axmol/core/3d/Terrain.cpp

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/****************************************************************************
Copyright (c) 2015-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
2022-10-01 16:24:52 +08:00
https://axmolengine.github.io/
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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/Terrain.h"
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USING_NS_AX;
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#include <stdlib.h>
#include <float.h>
#include <set>
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#include <stddef.h> // offsetof
#include "renderer/Renderer.h"
#include "renderer/Shaders.h"
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#include "renderer/backend/Device.h"
#include "renderer/backend/Program.h"
#include "renderer/backend/Buffer.h"
#include "base/Director.h"
#include "base/Types.h"
#include "base/axstd.h"
#include "base/EventType.h"
#include "2d/Camera.h"
#include "platform/Image.h"
#include "3d/3DProgramInfo.h"
#include "base/Utils.h"
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NS_AX_BEGIN
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namespace
{
// It's used for creating a default texture when lightMap is nullpter
static unsigned char cc_2x2_white_image[] = {
// RGBA8888
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF};
} // namespace
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Terrain* Terrain::create(TerrainData& parameter, CrackFixedType fixedType)
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{
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Terrain* terrain = new Terrain();
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if (terrain->initWithTerrainData(parameter, fixedType))
{
terrain->autorelease();
return terrain;
}
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AX_SAFE_DELETE(terrain);
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return terrain;
}
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bool Terrain::initWithTerrainData(TerrainData& parameter, CrackFixedType fixedType)
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{
this->setSkirtHeightRatio(parameter._skirtHeightRatio);
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this->_terrainData = parameter;
this->_crackFixedType = fixedType;
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this->_isCameraViewChanged = true;
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// chunksize
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this->_chunkSize = parameter._chunkSize;
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bool initResult = true;
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// init heightmap
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initResult &= this->initHeightMap(parameter._heightMapSrc);
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// init textures alpha map,detail Maps
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initResult &= this->initTextures();
initResult &= this->initProperties();
return initResult;
}
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void ax::Terrain::setLightMap(std::string_view fileName)
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{
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AX_SAFE_RELEASE(_lightMap);
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auto image = new Image();
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image->initWithImageFile(fileName);
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_lightMap = new Texture2D();
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_lightMap->initWithImage(image);
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Texture2D::TexParams tRepeatParams; // set texture parameters
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tRepeatParams.magFilter = tRepeatParams.minFilter = backend::SamplerFilter::LINEAR;
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tRepeatParams.sAddressMode = backend::SamplerAddressMode::REPEAT;
tRepeatParams.tAddressMode = backend::SamplerAddressMode::REPEAT;
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_lightMap->setTexParameters(tRepeatParams);
}
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void ax::Terrain::setLightDir(const Vec3& lightDir)
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{
_lightDir = lightDir;
}
bool Terrain::initProperties()
{
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auto* program = backend::Program::getBuiltinProgram(backend::ProgramType::TERRAIN_3D);
setProgramState(new backend::ProgramState(program), false);
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_stateBlock.depthWrite = true;
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_stateBlock.depthTest = true;
_stateBlock.cullFace = backend::CullMode::FRONT;
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setDrawWire(false);
setIsEnableFrustumCull(true);
setAnchorPoint(Vec2(0, 0));
return true;
}
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void Terrain::draw(ax::Renderer* renderer, const ax::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& projectionMatrix = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
auto finalMatrix = projectionMatrix * transform;
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_programState->setUniform(_mvpMatrixLocation, &finalMatrix.m, sizeof(finalMatrix.m));
_programState->setUniform(_lightDirLocation, &_lightDir, sizeof(_lightDir));
if (!_alphaMap)
{
_programState->setTexture(_detailMapLocation[0], 0, _detailMapTextures[0]->getBackendTexture());
int hasAlphaMap = 0;
_programState->setUniform(_alphaIsHasAlphaMapLocation, &hasAlphaMap, sizeof(hasAlphaMap));
}
else
{
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float detailMapSize[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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for (int i = 0; i < _maxDetailMapValue; ++i)
{
_programState->setTexture(_detailMapLocation[i], i, _detailMapTextures[i]->getBackendTexture());
detailMapSize[i] = _terrainData._detailMaps[i]._detailMapSize;
}
_programState->setUniform(_detailMapSizeLocation, detailMapSize, sizeof(detailMapSize));
int hasAlphaMap = 1;
_programState->setUniform(_alphaIsHasAlphaMapLocation, &hasAlphaMap, sizeof(hasAlphaMap));
_programState->setTexture(_alphaMapLocation, 4, _alphaMap->getBackendTexture());
}
if (_lightMap)
{
int hasLightMap = 1;
_programState->setUniform(_lightMapCheckLocation, &hasLightMap, sizeof(hasLightMap));
_programState->setTexture(_lightMapLocation, 5, _lightMap->getBackendTexture());
}
else
{
int hasLightMap = 0;
_programState->setUniform(_lightMapCheckLocation, &hasLightMap, sizeof(hasLightMap));
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#ifdef AX_USE_METAL
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_programState->setTexture(_lightMapLocation, 5, _dummyTexture->getBackendTexture());
#endif
}
auto camera = Camera::getVisitingCamera();
if (memcmp(&_CameraMatrix, &camera->getViewMatrix(), sizeof(Mat4)) != 0)
{
_isCameraViewChanged = true;
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_CameraMatrix = camera->getViewMatrix();
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}
if (_isCameraViewChanged)
{
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]));
}
if (_isCameraViewChanged)
{
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_quadRoot->resetNeedDraw(true); // reset it
// camera frustum culling
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if (_isEnableFrustumCull)
{
_quadRoot->cullByCamera(camera, _terrainModelMatrix);
}
}
_quadRoot->draw();
if (_isCameraViewChanged)
{
_isCameraViewChanged = false;
}
}
bool Terrain::initHeightMap(std::string_view heightMap)
