Merge pull request #216 from tangziwen/terrain_tzw

Terrain tzw
This commit is contained in:
XiaoYang 2015-01-19 11:11:00 +08:00
commit 174bd11894
3 changed files with 1048 additions and 2 deletions

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@ -21,8 +21,8 @@ CCMeshVertexIndexData.cpp \
CCSprite3DMaterial.cpp \
CCObjLoader.cpp \
CCSkeleton3D.cpp \
CCSprite3D.cpp
CCSprite3D.cpp \
CCTerrain.cpp
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/..
LOCAL_C_INCLUDES := $(LOCAL_PATH)/..

809
cocos/3d/CCTerrain.cpp Normal file
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@ -0,0 +1,809 @@
#include "CCTerrain.h"
#include <CCImage.h>
USING_NS_CC;
#include "renderer/CCGLProgram.h"
#include "renderer/CCGLProgramState.h"
#include "renderer/CCRenderer.h"
#include "renderer/CCGLProgramStateCache.h"
#include "renderer/ccGLStateCache.h"
#include "2d/CCCamera.h"
#include <stdlib.h>
static const char * vertex_shader = "\
attribute vec4 a_position;\
attribute vec2 a_texCoord;\
attribute vec3 a_normal;\
\n#ifdef GL_ES\n\
varying mediump vec2 v_texCoord;\
varying mediump vec3 v_normal;\
\n#else\n\
varying vec2 v_texCoord;\
varying vec3 v_normal;\
\n#endif\n\
void main()\
{\
gl_Position = CC_MVPMatrix * a_position;\
v_texCoord = a_texCoord;\
v_normal = a_normal;\
}\
";
static const char * fragment_shader ="\n#ifdef GL_ES\n\
precision lowp float;\
\n#endif\n\
uniform vec3 u_color;\
varying vec2 v_texCoord;\
varying vec3 v_normal;\
uniform int u_has_alpha;\
uniform sampler2D u_alphaMap;\
uniform sampler2D u_texture0;\
uniform sampler2D u_texture1;\
uniform sampler2D u_texture2;\
uniform sampler2D u_texture3;\
uniform float u_detailSize[4];\
void main()\
{\
vec3 light_direction = vec3(-1,-1,0);\
float lightFactor = dot(-light_direction,v_normal);\
if(u_has_alpha<=0)\
{\
gl_FragColor = texture2D(u_texture0, v_texCoord)*lightFactor;\
}else\
{\
vec4 blendFactor =texture2D(u_alphaMap,v_texCoord);\
vec4 color = vec4(0,0,0,0);\
color = texture2D(u_texture0, v_texCoord*u_detailSize[0])*blendFactor.r +\
texture2D(u_texture1, v_texCoord*u_detailSize[1])*blendFactor.g + texture2D(u_texture2, v_texCoord*u_detailSize[2])*blendFactor.b;\n\
float grayFactor =dot(blendFactor.rgb, vec3(1, 1, 1));\
color +=texture2D(u_texture3, v_texCoord*u_detailSize[3])*(1.0-grayFactor);\
gl_FragColor = color*lightFactor;\
}\
}";
Terrain * cocos2d::Terrain::create(TerrainData &parameter)
{
Terrain * obj = new (std::nothrow)Terrain();
obj->_terrainData = parameter;
//chunksize
obj->_chunkSize = parameter.chunkSize;
//heightmap
obj->initHeightMap(parameter.heightMapSrc.c_str());
if(!parameter.alphaMapSrc)
{
auto textImage = new (std::nothrow)Image();
textImage->initWithImageFile(parameter.detailMaps[0].detailMapSrc);
auto texture = new (std::nothrow)Texture2D();
texture->initWithImage(textImage);
obj->textures.push_back(texture);
obj->init();
obj->setAnchorPoint(Vec2(0,0));
}else
{
//alpha map
auto textImage = new (std::nothrow)Image();
textImage->initWithImageFile(parameter.alphaMapSrc);
obj->_alphaMap = new (std::nothrow)Texture2D();
obj->_alphaMap->initWithImage(textImage);
for(int i =0;i<4;i++)
{
auto textImage = new (std::nothrow)Image();
textImage->initWithImageFile(parameter.detailMaps[i].detailMapSrc);
auto texture = new (std::nothrow)Texture2D();
