axmol/cocos/3d/CCTerrain.cpp

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/****************************************************************************
Copyright (c) 2015 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "3d/CCTerrain.h"
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USING_NS_CC;
#include <stdlib.h>
#include <CCImage.h>
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#include <float.h>
#include <set>
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#include "renderer/CCGLProgram.h"
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#include "renderer/CCGLProgramCache.h"
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#include "renderer/CCGLProgramState.h"
#include "renderer/CCRenderer.h"
#include "renderer/CCGLProgramStateCache.h"
#include "renderer/ccGLStateCache.h"
#include "renderer/CCRenderState.h"
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#include "base/CCDirector.h"
#include "base/CCEventType.h"
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#include "2d/CCCamera.h"
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NS_CC_BEGIN
// check a number is power of two.
static bool isPOT(int number)
{
bool flag = false;
if((number>0)&&(number&(number-1))==0)
flag = true;
return flag;
}
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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();
if (terrain->initWithTerrainData(parameter, fixedType))
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{
terrain->autorelease();
return terrain;
}
CC_SAFE_DELETE(terrain);
return terrain;
}
bool Terrain::initWithTerrainData(TerrainData &parameter, CrackFixedType fixedType)
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{
this->setSkirtHeightRatio(parameter._skirtHeightRatio);
this->_terrainData = parameter;
this->_crackFixedType = fixedType;
this->_isCameraViewChanged = true;
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//chunksize
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this->_chunkSize = parameter._chunkSize;
bool initResult = true;
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//init heightmap
initResult &= this->initHeightMap(parameter._heightMapSrc);
//init textures alpha map,detail Maps
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initResult &= this->initTextures();
initResult &= this->initProperties();
return initResult;
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}
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void cocos2d::Terrain::setLightMap(const std::string& fileName)
{
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CC_SAFE_RELEASE(_lightMap);
auto image = new (std::nothrow)Image();
image->initWithImageFile(fileName);
_lightMap = new (std::nothrow)Texture2D();
_lightMap->initWithImage(image);
Texture2D::TexParams tRepeatParams;//set texture parameters
tRepeatParams.magFilter = tRepeatParams.minFilter = GL_LINEAR;
tRepeatParams.wrapS = GL_REPEAT;
tRepeatParams.wrapT = GL_REPEAT;
_lightMap->setTexParameters(tRepeatParams);
}
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void cocos2d::Terrain::setLightDir(const Vec3& lightDir)
{
_lightDir = lightDir;
}
bool Terrain::initProperties()
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{
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auto shader = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_TERRAIN);
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auto state = GLProgramState::create(shader);
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setGLProgramState(state);
_stateBlock->setBlend(false);
_stateBlock->setDepthWrite(true);
_stateBlock->setDepthTest(true);
_stateBlock->setCullFace(true);
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setDrawWire(false);
setIsEnableFrustumCull(true);
setAnchorPoint(Vec2(0,0));
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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 modelMatrix = getNodeToWorldTransform();
if(memcmp(&modelMatrix,&_terrainModelMatrix,sizeof(Mat4))!=0)
{
_terrainModelMatrix = modelMatrix;
_quadRoot->preCalculateAABB(_terrainModelMatrix);
}
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auto glProgram = getGLProgram();
glProgram->use();
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
if(_isDrawWire)
{
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
}else
{
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
}
#endif
_stateBlock->bind();
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GL::enableVertexAttribs(1<<_positionLocation | 1 << _texcordLocation | 1<<_normalLocation);
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glProgram->setUniformsForBuiltins(transform);
_glProgramState->applyUniforms();
glUniform3f(_lightDirLocation,_lightDir.x,_lightDir.y,_lightDir.z);
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if(!_alphaMap)
{
GL::bindTexture2D(_detailMapTextures[0]->getName());
//getGLProgramState()->setUniformTexture("")
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glUniform1i(_detailMapLocation[0],0);
glUniform1i(_alphaIsHasAlphaMapLocation,0);
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}else
{
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for(int i =0;i<_maxDetailMapValue;i++)
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{
GL::bindTexture2DN(i,_detailMapTextures[i]->getName());
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glUniform1i(_detailMapLocation[i],i);
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glUniform1f(_detailMapSizeLocation[i],_terrainData._detailMaps[i]._detailMapSize);
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}
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glUniform1i(_alphaIsHasAlphaMapLocation,1);
GL::bindTexture2DN(4, _alphaMap->getName());
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glUniform1i(_alphaMapLocation,4);
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}
if (_lightMap)
{
glUniform1i(_lightMapCheckLocation, 1);
GL::bindTexture2DN(5, _lightMap->getName());
glUniform1i(_lightMapLocation, 5);
}else
{
glUniform1i(_lightMapCheckLocation, 0);
}
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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();
}
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if(_isCameraViewChanged )
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{
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auto m = camera->getNodeToWorldTransform();
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//set lod
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setChunksLOD(Vec3(m.m[12], m.m[13], m.m[14]));
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}
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if(_isCameraViewChanged )
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{
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_quadRoot->resetNeedDraw(true);//reset it
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//camera frustum culling
if (_isEnableFrustumCull)
{
_quadRoot->cullByCamera(camera, _terrainModelMatrix);
}
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}
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_quadRoot->draw();
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if(_isCameraViewChanged)
{
_isCameraViewChanged = false;
}
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glActiveTexture(GL_TEXTURE0);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
if(_isDrawWire)//reset state.
