Image();
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textImage->initWithImageFile(parameter.detailMaps[0].detailMapSrc);
auto texture = new (std::nothrow)Texture2D();
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texture->initWithImage(textImage);
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terrain->_detailMapTextures[0] = texture;
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}else
{
//alpha map
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auto image = new (std::nothrow)Image();
image->initWithImageFile(parameter.alphaMapSrc);
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terrain->_alphaMap = new (std::nothrow)Texture2D();
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terrain->_alphaMap->initWithImage(image);
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for(int i =0;i<4;i++)
{
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auto textImage = new (std::nothrow)Image();
textImage->initWithImageFile(parameter.detailMaps[i].detailMapSrc);
auto texture = new (std::nothrow)Texture2D();
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texture->initWithImage(textImage);
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terrain->_detailMapTextures[i] = texture;
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}
}
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terrain->init();
terrain->setAnchorPoint(Vec2(0,0));
terrain->autorelease();
return terrain;
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}
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bool Terrain::init()
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{
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_lodDistance[0]=64;
_lodDistance[1]=128;
_lodDistance[2]=196;
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auto shader = GLProgram::createWithByteArrays(vertex_shader,fragment_shader_RGB_4_DETAIL);
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auto state = GLProgramState::create(shader);
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setGLProgramState(state);
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_normalLocation = glGetAttribLocation(this->getGLProgram()->getProgram(),"a_normal");
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setDrawWire(false);
setIsEnableFrustumCull(true);
return true;
}
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void Terrain::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags)
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{
_customCommand.func = CC_CALLBACK_0(Terrain::onDraw, this, transform, flags);
renderer->addCommand(&_customCommand);
}
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void Terrain::onDraw(const Mat4 &transform, uint32_t flags)
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{
auto glProgram = getGLProgram();
glProgram->use();
glProgram->setUniformsForBuiltins(transform);
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glDepthMask(GL_TRUE);
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GLboolean depthTestCheck;
glGetBooleanv(GL_DEPTH_TEST,&depthTestCheck);
if(!depthTestCheck)
{
glEnable(GL_DEPTH_TEST);
}
GLboolean blendCheck;
glGetBooleanv(GL_BLEND,&blendCheck);
if(blendCheck)
{
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glDisable(GL_BLEND);
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}
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if(!_alphaMap)
{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,_detailMapTextures[0]->getName());
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auto texture_location = glGetUniformLocation(glProgram->getProgram(),"u_texture0");
glUniform1i(texture_location,0);
auto alpha_location = glGetUniformLocation(glProgram->getProgram(),"u_has_alpha");
glUniform1i(alpha_location,0);
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}else
{
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for(int i =0;i<_maxDetailMapValue;i++)
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{
glActiveTexture(GL_TEXTURE0+i);
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glBindTexture(GL_TEXTURE_2D,_detailMapTextures[i]->getName());
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
char str[20];
sprintf(str,"u_texture%d",i);
auto texture_location = glGetUniformLocation(glProgram->getProgram(),str);
glUniform1i(texture_location,i);
sprintf(str,"u_detailSize[%d]",i);
auto detailSizeLocation = glGetUniformLocation(glProgram->getProgram(),str);
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glUniform1f(detailSizeLocation,_terrainData.detailMaps[i].detailMapSize);
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}
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auto alpha_location = glGetUniformLocation(glProgram->getProgram(),"u_has_alpha");
glUniform1i(alpha_location,1);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D,_alphaMap->getName());
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
auto alpha_map_location = glGetUniformLocation(glProgram->getProgram(),"u_alphaMap");
glUniform1i(alpha_map_location,4);
}
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auto camera = Camera::getVisitingCamera();
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if(memcmp(&_CameraMatrix,&camera->getViewMatrix(),sizeof(Mat4))!=0)
{
_isCameraViewChanged = true;
_CameraMatrix = camera->getViewMatrix();
}
auto terrainWorldTransform = getNodeToWorldTransform();
if(memcmp(&_oldTerrrainModelMatrix,&terrainWorldTransform,sizeof(Mat4))!=0)
{
_isTerrainModelMatrixChanged = true;
_oldTerrrainModelMatrix = terrainWorldTransform;
}
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_quadRoot->updateAABB(_oldTerrrainModelMatrix);