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{
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_heightMapImage = new Image();
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_heightMapImage->initWithImageFile(heightMap);
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_data = _heightMapImage->getData();
_imageWidth = _heightMapImage->getWidth();
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_imageHeight = _heightMapImage->getHeight();
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// only the image size is the Powers Of Two(POT) or POT+1
if ((utils::isPOT(_imageWidth) && utils::isPOT(_imageHeight)) ||
(utils::isPOT(_imageWidth - 1) && utils::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++)
{
for (int n = 0; n < chunk_amount_x; n++)
{
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_chunkesArray[m][n] = new Chunk(this);
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_chunkesArray[m][n]->_size = _chunkSize;
_chunkesArray[m][n]->generate(_imageWidth, _imageHeight, m, n, _data);
}
}
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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++)
{
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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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}
}
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_quadRoot = new QuadTree(0, 0, _imageWidth, _imageHeight, this);
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setLODDistance(_chunkSize.width, 2 * _chunkSize.width, 3 * _chunkSize.width);
return true;
}
else
{
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AXLOG("warning: the height map size is not POT or POT + 1");
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return false;
}
}
Terrain::Terrain()
: _alphaMap(nullptr)
, _lightMap(nullptr)
, _lightDir(-1.f, -1.f, 0.f)
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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, _backToForegroundListener(nullptr)
#endif
{
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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_backToForegroundListener =
EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom*) { reload(); });
_director->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, 1);
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#endif
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#ifdef AX_USE_METAL
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auto image = new Image();
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bool AX_UNUSED isOK = image->initWithRawData(cc_2x2_white_image, sizeof(cc_2x2_white_image), 2, 2, 8);
AXASSERT(isOK, "The 2x2 empty texture was created unsuccessfully.");
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_dummyTexture = new Texture2D();
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_dummyTexture->initWithImage(image);
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AX_SAFE_RELEASE(image);
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#endif
}
void Terrain::setChunksLOD(const Vec3& cameraPos)
{
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;
auto center = aabb.getCenter();
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])
{
_chunkesArray[m][n]->_currentLod = i;
break;
}
}
}
}
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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 mulResult = getNodeToWorldTransform() * Vec4(tl.x, 0.0f, tl.y, 1.0f);
tl.set(mulResult.x, mulResult.z);
Vec2 to_tl = pos - tl;
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// real size
Vec2 size(_imageWidth * _terrainData._mapScale, _imageHeight * _terrainData._mapScale);
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mulResult = getNodeToWorldTransform() * Vec4(size.x, 0.0f, size.y, 0.0f);
size.set(mulResult.x, mulResult.z);
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float width_ratio = to_tl.x / size.x;
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float height_ratio = to_tl.y / size.y;
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)
{
if (normal)
{
normal->setZero();
}
return 0;
}
else
{
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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();
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if (normal)
{
normal->x = c - b;
normal->y = 2;
normal->z = d - a;
normal->normalize();
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//(*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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}
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float result = (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();
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return result;
}
}
float Terrain::getHeight(const Vec2& pos, Vec3* normal) const
{
return getHeight(pos.x, pos.y, normal);
}
float Terrain::getImageHeight(int pixel_x, int pixel_y) const
{
int byte_stride = 1;
switch (_heightMapImage->getPixelFormat())
{
case backend::PixelFormat::BGRA8:
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byte_stride = 4;
break;
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case backend::PixelFormat::RGB8:
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byte_stride = 3;
break;
case backend::PixelFormat::L8:
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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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}
void Terrain::loadVertices()
{
_maxHeight = -99999;
_minHeight = 99999;
for (int i = 0; i < _imageHeight; ++i)
{
for (int j = 0; j < _imageWidth; j++)
{
float height = getImageHeight(j, i);
TerrainVertexData v;
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v._position = Vec3(j * _terrainData._mapScale - _imageWidth / 2 * _terrainData._mapScale, // x
height, // y
i * _terrainData._mapScale - _imageHeight / 2 * _terrainData._mapScale); // z
v._texcoord = Tex2F(j * 1.0 / _imageWidth, i * 1.0 / _imageHeight);
_vertices.emplace_back(v);
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// update the min & max height;
if (height > _maxHeight)
_maxHeight = height;
if (height < _minHeight)
_minHeight = height;
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}
}
}
void Terrain::calculateNormal()
{
_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)
{
for (int j = 0; j < _imageWidth - 1; j += 1)
{
int nLocIndex = i * _imageWidth + j;
_indices.emplace_back(nLocIndex);
_indices.emplace_back(nLocIndex + _imageWidth);
_indices.emplace_back(nLocIndex + 1);
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_indices.emplace_back(nLocIndex + 1);
_indices.emplace_back(nLocIndex + _imageWidth);
_indices.emplace_back(nLocIndex + _imageWidth + 1);
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}
}
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for (size_t i = 0, size = _indices.size(); i < size; i += 3)
{
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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();
_vertices[Index0]._normal += Normal;
_vertices[Index1]._normal += Normal;
_vertices[Index2]._normal += Normal;
}
for (auto&& vertex : _vertices)
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{
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vertex._normal.normalize();
}
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// global indices no need at all
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_indices.clear();
}
void Terrain::setDrawWire(bool bool_value)
{
_isDrawWire = bool_value;
}
void Terrain::setLODDistance(float lod_1, float lod_2, float lod_3)
{
_lodDistance[0] = lod_1;
_lodDistance[1] = lod_2;
_lodDistance[2] = lod_3;
}
void Terrain::setIsEnableFrustumCull(bool bool_value)
{
_isEnableFrustumCull = bool_value;