{
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
}
#endif
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}
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bool Terrain::initHeightMap(const std::string& heightMap)
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{
_heightMapImage = new (std::nothrow) Image();
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_heightMapImage->initWithImageFile(heightMap);
_data = _heightMapImage->getData();
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_imageWidth =_heightMapImage->getWidth();
_imageHeight =_heightMapImage->getHeight();
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//only the image size is the Powers Of Two(POT) or POT+1
if((isPOT(_imageWidth) &&isPOT(_imageHeight)) || (isPOT(_imageWidth-1) &&isPOT(_imageHeight -1)))
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{
int chunk_amount_y = _imageHeight/_chunkSize.height;
int chunk_amount_x = _imageWidth/_chunkSize.width;
loadVertices();
calculateNormal();
memset(_chunkesArray, 0, sizeof(_chunkesArray));
for(int m =0;m<chunk_amount_y;m++)
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{
for(int n =0; n<chunk_amount_x;n++)
{
_chunkesArray[m][n] = new (std::nothrow) Chunk();
_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
for(int m =0;m<chunk_amount_y;m++)
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{
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 (std::nothrow) QuadTree(0,0,_imageWidth,_imageHeight,this);
setLODDistance(_chunkSize.width,2*_chunkSize.width,3*_chunkSize.width);
return true;
}else
{
CCLOG("warning: the height map size is not POT or POT + 1");
return false;
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}
}
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Terrain::Terrain()
: _alphaMap(nullptr)
, _stateBlock(nullptr)
, _lightMap(nullptr)
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, _lightDir(-1.f, -1.f, 0.f)
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{
_stateBlock = RenderState::StateBlock::create();
CC_SAFE_RETAIN(_stateBlock);
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_customCommand.setTransparent(false);
_customCommand.set3D(true);
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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auto _backToForegroundListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED,
[this](EventCustom*)
{
reload();
}
);
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, 1);
#endif
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}
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void Terrain::setChunksLOD(Vec3 cameraPos)
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{
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int chunk_amount_y = _imageHeight/_chunkSize.height;
int chunk_amount_x = _imageWidth/_chunkSize.width;
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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();
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float dist = Vec2(center.x, center.z).distance(Vec2(cameraPos.x, cameraPos.z));
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_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) const
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{
Vec2 pos(x,z);
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//top-left
Vec2 tl(-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.set(result.x, result.z);
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Vec2 to_tl = pos - tl;
//real size
Vec2 size(_imageWidth*_terrainData._mapScale,_imageHeight*_terrainData._mapScale);
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result = getNodeToWorldTransform()*Vec4(size.x,0.0f,size.y,0.0f);
size.set(result.x, result.z);
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float width_ratio = to_tl.x/size.x;
float height_ratio = to_tl.y/size.y;
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float image_x = width_ratio * _imageWidth;
float image_y = height_ratio * _imageHeight;
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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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{
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if (normal)
{
normal->setZero();
}
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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) const
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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) const
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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;
}
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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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_maxHeight = -99999;
_minHeight = 99999;
for(int i =0;i<_imageHeight;i++)
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{
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for(int j =0;j<_imageWidth;j++)
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{
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float height = getImageHeight(j,i);
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TerrainVertexData v;
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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);
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_vertices.push_back (v);
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//update the min & max height;
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if(height>_maxHeight) _maxHeight = height;
if(height<_minHeight) _minHeight = height;
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}
}
}
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void Terrain::calculateNormal()
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{
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_indices.clear();
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//we generate whole terrain indices(global indices) for correct normal calculate
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for(int i =0;i<_imageHeight-1;i+=1)
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{
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for(int j = 0;j<_imageWidth-1;j+=1)
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{
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int nLocIndex = i * _imageWidth + j;
_indices.push_back (nLocIndex);
_indices.push_back (nLocIndex + _imageWidth);
_indices.push_back (nLocIndex + 1);
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_indices.push_back (nLocIndex + 1);
_indices.push_back (nLocIndex + _imageWidth);
_indices.push_back (nLocIndex + _imageWidth+1);
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}
}
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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];