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if(_isCameraViewChanged || _isTerrainModelMatrixChanged)
{
auto camPos = camera->getPosition3D();
//set lod
setChunksLOD(camPos);
}
if(_isCameraViewChanged || _isTerrainModelMatrixChanged)
{
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_quadRoot->resetNeedDraw(true);//reset it
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//camera frustum culling
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_quadRoot->cullByCamera(camera,_oldTerrrainModelMatrix);
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}
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_quadRoot->draw();
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if(_isCameraViewChanged)
{
_isCameraViewChanged = false;
}
if(_isTerrainModelMatrixChanged)
{
_isTerrainModelMatrixChanged = false;
}
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glActiveTexture(GL_TEXTURE0);
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if(depthTestCheck)
{
glEnable(GL_DEPTH_TEST);
}else
{
glDisable(GL_DEPTH_TEST);
}
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if(blendCheck)
{
glEnable(GL_BLEND);
}
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}
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void Terrain::initHeightMap(const char * heightMap)
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{
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_heightMapImage = new Image();
_heightMapImage->initWithImageFile(heightMap);
_data = _heightMapImage->getData();
imageWidth =_heightMapImage->getWidth();
imageHeight =_heightMapImage->getHeight();
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int chunk_amount_y = imageHeight/_chunkSize.height;
int chunk_amount_x = imageWidth/_chunkSize.width;
loadVertices();
calculateNormal();
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memset(_chunkesArray, 0, sizeof(_chunkesArray));
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for(int m =0;m<chunk_amount_y;m++)
{
for(int n =0; n<chunk_amount_x;n++)
{
_chunkesArray[m][n] = new Chunk();
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_chunkesArray[m][n]->_terrain = this;
_chunkesArray[m][n]->_size = _chunkSize;
_chunkesArray[m][n]->generate(imageWidth,imageHeight,m,n,_data);
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}
}
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//calculate the neighbor
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for(int m =0;m<chunk_amount_y;m++)
{
for(int n =0; n<chunk_amount_x;n++)
{
if(n-1>=0) _chunkesArray[m][n]->left = _chunkesArray[m][n-1];
if(n+1<chunk_amount_x) _chunkesArray[m][n]->right = _chunkesArray[m][n+1];
if(m-1>=0) _chunkesArray[m][n]->back = _chunkesArray[m-1][n];
if(m+1<chunk_amount_y) _chunkesArray[m][n]->front = _chunkesArray[m+1][n];
}
}
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_quadRoot = new QuadTree(0,0,imageWidth,imageHeight,this);
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}
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Terrain::Terrain()
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{
_alphaMap = nullptr;
}
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void Terrain::setChunksLOD(Vec3 cameraPos)
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{
int chunk_amount_y = imageHeight/_chunkSize.height;
int chunk_amount_x = imageWidth/_chunkSize.width;
for(int m=0;m<chunk_amount_y;m++)
for(int n =0;n<chunk_amount_x;n++)
{
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AABB aabb = _chunkesArray[m][n]->_parent->_worldSpaceAABB;
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auto center = aabb.getCenter();
float dist = Vec3(center.x,0,center.z).distance(Vec3(cameraPos.x,0,cameraPos.z));
_chunkesArray[m][n]->_currentLod = 3;
for(int i =0;i<3;i++)
{
if(dist<=_lodDistance[i])
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{
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_chunkesArray[m][n]->_currentLod = i;
break;
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}
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}
}
}
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float Terrain::getHeight(float x, float z, Vec3 * normal)
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{
Vec2 pos = Vec2(x,z);
//top-left
Vec2 tl = Vec2(-1*_terrainData.mapScale*imageWidth/2,-1*_terrainData.mapScale*imageHeight/2);
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auto result = getNodeToWorldTransform()*Vec4(tl.x,0.0f,tl.y,1.0f);
tl = Vec2(result.x,result.z);
Vec2 to_tl = pos - tl;
//real size
Vec2 size = Vec2(imageWidth*_terrainData.mapScale,imageHeight*_terrainData.mapScale);
result = getNodeToWorldTransform()*Vec4(size.x,0.0f,size.y,0.0f);
size = Vec2(result.x,result.z);
float width_ratio = to_tl.x/size.x;
float height_ratio = to_tl.y/size.y;
float image_x = width_ratio * imageWidth;
float image_y = height_ratio * imageHeight;
float u =image_x - (int)image_x;
float v =image_y - (int)image_y;
float i = (int)image_x;
float j = (int)image_y;
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if(image_x>=imageWidth-1 || image_y >=imageHeight-1 || image_x<0 || image_y<0)
{
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return 0;
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}else
{
float a = getImageHeight(i,j)*getScaleY();
float b = getImageHeight(i,j+1)*getScaleY();
float c = getImageHeight(i+1,j)*getScaleY();
float d = getImageHeight(i+1,j+1)*getScaleY();
if(normal)
{
normal->x = c - b;
normal->y = 2;
normal->z = d - a;
normal->normalize();
//(*normal) = (1-u)*(1-v)*getNormal(i,j)+ (1-u)*v*getNormal(i,j+1) + u*(1-v)*getNormal(i+1,j)+ u*v*getNormal(i+1,j+1);