}
Terrain::~Terrain()
{
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AX_SAFE_RELEASE(_alphaMap);
AX_SAFE_RELEASE(_lightMap);
AX_SAFE_RELEASE(_heightMapImage);
AX_SAFE_RELEASE(_dummyTexture);
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delete _quadRoot;
for (int i = 0; i < 4; ++i)
{
if (_detailMapTextures[i])
{
_detailMapTextures[i]->release();
}
}
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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#if AX_ENABLE_CACHE_TEXTURE_DATA
_director->getEventDispatcher()->removeEventListener(_backToForegroundListener);
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#endif
}
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ax::Vec3 Terrain::getNormal(int pixel_x, int pixel_y) const
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{
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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();
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Vec3 normal;
normal.x = c - b;
normal.y = 2;
normal.z = d - a;
normal.normalize();
return normal;
}
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ax::Vec3 Terrain::getIntersectionPoint(const Ray& ray) const
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{
Vec3 collisionPoint;
if (getIntersectionPoint(ray, collisionPoint))
{
return collisionPoint;
}
else
{
return Vec3(0, 0, 0);
}
}
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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));
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std::set<Chunk*> closeList;
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Vec2 start = Vec2(ray_._origin.x, ray_._origin.z);
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Vec2 dir = Vec2(ray._direction.x, ray._direction.z);
start = convertToTerrainSpace(start);
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start.x /= (_terrainData._chunkSize.width + 1);
start.y /= (_terrainData._chunkSize.height + 1);
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Vec2 delta = dir.getNormalized();
auto width = float(_imageWidth) / (_terrainData._chunkSize.width + 1);
auto height = float(_imageHeight) / (_terrainData._chunkSize.height + 1);
bool hasIntersect = false;
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float intersectionDist = FLT_MAX;
Vec3 tmpIntersectionPoint;
for (;;)
{
int x1 = floorf(start.x);
int x2 = ceilf(start.x);
int y1 = floorf(start.y);
int y2 = ceilf(start.y);
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for (int x = x1; x <= x2; x++)
{
for (int y = y1; y <= y2; y++)
{
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auto chunk = getChunkByIndex(x, y);
if (chunk)
{
if (closeList.find(chunk) == closeList.end())
{
if (chunk->getIntersectPointWithRay(ray, tmpIntersectionPoint))
{
float dist = (ray._origin - tmpIntersectionPoint).length();
if (intersectionDist > dist)
{
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hasIntersect = true;
intersectionDist = dist;
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intersectionPoint = tmpIntersectionPoint;
}
}
closeList.insert(chunk);
}
}
}
}
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;
}
start.x += delta.x;
start.y += delta.y;
}
return hasIntersect;
}
void Terrain::setMaxDetailMapAmount(int max_value)
{
_maxDetailMapValue = max_value;
}
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ax::Vec2 Terrain::convertToTerrainSpace(const 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);
auto result = getNodeToWorldTransform() * Vec4(tl.x, 0.0f, tl.y, 1.0f);
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tl.set(result.x, result.z);
Vec2 to_tl = pos - tl;
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// real size
Vec2 size(_imageWidth * _terrainData._mapScale, _imageHeight * _terrainData._mapScale);
result = getNodeToWorldTransform() * Vec4(size.x, 0.0f, size.y, 0.0f);
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size.set(result.x, result.z);
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float width_ratio = to_tl.x / size.x;
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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(std::string_view heightMap)
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{
_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];
}
}
}
delete _quadRoot;
initHeightMap(heightMap);
}
float Terrain::getMinHeight()
{
return _minHeight;
}
float Terrain::getMaxHeight()
{
return _maxHeight;
}
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ax::AABB Terrain::getAABB()
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{
return _quadRoot->_worldSpaceAABB;
}
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Terrain::QuadTree* Terrain::getQuadTree()
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{
return _quadRoot;
}
std::vector<float> Terrain::getHeightData() const
{
std::vector<float> data;
data.resize(_imageWidth * _imageHeight);
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for (int i = 0; i < _imageHeight; ++i)
{
for (int j = 0; j < _imageWidth; j++)
{
int idx = i * _imageWidth + j;
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data[idx] = (_vertices[idx]._position.y);
}
}
return data;
}
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Terrain::Chunk* ax::Terrain::getChunkByIndex(int x, int y) const
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{
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if (x < 0 || y < 0 || x >= MAX_CHUNKES || y >= MAX_CHUNKES)
return nullptr;
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return _chunkesArray[y][x];
}
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void Terrain::setAlphaMap(ax::Texture2D* newAlphaMapTexture)
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{
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AX_SAFE_RETAIN(newAlphaMapTexture);
AX_SAFE_RELEASE(_alphaMap);
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_alphaMap = newAlphaMapTexture;
}
void Terrain::setDetailMap(unsigned int index, DetailMap detailMap)
{
if (index > 4)
{
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AXLOG("invalid DetailMap index %d\n", index);
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}
_terrainData._detailMaps[index] = detailMap;
if (_detailMapTextures[index])
{
_detailMapTextures[index]->release();
}
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_detailMapTextures[index] = new Texture2D();
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auto textImage = new Image();
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textImage->initWithImageFile(detailMap._detailMapSrc);
_detailMapTextures[index]->initWithImage(textImage);
delete textImage;
}
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Terrain::ChunkIndices Terrain::lookForIndicesLOD(int neighborLod[4], int selfLod, bool* result)
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{
(*result) = false;
ChunkIndices tmp;
tmp._indexBuffer = nullptr;
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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;
for (size_t i = 0, size = _chunkLodIndicesSet.size(); i < size; ++i)
{
if (memcmp(test, _chunkLodIndicesSet[i]._relativeLod, sizeof(test)) == 0)
{
(*result) = true;
return _chunkLodIndicesSet[i]._chunkIndices;
}
}
}
(*result) = false;
return tmp;
}
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Terrain::ChunkIndices Terrain::insertIndicesLOD(int neighborLod[4], int selfLod, uint16_t* indices, int size)
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{
ChunkLODIndices lodIndices;
memcpy(lodIndices._relativeLod, neighborLod, sizeof(int[4]));
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lodIndices._relativeLod[4] = selfLod;
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lodIndices._chunkIndices._size = size;