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Vec3 v1 = _vertices[Index1]._position - _vertices[Index0]._position;
Vec3 v2 = _vertices[Index2]._position - _vertices[Index0]._position;
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Vec3 Normal;
Vec3::cross(v1,v2,&Normal);
Normal.normalize();
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_vertices[Index0]._normal += Normal;
_vertices[Index1]._normal += Normal;
_vertices[Index2]._normal += Normal;
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}
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for (unsigned int i = 0 ; i < _vertices.size() ; i++) {
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_vertices[i]._normal.normalize();
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}
//global indices no need at all
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_indices.clear();
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}
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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()
{
CC_SAFE_RELEASE(_stateBlock);
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CC_SAFE_RELEASE(_alphaMap);
CC_SAFE_RELEASE(_lightMap);
CC_SAFE_RELEASE(_heightMapImage);
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delete _quadRoot;
for(int i=0;i<4;i++)
{
if(_detailMapTextures[i])
{
_detailMapTextures[i]->release();
}
}
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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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for(size_t i =0;i<_chunkLodIndicesSet.size();i++)
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{
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glDeleteBuffers(1,&(_chunkLodIndicesSet[i]._chunkIndices._indices));
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}
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for(size_t i =0;i<_chunkLodIndicesSkirtSet.size();i++)
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{
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glDeleteBuffers(1,&(_chunkLodIndicesSkirtSet[i]._chunkIndices._indices));
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}
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
Director::getInstance()->getEventDispatcher()->removeEventListener(_backToForegroundListener);
#endif
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}
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cocos2d::Vec3 Terrain::getNormal(int pixel_x, int pixel_y) const
{
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;
}
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cocos2d::Vec3 Terrain::getIntersectionPoint(const Ray & ray) const
{
Vec3 collisionPoint;
if (getIntersectionPoint(ray, collisionPoint))
{
return collisionPoint;
}
else
{
return Vec3(0,0,0);
}
}
bool Terrain::getIntersectionPoint(const Ray & ray_, Vec3 & intersectionPoint) const
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{
// convert ray from world space to local space
Ray ray(ray_);
getWorldToNodeTransform().transformPoint(&(ray._origin));
std::set<Chunk *> closeList;
Vec2 start = Vec2(ray_._origin.x,ray_._origin.z);
Vec2 dir = Vec2(ray._direction.x,ray._direction.z);
start = convertToTerrainSpace(start);
start.x /=(_terrainData._chunkSize.width+1);
start.y /=(_terrainData._chunkSize.height+1);
Vec2 delta = dir.getNormalized();
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auto width = float(_imageWidth) / (_terrainData._chunkSize.width + 1);
auto height = float(_imageHeight) / (_terrainData._chunkSize.height + 1);
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bool hasIntersect = false;
float intersectionDist = FLT_MAX;
Vec3 tmpIntersectionPoint;
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for(;;)
{
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int x1 = floorf(start.x);
int x2 = ceilf(start.x);
int y1 = floorf(start.y);
int y2 = ceilf(start.y);
for (int x = x1; x <= x2; x++) {
for (int y = y1; y <= y2; y++) {
auto chunk = getChunkByIndex(x, y);
if (chunk)
{
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if (closeList.find(chunk) == closeList.end())
{
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if (chunk->getInsterctPointWithRay(ray, tmpIntersectionPoint))
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{
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float dist = (ray._origin - tmpIntersectionPoint).length();
if (intersectionDist > dist)
{
hasIntersect = true;
intersectionDist = dist;
intersectionPoint = tmpIntersectionPoint;
}
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}
closeList.insert(chunk);
}
}
}
}
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if ((delta.x > 0 && start.x > width) || (delta.x <0 && start.x <0))
{
break;
}
if ((delta.y > 0 && start.y > height) || (delta.y < 0 && start.y < 0))
{
break;
}
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start.x += delta.x;
start.y += delta.y;
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}
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return hasIntersect;
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}
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void Terrain::setMaxDetailMapAmount(int max_value)
{
_maxDetailMapValue = max_value;
}
cocos2d::Vec2 Terrain::convertToTerrainSpace(Vec2 worldSpaceXZ) const
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{
Vec2 pos(worldSpaceXZ.x,worldSpaceXZ.y);
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//top-left
Vec2 tl(-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.set(result.x, result.z);
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Vec2 to_tl = pos - tl;
//real size
Vec2 size(_imageWidth*_terrainData._mapScale,_imageHeight*_terrainData._mapScale);
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result = getNodeToWorldTransform()*Vec4(size.x,0.0f,size.y,0.0f);
size.set(result.x, result.z);
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float width_ratio = to_tl.x/size.x;
float height_ratio = to_tl.y/size.y;
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float image_x = width_ratio * _imageWidth;
float image_y = height_ratio * _imageHeight;
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return Vec2(image_x,image_y);
}
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void Terrain::resetHeightMap(const std::string& heightMap)
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{
_heightMapImage->release();
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_vertices.clear();
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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()
{
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return _minHeight;
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}
float Terrain::getMaxHeight()
{
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return _maxHeight;