}
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float reuslt = (1-u)*(1-v)*getImageHeight(i,j)*getScaleY() + (1-u)*v*getImageHeight(i,j+1)*getScaleY() + u*(1-v)*getImageHeight(i+1,j)*getScaleY() + u*v*getImageHeight(i+1,j+1)*getScaleY();
return reuslt;
}
}
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float Terrain::getHeight(Vec2 pos, Vec3*Normal)
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{
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return getHeight(pos.x,pos.y,Normal);
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}
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float Terrain::getImageHeight(int pixel_x,int pixel_y)
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{
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int byte_stride =1;
switch (_heightMapImage->getRenderFormat())
{
case Texture2D::PixelFormat::BGRA8888:
byte_stride = 4;
break;
case Texture2D::PixelFormat::RGB888:
byte_stride =3;
break;
case Texture2D::PixelFormat::I8:
byte_stride =1;
break;
default:
break;
}
return _data[(pixel_y*imageWidth+pixel_x)*byte_stride]*1.0/255*_terrainData.mapHeight -0.5*_terrainData.mapHeight;
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}
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void Terrain::loadVertices()
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{
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m_maxHeight = -999;
m_minHeight = 999;
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for(int i =0;i<imageHeight;i++)
{
for(int j =0;j<imageWidth;j++)
{
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float height = getImageHeight(j,i);
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TerrainVertexData v;
v.position = Vec3(j*_terrainData.mapScale- imageWidth/2*_terrainData.mapScale, //x
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height, //y
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i*_terrainData.mapScale - imageHeight/2*_terrainData.mapScale);//z
v.texcoord = Tex2F(j*1.0/imageWidth,i*1.0/imageHeight);
vertices.push_back (v);
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//update the min & max height;
if(height>m_maxHeight) m_maxHeight = height;
if(height<m_minHeight) m_minHeight = height;
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}
}
}
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void Terrain::calculateNormal()
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{
indices.clear();
//we generate whole terrain indices(global indices) for correct normal calculate
for(int i =0;i<imageHeight-1;i+=1)
{
for(int j = 0;j<imageWidth-1;j+=1)
{
int nLocIndex = i * imageWidth + j;
indices.push_back (nLocIndex);
indices.push_back (nLocIndex + imageWidth);
indices.push_back (nLocIndex + 1);
indices.push_back (nLocIndex + 1);
indices.push_back (nLocIndex + imageWidth);
indices.push_back (nLocIndex + imageWidth+1);
}
}
for (unsigned int i = 0 ; i < indices.size() ; i += 3) {
unsigned int Index0 = indices[i];
unsigned int Index1 = indices[i + 1];
unsigned int Index2 = indices[i + 2];
Vec3 v1 = vertices[Index1].position - vertices[Index0].position;
Vec3 v2 = vertices[Index2].position - vertices[Index0].position;
Vec3 Normal;
Vec3::cross(v1,v2,&Normal);
Normal.normalize();
vertices[Index0].normal += Normal;
vertices[Index1].normal += Normal;
vertices[Index2].normal += Normal;
}
for (unsigned int i = 0 ; i < vertices.size() ; i++) {
vertices[i].normal.normalize();
}
//global indices no need at all
indices.clear();
}
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void Terrain::setDrawWire(bool bool_value)
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{
_isDrawWire = bool_value;
}
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void Terrain::setLODDistance(float lod_1, float lod_2, float lod_3)
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{
_lodDistance[0] = lod_1;
_lodDistance[1] = lod_2;
_lodDistance[2] = lod_3;
}
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void Terrain::setIsEnableFrustumCull(bool bool_value)
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{
_isEnableFrustumCull = bool_value;
}
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Terrain::~Terrain()
{
free(_data);
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for(int i = 0;i<MAX_CHUNKES;i++)
{
for(int j = 0;j<MAX_CHUNKES;j++)
{
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if(_chunkesArray[i][j])
{
delete _chunkesArray[i][j];
}
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}
}
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}
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cocos2d::Vec3 Terrain::getNormal(int pixel_x, int pixel_y)
{
float a = getImageHeight(pixel_x,pixel_y)*getScaleY();
float b = getImageHeight(pixel_x,pixel_y+1)*getScaleY();
float c = getImageHeight(pixel_x+1,pixel_y)*getScaleY();
float d = getImageHeight(pixel_x+1,pixel_y+1)*getScaleY();
Vec3 normal;
normal.x = c - b;
normal.y = 2;
normal.z = d - a;
normal.normalize();
return normal;
}
cocos2d::Vec3 Terrain::getIntersectionPoint(const Ray & ray)
{
Vec3 dir = ray._direction;
dir.normalize();
Vec3 rayStep = _terrainData.chunkSize.width*0.25*dir;
Vec3 rayPos = ray._origin;
Vec3 rayStartPosition = ray._origin;
Vec3 lastRayPosition =rayPos;
rayPos += rayStep;
// Linear search - Loop until find a point inside and outside the terrain Vector3
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float height = getHeight(rayPos.x,rayPos.z);
while (rayPos.y > height)
{
lastRayPosition = rayPos;
rayPos += rayStep;
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height = getHeight(rayPos.x,rayPos.z);
}
Vec3 startPosition = lastRayPosition;