texture->initWithImage(textImage);
obj->textures.push_back(texture);
obj->detailSize[i] = parameter.detailMaps[i].detailMapSize;
}
obj->init();
obj->setAnchorPoint(Vec2(0,0));
}
return obj;
}
bool cocos2d::Terrain::init()
{
_lodDistance[0]=96;
_lodDistance[1]=288;
_lodDistance[2]=480;
auto shader = GLProgram::createWithByteArrays(vertex_shader,fragment_shader);
auto state = GLProgramState::create(shader);
setGLProgramState(state);
setDrawWire(false);
setIsEnableFrustumCull(true);
return true;
}
void cocos2d::Terrain::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags)
{
_customCommand.init(getGlobalZOrder());
_customCommand.func = CC_CALLBACK_0(Terrain::onDraw, this, transform, flags);
_customCommand.setTransparent(true);
renderer->addCommand(&_customCommand);
}
void cocos2d::Terrain::onDraw(const Mat4 &transform, uint32_t flags)
{
auto glProgram = getGLProgram();
glProgram->use();
glProgram->setUniformsForBuiltins(transform);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
if(!_alphaMap)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,textures[0]->getName());
auto texture_location = glGetUniformLocation(glProgram->getProgram(),"u_texture0");
glUniform1i(texture_location,0);
auto alpha_location = glGetUniformLocation(glProgram->getProgram(),"u_has_alpha");
glUniform1i(alpha_location,0);
}else
{
for(int i =0;i<4;i++)
{
glActiveTexture(GL_TEXTURE0+i);
glBindTexture(GL_TEXTURE_2D,textures[i]->getName());
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
char str[20];
sprintf(str,"u_texture%d",i);
auto texture_location = glGetUniformLocation(glProgram->getProgram(),str);
glUniform1i(texture_location,i);
sprintf(str,"u_detailSize[%d]",i);
auto detailSizeLocation = glGetUniformLocation(glProgram->getProgram(),str);
glUniform1f(detailSizeLocation,detailSize[i]);
}
auto alpha_location = glGetUniformLocation(glProgram->getProgram(),"u_has_alpha");
glUniform1i(alpha_location,1);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D,_alphaMap->getName());
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
auto alpha_map_location = glGetUniformLocation(glProgram->getProgram(),"u_alphaMap");
glUniform1i(alpha_map_location,4);
}
//set lod
setChunksLOD(Camera::getVisitingCamera()->getPosition3D());
//camera frustum culling
auto camera = Camera::getVisitingCamera();
quad->cullByCamera(camera,getNodeToWorldTransform());
quad->draw();
quad->resetNeedDraw(true);//reset it
glActiveTexture(GL_TEXTURE0);
}
void cocos2d::Terrain::initHeightMap(const char * heightMap)
{
auto image = new Image();
image->initWithImageFile(heightMap);
_data = image->getData();
imageWidth =image->getWidth();
imageHeight =image->getHeight();
auto format = image->getRenderFormat();
int chunk_amount_y = imageHeight/_chunkSize.height;
int chunk_amount_x = imageWidth/_chunkSize.width;
loadVertices();
calculateNormal();
for(int m =0;m<chunk_amount_y;m++)
{
for(int n =0; n<chunk_amount_x;n++)
{
_chunkesArray[m][n] = new Chunk();
}
}
for(int m =0;m<chunk_amount_y;m++)
{
for(int n =0; n<chunk_amount_x;n++)
{
_chunkesArray[m][n]->_terrain = this;
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];
_chunkesArray[m][n]->_size = _chunkSize;
_chunkesArray[m][n]->generate(imageWidth,imageHeight,m,n,_data);
}
}