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}
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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std::vector<float> Terrain::getHeightData() const
{
std::vector<float> data;
data.resize(_imageWidth * _imageHeight);
for (int i = 0; i < _imageHeight; i++) {
for (int j = 0; j < _imageWidth; j++) {
int idx = i * _imageWidth + j;
data[idx] = (_vertices[idx]._position.y);
}
}
return data;
}
Terrain::Chunk * cocos2d::Terrain::getChunkByIndex(int x, int y) const
{
if (x<0 || y<0 || x>= MAX_CHUNKES || y >= MAX_CHUNKES) return nullptr;
return _chunkesArray[y][x];
}
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void Terrain::setAlphaMap(cocos2d::Texture2D * newAlphaMapTexture)
{
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CC_SAFE_RETAIN(newAlphaMapTexture);
CC_SAFE_RELEASE(_alphaMap);
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_alphaMap = newAlphaMapTexture;
}
void Terrain::setDetailMap(unsigned int index, DetailMap detailMap)
{
if(index>4)
{
CCLOG("invalid DetailMap index %d\n",index);
}
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_terrainData._detailMaps[index] = detailMap;
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if(_detailMapTextures[index])
{
_detailMapTextures[index]->release();
}
_detailMapTextures[index] = new (std::nothrow)Texture2D();
auto textImage = new (std::nothrow)Image();
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textImage->initWithImageFile(detailMap._detailMapSrc);
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_detailMapTextures[index]->initWithImage(textImage);
delete textImage;
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}
Terrain::ChunkIndices Terrain::lookForIndicesLOD(int neighborLod[4], int selfLod, bool * result)
{
(* result) =false;
ChunkIndices tmp;
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tmp._indices = 0;
tmp._size = 0;
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if(_chunkLodIndicesSet.empty())
{
(* result) =false;
return tmp;
}else
{
int test[5];
memcpy(test,neighborLod,sizeof(int [4]));
test[4] = selfLod;
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for(size_t i =0;i<_chunkLodIndicesSet.size();i++)
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{
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if(memcmp(test,_chunkLodIndicesSet[i]._relativeLod,sizeof(test))==0)
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{
(*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;
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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);
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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;
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badResult._indices = 0;
badResult._size = 0;
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if(this->_chunkLodIndicesSkirtSet.empty())
{
(*result) = false;
return badResult;
}
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for(size_t i =0;i<_chunkLodIndicesSkirtSet.size();i++)
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{
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if(_chunkLodIndicesSkirtSet[i]._selfLod == selfLod)
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{
(*result) = true;
return _chunkLodIndicesSkirtSet[i]._chunkIndices;
}
}
(*result) = false;
return badResult;
}
Terrain::ChunkIndices Terrain::insertIndicesLODSkirt(int selfLod, GLushort * indices, int size)
{
ChunkLODIndicesSkirt skirtIndices;
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skirtIndices._selfLod = selfLod;
skirtIndices._chunkIndices._size = size;
glGenBuffers(1,&(skirtIndices._chunkIndices._indices));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, skirtIndices._chunkIndices._indices);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLushort)*size,indices,GL_STATIC_DRAW);
this->_chunkLodIndicesSkirtSet.push_back(skirtIndices);
return skirtIndices._chunkIndices;
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}
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void Terrain::setSkirtHeightRatio(float ratio)
{
_skirtRatio = ratio;
}
void Terrain::onEnter()
{
#if CC_ENABLE_SCRIPT_BINDING
if (_scriptType == kScriptTypeJavascript)
{
if (ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter))
return;
}
#endif
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Node::onEnter();
_terrainModelMatrix = getNodeToWorldTransform();
_quadRoot->preCalculateAABB(_terrainModelMatrix);
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cacheUniformAttribLocation();
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}
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void Terrain::cacheUniformAttribLocation()
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{
_positionLocation = glGetAttribLocation(this->getGLProgram()->getProgram(),"a_position");
_texcordLocation = glGetAttribLocation(this->getGLProgram()->getProgram(),"a_texCoord");
_normalLocation = glGetAttribLocation(this->getGLProgram()->getProgram(),"a_normal");
_alphaMapLocation = -1;
for(int i =0;i<4;i++)
{
_detailMapLocation[i] = -1;
_detailMapSizeLocation[i] = -1;
}
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auto glProgram = getGLProgram();
_alphaIsHasAlphaMapLocation = glGetUniformLocation(glProgram->getProgram(),"u_has_alpha");
_lightMapCheckLocation = glGetUniformLocation(glProgram->getProgram(), "u_has_light_map");
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if(!_alphaMap)
{
_detailMapLocation[0] = glGetUniformLocation(glProgram->getProgram(),"u_texture0");
}else
{
for(int i =0;i<_maxDetailMapValue;i++)
{
char str[20];
sprintf(str,"u_texture%d",i);
_detailMapLocation[i] = glGetUniformLocation(glProgram->getProgram(),str);
sprintf(str,"u_detailSize[%d]",i);
_detailMapSizeLocation[i] = glGetUniformLocation(glProgram->getProgram(),str);
}
_alphaMapLocation = glGetUniformLocation(glProgram->getProgram(),"u_alphaMap");
}
_lightMapLocation = glGetUniformLocation(glProgram->getProgram(),"u_lightMap");
_lightDirLocation = glGetUniformLocation(glProgram->getProgram(),"u_lightDir");
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}
bool Terrain::initTextures()
{
for (int i = 0; i < 4; i++)
{
_detailMapTextures[i] = nullptr;
}
Texture2D::TexParams texParam;
texParam.wrapS = GL_REPEAT;
texParam.wrapT = GL_REPEAT;
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if(_terrainData._alphaMapSrc.empty())
{
auto textImage = new (std::nothrow)Image();
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textImage->initWithImageFile(_terrainData._detailMaps[0]._detailMapSrc);
auto texture = new (std::nothrow)Texture2D();
texture->initWithImage(textImage);
texture->generateMipmap();
_detailMapTextures[0] = texture;
texParam.minFilter = GL_LINEAR_MIPMAP_LINEAR;