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auto buffer = backend::Device::getInstance()->newBuffer(sizeof(uint16_t) * size, backend::BufferType::INDEX,
backend::BufferUsage::STATIC);
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buffer->updateData(indices, sizeof(uint16_t) * size);
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AX_SAFE_RELEASE_NULL(lodIndices._chunkIndices._indexBuffer);
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lodIndices._chunkIndices._indexBuffer = buffer;
this->_chunkLodIndicesSet.emplace_back(lodIndices);
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return lodIndices._chunkIndices;
}
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Terrain::ChunkIndices Terrain::lookForIndicesLODSkrit(int selfLod, bool* result)
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{
ChunkIndices badResult;
badResult._indexBuffer = nullptr;
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badResult._size = 0;
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if (this->_chunkLodIndicesSkirtSet.empty())
{
(*result) = false;
return badResult;
}
for (size_t i = 0, size = _chunkLodIndicesSkirtSet.size(); i < size; ++i)
{
if (_chunkLodIndicesSkirtSet[i]._selfLod == selfLod)
{
(*result) = true;
return _chunkLodIndicesSkirtSet[i]._chunkIndices;
}
}
(*result) = false;
return badResult;
}
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Terrain::ChunkIndices Terrain::insertIndicesLODSkirt(int selfLod, uint16_t* indices, int size)
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{
ChunkLODIndicesSkirt skirtIndices;
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skirtIndices._selfLod = selfLod;
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skirtIndices._chunkIndices._size = size;
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auto buffer = backend::Device::getInstance()->newBuffer(sizeof(uint16_t) * size, backend::BufferType::INDEX,
backend::BufferUsage::STATIC);
buffer->updateData(indices, sizeof(uint16_t) * size);
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AX_SAFE_RELEASE_NULL(skirtIndices._chunkIndices._indexBuffer);
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skirtIndices._chunkIndices._indexBuffer = buffer;
this->_chunkLodIndicesSkirtSet.emplace_back(skirtIndices);
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return skirtIndices._chunkIndices;
}
void Terrain::setSkirtHeightRatio(float ratio)
{
_skirtRatio = ratio;
}
void Terrain::onEnter()
{
Node::onEnter();
_terrainModelMatrix = getNodeToWorldTransform();
_quadRoot->preCalculateAABB(_terrainModelMatrix);
cacheUniformAttribLocation();
}
void Terrain::cacheUniformAttribLocation()
{
_alphaMapLocation.reset();
for (int i = 0; i < 4; ++i)
{
_detailMapLocation[i].reset();
}
_detailMapSizeLocation.reset();
_alphaIsHasAlphaMapLocation = _programState->getUniformLocation("u_has_alpha");
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_lightMapCheckLocation = _programState->getUniformLocation("u_has_light_map");
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if (!_alphaMap)
{
_detailMapLocation[0] = _programState->getUniformLocation("u_tex0");
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}
else
{
for (int i = 0; i < _maxDetailMapValue; ++i)
{
char str[20];
snprintf(str, sizeof(str), "u_tex%d", i);
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_detailMapLocation[i] = _programState->getUniformLocation(str);
}
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_detailMapSizeLocation = _programState->getUniformLocation("u_detailSize"); // float[4]
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_alphaMapLocation = _programState->getUniformLocation("u_alphaMap");
}
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_lightMapLocation = _programState->getUniformLocation("u_lightMap");
_lightDirLocation = _programState->getUniformLocation("u_lightDir");
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_mvpMatrixLocation = _programState->getUniformLocation("u_MVPMatrix");
}
bool Terrain::initTextures()
{
for (int i = 0; i < 4; ++i)
{
_detailMapTextures[i] = nullptr;
}
Texture2D::TexParams texParam;
texParam.sAddressMode = backend::SamplerAddressMode::REPEAT;
texParam.tAddressMode = backend::SamplerAddressMode::REPEAT;
if (_terrainData._alphaMapSrc.empty())
{
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auto textImage = new Image();
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textImage->initWithImageFile(_terrainData._detailMaps[0]._detailMapSrc);
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auto texture = new Texture2D();
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texture->initWithImage(textImage);
texture->generateMipmap();
_detailMapTextures[0] = texture;
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texParam.minFilter = backend::SamplerFilter::LINEAR;
texParam.magFilter = backend::SamplerFilter::LINEAR;
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texture->setTexParameters(texParam);
delete textImage;
}
else
{
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// alpha map
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auto image = new Image();
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image->initWithImageFile(_terrainData._alphaMapSrc);
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_alphaMap = new Texture2D();
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_alphaMap->initWithImage(image);
texParam.sAddressMode = backend::SamplerAddressMode::CLAMP_TO_EDGE;
texParam.tAddressMode = backend::SamplerAddressMode::CLAMP_TO_EDGE;
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texParam.minFilter = backend::SamplerFilter::LINEAR;
texParam.magFilter = backend::SamplerFilter::LINEAR;
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_alphaMap->setTexParameters(texParam);
delete image;
for (int i = 0; i < _terrainData._detailMapAmount; ++i)
{
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auto textImage = new Image();
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textImage->initWithImageFile(_terrainData._detailMaps[i]._detailMapSrc);
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auto texture = new Texture2D();
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texture->initWithImage(textImage);
delete textImage;
texture->generateMipmap();
_detailMapTextures[i] = texture;
texParam.sAddressMode = backend::SamplerAddressMode::REPEAT;
texParam.tAddressMode = backend::SamplerAddressMode::REPEAT;
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texParam.minFilter = backend::SamplerFilter::LINEAR;
texParam.magFilter = backend::SamplerFilter::LINEAR;
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texture->setTexParameters(texParam);
}
}
setMaxDetailMapAmount(_terrainData._detailMapAmount);
return true;
}
void Terrain::reload()
{
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();
}
void Terrain::Chunk::finish()
{
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// generate 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
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AX_SAFE_RELEASE_NULL(_buffer);
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_buffer = backend::Device::getInstance()->newBuffer(sizeof(TerrainVertexData) * _originalVertices.size(),
backend::BufferType::VERTEX, backend::BufferUsage::DYNAMIC);
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_buffer->updateData(&_originalVertices[0], sizeof(TerrainVertexData) * _originalVertices.size());
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calculateSlope();
for (int i = 0; i < 4; ++i)
{
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
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);
}
_oldLod = -1;
}