quad = new QuadTree(0,0,imageWidth,imageHeight,this);
}
cocos2d::Terrain::Terrain()
{
_alphaMap = nullptr;
}
void cocos2d::Terrain::setChunksLOD(Vec3 cameraPos)
{
int chunk_amount_y = imageHeight/_chunkSize.height;
int chunk_amount_x = imageWidth/_chunkSize.width;
for(int m=0;m<chunk_amount_y;m++)
for(int n =0;n<chunk_amount_x;n++)
{
AABB aabb = _chunkesArray[m][n]->_aabb;
aabb.transform(this->getNodeToWorldTransform());
auto center = aabb.getCenter();
float dist = Vec3(center.x,0,center.z).distance(Vec3(cameraPos.x,0,cameraPos.z));
_chunkesArray[m][n]->_currentLod = 3;
for(int i =0;i<3;i++)
{
if(dist<=_lodDistance[i])
{
_chunkesArray[m][n]->_currentLod = i;
break;
}
}
}
}
float cocos2d::Terrain::getHeight(float x, float y ,float z)
{
Vec2 pos = Vec2(x,z);
//top-left
Vec2 tl = Vec2(-1*_terrainData.mapScale*imageWidth/2,-1*_terrainData.mapScale*imageWidth/2);
auto result = getNodeToWorldTransform()*Vec4(tl.x,0.0f,tl.y,1.0f);
tl = Vec2(result.x,result.z);
Vec2 to_tl = pos - tl;
//real size
Vec2 size = Vec2(imageWidth*_terrainData.mapScale,imageHeight*_terrainData.mapScale);
result = getNodeToWorldTransform()*Vec4(size.x,0.0f,size.y,0.0f);
size = Vec2(result.x,result.z);
float width_ratio = to_tl.x/size.x;
float height_ratio = to_tl.y/size.y;
float image_x = width_ratio * imageWidth;
float image_y = height_ratio * imageHeight;
float u =image_x - (int)image_x;
float v =image_y - (int)image_y;
float i = (int)image_x;
float j = (int)image_y;
if(image_x>=imageWidth-1 || image_y >=imageHeight-1 || image_x<0 || image_y<0)
{
return y;
}else
{
float reuslt = (1-u)*(1-v)*getImageHeight(i,j)*getScaleY() + (1-u)*v*getImageHeight(i,j+1)*getScaleY() + u*(1-v)*getImageHeight(i+1,j)*getScaleY() + u*v*getImageHeight(i+1,j+1)*getScaleY();
return reuslt;
}
}
float cocos2d::Terrain::getHeight(Vec3 pos)
{
return getHeight(pos.x,pos.y,pos.z);
}
float cocos2d::Terrain::getImageHeight(int pixel_x,int pixel_y)
{
return _data[(pixel_y*imageWidth+pixel_x)*3]*1.0/255*_terrainData.mapHeight -0.5*_terrainData.mapHeight;
}
void cocos2d::Terrain::loadVertices()
{
for(int i =0;i<imageHeight;i++)
{
for(int j =0;j<imageWidth;j++)
{
TerrainVertexData v;
v.position = Vec3(j*_terrainData.mapScale- imageWidth/2*_terrainData.mapScale, //x
_data[(i*imageWidth+j)*3]*1.0/255*_terrainData.mapHeight -0.5*_terrainData.mapHeight, //y
i*_terrainData.mapScale - imageHeight/2*_terrainData.mapScale);//z
v.texcoord = Tex2F(j*1.0/imageWidth,i*1.0/imageHeight);
vertices.push_back (v);
}
}
}
void cocos2d::Terrain::calculateNormal()
{
indices.clear();
//we generate whole terrain indices(global indices) for correct normal calculate
for(int i =0;i<imageHeight-1;i+=1)
{
for(int j = 0;j<imageWidth-1;j+=1)
{
int nLocIndex = i * imageWidth + j;
indices.push_back (nLocIndex);
indices.push_back (nLocIndex + imageWidth);
indices.push_back (nLocIndex + 1);
indices.push_back (nLocIndex + 1);
indices.push_back (nLocIndex + imageWidth);
indices.push_back (nLocIndex + imageWidth+1);
}
}
for (unsigned int i = 0 ; i < indices.size() ; i += 3) {
unsigned int Index0 = indices[i];
unsigned int Index1 = indices[i + 1];
unsigned int Index2 = indices[i + 2];
Vec3 v1 = vertices[Index1].position - vertices[Index0].position;
Vec3 v2 = vertices[Index2].position - vertices[Index0].position;
Vec3 Normal;
