mirror of https://github.com/axmolengine/axmol.git
commit
174bd11894
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@ -21,8 +21,8 @@ CCMeshVertexIndexData.cpp \
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CCSprite3DMaterial.cpp \
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CCObjLoader.cpp \
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CCSkeleton3D.cpp \
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CCSprite3D.cpp
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CCSprite3D.cpp \
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CCTerrain.cpp
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LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/..
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LOCAL_C_INCLUDES := $(LOCAL_PATH)/..
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@ -0,0 +1,809 @@
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#include "CCTerrain.h"
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#include <CCImage.h>
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USING_NS_CC;
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#include "renderer/CCGLProgram.h"
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#include "renderer/CCGLProgramState.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCGLProgramStateCache.h"
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#include "renderer/ccGLStateCache.h"
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#include "2d/CCCamera.h"
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#include <stdlib.h>
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static const char * vertex_shader = "\
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attribute vec4 a_position;\
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attribute vec2 a_texCoord;\
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attribute vec3 a_normal;\
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\n#ifdef GL_ES\n\
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varying mediump vec2 v_texCoord;\
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varying mediump vec3 v_normal;\
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\n#else\n\
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varying vec2 v_texCoord;\
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varying vec3 v_normal;\
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\n#endif\n\
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void main()\
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{\
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gl_Position = CC_MVPMatrix * a_position;\
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v_texCoord = a_texCoord;\
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v_normal = a_normal;\
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}\
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";
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static const char * fragment_shader ="\n#ifdef GL_ES\n\
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precision lowp float;\
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\n#endif\n\
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uniform vec3 u_color;\
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varying vec2 v_texCoord;\
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varying vec3 v_normal;\
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uniform int u_has_alpha;\
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uniform sampler2D u_alphaMap;\
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uniform sampler2D u_texture0;\
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uniform sampler2D u_texture1;\
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uniform sampler2D u_texture2;\
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uniform sampler2D u_texture3;\
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uniform float u_detailSize[4];\
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void main()\
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{\
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vec3 light_direction = vec3(-1,-1,0);\
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float lightFactor = dot(-light_direction,v_normal);\
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if(u_has_alpha<=0)\
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{\
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gl_FragColor = texture2D(u_texture0, v_texCoord)*lightFactor;\
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}else\
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{\
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vec4 blendFactor =texture2D(u_alphaMap,v_texCoord);\
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vec4 color = vec4(0,0,0,0);\
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color = texture2D(u_texture0, v_texCoord*u_detailSize[0])*blendFactor.r +\
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texture2D(u_texture1, v_texCoord*u_detailSize[1])*blendFactor.g + texture2D(u_texture2, v_texCoord*u_detailSize[2])*blendFactor.b;\n\
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float grayFactor =dot(blendFactor.rgb, vec3(1, 1, 1));\
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color +=texture2D(u_texture3, v_texCoord*u_detailSize[3])*(1.0-grayFactor);\
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gl_FragColor = color*lightFactor;\
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}\
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}";
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Terrain * cocos2d::Terrain::create(TerrainData ¶meter)
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{
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Terrain * obj = new (std::nothrow)Terrain();
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obj->_terrainData = parameter;
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//chunksize
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obj->_chunkSize = parameter.chunkSize;
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//heightmap
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obj->initHeightMap(parameter.heightMapSrc.c_str());
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if(!parameter.alphaMapSrc)
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{
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auto textImage = new (std::nothrow)Image();
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textImage->initWithImageFile(parameter.detailMaps[0].detailMapSrc);
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auto texture = new (std::nothrow)Texture2D();
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texture->initWithImage(textImage);
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obj->textures.push_back(texture);
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obj->init();
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obj->setAnchorPoint(Vec2(0,0));
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}else
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{
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//alpha map
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auto textImage = new (std::nothrow)Image();
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textImage->initWithImageFile(parameter.alphaMapSrc);
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obj->_alphaMap = new (std::nothrow)Texture2D();