void Terrain::Chunk::bindAndDraw()
{
if (_terrain->_isCameraViewChanged || _oldLod < 0)
{
switch (_terrain->_crackFixedType)
{
case CrackFixedType::SKIRT:
updateIndicesLODSkirt();
break;
case CrackFixedType::INCREASE_LOWER:
updateVerticesForLOD();
updateIndicesLOD();
break;
default:
break;
}
}
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auto* renderer = Director::getInstance()->getRenderer();
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AXASSERT(_buffer && _chunkIndices._indexBuffer, "buffer should not be nullptr");
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_command.setIndexBuffer(_chunkIndices._indexBuffer, backend::IndexFormat::U_SHORT);
_command.setVertexBuffer(_buffer);
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_command.getPipelineDescriptor().programState = _terrain->_programState;
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_command.setIndexDrawInfo(0, _chunkIndices._size);
renderer->addCommand(&_command);
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AX_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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{
_posY = m;
_posX = n;
switch (_terrain->_crackFixedType)
{
case CrackFixedType::SKIRT:
{
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for (int i = _size.height * m; i <= _size.height * (m + 1); ++i)
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{
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if (i >= imageHei)
break;
for (int j = _size.width * n; j <= _size.width * (n + 1); j++)
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{
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if (j >= imgWidth)
break;
auto v = _terrain->_vertices[i * imgWidth + j];
_originalVertices.emplace_back(v);
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}
}
// add four skirts
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float skirtHeight = _terrain->_skirtRatio * _terrain->_terrainData._mapScale * 8;
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//#1
_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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{
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auto v = _terrain->_vertices[i * imgWidth + _size.width * (n + 1)];
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v._position.y -= skirtHeight;
_originalVertices.emplace_back(v);
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}
//#2
_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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{
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auto v = _terrain->_vertices[_size.height * (m + 1) * imgWidth + j];
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v._position.y -= skirtHeight;
_originalVertices.emplace_back(v);
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}
//#3
_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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{
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auto v = _terrain->_vertices[i * imgWidth + _size.width * n];
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v._position.y -= skirtHeight;
_originalVertices.emplace_back(v);
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}
//#4
_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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{
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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;
_originalVertices.emplace_back(v);
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}
}
break;
case CrackFixedType::INCREASE_LOWER:
{
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for (int i = _size.height * m; i <= _size.height * (m + 1); ++i)
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{
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if (i >= imageHei)
break;
for (int j = _size.width * n; j <= _size.width * (n + 1); j++)
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{
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if (j >= imgWidth)
break;
auto v = _terrain->_vertices[i * imgWidth + j];
_originalVertices.emplace_back(v);
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}
}
}
break;
}
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// store triangle:
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for (int i = 0; i < _size.height; ++i)
{
for (int j = 0; j < _size.width; j++)
{
int nLocIndex = i * (_size.width + 1) + j;
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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);
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_trianglesList.emplace_back(a);
_trianglesList.emplace_back(b);
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}
}
calculateAABB();
finish();
}
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Terrain::Chunk::Chunk(Terrain* terrain)
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{
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_terrain = terrain;
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_currentLod = 0;
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_left = nullptr;
_right = nullptr;
_back = nullptr;
_front = nullptr;
_oldLod = -1;
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for (int i = 0; i < 4; ++i)
{
_neighborOldLOD[i] = -1;
}
_command.init(_terrain->_globalZOrder);
_command.setTransparent(false);
_command.set3D(true);
_command.setPrimitiveType(MeshCommand::PrimitiveType::TRIANGLE);
_command.setDrawType(MeshCommand::DrawType::ELEMENT);
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_command.setBeforeCallback(AX_CALLBACK_0(Terrain::onBeforeDraw, terrain));
_command.setAfterCallback(AX_CALLBACK_0(Terrain::onAfterDraw, terrain));
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auto& pipelineDescriptor = _command.getPipelineDescriptor();
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pipelineDescriptor.blendDescriptor.blendEnabled = false;
}
void Terrain::Chunk::updateIndicesLOD()
{
int currentNeighborLOD[4];
if (_left)
{
currentNeighborLOD[0] = _left->_currentLod;
}
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else
{
currentNeighborLOD[0] = -1;
}
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if (_right)
{
currentNeighborLOD[1] = _right->_currentLod;
}
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else
{
currentNeighborLOD[1] = -1;
}
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if (_back)
{
currentNeighborLOD[2] = _back->_currentLod;
}
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else
{
currentNeighborLOD[2] = -1;
}
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if (_front)
{
currentNeighborLOD[3] = _front->_currentLod;
}
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else
{
currentNeighborLOD[3] = -1;
}
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if (_oldLod == _currentLod && (memcmp(currentNeighborLOD, _neighborOldLOD, sizeof(currentNeighborLOD)) == 0))
{
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return; // no need to update
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}
bool isOk;
_chunkIndices = _terrain->lookForIndicesLOD(currentNeighborLOD, _currentLod, &isOk);
if (isOk)
{
return;
}
memcpy(_neighborOldLOD, currentNeighborLOD, sizeof(currentNeighborLOD));
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_oldLod = _currentLod;
int gridY = static_cast<int>(_size.height);
int gridX = static_cast<int>(_size.width);
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int step = 1 << _currentLod;
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if ((_left && _left->_currentLod > _currentLod) || (_right && _right->_currentLod > _currentLod) ||
(_back && _back->_currentLod > _currentLod) || (_front && _front->_currentLod > _currentLod))
// need update indices.