Vec3::cross(v1,v2,&Normal);
Normal.normalize();
vertices[Index0].normal += Normal;
vertices[Index1].normal += Normal;
vertices[Index2].normal += Normal;
}
for (unsigned int i = 0 ; i < vertices.size() ; i++) {
vertices[i].normal.normalize();
}
//global indices no need at all
indices.clear();
}
void cocos2d::Terrain::setDrawWire(bool bool_value)
{
_isDrawWire = bool_value;
}
void cocos2d::Terrain::setLODDistance(float lod_1,float lod_2,float lod_3)
{
_lodDistance[0] = lod_1;
_lodDistance[1] = lod_2;
_lodDistance[2] = lod_3;
}
void cocos2d::Terrain::setIsEnableFrustumCull(bool bool_value)
{
_isEnableFrustumCull = bool_value;
}
void cocos2d::Terrain::Chunk::finish()
{
//genearate two VBO ,the first for vertices, we just setup datas once ,won't changed at all
//the second vbo for the indices, because we use level of detail technique to each chunk, so we will modified frequently
glGenBuffers(2,vbo);
//only set for vertices vbo
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(TerrainVertexData)*vertices.size(), &vertices[0], GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER,0);
calculateSlope();
for(int i =0;i<4;i++)
{
int step = int(powf(2.0f, float(_currentLod)));
int indicesAmount =(_terrain->_chunkSize.width/step+1)*(_terrain->_chunkSize.height/step+1)*6+(_terrain->_chunkSize.height/step)*3*2
+(_terrain->_chunkSize.width/step)*3*2;
_lod[i].indices.reserve(indicesAmount);
}
}
void cocos2d::Terrain::Chunk::bindAndDraw()
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
if(_terrain->_isDrawWire)
{
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
}else
{
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
}
#endif
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
updateVerticesForLOD();
updateIndices();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,vbo[1]);
GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_TEX_COORD| GL::VERTEX_ATTRIB_FLAG_NORMAL);
unsigned int offset = 0;
//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);
auto normal_location = glGetAttribLocation(_terrain->getGLProgram()->getProgram(),"a_normal");
glEnableVertexAttribArray(normal_location);
//normal
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_NORMAL,3,GL_FLOAT,GL_FALSE,sizeof(TerrainVertexData),(GLvoid *)offset);
glDrawElements(GL_TRIANGLES, _lod[_currentLod].indices.size(), GL_UNSIGNED_SHORT, 0);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
#endif
}
void cocos2d::Terrain::Chunk::generate(int imageWidth,int imageHeight,int m,int n,const unsigned char * data)
{
pos_y = m;
pos_x = n;
for(int i=_size.height*m;i<=_size.height*(m+1);i++)
{
if(i>=imageHeight) break;
for(int j=_size.width*n;j<=_size.width*(n+1);j++)
{
if(j>=imageWidth)break;
auto v =_terrain->vertices[i*imageWidth + j];
vertices.push_back (v);
}
}
calculateAABB();
finish();
}
cocos2d::Terrain::Chunk::Chunk()
{
_currentLod = 0;
left = nullptr;
right = nullptr;
back = nullptr;
front = nullptr;
}
void cocos2d::Terrain::Chunk::updateIndices()
{
int gridY = _size.height;
int gridX = _size.width;
int step = int(powf(2.0f, float(_currentLod)));
if((left&&left->_currentLod > _currentLod) ||(right&&right->_currentLod > _currentLod)
||(back&&back->_currentLod > _currentLod) || (front && front->_currentLod > _currentLod))
//need update indices.