texParam.magFilter = GL_LINEAR;
texture->setTexParameters(texParam);
delete textImage;
}else
{
//alpha map
auto image = new (std::nothrow)Image();
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image->initWithImageFile(_terrainData._alphaMapSrc);
_alphaMap = new (std::nothrow)Texture2D();
_alphaMap->initWithImage(image);
texParam.wrapS = GL_CLAMP_TO_EDGE;
texParam.wrapT = GL_CLAMP_TO_EDGE;
texParam.minFilter = GL_LINEAR;
texParam.magFilter = GL_LINEAR;
_alphaMap->setTexParameters(texParam);
delete image;
for(int i =0;i<_terrainData._detailMapAmount;i++)
{
auto textImage = new (std::nothrow)Image();
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textImage->initWithImageFile(_terrainData._detailMaps[i]._detailMapSrc);
auto texture = new (std::nothrow)Texture2D();
texture->initWithImage(textImage);
delete textImage;
texture->generateMipmap();
_detailMapTextures[i] = texture;
texParam.wrapS = GL_REPEAT;
texParam.wrapT = GL_REPEAT;
texParam.minFilter = GL_LINEAR_MIPMAP_LINEAR;
texParam.magFilter = GL_LINEAR;
texture->setTexParameters(texParam);
}
}
setMaxDetailMapAmount(_terrainData._detailMapAmount);
return true;
}
void Terrain::reload()
{
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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++)
{
_chunkesArray[m][n]->finish();
}
}
initTextures();
_chunkLodIndicesSet.clear();
_chunkLodIndicesSkirtSet.clear();
}
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void Terrain::Chunk::finish()
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{
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//generate two VBO ,the first for vertices, we just setup datas once ,won't changed at all
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//the second vbo for the indices, because we use level of detail technique to each chunk, so we will modified frequently
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glGenBuffers(1,&_vbo);
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//only set for vertices vbo
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(TerrainVertexData)*_originalVertices.size(), &_originalVertices[0], GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER,0);
calculateSlope();
for(int i =0;i<4;i++)
{
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int step = 1<<_currentLod;
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//reserve the indices size, the first part is the core part of the chunk, the second part & third part is for fix crack
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int indicesAmount =(_terrain->_chunkSize.width/step+1)*(_terrain->_chunkSize.height/step+1)*6+(_terrain->_chunkSize.height/step)*6
+(_terrain->_chunkSize.width/step)*6;
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_lod[i]._indices.reserve(indicesAmount);
}
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_oldLod = -1;
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}
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void Terrain::Chunk::bindAndDraw()
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{
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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if(_terrain->_isCameraViewChanged || _oldLod <0)
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{
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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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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);
//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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}
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void Terrain::Chunk::generate(int imgWidth, int imageHei, int m, int n, const unsigned char * data)
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{
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_posY = m;
_posX = 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;
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auto v =_terrain->_vertices[i*imgWidth + j];
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_originalVertices.push_back (v);
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}
}
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// add four skirts
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float skirtHeight = _terrain->_skirtRatio *_terrain->_terrainData._mapScale*8;
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//#1
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_terrain->_skirtVerticesOffset[0] = (int)_originalVertices.size();
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for(int i =_size.height*m;i<=_size.height*(m+1);i++)
{
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auto v = _terrain->_vertices[i*imgWidth +_size.width*(n+1)];
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v._position.y -= skirtHeight;
_originalVertices.push_back (v);
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}
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//#2
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_terrain->_skirtVerticesOffset[1] = (int)_originalVertices.size();
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for(int j =_size.width*n;j<=_size.width*(n+1);j++)
{
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auto v = _terrain->_vertices[_size.height*(m+1)*imgWidth + j];
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v._position.y -=skirtHeight;
_originalVertices.push_back (v);
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}
//#3
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_terrain->_skirtVerticesOffset[2] = (int)_originalVertices.size();
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for(int i =_size.height*m;i<=_size.height*(m+1);i++)
{
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auto v = _terrain->_vertices[i*imgWidth + _size.width*n];
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v._position.y -= skirtHeight;
_originalVertices.push_back (v);
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}
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//#4
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_terrain->_skirtVerticesOffset[3] = (int)_originalVertices.size();
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for(int j =_size.width*n;j<=_size.width*(n+1);j++)
{
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auto v = _terrain->_vertices[_size.height*m*imgWidth+j];
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v._position.y -= skirtHeight;
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//v.position.y = -5;
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_originalVertices.push_back (v);
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}
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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;