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{
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// t-junction inner
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_lod[_currentLod]._indices.clear();
for (int i = step; i < gridY - step; i += step)
{
for (int j = step; j < gridX - step; j += step)
{
int nLocIndex = i * (gridX + 1) + j;
_lod[_currentLod]._indices.emplace_back(nLocIndex);
_lod[_currentLod]._indices.emplace_back(nLocIndex + step * (gridX + 1));
_lod[_currentLod]._indices.emplace_back(nLocIndex + step);
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_lod[_currentLod]._indices.emplace_back(nLocIndex + step);
_lod[_currentLod]._indices.emplace_back(nLocIndex + step * (gridX + 1));
_lod[_currentLod]._indices.emplace_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);
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if (_left && _left->_currentLod > _currentLod) // left
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{
for (int i = 0; i < gridY; i += next_step)
{
_lod[_currentLod]._indices.emplace_back(i * (gridX + 1) + step);
_lod[_currentLod]._indices.emplace_back(i * (gridX + 1));
_lod[_currentLod]._indices.emplace_back((i + next_step) * (gridX + 1));
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_lod[_currentLod]._indices.emplace_back(i * (gridX + 1) + step);
_lod[_currentLod]._indices.emplace_back((i + next_step) * (gridX + 1));
_lod[_currentLod]._indices.emplace_back((i + step) * (gridX + 1) + step);
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_lod[_currentLod]._indices.emplace_back((i + step) * (gridX + 1) + step);
_lod[_currentLod]._indices.emplace_back((i + next_step) * (gridX + 1));
_lod[_currentLod]._indices.emplace_back((i + next_step) * (gridX + 1) + step);
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}
}
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else
{
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int start = 0;
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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)
{
_lod[_currentLod]._indices.emplace_back(i * (gridX + 1) + step);
_lod[_currentLod]._indices.emplace_back(i * (gridX + 1));
_lod[_currentLod]._indices.emplace_back((i + step) * (gridX + 1));
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_lod[_currentLod]._indices.emplace_back(i * (gridX + 1) + step);
_lod[_currentLod]._indices.emplace_back((i + step) * (gridX + 1));
_lod[_currentLod]._indices.emplace_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)
{
_lod[_currentLod]._indices.emplace_back(i * (gridX + 1) + gridX);
_lod[_currentLod]._indices.emplace_back(i * (gridX + 1) + gridX - step);
_lod[_currentLod]._indices.emplace_back((i + step) * (gridX + 1) + gridX - step);
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_lod[_currentLod]._indices.emplace_back(i * (gridX + 1) + gridX);
_lod[_currentLod]._indices.emplace_back((i + step) * (gridX + 1) + gridX - step);
_lod[_currentLod]._indices.emplace_back((i + next_step) * (gridX + 1) + gridX - step);
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_lod[_currentLod]._indices.emplace_back(i * (gridX + 1) + gridX);
_lod[_currentLod]._indices.emplace_back((i + next_step) * (gridX + 1) + gridX - step);
_lod[_currentLod]._indices.emplace_back((i + next_step) * (gridX + 1) + gridX);
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}
}
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else
{
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int start = 0;
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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)
{
_lod[_currentLod]._indices.emplace_back(i * (gridX + 1) + gridX);
_lod[_currentLod]._indices.emplace_back(i * (gridX + 1) + gridX - step);
_lod[_currentLod]._indices.emplace_back((i + step) * (gridX + 1) + gridX - step);
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_lod[_currentLod]._indices.emplace_back(i * (gridX + 1) + gridX);
_lod[_currentLod]._indices.emplace_back((i + step) * (gridX + 1) + gridX - step);
_lod[_currentLod]._indices.emplace_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)
{
_lod[_currentLod]._indices.emplace_back((gridY - step) * (gridX + 1) + i);
_lod[_currentLod]._indices.emplace_back(gridY * (gridX + 1) + i);
_lod[_currentLod]._indices.emplace_back((gridY - step) * (gridX + 1) + i + step);
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_lod[_currentLod]._indices.emplace_back((gridY - step) * (gridX + 1) + i + step);
_lod[_currentLod]._indices.emplace_back(gridY * (gridX + 1) + i);
_lod[_currentLod]._indices.emplace_back(gridY * (gridX + 1) + i + next_step);
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_lod[_currentLod]._indices.emplace_back((gridY - step) * (gridX + 1) + i + step);
_lod[_currentLod]._indices.emplace_back(gridY * (gridX + 1) + i + next_step);
_lod[_currentLod]._indices.emplace_back((gridY - step) * (gridX + 1) + i + next_step);
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}
}
else
{
for (int i = step; i < gridX - step; i += step)
{
_lod[_currentLod]._indices.emplace_back((gridY - step) * (gridX + 1) + i);
_lod[_currentLod]._indices.emplace_back(gridY * (gridX + 1) + i);
_lod[_currentLod]._indices.emplace_back((gridY - step) * (gridX + 1) + i + step);
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_lod[_currentLod]._indices.emplace_back((gridY - step) * (gridX + 1) + i + step);
_lod[_currentLod]._indices.emplace_back(gridY * (gridX + 1) + i);
_lod[_currentLod]._indices.emplace_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)
{
_lod[_currentLod]._indices.emplace_back(i);
_lod[_currentLod]._indices.emplace_back(step * (gridX + 1) + i);
_lod[_currentLod]._indices.emplace_back(step * (gridX + 1) + i + step);
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_lod[_currentLod]._indices.emplace_back(i);
_lod[_currentLod]._indices.emplace_back(step * (gridX + 1) + i + step);
_lod[_currentLod]._indices.emplace_back(i + next_step);
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_lod[_currentLod]._indices.emplace_back(i + next_step);
_lod[_currentLod]._indices.emplace_back(step * (gridX + 1) + i + step);
_lod[_currentLod]._indices.emplace_back(step * (gridX + 1) + i + next_step);
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}
}
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else
{
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for (int i = step; i < gridX - step; i += step)
{
_lod[_currentLod]._indices.emplace_back(i);
_lod[_currentLod]._indices.emplace_back(step * (gridX + 1) + i);
_lod[_currentLod]._indices.emplace_back(step * (gridX + 1) + i + step);
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_lod[_currentLod]._indices.emplace_back(i);
_lod[_currentLod]._indices.emplace_back(step * (gridX + 1) + i + step);
_lod[_currentLod]._indices.emplace_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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}
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else
{
// No lod difference, use simple method
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_lod[_currentLod]._indices.clear();
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.emplace_back(nLocIndex);
_lod[_currentLod]._indices.emplace_back(nLocIndex + step * (gridX + 1));
_lod[_currentLod]._indices.emplace_back(nLocIndex + step);
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_lod[_currentLod]._indices.emplace_back(nLocIndex + step);
_lod[_currentLod]._indices.emplace_back(nLocIndex + step * (gridX + 1));
_lod[_currentLod]._indices.emplace_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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}
}
void Terrain::Chunk::calculateAABB()
{
auto pos = axstd::pod_vector_from<Vec3>(_originalVertices.begin(), _originalVertices.end(),
[](const auto& it) { return it._position; });
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_aabb.updateMinMax(&pos[0], pos.size());