Vec3 endPosition = rayPos;
for (int i= 0; i< 32; i++)
{
// Binary search pass
Vec3 middlePoint = (startPosition + endPosition) * 0.5f;
if (middlePoint.y < height)
endPosition = middlePoint;
else
startPosition = middlePoint;
}
Vec3 collisionPoint = (startPosition + endPosition) * 0.5f;
return collisionPoint;
}
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void Terrain::setMaxDetailMapAmount(int max_value)
{
_maxDetailMapValue = max_value;
}
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cocos2d::Vec2 Terrain::convertToTerrainSpace(Vec2 worldSpaceXZ)
{
Vec2 pos = Vec2(worldSpaceXZ.x,worldSpaceXZ.y);
//top-left
Vec2 tl = Vec2(-1*_terrainData.mapScale*imageWidth/2,-1*_terrainData.mapScale*imageHeight/2);
auto result = getNodeToWorldTransform()*Vec4(tl.x,0.0f,tl.y,1.0f);
tl = Vec2(result.x,result.z);
Vec2 to_tl = pos - tl;
//real size
Vec2 size = Vec2(imageWidth*_terrainData.mapScale,imageHeight*_terrainData.mapScale);
result = getNodeToWorldTransform()*Vec4(size.x,0.0f,size.y,0.0f);
size = Vec2(result.x,result.z);
float width_ratio = to_tl.x/size.x;
float height_ratio = to_tl.y/size.y;
float image_x = width_ratio * imageWidth;
float image_y = height_ratio * imageHeight;
return Vec2(image_x,image_y);
}
void Terrain::resetHeightMap(const char * heightMap)
{
_heightMapImage->release();
vertices.clear();
free(_data);
for(int i = 0;i<MAX_CHUNKES;i++)
{
for(int j = 0;j<MAX_CHUNKES;j++)
{
if(_chunkesArray[i][j])
{
delete _chunkesArray[i][j];
}
}
}
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delete _quadRoot;
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initHeightMap(heightMap);
}
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float Terrain::getMinHeight()
{
return m_minHeight;
}
float Terrain::getMaxHeight()
{
return m_maxHeight;
}
cocos2d::AABB Terrain::getAABB()
{
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return _quadRoot->_worldSpaceAABB;
}
Terrain::QuadTree * Terrain::getQuadTree()
{
return _quadRoot;
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}
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void Terrain::setAlphaMap(cocos2d::Texture2D * newAlphaMapTexture)
{
_alphaMap->release();
_alphaMap = newAlphaMapTexture;
}
void Terrain::setDetailMap(unsigned int index, DetailMap detailMap)
{
if(index>4)
{
CCLOG("invalid DetailMap index %d\n",index);
}
_terrainData.detailMaps[index] = detailMap;
if(_detailMapTextures[index])
{
_detailMapTextures[index]->release();
}
_detailMapTextures[index] = new (std::nothrow)Texture2D();
auto textImage = new (std::nothrow)Image();
textImage->initWithImageFile(detailMap.detailMapSrc);
_detailMapTextures[index]->initWithImage(textImage);
}
Terrain::ChunkIndices Terrain::lookForIndicesLOD(int neighborLod[4], int selfLod, bool * result)
{
(* result) =false;
ChunkIndices tmp;
tmp.indices = 0;
tmp.size = 0;
if(_chunkLodIndicesSet.empty())
{
(* result) =false;
return tmp;
}else
{
int test[5];
memcpy(test,neighborLod,sizeof(int [4]));
test[4] = selfLod;
for(int i =0;i<_chunkLodIndicesSet.size();i++)
{
if(memcmp(test,_chunkLodIndicesSet[i].relativeLod,sizeof(test))==0)
{
(*result) = true;
return _chunkLodIndicesSet[i]._chunkIndices;
}
}
}
(* result) =false;
return tmp;
}
Terrain::ChunkIndices Terrain::insertIndicesLOD(int neighborLod[4], int selfLod, GLushort * indices,int size)
{
ChunkLODIndices lodIndices;
memcpy(lodIndices.relativeLod,neighborLod,sizeof(int [4]));
lodIndices.relativeLod[4] = selfLod;
lodIndices._chunkIndices.size = size;
glGenBuffers(1,&(lodIndices._chunkIndices.indices));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, lodIndices._chunkIndices.indices);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLushort)*size,indices,GL_STATIC_DRAW);
this->_chunkLodIndicesSet.push_back(lodIndices);
return lodIndices._chunkIndices;
}
Terrain::ChunkIndices Terrain::lookForIndicesLODSkrit(int selfLod, bool * result)
{
ChunkIndices badResult;
badResult.indices = 0;
badResult.size = 0;
if(this->_chunkLodIndicesSkirtSet.empty())
{
(*result) = false;
return badResult;
}
for(int i =0;i<_chunkLodIndicesSkirtSet.size();i++)
{
if(_chunkLodIndicesSkirtSet[i].selfLod == selfLod)
{
(*result) = true;
return _chunkLodIndicesSkirtSet[i]._chunkIndices;
}
}
(*result) = false;
return badResult;
}
Terrain::ChunkIndices Terrain::insertIndicesLODSkirt(int selfLod, GLushort * indices, int size)
{
ChunkLODIndicesSkirt skirtIndices;
skirtIndices.selfLod = selfLod;
skirtIndices._chunkIndices.size = size;
glGenBuffers(1,&(skirtIndices._chunkIndices.indices));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, skirtIndices._chunkIndices.indices);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLushort)*size,indices,GL_STATIC_DRAW);
this->_chunkLodIndicesSkirtSet.push_back(skirtIndices);
return skirtIndices._chunkIndices;
}
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void Terrain::Chunk::finish()
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{
//genearate two VBO ,the first for vertices, we just setup datas once ,won't changed at all
//the second vbo for the indices, because we use level of detail technique to each chunk, so we will modified frequently
glGenBuffers(2,vbo);
//only set for vertices vbo
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(TerrainVertexData)*vertices.size(), &vertices[0], GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER,0);
calculateSlope();
for(int i =0;i<4;i++)
{
int step = int(powf(2.0f, float(_currentLod)));
int indicesAmount =(_terrain->_chunkSize.width/step+1)*(_terrain->_chunkSize.height/step+1)*6+(_terrain->_chunkSize.height/step)*3*2
+(_terrain->_chunkSize.width/step)*3*2;
_lod[i].indices.reserve(indicesAmount);