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obj->_alphaMap->initWithImage(textImage);
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for(int i =0;i<4;i++)
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{
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auto textImage = new (std::nothrow)Image();
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textImage->initWithImageFile(parameter.detailMaps[i].detailMapSrc);
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auto texture = new (std::nothrow)Texture2D();
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texture->initWithImage(textImage);
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obj->textures.push_back(texture);
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obj->detailSize[i] = parameter.detailMaps[i].detailMapSize;
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}
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obj->init();
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obj->setAnchorPoint(Vec2(0,0));
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}
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return obj;
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}
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bool cocos2d::Terrain::init()
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{
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_lodDistance[0]=96;
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_lodDistance[1]=288;
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_lodDistance[2]=480;
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auto shader = GLProgram::createWithByteArrays(vertex_shader,fragment_shader);
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auto state = GLProgramState::create(shader);
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setGLProgramState(state);
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setDrawWire(false);
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setIsEnableFrustumCull(true);
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return true;
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}
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void cocos2d::Terrain::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags)
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{
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_customCommand.init(getGlobalZOrder());
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_customCommand.func = CC_CALLBACK_0(Terrain::onDraw, this, transform, flags);
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_customCommand.setTransparent(true);
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renderer->addCommand(&_customCommand);
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}
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void cocos2d::Terrain::onDraw(const Mat4 &transform, uint32_t flags)
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{
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auto glProgram = getGLProgram();
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glProgram->use();
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glProgram->setUniformsForBuiltins(transform);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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if(!_alphaMap)
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,textures[0]->getName());
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auto texture_location = glGetUniformLocation(glProgram->getProgram(),"u_texture0");
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glUniform1i(texture_location,0);
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auto alpha_location = glGetUniformLocation(glProgram->getProgram(),"u_has_alpha");
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glUniform1i(alpha_location,0);
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}else
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{
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for(int i =0;i<4;i++)
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{
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glActiveTexture(GL_TEXTURE0+i);
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glBindTexture(GL_TEXTURE_2D,textures[i]->getName());
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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char str[20];
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sprintf(str,"u_texture%d",i);
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auto texture_location = glGetUniformLocation(glProgram->getProgram(),str);
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glUniform1i(texture_location,i);
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sprintf(str,"u_detailSize[%d]",i);
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auto detailSizeLocation = glGetUniformLocation(glProgram->getProgram(),str);
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glUniform1f(detailSizeLocation,detailSize[i]);
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}
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auto alpha_location = glGetUniformLocation(glProgram->getProgram(),"u_has_alpha");
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glUniform1i(alpha_location,1);
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glActiveTexture(GL_TEXTURE4);
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glBindTexture(GL_TEXTURE_2D,_alphaMap->getName());
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
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auto alpha_map_location = glGetUniformLocation(glProgram->getProgram(),"u_alphaMap");
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glUniform1i(alpha_map_location,4);
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}
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//set lod
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setChunksLOD(Camera::getVisitingCamera()->getPosition3D());
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//camera frustum culling
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auto camera = Camera::getVisitingCamera();
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quad->cullByCamera(camera,getNodeToWorldTransform());
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quad->draw();
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quad->resetNeedDraw(true);//reset it
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glActiveTexture(GL_TEXTURE0);
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}
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void cocos2d::Terrain::initHeightMap(const char * heightMap)
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{
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auto image = new Image();
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image->initWithImageFile(heightMap);
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_data = image->getData();
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imageWidth =image->getWidth();
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imageHeight =image->getHeight();
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auto format = image->getRenderFormat();
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int chunk_amount_y = imageHeight/_chunkSize.height;
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int chunk_amount_x = imageWidth/_chunkSize.width;
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loadVertices();
