Merge pull request #221 from tangziwen/terrain_tzw

Terrain tzw
This commit is contained in:
XiaoYang 2015-02-03 16:19:58 +08:00
commit 6ba0e82e55
20 changed files with 1193 additions and 393 deletions

View File

@ -239,6 +239,7 @@ xcopy /Y /Q "$(ProjectDir)..\..\external\chipmunk\prebuilt\win32\release-lib\*.*
<ClCompile Include="..\3d\CCSkeleton3D.cpp" />
<ClCompile Include="..\3d\CCSprite3D.cpp" />
<ClCompile Include="..\3d\CCSprite3DMaterial.cpp" />
<ClCompile Include="..\3d\CCTerrain.cpp" />
<ClCompile Include="..\audio\AudioEngine.cpp" />
<ClCompile Include="..\audio\win32\AudioCache.cpp" />
<ClCompile Include="..\audio\win32\AudioEngine-win32.cpp" />
@ -608,6 +609,7 @@ xcopy /Y /Q "$(ProjectDir)..\..\external\chipmunk\prebuilt\win32\release-lib\*.*
<ClInclude Include="..\3d\CCSkeleton3D.h" />
<ClInclude Include="..\3d\CCSprite3D.h" />
<ClInclude Include="..\3d\CCSprite3DMaterial.h" />
<ClInclude Include="..\3d\CCTerrain.h" />
<ClInclude Include="..\3d\cocos3d.h" />
<ClInclude Include="..\audio\include\AudioEngine.h" />
<ClInclude Include="..\audio\include\Export.h" />

View File

@ -1303,6 +1303,9 @@
<ClCompile Include="..\3d\CCAABB.cpp">
<Filter>3d</Filter>
</ClCompile>
<ClCompile Include="..\3d\CCTerrain.cpp">
<Filter>3d</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\physics\CCPhysicsBody.h">
@ -2548,6 +2551,9 @@
<ClInclude Include="..\physics\CCPhysicsHelper.h">
<Filter>physics</Filter>
</ClInclude>
<ClInclude Include="..\3d\CCTerrain.h">
<Filter>3d</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\math\Mat4.inl">