}
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}
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void Terrain::Chunk::bindAndDraw()
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{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
if(_terrain->_isDrawWire)
{
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glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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}else
{
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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}
#endif
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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if(_terrain->_isCameraViewChanged)
{
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switch (_terrain->_crackFixedType)
{
case CrackFixedType::SKIRT:
updateIndicesLODSkirt();
break;
case CrackFixedType::INCREASE_LOWER:
updateVerticesForLOD();
updateIndicesLOD();
break;
default:
break;
}
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,_chunkIndices.indices);
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GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_TEX_COORD| GL::VERTEX_ATTRIB_FLAG_NORMAL);
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unsigned long offset = 0;
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//position
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(TerrainVertexData), (GLvoid *)offset);
offset +=sizeof(Vec3);
//texcoord
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD,2,GL_FLOAT,GL_FALSE,sizeof(TerrainVertexData),(GLvoid *)offset);
offset +=sizeof(Tex2F);
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glEnableVertexAttribArray(_terrain->_normalLocation);
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//normal
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_NORMAL,3,GL_FLOAT,GL_FALSE,sizeof(TerrainVertexData),(GLvoid *)offset);
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glDrawElements(GL_TRIANGLES, (GLsizei)_chunkIndices.size, GL_UNSIGNED_SHORT, 0);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _chunkIndices.size);
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
#endif
}
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void Terrain::Chunk::generate(int imgWidth, int imageHei, int m, int n, const unsigned char * data)
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{
pos_y = m;
pos_x = n;
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switch (_terrain->_crackFixedType)
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{
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case CrackFixedType::SKIRT:
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{
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for(int i=_size.height*m;i<=_size.height*(m+1);i++)
{
if(i>=imageHei) break;
for(int j=_size.width*n;j<=_size.width*(n+1);j++)
{
if(j>=imgWidth)break;
auto v =_terrain->vertices[i*imgWidth + j];
vertices.push_back (v);
}
}
// add two skirt
//#1
for(int i =_size.height*m;i<=_size.height*(m+1);i++)
{
auto v = _terrain->vertices[i*imgWidth +_size.width*(n+1)];
v.position.y = -5;
vertices.push_back (v);
}
//#2
for(int j =_size.width*n;j<=_size.width*(n+1);j++)
{
auto v = _terrain->vertices[_size.height*(m+1)*imgWidth + j];
v.position.y = -5;
vertices.push_back (v);
}
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}
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break;
case CrackFixedType::INCREASE_LOWER:
{
for(int i=_size.height*m;i<=_size.height*(m+1);i++)
{
if(i>=imageHei) break;
for(int j=_size.width*n;j<=_size.width*(n+1);j++)
{
if(j>=imgWidth)break;
auto v =_terrain->vertices[i*imgWidth + j];
vertices.push_back (v);
}
}
}
break;
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}
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calculateAABB();
finish();
}
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Terrain::Chunk::Chunk()
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{
_currentLod = 0;
left = nullptr;
right = nullptr;
back = nullptr;
front = nullptr;
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_oldLod = -1;
for(int i =0;i<4;i++)
{
_neighborOldLOD[i] = -1;
}
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}
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void Terrain::Chunk::updateIndicesLOD()
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{
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int currentNeighborLOD[4];
if(left)
{
currentNeighborLOD[0] = left->_currentLod;
}else{currentNeighborLOD[0] = -1;}
if(right)
{
currentNeighborLOD[1] = right->_currentLod;
}else{currentNeighborLOD[1] = -1;}
if(back)
{
currentNeighborLOD[2] = back->_currentLod;
}else{currentNeighborLOD[2] = -1;}
if(front)
{
currentNeighborLOD[3] = front->_currentLod;
}else{currentNeighborLOD[3] = -1;}
if(_oldLod == _currentLod &&(memcmp(currentNeighborLOD,_neighborOldLOD,sizeof(currentNeighborLOD))==0) )
{
return;// no need to update
}
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bool isOk;
_chunkIndices = _terrain->lookForIndicesLOD(currentNeighborLOD,_currentLod,&isOk);
if(isOk)
{
return;
}
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memcpy(_neighborOldLOD,currentNeighborLOD,sizeof(currentNeighborLOD));
_oldLod = _currentLod;
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int gridY = _size.height;
int gridX = _size.width;
int step = int(powf(2.0f, float(_currentLod)));
if((left&&left->_currentLod > _currentLod) ||(right&&right->_currentLod > _currentLod)
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||(back&&back->_currentLod > _currentLod) || (front && front->_currentLod > _currentLod))
//need update indices.