{
//t-junction inner
_lod[_currentLod].indices.clear();
for(int i =step;i<gridY-step;i+=step)
{
for(int j = step;j<gridX-step;j+=step)
{
int nLocIndex = i * (gridX+1) + j;
_lod[_currentLod].indices.push_back (nLocIndex);
_lod[_currentLod].indices.push_back (nLocIndex + step * (gridX+1));
_lod[_currentLod].indices.push_back (nLocIndex + step);
_lod[_currentLod].indices.push_back (nLocIndex + step);
_lod[_currentLod].indices.push_back (nLocIndex + step * (gridX+1));
_lod[_currentLod].indices.push_back (nLocIndex + step * (gridX+1) + step);
FINISH_INNER_INDICES_SET:
;
}
}
//fix T-crack
int next_step = int(powf(2.0f, float(_currentLod+1)));
if(left&&left->_currentLod > _currentLod)//left
{
for(int i =0;i<gridY;i+=next_step)
{
_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));
_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);
_lod[_currentLod].indices.push_back((i+step)*(gridX+1)+step);
_lod[_currentLod].indices.push_back((i+next_step)*(gridX+1));
_lod[_currentLod].indices.push_back((i+next_step)*(gridX+1)+step);
}
}else{
int start=0;
int end =gridY;
if(front&&front->_currentLod > _currentLod) end -=step;
if(back&&back->_currentLod > _currentLod) start +=step;
for(int i =start;i<end;i+=step)
{
_lod[_currentLod].indices.push_back(i*(gridX+1)+step);
_lod[_currentLod].indices.push_back(i*(gridX+1));
_lod[_currentLod].indices.push_back((i+step)*(gridX+1));
_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);
}
}
if(right&&right->_currentLod > _currentLod)//LEFT
{
for(int i =0;i<gridY;i+=next_step)
{
_lod[_currentLod].indices.push_back(i*(gridX+1)+gridX);
_lod[_currentLod].indices.push_back(i*(gridX+1)+gridX-step);
_lod[_currentLod].indices.push_back((i+step)*(gridX+1)+gridX-step);
_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);
_lod[_currentLod].indices.push_back(i*(gridX+1)+gridX);
_lod[_currentLod].indices.push_back((i+next_step)*(gridX+1)+gridX-step);
_lod[_currentLod].indices.push_back((i+next_step)*(gridX+1)+gridX);
}
}else{
int start=0;
int end =gridY;
if(front&&front->_currentLod > _currentLod) end -=step;
if(back&&back->_currentLod > _currentLod) start +=step;
for(int i =start;i<end;i+=step)
{
_lod[_currentLod].indices.push_back(i*(gridX+1)+gridX);
_lod[_currentLod].indices.push_back(i*(gridX+1)+gridX-step);
_lod[_currentLod].indices.push_back((i+step)*(gridX+1)+gridX-step);
_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);
}
}
if(front&&front->_currentLod > _currentLod)//front
{
for(int i =0;i<gridX;i+=next_step)
{
_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);
_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);
_lod[_currentLod].indices.push_back((gridY-step)*(gridX+1)+i+step);
_lod[_currentLod].indices.push_back(gridY*(gridX+1)+i+next_step);
_lod[_currentLod].indices.push_back((gridY-step)*(gridX+1)+i+next_step);
}
}else
{
for(int i =step;i<gridX-step;i+=step)
{
_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);
_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);
}
}
if(back&&back->_currentLod > _currentLod)//back
{
for(int i =0;i<gridX;i+=next_step)
{
_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);
_lod[_currentLod].indices.push_back(i);
_lod[_currentLod].indices.push_back(step*(gridX+1) +i+step);
_lod[_currentLod].indices.push_back(i+next_step);
_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);
}
}else{
for(int i =step;i<gridX-step;i+=step)
{
_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);
_lod[_currentLod].indices.push_back(i);
_lod[_currentLod].indices.push_back(step*(gridX+1)+i+step);