View File

@ -28,7 +28,7 @@ v_normal = a_normal;\
}\
";
static const char * fragment_shader ="\n#ifdef GL_ES\n\
static const char * fragment_shader_RGB_4_DETAIL ="\n#ifdef GL_ES\n\
precision lowp float;\
\n#endif\n\
uniform vec3 u_color;\
@ -59,59 +59,60 @@ void main()\
gl_FragColor = color*lightFactor;\
}\
}";
Terrain * cocos2d::Terrain::create(TerrainData &parameter)
NS_CC_BEGIN
Terrain * Terrain::create(TerrainData &parameter)
{
Terrain * obj = new (std::nothrow)Terrain();
obj->_terrainData = parameter;
Terrain * terrain = new (std::nothrow)Terrain();
terrain->_terrainData = parameter;
//chunksize
obj->_chunkSize = parameter.chunkSize;
terrain->_chunkSize = parameter.chunkSize;
//heightmap
obj->initHeightMap(parameter.heightMapSrc.c_str());
terrain->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));
terrain->textures.push_back(texture);
}else
{
//alpha map
auto textImage = new (std::nothrow)Image();
textImage->initWithImageFile(parameter.alphaMapSrc);
obj->_alphaMap = new (std::nothrow)Texture2D();
obj->_alphaMap->initWithImage(textImage);
terrain->_alphaMap = new (std::nothrow)Texture2D();
terrain->_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;
terrain->textures.push_back(texture);
terrain->detailSize[i] = parameter.detailMaps[i].detailMapSize;
}
obj->init();
obj->setAnchorPoint(Vec2(0,0));
}
return obj;
terrain->init();
terrain->setAnchorPoint(Vec2(0,0));
terrain->autorelease();
return terrain;
}
bool cocos2d::Terrain::init()
bool Terrain::init()
{
_lodDistance[0]=96;
_lodDistance[1]=288;
_lodDistance[2]=480;
auto shader = GLProgram::createWithByteArrays(vertex_shader,fragment_shader);
_lodDistance[0]=64;
_lodDistance[1]=128;
_lodDistance[2]=196;
auto shader = GLProgram::createWithByteArrays(vertex_shader,fragment_shader_RGB_4_DETAIL);
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)
void 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);
@ -119,13 +120,24 @@ void cocos2d::Terrain::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &tr
renderer->addCommand(&_customCommand);
}
void cocos2d::Terrain::onDraw(const Mat4 &transform, uint32_t flags)
void Terrain::onDraw(const Mat4 &transform, uint32_t flags)
{
auto glProgram = getGLProgram();
glProgram->use();
glProgram->setUniformsForBuiltins(transform);
glDepthMask(GL_TRUE);
GLboolean depthTestCheck;
glGetBooleanv(GL_DEPTH_TEST,&depthTestCheck);
if(!depthTestCheck)
{
glEnable(GL_DEPTH_TEST);
}
GLboolean blendCheck;
glGetBooleanv(GL_BLEND,&blendCheck);
if(blendCheck)
{
glDisable(GL_BLEND);
}
if(!_alphaMap)
{
glActiveTexture(GL_TEXTURE0);
@ -136,7 +148,7 @@ void cocos2d::Terrain::onDraw(const Mat4 &transform, uint32_t flags)
glUniform1i(alpha_location,0);
}else
{
for(int i =0;i<4;i++)
for(int i =0;i<_maxDetailMapValue;i++)
{
glActiveTexture(GL_TEXTURE0+i);
glBindTexture(GL_TEXTURE_2D,textures[i]->getName());
@ -153,6 +165,7 @@ void cocos2d::Terrain::onDraw(const Mat4 &transform, uint32_t flags)
auto detailSizeLocation = glGetUniformLocation(glProgram->getProgram(),str);
glUniform1f(detailSizeLocation,detailSize[i]);
}
auto alpha_location = glGetUniformLocation(glProgram->getProgram(),"u_has_alpha");
glUniform1i(alpha_location,1);
@ -171,35 +184,50 @@ void cocos2d::Terrain::onDraw(const Mat4 &transform, uint32_t flags)