{
//t-junction inner
_lod[_currentLod].indices.clear();
for(int i =step;i<gridY-step;i+=step)
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{
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for(int j = step;j<gridX-step;j+=step)
{
int nLocIndex = i * (gridX+1) + j;
_lod[_currentLod].indices.push_back (nLocIndex);
_lod[_currentLod].indices.push_back (nLocIndex + step * (gridX+1));
_lod[_currentLod].indices.push_back (nLocIndex + step);
_lod[_currentLod].indices.push_back (nLocIndex + step);
_lod[_currentLod].indices.push_back (nLocIndex + step * (gridX+1));
_lod[_currentLod].indices.push_back (nLocIndex + step * (gridX+1) + step);
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}
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}
//fix T-crack
int next_step = int(powf(2.0f, float(_currentLod+1)));
if(left&&left->_currentLod > _currentLod)//left
{
for(int i =0;i<gridY;i+=next_step)
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{
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_lod[_currentLod].indices.push_back(i*(gridX+1)+step);
_lod[_currentLod].indices.push_back(i*(gridX+1));
_lod[_currentLod].indices.push_back((i+next_step)*(gridX+1));
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_lod[_currentLod].indices.push_back(i*(gridX+1)+step);
_lod[_currentLod].indices.push_back((i+next_step)*(gridX+1));
_lod[_currentLod].indices.push_back((i+step)*(gridX+1)+step);
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_lod[_currentLod].indices.push_back((i+step)*(gridX+1)+step);
_lod[_currentLod].indices.push_back((i+next_step)*(gridX+1));
_lod[_currentLod].indices.push_back((i+next_step)*(gridX+1)+step);
}
}else{
int start=0;
int end =gridY;
if(front&&front->_currentLod > _currentLod) end -=step;
if(back&&back->_currentLod > _currentLod) start +=step;
for(int i =start;i<end;i+=step)
{
_lod[_currentLod].indices.push_back(i*(gridX+1)+step);
_lod[_currentLod].indices.push_back(i*(gridX+1));
_lod[_currentLod].indices.push_back((i+step)*(gridX+1));
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_lod[_currentLod].indices.push_back(i*(gridX+1)+step);
_lod[_currentLod].indices.push_back((i+step)*(gridX+1));
_lod[_currentLod].indices.push_back((i+step)*(gridX+1)+step);
}
}
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if(right&&right->_currentLod > _currentLod)//LEFT
{
for(int i =0;i<gridY;i+=next_step)
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{
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_lod[_currentLod].indices.push_back(i*(gridX+1)+gridX);
_lod[_currentLod].indices.push_back(i*(gridX+1)+gridX-step);
_lod[_currentLod].indices.push_back((i+step)*(gridX+1)+gridX-step);
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_lod[_currentLod].indices.push_back(i*(gridX+1)+gridX);
_lod[_currentLod].indices.push_back((i+step)*(gridX+1)+gridX-step);
_lod[_currentLod].indices.push_back((i+next_step)*(gridX+1)+gridX-step);
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_lod[_currentLod].indices.push_back(i*(gridX+1)+gridX);
_lod[_currentLod].indices.push_back((i+next_step)*(gridX+1)+gridX-step);
_lod[_currentLod].indices.push_back((i+next_step)*(gridX+1)+gridX);
}
}else{
int start=0;
int end =gridY;
if(front&&front->_currentLod > _currentLod) end -=step;
if(back&&back->_currentLod > _currentLod) start +=step;
for(int i =start;i<end;i+=step)
{
_lod[_currentLod].indices.push_back(i*(gridX+1)+gridX);
_lod[_currentLod].indices.push_back(i*(gridX+1)+gridX-step);
_lod[_currentLod].indices.push_back((i+step)*(gridX+1)+gridX-step);
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_lod[_currentLod].indices.push_back(i*(gridX+1)+gridX);
_lod[_currentLod].indices.push_back((i+step)*(gridX+1)+gridX-step);
_lod[_currentLod].indices.push_back((i+step)*(gridX+1)+gridX);
}
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}
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if(front&&front->_currentLod > _currentLod)//front
{
for(int i =0;i<gridX;i+=next_step)
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{
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_lod[_currentLod].indices.push_back((gridY-step)*(gridX+1)+i);
_lod[_currentLod].indices.push_back(gridY*(gridX+1)+i);
_lod[_currentLod].indices.push_back((gridY-step)*(gridX+1)+i+step);
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_lod[_currentLod].indices.push_back((gridY-step)*(gridX+1)+i+step);
_lod[_currentLod].indices.push_back(gridY*(gridX+1)+i);
_lod[_currentLod].indices.push_back(gridY*(gridX+1)+i+next_step);
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_lod[_currentLod].indices.push_back((gridY-step)*(gridX+1)+i+step);
_lod[_currentLod].indices.push_back(gridY*(gridX+1)+i+next_step);
_lod[_currentLod].indices.push_back((gridY-step)*(gridX+1)+i+next_step);
}
}else
{
for(int i =step;i<gridX-step;i+=step)
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{
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_lod[_currentLod].indices.push_back((gridY-step)*(gridX+1)+i);
_lod[_currentLod].indices.push_back(gridY*(gridX+1)+i);
_lod[_currentLod].indices.push_back((gridY-step)*(gridX+1)+i+step);
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_lod[_currentLod].indices.push_back((gridY-step)*(gridX+1)+i+step);
_lod[_currentLod].indices.push_back(gridY*(gridX+1)+i);
_lod[_currentLod].indices.push_back(gridY*(gridX+1)+i+step);
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}
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}
if(back&&back->_currentLod > _currentLod)//back
{
for(int i =0;i<gridX;i+=next_step)
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{
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_lod[_currentLod].indices.push_back(i);
_lod[_currentLod].indices.push_back(step*(gridX+1) +i);
_lod[_currentLod].indices.push_back(step*(gridX+1) +i+step);
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_lod[_currentLod].indices.push_back(i);
_lod[_currentLod].indices.push_back(step*(gridX+1) +i+step);
_lod[_currentLod].indices.push_back(i+next_step);
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_lod[_currentLod].indices.push_back(i+next_step);
_lod[_currentLod].indices.push_back(step*(gridX+1) +i+step);
_lod[_currentLod].indices.push_back(step*(gridX+1) +i+next_step);
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}
}else{
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for(int i =step;i<gridX-step;i+=step)
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{