_lod[_currentLod].indices.push_back(i+step);
}
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLushort)*_lod[_currentLod].indices.size(),&_lod[_currentLod].indices[0],GL_STATIC_DRAW);
}else{
//No lod difference, use simple method
_lod[_currentLod].indices.clear();
for(int i =0;i<gridY;i+=step)
{
for(int j = 0;j<gridX;j+=step)
{
int nLocIndex = i * (gridX+1) + j;
_lod[_currentLod].indices.push_back (nLocIndex);
_lod[_currentLod].indices.push_back (nLocIndex + step * (gridX+1));
_lod[_currentLod].indices.push_back (nLocIndex + step);
_lod[_currentLod].indices.push_back (nLocIndex + step);
_lod[_currentLod].indices.push_back (nLocIndex + step * (gridX+1));
_lod[_currentLod].indices.push_back (nLocIndex + step * (gridX+1) + step);
}
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,vbo[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLushort)*_lod[_currentLod].indices.size(),&_lod[_currentLod].indices[0],GL_STATIC_DRAW);
}
}
void cocos2d::Terrain::Chunk::calculateAABB()
{
std::vector<Vec3>pos;
for(int i =0;i<vertices.size();i++)
{
pos.push_back(vertices[i].position);
}
_aabb.updateMinMax(&pos[0],pos.size());
}
void cocos2d::Terrain::Chunk::calculateSlope()
{
//find max slope
auto lowest = vertices[0].position;
for(int i = 0;i<vertices.size();i++)
{
if(vertices[i].position.y< lowest.y)
{
lowest = vertices[i].position;
}
}
auto highest = vertices[0].position;
for(int i = 0;i<vertices.size();i++)
{
if(vertices[i].position.y> highest.y)
{
highest = vertices[i].position;
}
}
auto a = Vec2(lowest.x,lowest.z);
auto b = Vec2(highest.x,highest.z);
float dist = a.distance(b);
slope = (highest.y - lowest.y)/dist;
}
void cocos2d::Terrain::Chunk::updateVerticesForLOD()
{
vertices_tmp = vertices;
int gridY = _size.height;
int gridX = _size.width;
if(_currentLod>=2 && abs(slope)>1.2)
{
int step = int(powf(2.0f, float(_currentLod)));
for(int i =step;i<gridY-step;i+=step)
for(int j = step; j<gridX-step;j+=step)
{
// use linear-sample adjust vertices height
float height = 0;
float count = 0;
for(int n = i-step/2;n<i+step/2;n++)
{
for(int m = j-step/2;m<j+step/2;m++)
{
float weight = (step/2 - abs(n-i))*(step/2 - abs(m-j));
height += vertices[m*(gridX+1)+n].position.y;
count += weight;
}
}
vertices_tmp[i*(gridX+1)+j].position.y = height/count;
}
}
glBufferData(GL_ARRAY_BUFFER, sizeof(TerrainVertexData)*vertices_tmp.size(), &vertices_tmp[0], GL_STREAM_DRAW);
}
cocos2d::Terrain::QuadTree::QuadTree(int x,int y,int width,int height,Terrain * terrain)
{
_needDraw = true;
parent = nullptr;
tl =nullptr;
tr =nullptr;
bl =nullptr;
br =nullptr;
pos_x = x;
pos_y = y;
this->height = height;
this->width = width;
if(width> terrain->_chunkSize.width &&height >terrain->_chunkSize.height) //subdivision
{
_isTerminal = false;
this->tl = new QuadTree(x,y,width/2,height/2,terrain);
this->tl->parent = this;
this->tr = new QuadTree(x+width/2,y,width/2,height/2,terrain);
this->tr->parent = this;
this->bl = new QuadTree(x,y+height/2,width/2,height/2,terrain);
this->bl->parent = this;
this->br = new QuadTree(x+width/2,y+height/2,width/2,height/2,terrain);
this->br->parent = this;
_aabb.merge(tl->_aabb);
_aabb.merge(tr->_aabb);
_aabb.merge(bl->_aabb);
_aabb.merge(br->_aabb);
}else // is terminal Node
{
int m = pos_y/terrain->_chunkSize.height;
int n = pos_x/terrain->_chunkSize.width;
_chunk = terrain->_chunkesArray[m][n];
_isTerminal = true;
_aabb = _chunk->_aabb;
}
}
void cocos2d::Terrain::QuadTree::draw()
{
if(!_needDraw)return;
if(_isTerminal){
this->_chunk->bindAndDraw();
}else
{
this->tl->draw();
this->tr->draw();
this->br->draw();