quad->draw();
quad->resetNeedDraw(true);//reset it
glActiveTexture(GL_TEXTURE0);
if(depthTestCheck)
{
glEnable(GL_DEPTH_TEST);
}else
{
glDisable(GL_DEPTH_TEST);
}
if(blendCheck)
{
glEnable(GL_BLEND);
}
}
void cocos2d::Terrain::initHeightMap(const char * heightMap)
void 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();
_heightMapImage = new Image();
_heightMapImage->initWithImageFile(heightMap);
_data = _heightMapImage->getData();
imageWidth =_heightMapImage->getWidth();
imageHeight =_heightMapImage->getHeight();
auto format = _heightMapImage->getRenderFormat();
int chunk_amount_y = imageHeight/_chunkSize.height;
int chunk_amount_x = imageWidth/_chunkSize.width;
loadVertices();
calculateNormal();
memset(_chunkesArray, 0, sizeof(_chunkesArray));
for(int m =0;m<chunk_amount_y;m++)
{
for(int n =0; n<chunk_amount_x;n++)
{
_chunkesArray[m][n] = new Chunk();
_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);
}
}
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];
@ -211,12 +239,12 @@ void cocos2d::Terrain::initHeightMap(const char * heightMap)
quad = new QuadTree(0,0,imageWidth,imageHeight,this);
}
cocos2d::Terrain::Terrain()
Terrain::Terrain()
{
_alphaMap = nullptr;
}
void cocos2d::Terrain::setChunksLOD(Vec3 cameraPos)
void Terrain::setChunksLOD(Vec3 cameraPos)
{
int chunk_amount_y = imageHeight/_chunkSize.height;
int chunk_amount_x = imageWidth/_chunkSize.width;
@ -239,12 +267,12 @@ void cocos2d::Terrain::setChunksLOD(Vec3 cameraPos)
}
}
float cocos2d::Terrain::getHeight(float x, float y ,float z)
float Terrain::getHeight(float x,float z,Vec3 * normal)
{
Vec2 pos = Vec2(x,z);
//top-left
Vec2 tl = Vec2(-1*_terrainData.mapScale*imageWidth/2,-1*_terrainData.mapScale*imageWidth/2);
Vec2 tl = Vec2(-1*_terrainData.mapScale*imageWidth/2,-1*_terrainData.mapScale*imageHeight/2);
auto result = getNodeToWorldTransform()*Vec4(tl.x,0.0f,tl.y,1.0f);
tl = Vec2(result.x,result.z);
@ -264,27 +292,56 @@ float cocos2d::Terrain::getHeight(float x, float y ,float z)
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;
return 0;
}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);
}
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)
float Terrain::getHeight(Vec2 pos,Vec3*Normal)
{
return getHeight(pos.x,pos.y,pos.z);
return getHeight(pos.x,pos.y,Normal);
}
float cocos2d::Terrain::getImageHeight(int pixel_x,int pixel_y)
float 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;
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;
}
return _data[(pixel_y*imageWidth+pixel_x)*byte_stride]*1.0/255*_terrainData.mapHeight -0.5*_terrainData.mapHeight;
}
void cocos2d::Terrain::loadVertices()
void Terrain::loadVertices()
{
for(int i =0;i<imageHeight;i++)
{
@ -292,7 +349,7 @@ void cocos2d::Terrain::loadVertices()
{
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
getImageHeight(j,i), //y
i*_terrainData.mapScale - imageHeight/2*_terrainData.mapScale);//z
v.texcoord = Tex2F(j*1.0/imageWidth,i*1.0/imageHeight);
vertices.push_back (v);
@ -300,7 +357,7 @@ void cocos2d::Terrain::loadVertices()
}
}
void cocos2d::Terrain::calculateNormal()
void Terrain::calculateNormal()
{
indices.clear();
//we generate whole terrain indices(global indices) for correct normal calculate
