axmol/cocos/3d/CCTerrain.cpp

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/****************************************************************************
Copyright (c) 2015-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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>
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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"
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#include "base/CCDirector.h"
#include "base/CCEventType.h"
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#include "2d/CCCamera.h"
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#include "platform/CCImage.h"
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NS_CC_BEGIN
// check a number is power of two.
static bool isPOT(int number)
{
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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();
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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);
}
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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glEnableVertexAttribArray(_positionLocation);
glEnableVertexAttribArray(_texcoordLocation);
glEnableVertexAttribArray(_normalLocation);
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glProgram->setUniformsForBuiltins(transform);
_glProgramState->applyUniforms();
glUniform3f(_lightDirLocation,_lightDir.x,_lightDir.y,_lightDir.z);
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if(!_alphaMap)
{
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glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _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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{
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glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, _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);
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glActiveTexture(GL_TEXTURE0 + 4);
glBindTexture(GL_TEXTURE_2D, _alphaMap->getName());
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glUniform1i(_alphaMapLocation,4);
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}
if (_lightMap)
{
glUniform1i(_lightMapCheckLocation, 1);
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glActiveTexture(GL_TEXTURE0 + 5);
glBindTexture(GL_TEXTURE_2D, _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)
, _lightMap(nullptr)
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, _lightDir(-1.f, -1.f, 0.f)
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, _stateBlock(nullptr)
#if CC_ENABLE_CACHE_TEXTURE_DATA
, _backToForegroundListener(nullptr)
#endif
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{
_stateBlock = RenderState::StateBlock::create();
CC_SAFE_RETAIN(_stateBlock);
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_customCommand.setTransparent(false);
_customCommand.set3D(true);
#if CC_ENABLE_CACHE_TEXTURE_DATA
_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(const 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)
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{
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);
auto mulResult = getNodeToWorldTransform() * Vec4(tl.x, 0.0f, tl.y, 1.0f);
tl.set(mulResult.x, mulResult.z);
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Vec2 to_tl = pos - tl;
//real size
Vec2 size(_imageWidth*_terrainData._mapScale,_imageHeight*_terrainData._mapScale);
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;
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 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();
return result;
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}
}
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float Terrain::getHeight(const 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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}
}
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();
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_vertices[Index0]._normal += Normal;
_vertices[Index1]._normal += Normal;
_vertices[Index2]._normal += Normal;
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}
for (auto &vertex : _vertices) {
vertex._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)
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{
if(_detailMapTextures[i])
{
_detailMapTextures[i]->release();
}
}
for(int i = 0;i<MAX_CHUNKES;++i)
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{
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, size = _chunkLodIndicesSet.size(); i < size; ++i)
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{
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glDeleteBuffers(1,&(_chunkLodIndicesSet[i]._chunkIndices._indices));
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}
for(size_t i =0, size = _chunkLodIndicesSkirtSet.size(); i < size; ++i)
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{
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glDeleteBuffers(1,&(_chunkLodIndicesSkirtSet[i]._chunkIndices._indices));
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}
#if CC_ENABLE_CACHE_TEXTURE_DATA
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())
{
if (chunk->getIntersectPointWithRay(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;
}
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cocos2d::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);
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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)
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{
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) {
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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;
for(size_t i =0, size = _chunkLodIndicesSet.size(); i < 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;
}
for(size_t i = 0, size = _chunkLodIndicesSkirtSet.size(); i < 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");
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_texcoordLocation = 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)
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{
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
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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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}
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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{
for(int i=_size.height*m;i<=_size.height*(m+1);++i)
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{
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();
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.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();
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.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)
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{
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)
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{
_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));
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_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.
{
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//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)
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{
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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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}
//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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{
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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;
for(size_t i = 0, size = _originalVertices.size(); i < 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;
for(size_t i = 0, size = _originalVertices.size(); i < 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;
for(size_t i = 0, size = _originalVertices.size(); i < 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::getIntersectPointWithRay(const Ray& ray, Vec3& intersectPoint)
{
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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.getIntersectPoint(ray, p))
{
float dist = ray._origin.distance(p);
if (dist<minDist)
{
intersectPoint = 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;
if (_currentLod >= 2 && std::abs(_slope) > 1.2f)
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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)
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{
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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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}
}
//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);
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_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[3]+j);
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_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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{
metal support for cocos2d-x (#19305) * remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList https://github.com/cocos2d/cocos2d-x/issues/18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
2019-01-18 15:08:25 +08:00
//TODO new-renderer: interface isVisibleInFrustum removal
// if(!camera->isVisibleInFrustum(&_worldSpaceAABB))
// {
2015-01-15 11:45:06 +08:00
this->resetNeedDraw(false);
metal support for cocos2d-x (#19305) * remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList https://github.com/cocos2d/cocos2d-x/issues/18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
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// }else
// {
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if(!_isTerminal){
_tl->cullByCamera(camera,worldTransform);
_tr->cullByCamera(camera,worldTransform);
_bl->cullByCamera(camera,worldTransform);
_br->cullByCamera(camera,worldTransform);
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}
metal support for cocos2d-x (#19305) * remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList https://github.com/cocos2d/cocos2d-x/issues/18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
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// }
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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;
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this->_mapScale = scale;
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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 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 = "";
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_detailMapSize = 35;
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}
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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 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::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
{
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
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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;
}
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NS_CC_END