this->bl->draw();
}
}
void cocos2d::Terrain::QuadTree::resetNeedDraw(bool value)
{
this->_needDraw = value;
if(!_isTerminal)
{
tl->resetNeedDraw(value);
tr->resetNeedDraw(value);
bl->resetNeedDraw(value);
br->resetNeedDraw(value);
}
}
void cocos2d::Terrain::QuadTree::cullByCamera(const Camera * camera,const Mat4 & worldTransform)
{
auto aabb = _aabb;
aabb.transform(worldTransform);
if(!camera->isVisibleInFrustum(&aabb))
{
this->resetNeedDraw(false);
}else
{
if(!_isTerminal){
tl->cullByCamera(camera,worldTransform);
tr->cullByCamera(camera,worldTransform);
bl->cullByCamera(camera,worldTransform);
br->cullByCamera(camera,worldTransform);
}
}
}
cocos2d::Terrain::TerrainData::TerrainData(const char * heightMapsrc ,const char * textureSrc,const Size & chunksize,float mapHeight,float mapScale)
{
this->heightMapSrc = heightMapsrc;
this->detailMaps[0].detailMapSrc = textureSrc;
this->alphaMapSrc = nullptr;
this->chunkSize = chunksize;
this->mapHeight = mapHeight;
this->mapScale = mapScale;
}
cocos2d::Terrain::TerrainData::TerrainData(const char * heightMapsrc ,const char * alphamap,const DetailMap& detail1,const DetailMap& detail2,const DetailMap& detail3,const DetailMap& detail4,const Size & chunksize,float mapHeight,float mapScale)
{
this->heightMapSrc = heightMapsrc;
this->alphaMapSrc = const_cast<char *>(alphamap);
this->detailMaps[0] = detail1;
this->detailMaps[1] = detail2;
this->detailMaps[2] = detail3;
this->detailMaps[3] = detail4;
this->chunkSize = chunksize;
this->mapHeight = mapHeight;
this->mapScale = mapScale;
}
cocos2d::Terrain::TerrainData::TerrainData()
{
}
cocos2d::Terrain::DetailMap::DetailMap(const char * detailMapSrc , float size /*= 35*/)
{
this->detailMapSrc = detailMapSrc;
this->detailMapSize = size;
}
cocos2d::Terrain::DetailMap::DetailMap()
{
detailMapSrc = "";
detailMapSize = 35;
}

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/****************************************************************************
Copyright (c) 2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef CC_TERRAIN_H
#define CC_TERRAIN_H
#include "2d/CCNode.h"
#include "renderer/CCTexture2D.h"
#include "renderer/CCCustomCommand.h"
#include "3d/CCAABB.h"
#include "2d/CCCamera.h"
#include <vector>
NS_CC_BEGIN
/*
*the maximum amount of the chunkes
**/
#define MAX_CHUNKES 256
/*
*Terrain
*use to render outdoor or large scene via heightMap
**/
class CC_DLL Terrain :public Node{
public:
/*
*DetailMap
*this struct maintain a detail map data ,including source file ,detail size.
*the DetailMap can use for terrain splatting
**/
struct CC_DLL DetailMap{
/*Constructors*/
DetailMap();
DetailMap(const char * detailMapSrc , float size = 35);
/*detail Image source file path*/
std::string detailMapSrc;
/*detailMapSize determine how many tiles that Terrain represent*/
float detailMapSize;
};
/*
*TerrainData
*This TerrainData struct warp all parameter that Terrain need to create
*/
struct CC_DLL TerrainData
{
/*Constructors*/
TerrainData();
TerrainData(const char* heightMapsrc ,const char * textureSrc,const Size & chunksize = Size(32,32),float mapHeight = 2,float mapScale = 0.1);
TerrainData(const char* heightMapsrc ,const char * alphamap,const DetailMap& detail1,const DetailMap& detail2,const DetailMap& detail3,const DetailMap& detail4,const Size & chunksize = Size(32,32),float mapHeight = 2,float mapScale = 0.1);
/*
*deterimine the chunk size,chunk is the minimal subdivision of the Terrain
*/
Size chunkSize;
/*height Map source path*/
std::string heightMapSrc;
/*the source path of the alpha map*/