@ -340,24 +397,93 @@ void cocos2d::Terrain::calculateNormal()
indices.clear();
}
void cocos2d::Terrain::setDrawWire(bool bool_value)
void Terrain::setDrawWire(bool bool_value)
{
_isDrawWire = bool_value;
}
void cocos2d::Terrain::setLODDistance(float lod_1,float lod_2,float lod_3)
void Terrain::setLODDistance(float lod_1,float lod_2,float lod_3)
{
_lodDistance[0] = lod_1;
_lodDistance[1] = lod_2;
_lodDistance[2] = lod_3;
}
void cocos2d::Terrain::setIsEnableFrustumCull(bool bool_value)
void Terrain::setIsEnableFrustumCull(bool bool_value)
{
_isEnableFrustumCull = bool_value;
}
void cocos2d::Terrain::Chunk::finish()
Terrain::~Terrain()
{
free(_data);
for(int i = 0;i<MAX_CHUNKES;i++)
{
for(int j = 0;j<MAX_CHUNKES;j++)
{
if(_chunkesArray[i][j])
{
delete _chunkesArray[i][j];
}
}
}
}
cocos2d::Vec3 Terrain::getNormal(int pixel_x,int pixel_y)
{
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;
}
cocos2d::Vec3 Terrain::getIntersectionPoint(const Ray & ray)
{
Vec3 dir = ray._direction;
dir.normalize();
Vec3 rayStep = _terrainData.chunkSize.width*0.25*dir;
Vec3 rayPos = ray._origin;
Vec3 rayStartPosition = ray._origin;
Vec3 lastRayPosition =rayPos;
rayPos += rayStep;
// Linear search - Loop until find a point inside and outside the terrain Vector3
float height = getHeight(rayPos.x,rayPos.z);
while (rayPos.y > height)
{
lastRayPosition = rayPos;
rayPos += rayStep;
height = getHeight(rayPos.x,rayPos.z);
}
Vec3 startPosition = lastRayPosition;
Vec3 endPosition = rayPos;
for (int i= 0; i< 32; i++)
{
// Binary search pass
Vec3 middlePoint = (startPosition + endPosition) * 0.5f;
if (middlePoint.y < height)
endPosition = middlePoint;
else
startPosition = middlePoint;
}
Vec3 collisionPoint = (startPosition + endPosition) * 0.5f;
return collisionPoint;
}
void Terrain::setMaxDetailMapAmount(int max_value)
{
_maxDetailMapValue = max_value;
}
void 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
@ -380,7 +506,7 @@ void cocos2d::Terrain::Chunk::finish()
}
}
void cocos2d::Terrain::Chunk::bindAndDraw()
void 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)
@ -415,7 +541,7 @@ void cocos2d::Terrain::Chunk::bindAndDraw()
#endif
}
void cocos2d::Terrain::Chunk::generate(int imageWidth,int imageHeight,int m,int n,const unsigned char * data)
void Terrain::Chunk::generate(int imageWidth,int imageHeight,int m,int n,const unsigned char * data)
{
pos_y = m;
pos_x = n;
@ -433,7 +559,7 @@ void cocos2d::Terrain::Chunk::generate(int imageWidth,int imageHeight,int m,int
finish();
}
cocos2d::Terrain::Chunk::Chunk()
Terrain::Chunk::Chunk()
{
_currentLod = 0;
left = nullptr;
@ -442,7 +568,7 @@ cocos2d::Terrain::Chunk::Chunk()
front = nullptr;
}
void cocos2d::Terrain::Chunk::updateIndices()
void Terrain::Chunk::updateIndices()
{
int gridY = _size.height;
int gridX = _size.width;
@ -620,7 +746,7 @@ FINISH_INNER_INDICES_SET:
}
}
void cocos2d::Terrain::Chunk::calculateAABB()
void Terrain::Chunk::calculateAABB()
{
std::vector<Vec3>pos;
for(int i =0;i<vertices.size();i++)
@ -630,7 +756,7 @@ void cocos2d::Terrain::Chunk::calculateAABB()
_aabb.updateMinMax(&pos[0],pos.size());
}
void cocos2d::Terrain::Chunk::calculateSlope()
void Terrain::Chunk::calculateSlope()
{
//find max slope
auto lowest = vertices[0].position;