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auto v =_terrain->_vertices[i*imgWidth + j];
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_originalVertices.push_back (v);
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}
}
}
break;
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}
//store triangle:
for (int i = 0; i < _size.height; i++)
{
for (int j = 0; j < _size.width; j++)
{
int nLocIndex = i * (_size.width + 1) + j;
Triangle a(_originalVertices[nLocIndex]._position, _originalVertices[nLocIndex + 1 * (_size.width + 1)]._position, _originalVertices[nLocIndex + 1]._position);
Triangle b(_originalVertices[nLocIndex + 1]._position, _originalVertices[nLocIndex + 1 * (_size.width + 1)]._position, _originalVertices[nLocIndex + 1 * (_size.width + 1) + 1]._position);
_trianglesList.push_back(a);
_trianglesList.push_back(b);
}
}
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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)
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{
currentNeighborLOD[0] = _left->_currentLod;
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}else{currentNeighborLOD[0] = -1;}
if(_right)
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{
currentNeighborLOD[1] = _right->_currentLod;
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}else{currentNeighborLOD[1] = -1;}
if(_back)
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{
currentNeighborLOD[2] = _back->_currentLod;
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}else{currentNeighborLOD[2] = -1;}
if(_front)
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{
currentNeighborLOD[3] = _front->_currentLod;
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}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;
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int step = 1<<_currentLod;
if((_left&&_left->_currentLod > _currentLod) ||(_right&&_right->_currentLod > _currentLod)
||(_back&&_back->_currentLod > _currentLod) || (_front && _front->_currentLod > _currentLod))
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//need update indices.
{
//t-junction inner
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_lod[_currentLod]._indices.clear();
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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;
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_lod[_currentLod]._indices.push_back (nLocIndex);
_lod[_currentLod]._indices.push_back (nLocIndex + step * (gridX+1));
_lod[_currentLod]._indices.push_back (nLocIndex + step);
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_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
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int next_step = 1<<(_currentLod+1);
if(_left&&_left->_currentLod > _currentLod)//left
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{
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);
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}
}else{
int start=0;
int end =gridY;
if(_front&&_front->_currentLod > _currentLod) end -=step;
if(_back&&_back->_currentLod > _currentLod) start +=step;
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for(int i =start;i<end;i+=step)
{
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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+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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}
}
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if(_right&&_right->_currentLod > _currentLod)//LEFT
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{
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);
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}
}else{
int start=0;
int end =gridY;
if(_front&&_front->_currentLod > _currentLod) end -=step;
if(_back&&_back->_currentLod > _currentLod) start +=step;
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for(int i =start;i<end;i+=step)
{
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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+step)*(gridX+1)+gridX);
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}
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}
if(_front&&_front->_currentLod > _currentLod)//front
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{
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);
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}
}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
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{
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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}
}
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_chunkIndices = _terrain->insertIndicesLOD(currentNeighborLOD,_currentLod,&_lod[_currentLod]._indices[0],(int)_lod[_currentLod]._indices.size());
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}else{
//No lod difference, use simple method
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_lod[_currentLod]._indices.clear();
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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;
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_lod[_currentLod]._indices.push_back (nLocIndex);
_lod[_currentLod]._indices.push_back (nLocIndex + step * (gridX+1));
_lod[_currentLod]._indices.push_back (nLocIndex + step);
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_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],(int)_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;
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for(size_t i =0;i<_originalVertices.size();i++)
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{
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pos.push_back(_originalVertices[i]._position);
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}
_aabb.updateMinMax(&pos[0],pos.size());
}
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void Terrain::Chunk::calculateSlope()
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{
//find max slope
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auto lowest = _originalVertices[0]._position;
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for(size_t i = 0;i<_originalVertices.size();i++)
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{
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if(_originalVertices[i]._position.y< lowest.y)
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{
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lowest = _originalVertices[i]._position;
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}
}
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auto highest = _originalVertices[0]._position;
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for(size_t i = 0;i<_originalVertices.size();i++)