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_lod[_currentLod].indices.push_back(i);
_lod[_currentLod].indices.push_back(step*(gridX+1)+i);
_lod[_currentLod].indices.push_back(step*(gridX+1)+i+step);
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_lod[_currentLod].indices.push_back(i);
_lod[_currentLod].indices.push_back(step*(gridX+1)+i+step);
_lod[_currentLod].indices.push_back(i+step);
}
}
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_chunkIndices = _terrain->insertIndicesLOD(currentNeighborLOD,_currentLod,&_lod[_currentLod].indices[0],_lod[_currentLod].indices.size());
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}else{
//No lod difference, use simple method
_lod[_currentLod].indices.clear();
for(int i =0;i<gridY;i+=step)
{
for(int j = 0;j<gridX;j+=step)
{
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int nLocIndex = i * (gridX+1) + j;
_lod[_currentLod].indices.push_back (nLocIndex);
_lod[_currentLod].indices.push_back (nLocIndex + step * (gridX+1));
_lod[_currentLod].indices.push_back (nLocIndex + step);
_lod[_currentLod].indices.push_back (nLocIndex + step);
_lod[_currentLod].indices.push_back (nLocIndex + step * (gridX+1));
_lod[_currentLod].indices.push_back (nLocIndex + step * (gridX+1) + step);
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}
}
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_chunkIndices = _terrain->insertIndicesLOD(currentNeighborLOD,_currentLod,&_lod[_currentLod].indices[0],_lod[_currentLod].indices.size());
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}
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}
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void Terrain::Chunk::calculateAABB()
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{
std::vector<Vec3>pos;
for(int i =0;i<vertices.size();i++)
{
pos.push_back(vertices[i].position);
}
_aabb.updateMinMax(&pos[0],pos.size());
}
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void Terrain::Chunk::calculateSlope()
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{
//find max slope
auto lowest = vertices[0].position;
for(int i = 0;i<vertices.size();i++)
{
if(vertices[i].position.y< lowest.y)
{
lowest = vertices[i].position;
}
}
auto highest = vertices[0].position;
for(int i = 0;i<vertices.size();i++)
{
if(vertices[i].position.y> highest.y)
{
highest = vertices[i].position;
}
}
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auto a = Vec2(lowest.x,lowest.z);
auto b = Vec2(highest.x,highest.z);
float dist = a.distance(b);
slope = (highest.y - lowest.y)/dist;
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}
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void Terrain::Chunk::updateVerticesForLOD()
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{
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if(_oldLod == _currentLod){ return;} // no need to update vertices
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vertices_tmp = vertices;
int gridY = _size.height;
int gridX = _size.width;
if(_currentLod>=2 && abs(slope)>1.2)
{
int step = int(powf(2.0f, float(_currentLod)));
for(int i =step;i<gridY-step;i+=step)
for(int j = step; j<gridX-step;j+=step)
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{
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// use linear-sample adjust vertices height
float height = 0;
float count = 0;
for(int n = i-step/2;n<i+step/2;n++)
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{
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for(int m = j-step/2;m<j+step/2;m++)
{
float weight = (step/2 - abs(n-i))*(step/2 - abs(m-j));
height += vertices[m*(gridX+1)+n].position.y;
count += weight;
}
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}
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vertices_tmp[i*(gridX+1)+j].position.y = height/count;
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}
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}
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glBufferData(GL_ARRAY_BUFFER, sizeof(TerrainVertexData)*vertices_tmp.size(), &vertices_tmp[0], GL_STREAM_DRAW);
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}
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Terrain::Chunk::~Chunk()
{
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// glDeleteBuffers(2,vbo);
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}
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void Terrain::Chunk::updateIndicesLODSkirt()
{
if(_oldLod == _currentLod) return;
_oldLod = _currentLod;
bool isOk;
_chunkIndices = _terrain->lookForIndicesLODSkrit(_currentLod,&isOk);
if(isOk) return;
int gridY = _size.height;
int gridX = _size.width;
int step = int(powf(2.0f, float(_currentLod)));
for(int i =0;i<gridY;i+=step)
{
for(int j = 0;j<gridX;j+=step)
{
int nLocIndex = i * (gridX+1) + j;
_lod[_currentLod].indices.push_back (nLocIndex);
_lod[_currentLod].indices.push_back (nLocIndex + step * (gridX+1));
_lod[_currentLod].indices.push_back (nLocIndex + step);
_lod[_currentLod].indices.push_back (nLocIndex + step);
_lod[_currentLod].indices.push_back (nLocIndex + step * (gridX+1));
_lod[_currentLod].indices.push_back (nLocIndex + step * (gridX+1) + step);
}
}
//add skirt
//#1
for(int i =0;i<gridY;i+=step)
{
int nLocIndex = i * (gridX+1) + gridX-step+1;
_lod[_currentLod].indices.push_back (nLocIndex);
_lod[_currentLod].indices.push_back (nLocIndex + step * (gridX+1));
_lod[_currentLod].indices.push_back ((gridY+1) *(gridX+1)+i);
_lod[_currentLod].indices.push_back ((gridY+1) *(gridX+1)+i);
_lod[_currentLod].indices.push_back (nLocIndex + step * (gridX+1));
_lod[_currentLod].indices.push_back ((gridY+1) *(gridX+1)+i+step);
}
//#2
for(int j =0;j<gridX;j+=step)
{
int nLocIndex = (gridY-step+1)* (gridX+1) + j;
_lod[_currentLod].indices.push_back (nLocIndex);
_lod[_currentLod].indices.push_back ((gridX+1)*(gridY+1)+_size.height+1 +j);
_lod[_currentLod].indices.push_back (nLocIndex + step);
_lod[_currentLod].indices.push_back (nLocIndex + step);
_lod[_currentLod].indices.push_back ((gridX+1)*(gridY+1)+_size.height+1 +j);
_lod[_currentLod].indices.push_back ((gridX+1)*(gridY+1)+_size.height+1 +j+step);
}
_chunkIndices = _terrain->insertIndicesLODSkirt(_currentLod,&_lod[_currentLod].indices[0],_lod[_currentLod].indices.size());
}
Terrain::QuadTree::QuadTree(int x, int y, int w, int h, Terrain * terrain)
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{