@ -655,11 +781,12 @@ float dist = a.distance(b);
slope = (highest.y - lowest.y)/dist;
}
void cocos2d::Terrain::Chunk::updateVerticesForLOD()
void 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)));
@ -686,7 +813,12 @@ glBufferData(GL_ARRAY_BUFFER, sizeof(TerrainVertexData)*vertices_tmp.size(), &ve
}
cocos2d::Terrain::QuadTree::QuadTree(int x,int y,int width,int height,Terrain * terrain)
Terrain::Chunk::~Chunk()
{
// glDeleteBuffers(2,vbo);
}
Terrain::QuadTree::QuadTree(int x,int y,int width,int height,Terrain * terrain)
{
_needDraw = true;
parent = nullptr;
@ -724,7 +856,7 @@ cocos2d::Terrain::QuadTree::QuadTree(int x,int y,int width,int height,Terrain *
}
}
void cocos2d::Terrain::QuadTree::draw()
void Terrain::QuadTree::draw()
{
if(!_needDraw)return;
if(_isTerminal){
@ -738,7 +870,7 @@ void cocos2d::Terrain::QuadTree::draw()
}
}
void cocos2d::Terrain::QuadTree::resetNeedDraw(bool value)
void Terrain::QuadTree::resetNeedDraw(bool value)
{
this->_needDraw = value;
if(!_isTerminal)
@ -750,7 +882,7 @@ void cocos2d::Terrain::QuadTree::resetNeedDraw(bool value)
}
}
void cocos2d::Terrain::QuadTree::cullByCamera(const Camera * camera,const Mat4 & worldTransform)
void Terrain::QuadTree::cullByCamera(const Camera * camera,const Mat4 & worldTransform)
{
auto aabb = _aabb;
aabb.transform(worldTransform);
@ -768,7 +900,7 @@ void cocos2d::Terrain::QuadTree::cullByCamera(const Camera * camera,const Mat4 &
}
}
cocos2d::Terrain::TerrainData::TerrainData(const char * heightMapsrc ,const char * textureSrc,const Size & chunksize,float mapHeight,float mapScale)
Terrain::TerrainData::TerrainData(const char * heightMapsrc ,const char * textureSrc,const Size & chunksize,float mapHeight,float mapScale)
{
this->heightMapSrc = heightMapsrc;
this->detailMaps[0].detailMapSrc = textureSrc;
@ -778,7 +910,7 @@ cocos2d::Terrain::TerrainData::TerrainData(const char * heightMapsrc ,const char
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)
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);
@ -789,21 +921,37 @@ cocos2d::Terrain::TerrainData::TerrainData(const char * heightMapsrc ,const char
this->chunkSize = chunksize;
this->mapHeight = mapHeight;
this->mapScale = mapScale;
_detailMapAmount = 4;
}
cocos2d::Terrain::TerrainData::TerrainData()
Terrain::TerrainData::TerrainData(const char* heightMapsrc ,const char * alphamap,const DetailMap& detail1,const DetailMap& detail2,const DetailMap& detail3,const Size & chunksize /*= Size(32,32)*/,float mapHeight /*= 2*/,float mapScale /*= 0.1*/)
{
this->heightMapSrc = heightMapsrc;
this->alphaMapSrc = const_cast<char *>(alphamap);
this->detailMaps[0] = detail1;
this->detailMaps[1] = detail2;
this->detailMaps[2] = detail3;
this->detailMaps[3] = nullptr;
this->chunkSize = chunksize;
this->mapHeight = mapHeight;
this->mapScale = mapScale;
_detailMapAmount = 3;
}
Terrain::TerrainData::TerrainData()
{
}
cocos2d::Terrain::DetailMap::DetailMap(const char * detailMapSrc , float size /*= 35*/)
Terrain::DetailMap::DetailMap(const char * detailMapSrc , float size /*= 35*/)
{
this->detailMapSrc = detailMapSrc;
this->detailMapSize = size;
}
cocos2d::Terrain::DetailMap::DetailMap()
Terrain::DetailMap::DetailMap()
{
detailMapSrc = "";
detailMapSize = 35;
}
NS_CC_END