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{
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if(_originalVertices[i]._position.y> highest.y)
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{
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highest = _originalVertices[i]._position;
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}
}
Vec2 a(lowest.x,lowest.z);
Vec2 b(highest.x,highest.z);
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float dist = a.distance(b);
_slope = (highest.y - lowest.y)/dist;
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}
bool Terrain::Chunk::getInsterctPointWithRay(const Ray& ray, Vec3 &interscetPoint)
{
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if (!ray.intersects(_aabb))
return false;
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float minDist = FLT_MAX;
bool isFind = false;
for (auto triangle : _trianglesList)
{
Vec3 p;
if (triangle.getInsterctPoint(ray, p))
{
float dist = ray._origin.distance(p);
if (dist<minDist)
{
interscetPoint = p;
minDist = dist;
}
isFind =true;
}
}
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return isFind;
}
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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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_currentVertices = _originalVertices;
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int gridY = _size.height;
int gridX = _size.width;
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if(_currentLod>=2 && std::abs(_slope)>1.2)
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{
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int step = 1<<_currentLod;
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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++)
{
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float weight = (step/2 - std::abs(n-i))*(step/2 - std::abs(m-j));
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height += _originalVertices[m*(gridX+1)+n]._position.y;
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count += weight;
}
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}
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_currentVertices[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)*_currentVertices.size(), &_currentVertices[0], GL_STREAM_DRAW);
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_oldLod = _currentLod;
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}
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Terrain::Chunk::~Chunk()
{
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glDeleteBuffers(1,&_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;
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int step = 1<<_currentLod;
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int k =0;
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for(int i =0;i<gridY;i+=step,k+=step)
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{
for(int j = 0;j<gridX;j+=step)
{
int nLocIndex = i * (gridX+1) + j;
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_lod[_currentLod]._indices.push_back (nLocIndex);
_lod[_currentLod]._indices.push_back (nLocIndex + step * (gridX+1));
_lod[_currentLod]._indices.push_back (nLocIndex + step);
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_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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}
}
//add skirt
//#1
for(int i =0;i<gridY;i+=step)
{
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int nLocIndex = i * (gridX+1) + gridX;
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_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);
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_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);
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}
//#2
for(int j =0;j<gridX;j+=step)
{
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int nLocIndex = (gridY)* (gridX+1) + j;
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_lod[_currentLod]._indices.push_back (nLocIndex);
_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[1] +j);
_lod[_currentLod]._indices.push_back (nLocIndex + step);
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_lod[_currentLod]._indices.push_back (nLocIndex + step);
_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[1] +j);
_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[1] +j + step);
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}
//#3
for(int i =0;i<gridY;i+=step)
{
int nLocIndex = i * (gridX+1);
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_lod[_currentLod]._indices.push_back (nLocIndex);
_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[2]+i);
_lod[_currentLod]._indices.push_back ((i+step)*(gridX+1));
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_lod[_currentLod]._indices.push_back ((i+step)*(gridX+1));
_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[2]+i);
_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[2]+i +step);
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}
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//#4
for(int j =0;j<gridX;j+=step)
{
int nLocIndex = j;
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_lod[_currentLod]._indices.push_back (nLocIndex + step);
_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[3]+j);
_lod[_currentLod]._indices.push_back (nLocIndex);
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_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[3] + j + step);
_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[3] +j);
_lod[_currentLod]._indices.push_back (nLocIndex + step);
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}
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_chunkIndices = _terrain->insertIndicesLODSkirt(_currentLod,&_lod[_currentLod]._indices[0], (int)_lod[_currentLod]._indices.size());
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}
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;
_posX = x;
_posY = y;
this->_height = h;
this->_width = w;
if(_width> terrain->_chunkSize.width &&_height >terrain->_chunkSize.height) //subdivision
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{
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_isTerminal = false;
this->_tl = new (std::nothrow) QuadTree(x,y,_width/2,_height/2,terrain);
this->_tl->_parent = this;
this->_tr = new (std::nothrow) QuadTree(x+_width/2,y,_width/2,_height/2,terrain);
this->_tr->_parent = this;
this->_bl = new (std::nothrow) QuadTree(x,y+_height/2,_width/2,_height/2,terrain);
this->_bl->_parent = this;
this->_br = new (std::nothrow) QuadTree(x+_width/2,y+_height/2,_width/2,_height/2,terrain);
this->_br->_parent = this;
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_localAABB.merge(_tl->_localAABB);
_localAABB.merge(_tr->_localAABB);