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calculateNormal();
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for(int m =0;m<chunk_amount_y;m++)
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{
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for(int n =0; n<chunk_amount_x;n++)
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{
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_chunkesArray[m][n] = new Chunk();
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}
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}
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for(int m =0;m<chunk_amount_y;m++)
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{
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for(int n =0; n<chunk_amount_x;n++)
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{
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_chunkesArray[m][n]->_terrain = this;
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if(n-1>=0) _chunkesArray[m][n]->left = _chunkesArray[m][n-1];
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if(n+1<chunk_amount_x) _chunkesArray[m][n]->right = _chunkesArray[m][n+1];
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if(m-1>=0) _chunkesArray[m][n]->back = _chunkesArray[m-1][n];
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if(m+1<chunk_amount_y) _chunkesArray[m][n]->front = _chunkesArray[m+1][n];
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_chunkesArray[m][n]->_size = _chunkSize;
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_chunkesArray[m][n]->generate(imageWidth,imageHeight,m,n,_data);
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}
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}
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quad = new QuadTree(0,0,imageWidth,imageHeight,this);
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}
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cocos2d::Terrain::Terrain()
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{
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_alphaMap = nullptr;
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}
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void cocos2d::Terrain::setChunksLOD(Vec3 cameraPos)
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{
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int chunk_amount_y = imageHeight/_chunkSize.height;
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int chunk_amount_x = imageWidth/_chunkSize.width;
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for(int m=0;m<chunk_amount_y;m++)
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for(int n =0;n<chunk_amount_x;n++)
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{
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AABB aabb = _chunkesArray[m][n]->_aabb;
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aabb.transform(this->getNodeToWorldTransform());
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auto center = aabb.getCenter();
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float dist = Vec3(center.x,0,center.z).distance(Vec3(cameraPos.x,0,cameraPos.z));
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_chunkesArray[m][n]->_currentLod = 3;
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for(int i =0;i<3;i++)
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{
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if(dist<=_lodDistance[i])
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{
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_chunkesArray[m][n]->_currentLod = i;
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break;
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}
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}
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}
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}
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float cocos2d::Terrain::getHeight(float x, float y ,float z)
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{
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Vec2 pos = Vec2(x,z);
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//top-left
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Vec2 tl = Vec2(-1*_terrainData.mapScale*imageWidth/2,-1*_terrainData.mapScale*imageWidth/2);
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auto result = getNodeToWorldTransform()*Vec4(tl.x,0.0f,tl.y,1.0f);
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tl = Vec2(result.x,result.z);
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Vec2 to_tl = pos - tl;
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//real size
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Vec2 size = Vec2(imageWidth*_terrainData.mapScale,imageHeight*_terrainData.mapScale);
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result = getNodeToWorldTransform()*Vec4(size.x,0.0f,size.y,0.0f);
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size = Vec2(result.x,result.z);
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float width_ratio = to_tl.x/size.x;
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float height_ratio = to_tl.y/size.y;
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float image_x = width_ratio * imageWidth;
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float image_y = height_ratio * imageHeight;
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float u =image_x - (int)image_x;
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float v =image_y - (int)image_y;
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float i = (int)image_x;
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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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return y;
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}else
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{
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float reuslt = (1-u)*(1-v)*getImageHeight(i,j)*getScaleY() + (1-u)*v*getImageHeight(i,j+1)*getScaleY() + u*(1-v)*getImageHeight(i+1,j)*getScaleY() + u*v*getImageHeight(i+1,j+1)*getScaleY();
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return reuslt;
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}
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}
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float cocos2d::Terrain::getHeight(Vec3 pos)
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{
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return getHeight(pos.x,pos.y,pos.z);
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}
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float cocos2d::Terrain::getImageHeight(int pixel_x,int pixel_y)
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{
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return _data[(pixel_y*imageWidth+pixel_x)*3]*1.0/255*_terrainData.mapHeight -0.5*_terrainData.mapHeight;
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}
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void cocos2d::Terrain::loadVertices()
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{
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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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TerrainVertexData v;
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v.position = Vec3(j*_terrainData.mapScale- imageWidth/2*_terrainData.mapScale, //x
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_data[(i*imageWidth+j)*3]*1.0/255*_terrainData.mapHeight -0.5*_terrainData.mapHeight, //y