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_terrain = terrain;
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_needDraw = true;
parent = nullptr;
tl =nullptr;
tr =nullptr;
bl =nullptr;
br =nullptr;
pos_x = x;
pos_y = y;
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this->height = h;
this->width = w;
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if(width> terrain->_chunkSize.width &&height >terrain->_chunkSize.height) //subdivision
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{
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_isTerminal = false;
this->tl = new QuadTree(x,y,width/2,height/2,terrain);
this->tl->parent = this;
this->tr = new QuadTree(x+width/2,y,width/2,height/2,terrain);
this->tr->parent = this;
this->bl = new QuadTree(x,y+height/2,width/2,height/2,terrain);
this->bl->parent = this;
this->br = new QuadTree(x+width/2,y+height/2,width/2,height/2,terrain);
this->br->parent = this;
_aabb.merge(tl->_aabb);
_aabb.merge(tr->_aabb);
_aabb.merge(bl->_aabb);
_aabb.merge(br->_aabb);
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}else // is terminal Node
{
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int m = pos_y/terrain->_chunkSize.height;
int n = pos_x/terrain->_chunkSize.width;
_chunk = terrain->_chunkesArray[m][n];
_isTerminal = true;
_aabb = _chunk->_aabb;
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_chunk->_parent = this;
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}
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_worldSpaceAABB = _aabb;
_worldSpaceAABB.transform(_terrain->getNodeToWorldTransform());
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}
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void Terrain::QuadTree::draw()
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{
if(!_needDraw)return;
if(_isTerminal){
this->_chunk->bindAndDraw();
}else
{
this->tl->draw();
this->tr->draw();
this->br->draw();
this->bl->draw();
}
}
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void Terrain::QuadTree::resetNeedDraw(bool value)
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{
this->_needDraw = value;
if(!_isTerminal)
{
tl->resetNeedDraw(value);
tr->resetNeedDraw(value);
bl->resetNeedDraw(value);
br->resetNeedDraw(value);
}
}
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void Terrain::QuadTree::cullByCamera(const Camera * camera, const Mat4 & worldTransform)
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{
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if(_terrain->_isTerrainModelMatrixChanged)
{
_worldSpaceAABB = _aabb;
_worldSpaceAABB.transform(worldTransform);
}
if(!camera->isVisibleInFrustum(&_worldSpaceAABB))
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{
this->resetNeedDraw(false);
}else
{
if(!_isTerminal){
tl->cullByCamera(camera,worldTransform);
tr->cullByCamera(camera,worldTransform);
bl->cullByCamera(camera,worldTransform);
br->cullByCamera(camera,worldTransform);
}
}
}
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void Terrain::QuadTree::updateAABB(const Mat4 & worldTransform)
{
if(_terrain->_isTerrainModelMatrixChanged)
{
_worldSpaceAABB = _aabb;
_worldSpaceAABB.transform(worldTransform);
}
if(!_isTerminal){
tl->updateAABB(worldTransform);
tr->updateAABB(worldTransform);
bl->updateAABB(worldTransform);
br->updateAABB(worldTransform);
}
}
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Terrain::TerrainData::TerrainData(const char * heightMapsrc , const char * textureSrc, const Size & chunksize, float height, float scale)
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{
this->heightMapSrc = heightMapsrc;
this->detailMaps[0].detailMapSrc = textureSrc;
this->alphaMapSrc = nullptr;
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this->chunkSize = chunksize;
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this->mapHeight = height;
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this->mapScale = scale;
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}
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Terrain::TerrainData::TerrainData(const char * heightMapsrc, const char * alphamap, const DetailMap& detail1, const DetailMap& detail2, const DetailMap& detail3, const DetailMap& detail4, const Size & chunksize, float height, float scale)
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{
this->heightMapSrc = heightMapsrc;
this->alphaMapSrc = const_cast<char *>(alphamap);
this->detailMaps[0] = detail1;
this->detailMaps[1] = detail2;
this->detailMaps[2] = detail3;
this->detailMaps[3] = detail4;
this->chunkSize = chunksize;
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this->mapHeight = height;
this->mapScale = scale;
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_detailMapAmount = 4;
}
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Terrain::TerrainData::TerrainData(const char* heightMapsrc, const char * alphamap, const DetailMap& detail1, const DetailMap& detail2, const DetailMap& detail3, const Size & chunksize /*= Size(32,32)*/, float height /*= 2*/, float scale /*= 0.1*/)
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{
this->heightMapSrc = heightMapsrc;
this->alphaMapSrc = const_cast<char *>(alphamap);
this->detailMaps[0] = detail1;
this->detailMaps[1] = detail2;
this->detailMaps[2] = detail3;
this->detailMaps[3] = nullptr;
this->chunkSize = chunksize;
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this->mapHeight = height;
this->mapScale = scale;
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_detailMapAmount = 3;
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}
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Terrain::TerrainData::TerrainData()
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{
}
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Terrain::DetailMap::DetailMap(const char * detailMapPath, float size /*= 35*/)
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{
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this->detailMapSrc = detailMapPath;
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this->detailMapSize = size;
}
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Terrain::DetailMap::DetailMap()
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{
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detailMapSrc = "";
detailMapSize = 35;
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}
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NS_CC_END