_localAABB.merge(_bl->_localAABB);
_localAABB.merge(_br->_localAABB);
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}else // is terminal Node
{
int m = _posY/terrain->_chunkSize.height;
int n = _posX/terrain->_chunkSize.width;
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_chunk = terrain->_chunkesArray[m][n];
_isTerminal = true;
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_localAABB = _chunk->_aabb;
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_chunk->_parent = this;
for (auto & triangle : _chunk->_trianglesList)
{
triangle.transform(_terrain->getNodeToWorldTransform());
}
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}
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_worldSpaceAABB = _localAABB;
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_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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}
}
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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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}
}
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void Terrain::QuadTree::cullByCamera(const Camera * camera, const Mat4 & worldTransform)
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{
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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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}
}
}
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void Terrain::QuadTree::preCalculateAABB(const Mat4 & worldTransform)
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{
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_worldSpaceAABB = _localAABB;
_worldSpaceAABB.transform(worldTransform);
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if(!_isTerminal){
_tl->preCalculateAABB(worldTransform);
_tr->preCalculateAABB(worldTransform);
_bl->preCalculateAABB(worldTransform);
_br->preCalculateAABB(worldTransform);
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}
}
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Terrain::QuadTree::~QuadTree()
{
if(_tl) delete _tl;
if(_tr) delete _tr;
if(_bl) delete _bl;
if(_br) delete _br;
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}
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Terrain::TerrainData::TerrainData(const std::string& heightMapsrc , const std::string& textureSrc, const Size & chunksize, float height, float scale)
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{
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this->_heightMapSrc = heightMapsrc;
this->_detailMaps[0]._detailMapSrc = textureSrc;
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this->_alphaMapSrc = "";
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this->_chunkSize = chunksize;
this->_mapHeight = height;
this->_mapScale = scale;
_skirtHeightRatio = 1;
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}
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Terrain::TerrainData::TerrainData(const std::string& heightMapsrc, const std::string& alphamap, const DetailMap& detail1, const DetailMap& detail2, const DetailMap& detail3, const DetailMap& detail4, const Size & chunksize, float height, float scale)
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{
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this->_heightMapSrc = heightMapsrc;
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this->_alphaMapSrc = alphamap;
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this->_detailMaps[0] = detail1;
this->_detailMaps[1] = detail2;
this->_detailMaps[2] = detail3;
this->_detailMaps[3] = detail4;
this->_chunkSize = chunksize;
this->_mapHeight = height;
this->_mapScale = scale;
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_detailMapAmount = 4;
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_skirtHeightRatio = 1;
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}
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Terrain::TerrainData::TerrainData(const std::string& heightMapsrc, const std::string& 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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{
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this->_heightMapSrc = heightMapsrc;
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this->_alphaMapSrc = alphamap;
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this->_detailMaps[0] = detail1;
this->_detailMaps[1] = detail2;
this->_detailMaps[2] = detail3;
this->_chunkSize = chunksize;
this->_mapHeight = height;
this->_mapScale = scale;
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_detailMapAmount = 3;
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_skirtHeightRatio = 1;
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}
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Terrain::TerrainData::TerrainData()
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{
}
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Terrain::DetailMap::DetailMap(const std::string& detailMapPath, float size /*= 35*/)
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{
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this->_detailMapSrc = detailMapPath;
this->_detailMapSize = size;
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}
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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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Terrain::Triangle::Triangle(Vec3 p1, Vec3 p2, Vec3 p3)
{
_p1 = p1;
_p2 = p2;
_p3 = p3;
}
void Terrain::Triangle::transform(cocos2d::Mat4 matrix)
{
matrix.transformPoint(&_p1);
matrix.transformPoint(&_p2);
matrix.transformPoint(&_p3);
}
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//Please refer to 3D Math Primer for Graphics and Game Development
bool Terrain::Triangle::getInsterctPoint(const Ray &ray, Vec3& interScetPoint)const
{
// E1
Vec3 E1 = _p2 - _p1;
// E2
Vec3 E2 = _p3 - _p1;
// P
Vec3 P;
Vec3::cross(ray._direction,E2,&P);
// determinant
float det = E1.dot(P);
// keep det > 0, modify T accordingly
Vec3 T;
if (det > 0)
{
T = ray._origin - _p1;
}
else
{
T = _p1 - ray._origin;
det = -det;
}
// If determinant is near zero, ray lies in plane of triangle
if (det < 0.0001f)
return false;
float t; // ray dist
float u,v;//barycentric coordinate
// Calculate u and make sure u <= 1
u = T.dot(P);
if (u < 0.0f || u > det)
return false;
// Q
Vec3 Q;
Vec3::cross(T,E1,&Q);
// Calculate v and make sure u + v <= 1
v = ray._direction.dot(Q);
if (v < 0.0f || u + v > det)
return false;
// Calculate t, scale parameters, ray intersects triangle
t = E2.dot(Q);
float fInvDet = 1.0f / det;
t *= fInvDet;
u *= fInvDet;
v *= fInvDet;
interScetPoint = ray._origin + ray._direction * t;
return true;
}
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NS_CC_END