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i*_terrainData.mapScale - imageHeight/2*_terrainData.mapScale);//z
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v.texcoord = Tex2F(j*1.0/imageWidth,i*1.0/imageHeight);
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vertices.push_back (v);
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}
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}
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}
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void cocos2d::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;
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indices.push_back (nLocIndex);
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indices.push_back (nLocIndex + imageWidth);
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indices.push_back (nLocIndex + 1);
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indices.push_back (nLocIndex + 1);
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indices.push_back (nLocIndex + imageWidth);
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indices.push_back (nLocIndex + imageWidth+1);
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}
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}
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for (unsigned int i = 0 ; i < indices.size() ; i += 3) {
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unsigned int Index0 = indices[i];
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unsigned int Index1 = indices[i + 1];
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unsigned int Index2 = indices[i + 2];
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Vec3 v1 = vertices[Index1].position - vertices[Index0].position;
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Vec3 v2 = vertices[Index2].position - vertices[Index0].position;
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Vec3 Normal;
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Vec3::cross(v1,v2,&Normal);
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Normal.normalize();
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vertices[Index0].normal += Normal;
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vertices[Index1].normal += Normal;
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vertices[Index2].normal += Normal;
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}
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for (unsigned int i = 0 ; i < vertices.size() ; i++) {
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vertices[i].normal.normalize();
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}
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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 cocos2d::Terrain::setDrawWire(bool bool_value)
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{
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_isDrawWire = bool_value;
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}
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void cocos2d::Terrain::setLODDistance(float lod_1,float lod_2,float lod_3)
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{
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_lodDistance[0] = lod_1;
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_lodDistance[1] = lod_2;
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_lodDistance[2] = lod_3;
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}
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void cocos2d::Terrain::setIsEnableFrustumCull(bool bool_value)
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{
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_isEnableFrustumCull = bool_value;
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}
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void cocos2d::Terrain::Chunk::finish()
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{
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//genearate 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(2,vbo);
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//only set for vertices vbo
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(TerrainVertexData)*vertices.size(), &vertices[0], GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER,0);
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calculateSlope();
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for(int i =0;i<4;i++)
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{
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int step = int(powf(2.0f, float(_currentLod)));
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int indicesAmount =(_terrain->_chunkSize.width/step+1)*(_terrain->_chunkSize.height/step+1)*6+(_terrain->_chunkSize.height/step)*3*2
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+(_terrain->_chunkSize.width/step)*3*2;
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_lod[i].indices.reserve(indicesAmount);
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}
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}
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void cocos2d::Terrain::Chunk::bindAndDraw()
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{
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
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if(_terrain->_isDrawWire)
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{
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glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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}else
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{
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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}
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#endif
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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updateVerticesForLOD();
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updateIndices();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,vbo[1]);
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GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_TEX_COORD| GL::VERTEX_ATTRIB_FLAG_NORMAL);
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unsigned int offset = 0;
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//position
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(TerrainVertexData), (GLvoid *)offset);
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offset +=sizeof(Vec3);
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//texcoord
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD,2,GL_FLOAT,GL_FALSE,sizeof(TerrainVertexData),(GLvoid *)offset);
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offset +=sizeof(Tex2F);
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auto normal_location = glGetAttribLocation(_terrain->getGLProgram()->getProgram(),"a_normal");
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glEnableVertexAttribArray(normal_location);
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//normal
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||||
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;
|
||||
}
|
|
@ -0,0 +1,237 @@
|
|||
/****************************************************************************
|
||||
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 ¶meter);
|
||||
/*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
|
Loading…
Reference in New Issue