}
void Terrain::Chunk::calculateSlope()
{
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// find max slope
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auto lowest = _originalVertices[0]._position;
for (size_t i = 0, size = _originalVertices.size(); i < size; ++i)
{
if (_originalVertices[i]._position.y < lowest.y)
{
lowest = _originalVertices[i]._position;
}
}
auto highest = _originalVertices[0]._position;
for (size_t i = 0, size = _originalVertices.size(); i < size; ++i)
{
if (_originalVertices[i]._position.y > highest.y)
{
highest = _originalVertices[i]._position;
}
}
Vec2 a(lowest.x, lowest.z);
Vec2 b(highest.x, highest.z);
float dist = a.distance(b);
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_slope = (highest.y - lowest.y) / dist;
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}
bool Terrain::Chunk::getIntersectPointWithRay(const Ray& ray, Vec3& intersectPoint)
{
if (!ray.intersects(_aabb))
return false;
float minDist = FLT_MAX;
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bool isFind = false;
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for (const auto& triangle : _trianglesList)
{
Vec3 p;
if (triangle.getIntersectPoint(ray, p))
{
float dist = ray._origin.distance(p);
if (dist < minDist)
{
intersectPoint = p;
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minDist = dist;
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}
isFind = true;
}
}
return isFind;
}
void Terrain::Chunk::updateVerticesForLOD()
{
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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) > 1.2f)
{
int step = 1 << _currentLod;
for (int i = step; i < gridY - step; i += step)
for (int j = step; j < gridX - step; j += step)
{
// use linear-sample adjust vertices height
float height = 0;
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float count = 0;
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for (int n = i - step / 2; n < i + step / 2; n++)
{
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));
height += _originalVertices[m * (gridX + 1) + n]._position.y;
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count += weight;
}
}
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_currentVertices[i * (gridX + 1) + j]._position.y = height / count;
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}
}
_oldLod = _currentLod;
}
Terrain::Chunk::~Chunk()
{
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AX_SAFE_RELEASE_NULL(_buffer);
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}
void Terrain::Chunk::updateIndicesLODSkirt()
{
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if (_oldLod == _currentLod)
return;
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_oldLod = _currentLod;
bool isOk;
_chunkIndices = _terrain->lookForIndicesLODSkrit(_currentLod, &isOk);
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if (isOk)
return;
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int gridY = _size.height;
int gridX = _size.width;
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int step = 1 << _currentLod;
int k = 0;
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for (int i = 0; i < gridY; i += step, k += step)
{
for (int j = 0; j < gridX; j += step)
{
int nLocIndex = i * (gridX + 1) + j;
_lod[_currentLod]._indices.emplace_back(nLocIndex);
_lod[_currentLod]._indices.emplace_back(nLocIndex + step * (gridX + 1));
_lod[_currentLod]._indices.emplace_back(nLocIndex + step);
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_lod[_currentLod]._indices.emplace_back(nLocIndex + step);
_lod[_currentLod]._indices.emplace_back(nLocIndex + step * (gridX + 1));
_lod[_currentLod]._indices.emplace_back(nLocIndex + step * (gridX + 1) + step);
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}
}
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// add skirt
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//#1
for (int i = 0; i < gridY; i += step)
{
int nLocIndex = i * (gridX + 1) + gridX;
_lod[_currentLod]._indices.emplace_back(nLocIndex);
_lod[_currentLod]._indices.emplace_back(nLocIndex + step * (gridX + 1));
_lod[_currentLod]._indices.emplace_back((gridY + 1) * (gridX + 1) + i);
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_lod[_currentLod]._indices.emplace_back((gridY + 1) * (gridX + 1) + i);
_lod[_currentLod]._indices.emplace_back(nLocIndex + step * (gridX + 1));
_lod[_currentLod]._indices.emplace_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;
_lod[_currentLod]._indices.emplace_back(nLocIndex);
_lod[_currentLod]._indices.emplace_back(_terrain->_skirtVerticesOffset[1] + j);
_lod[_currentLod]._indices.emplace_back(nLocIndex + step);
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_lod[_currentLod]._indices.emplace_back(nLocIndex + step);
_lod[_currentLod]._indices.emplace_back(_terrain->_skirtVerticesOffset[1] + j);
_lod[_currentLod]._indices.emplace_back(_terrain->_skirtVerticesOffset[1] + j + step);
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}
//#3
for (int i = 0; i < gridY; i += step)
{
int nLocIndex = i * (gridX + 1);
_lod[_currentLod]._indices.emplace_back(nLocIndex);
_lod[_currentLod]._indices.emplace_back(_terrain->_skirtVerticesOffset[2] + i);
_lod[_currentLod]._indices.emplace_back((i + step) * (gridX + 1));
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_lod[_currentLod]._indices.emplace_back((i + step) * (gridX + 1));
_lod[_currentLod]._indices.emplace_back(_terrain->_skirtVerticesOffset[2] + i);
_lod[_currentLod]._indices.emplace_back(_terrain->_skirtVerticesOffset[2] + i + step);
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}
//#4
for (int j = 0; j < gridX; j += step)
{
int nLocIndex = j;
_lod[_currentLod]._indices.emplace_back(nLocIndex + step);
_lod[_currentLod]._indices.emplace_back(_terrain->_skirtVerticesOffset[3] + j);
_lod[_currentLod]._indices.emplace_back(nLocIndex);
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_lod[_currentLod]._indices.emplace_back(_terrain->_skirtVerticesOffset[3] + j + step);
_lod[_currentLod]._indices.emplace_back(_terrain->_skirtVerticesOffset[3] + j);
_lod[_currentLod]._indices.emplace_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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}
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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;
_needDraw = true;
_parent = nullptr;
_tl = nullptr;
_tr = nullptr;
_bl = nullptr;
_br = nullptr;
_posX = x;
_posY = y;
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this->_height = h;
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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 QuadTree(x, y, _width / 2, _height / 2, terrain);
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this->_tl->_parent = this;
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this->_tr = new QuadTree(x + _width / 2, y, _width / 2, _height / 2, terrain);
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this->_tr->_parent = this;
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this->_bl = new QuadTree(x, y + _height / 2, _width / 2, _height / 2, terrain);
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this->_bl->_parent = this;
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this->_br = new QuadTree(x + _width / 2, y + _height / 2, _width / 2, _height / 2, terrain);
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this->_br->_parent = this;
_localAABB.merge(_tl->_localAABB);
_localAABB.merge(_tr->_localAABB);
_localAABB.merge(_bl->_localAABB);
_localAABB.merge(_br->_localAABB);
}
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else // is terminal Node
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{
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int m = _posY / terrain->_chunkSize.height;
int n = _posX / terrain->_chunkSize.width;
_chunk = terrain->_chunkesArray[m][n];