char* alphaMapSrc;
/*detail maps*/
DetailMap detailMaps[4];
/*terrain Maximum height*/
float mapHeight;
/*terrain scale factor*/
float mapScale;
};
private:
/*
*terrain vertices internal data format
**/
struct TerrainVertexData
{
/*constructor*/
TerrainVertexData(){};
TerrainVertexData(Vec3 v1 ,Tex2F v2)
{
position = v1;
texcoord = v2;
};
/*the vertex's attributes*/
cocos2d::Vec3 position;
cocos2d::Tex2F texcoord;
cocos2d::Vec3 normal;
};
/*
*the terminal node of quad, use to subdivision terrain mesh and LOD
**/
struct Chunk
{
/*Constructor*/
Chunk();
/*vertices*/
std::vector<TerrainVertexData> vertices;
/*LOD indices*/
struct LOD{
std::vector<GLushort> indices;
};
GLuint vbo[2];
/*we now have four levels of detail*/
LOD _lod[4];
/*AABB in local space*/
AABB _aabb;
/*setup Chunk data*/
void generate(int map_width,int map_height,int m,int n,const unsigned char * data);
/*calculateAABB*/
void calculateAABB();
/*internal use draw function*/
void bindAndDraw();
/*finish opengl setup*/
void finish();
/*use linear-sample vertices for LOD mesh*/
void updateVerticesForLOD();
/*calculate the average slope of the chunk*/
void calculateSlope();
/*updateIndices for every frame*/
void updateIndices();
/*current LOD of the chunk*/
int _currentLod;
/*the left,right,front,back neighbors*/
Chunk * left;
Chunk * right;
Chunk * front;
Chunk * back;
//the position
int pos_x;
int pos_y;
/*parent terrain*/
Terrain * _terrain;
/*chunk size*/
Size _size;
/*chunk's estimated slope*/
float slope;
std::vector<TerrainVertexData> vertices_tmp;
};
/*
*QuadTree
*use to frustum culling and set LOD
**/
struct QuadTree
{
QuadTree(int x,int y,int width,int height,Terrain * terrain);
void draw();
void resetNeedDraw(bool value);
void cullByCamera(const Camera * camera,const Mat4 & worldTransform);
QuadTree * tl;
QuadTree * tr;
QuadTree * bl;
QuadTree * br;
bool _isTerminal;
Chunk * _chunk;
int pos_x;
int pos_y;
int height;
int width;
QuadTree * parent;
AABB _aabb;
bool _needDraw;
};
friend QuadTree;
friend Chunk;
public:
/*init function*/
bool init();
void initHeightMap(const char* heightMap);
/*create entry*/
static Terrain * create(TerrainData &parameter);
/*get specified position's height mapping to the terrain*/
float getHeight(float x,float y, float z);
float getHeight(Vec3 pos);
/*get height from the raw height map*/
float getImageHeight(int pixel_x,int pixel_y);
/*Debug Use only, show the wireline instead of the surface. only support desktop platform*/
void setDrawWire(bool bool_value);
/*Set threshold distance of each LOD level,must equal or gereater than the chunk size*/
void setLODDistance(float lod_1,float lod_2,float lod_3);
/*Switch frustumCulling Flag*/
void setIsEnableFrustumCull(bool bool_value);
// Overrides, internal use only
virtual void draw(cocos2d::Renderer* renderer, const cocos2d::Mat4 &transform, uint32_t flags) override;
private:
Terrain();
void onDraw(const Mat4 &transform, uint32_t flags);
//set each chunk's LOD
void setChunksLOD(Vec3 cameraPos);
//load vertices for whole height map
void loadVertices();
//calculate Normal Line for each Vertex
void calculateNormal();
private:
TerrainData _terrainData;
bool _isDrawWire;
unsigned char * _data;
float _lodDistance[3];
std::vector<Texture2D *>textures;
Texture2D * _alphaMap;
CustomCommand _customCommand;
GLuint vbo[2];
QuadTree * quad;
int detailSize[4];
Chunk * _chunkesArray[256][256];
std::vector<TerrainVertexData> vertices;
std::vector<GLushort > indices;
int imageWidth;
int imageHeight;
Size _chunkSize;
bool _isEnableFrustumCull;
};
NS_CC_END
#endif