_isTerminal = true;
_localAABB = _chunk->_aabb;
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_chunk->_parent = this;
for (auto&& triangle : _chunk->_trianglesList)
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{
triangle.transform(_terrain->getNodeToWorldTransform());
}
}
_worldSpaceAABB = _localAABB;
_worldSpaceAABB.transform(_terrain->getNodeToWorldTransform());
}
void Terrain::QuadTree::draw()
{
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if (!_needDraw)
return;
if (_isTerminal)
{
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this->_chunk->bindAndDraw();
}
else
{
this->_tl->draw();
this->_tr->draw();
this->_br->draw();
this->_bl->draw();
}
}
void Terrain::QuadTree::resetNeedDraw(bool value)
{
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 (!camera->isVisibleInFrustum(&_worldSpaceAABB))
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{
this->resetNeedDraw(false);
}
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else if (!_isTerminal)
{
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_tl->cullByCamera(camera, worldTransform);
_tr->cullByCamera(camera, worldTransform);
_bl->cullByCamera(camera, worldTransform);
_br->cullByCamera(camera, worldTransform);
}
}
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void Terrain::QuadTree::preCalculateAABB(const Mat4& worldTransform)
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{
_worldSpaceAABB = _localAABB;
_worldSpaceAABB.transform(worldTransform);
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if (!_isTerminal)
{
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_tl->preCalculateAABB(worldTransform);
_tr->preCalculateAABB(worldTransform);
_bl->preCalculateAABB(worldTransform);
_br->preCalculateAABB(worldTransform);
}
}
Terrain::QuadTree::~QuadTree()
{
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if (_tl)
delete _tl;
if (_tr)
delete _tr;
if (_bl)
delete _bl;
if (_br)
delete _br;
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}
Terrain::TerrainData::TerrainData(std::string_view heightMapsrc,
std::string_view textureSrc,
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const Vec2& chunksize,
float height,
float scale)
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{
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this->_heightMapSrc = heightMapsrc;
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this->_detailMaps[0]._detailMapSrc = textureSrc;
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this->_alphaMapSrc = "";
this->_chunkSize = chunksize;
this->_mapHeight = height;
this->_mapScale = scale;
_skirtHeightRatio = 1;
}
Terrain::TerrainData::TerrainData(std::string_view heightMapsrc,
std::string_view alphamap,
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const DetailMap& detail1,
const DetailMap& detail2,
const DetailMap& detail3,
const DetailMap& detail4,
const Vec2& chunksize,
float height,
float scale)
{
this->_heightMapSrc = heightMapsrc;
this->_alphaMapSrc = alphamap;
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this->_detailMaps[0] = detail1;
this->_detailMaps[1] = detail2;
this->_detailMaps[2] = detail3;
this->_detailMaps[3] = detail4;
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this->_chunkSize = chunksize;
this->_mapHeight = height;
this->_mapScale = scale;
_detailMapAmount = 4;
_skirtHeightRatio = 1;
}
Terrain::TerrainData::TerrainData(std::string_view heightMapsrc,
std::string_view alphamap,
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const DetailMap& detail1,
const DetailMap& detail2,
const DetailMap& detail3,
const Vec2& chunksize /*= Vec2(32,32)*/,
float height /*= 2*/,
float scale /*= 0.1*/)
{
this->_heightMapSrc = heightMapsrc;
this->_alphaMapSrc = alphamap;
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this->_detailMaps[0] = detail1;
this->_detailMaps[1] = detail2;
this->_detailMaps[2] = detail3;
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this->_chunkSize = chunksize;
this->_mapHeight = height;
this->_mapScale = scale;
_detailMapAmount = 3;
_skirtHeightRatio = 1;
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}
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Terrain::TerrainData::TerrainData() {}
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Terrain::ChunkIndices::ChunkIndices(const Terrain::ChunkIndices& other)
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{
_indexBuffer = other._indexBuffer;
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AX_SAFE_RETAIN(_indexBuffer);
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_size = other._size;
}
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Terrain::ChunkIndices& Terrain::ChunkIndices::operator=(const Terrain::ChunkIndices& other)
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{
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if (other._indexBuffer != _indexBuffer)
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{
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AX_SAFE_RELEASE_NULL(_indexBuffer);
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_indexBuffer = other._indexBuffer;
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AX_SAFE_RETAIN(_indexBuffer);
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}
_size = other._size;
return *this;
}
Terrain::ChunkIndices::~ChunkIndices()
{
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AX_SAFE_RELEASE_NULL(_indexBuffer);
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}
Terrain::DetailMap::DetailMap(std::string_view detailMapPath, float size /*= 35*/)
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{
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this->_detailMapSrc = detailMapPath;
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this->_detailMapSize = size;
}
Terrain::DetailMap::DetailMap()
{
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_detailMapSrc = "";
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_detailMapSize = 35;
}
Terrain::Triangle::Triangle(const Vec3& p1, const Vec3& p2, const Vec3& p3)
{
_p1 = p1;
_p2 = p2;
_p3 = p3;
}
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void Terrain::Triangle::transform(const ax::Mat4& matrix)
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{
matrix.transformPoint(&_p1);
matrix.transformPoint(&_p2);
matrix.transformPoint(&_p3);
}
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// Please refer to 3D Math Primer for Graphics and Game Development
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bool Terrain::Triangle::getIntersectPoint(const Ray& ray, Vec3& intersectPoint) 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
{
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T = _p1 - ray._origin;
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det = -det;
}
// If determinant is near zero, ray lies in plane of triangle
if (det < 0.0001f)
return false;
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float t; // ray dist
float u, v; // barycentric coordinate
// Calculate u and make sure u <= 1
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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;
intersectPoint = ray._origin + ray._direction * t;
return true;
}
void Terrain::onBeforeDraw()
{
_stateBlockOld.save();
_stateBlock.apply();
}
void Terrain::onAfterDraw()
{
_stateBlockOld.apply();
}
void Terrain::StateBlock::save()
{
auto renderer = Director::getInstance()->getRenderer();
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depthWrite = renderer->getDepthWrite();
depthTest = renderer->getDepthTest();
cullFace = renderer->getCullMode();
winding = renderer->getWinding();
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}
void Terrain::StateBlock::apply()
{
auto renderer = Director::getInstance()->getRenderer();
renderer->setDepthTest(depthTest);
renderer->setDepthWrite(depthWrite);
renderer->setCullMode(cullFace);
renderer->setWinding(winding);
}
NS_AX_END