View File

@ -1,5 +1,5 @@
/****************************************************************************
Copyright (c) 2014 Chukong Technologies Inc.
Copyright (c) 2015 Chukong Technologies Inc.
http://www.cocos2d-x.org
@ -29,6 +29,7 @@
#include "renderer/CCCustomCommand.h"
#include "3d/CCAABB.h"
#include "2d/CCCamera.h"
#include "3d/CCRay.h"
#include <vector>
NS_CC_BEGIN
/*
@ -36,9 +37,42 @@ NS_CC_BEGIN
**/
#define MAX_CHUNKES 256
/*
* Terrain
*use to render outdoor or large scene via heightMap
* Defines a Terrain that is capable of rendering large landscapes from 2D heightmap images.
* Terrains can be constructed from several different internal formats heightmap sources:
* 1. RGB888
* 2. RGBA8888
* 3. Luminance(gray-scale)8
*
* Terrain use TerrainData struct to initialize.the TerrainData struct warp
* all parameters that Terrain initialization need.
* TerrainData provide several handy constructor for users
*
* Surface detail is provided via texture splatting, where multiple Detail texture layers can be added
* along with alpha map to define how different Detail texture blend with each other. These DetailTexture
* can be defined in TerrainData. The number of supported Detail texture is Four. although typically 2-3 levels is
* sufficient. For simple usage ,surface detail also is provided via simple Texture.
*
* Internally, Terrain is divide into smaller, more manageable chunks, which can be culled
* separately for more efficient rendering. The size of the terrain chunks can be controlled
* via the chunkSize property in TerrainData.
*
* Chunks are managed under the QuadTree.As DE FACTO terminal Node of the QuadTree;
* let us cull chunks efficientlly to reduce drawCall amount And reduce the VBOs'Size that pass to the GPU.
*
* Level of detail (LOD) is supported using a technique that is similar to texture mipmapping -- called GeoMapping.
* A distance-to-camera based test used to decide
* the appropriate LOD for a terrain chunk. The number of LOD levels is 0 by default (which
* means only the base level is used),the maxium number of LOD levels is 4. Of course ,you can hack the value individually.
*
* Finally, when LOD is enabled, cracks can begin to appear between terrain Chunks of
* different LOD levels. An acceptable solution might be to simply reduce the lower LOD(high detail,smooth) chunks border,
* And let the higher LOD(rough) chunks to seamlessly connect it.
*
* We can use ray-terrain intersection to pick a point of the terrain;
* Also we can get an arbitrary point of the terrain's height and normal vector for convenience .
**/
class CC_DLL Terrain :public Node{
public:
@ -68,7 +102,7 @@ public:
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);
TerrainData(const char* heightMapsrc ,const char * alphamap,const DetailMap& detail1,const DetailMap& detail2,const DetailMap& detail3,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
*/
@ -83,6 +117,7 @@ public:
float mapHeight;
/*terrain scale factor*/
float mapScale;
int _detailMapAmount;
};
private:
@ -111,6 +146,7 @@ private:
{
/*Constructor*/
Chunk();
~Chunk();
/*vertices*/
std::vector<TerrainVertexData> vertices;
/*LOD indices*/
@ -132,11 +168,10 @@ private:
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();
void Terrain::Chunk::calculateSlope();
/*current LOD of the chunk*/
int _currentLod;
/*the left,right,front,back neighbors*/
@ -182,7 +217,6 @@ private:
bool _needDraw;
};
friend QuadTree;
friend Chunk;
public:
@ -191,10 +225,11 @@ public:
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 specified position's height mapping to the terrain*/
float getHeight(float x,float z,Vec3 * normal= nullptr);
float getHeight(Vec2 pos,Vec3*Normal = nullptr);
Vec3 getNormal(int pixel_x,int pixel_y);
/*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*/
@ -205,8 +240,13 @@ public:
void setIsEnableFrustumCull(bool bool_value);
// Overrides, internal use only
virtual void draw(cocos2d::Renderer* renderer, const cocos2d::Mat4 &transform, uint32_t flags) override;
private:
//Ray-Terrain intersection.
Vec3 getIntersectionPoint(const Ray & ray);
void setMaxDetailMapAmount(int max_value);
protected:
Terrain();
virtual ~Terrain();
void onDraw(const Mat4 &transform, uint32_t flags);
//set each chunk's LOD
void setChunksLOD(Vec3 cameraPos);
@ -214,7 +254,7 @@ private:
void loadVertices();
//calculate Normal Line for each Vertex
void calculateNormal();
private:
protected:
TerrainData _terrainData;
bool _isDrawWire;
unsigned char * _data;
@ -225,13 +265,17 @@ private:
GLuint vbo[2];
QuadTree * quad;
int detailSize[4];
Chunk * _chunkesArray[256][256];
Chunk * _chunkesArray[MAX_CHUNKES][MAX_CHUNKES];
std::vector<TerrainVertexData> vertices;
std::vector<GLushort > indices;
int imageWidth;
int imageHeight;
Size _chunkSize;
bool _isEnableFrustumCull;
int _maxDetailMapValue;
cocos2d::Image * _heightMapImage;
Mat4 _oldCameraModelMatrix;
Mat4 _oldTerrrainModelMatrix;
};
NS_CC_END
#endif

View File

@ -12,4 +12,4 @@
android.library=true
# Project target.
target=android-10
target=android-19

View File

@ -0,0 +1,487 @@
#include "TerrainTest.h"
Vec3 camera_offset(0,45,60);
#define PLAYER_HEIGHT 0
static std::function<Layer*()> createFunctions[] =
{
CL(TerrainSimple),
CL(TerrainWalkThru),
};
static int sceneIdx = -1;
#define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0]))
static Layer* nextTerrainTestAction()
{
sceneIdx++;
sceneIdx = sceneIdx % MAX_LAYER;
auto layer = (createFunctions[sceneIdx])();
return layer;
}
static Layer* backTerrainTestAction()
{
sceneIdx--;
int total = MAX_LAYER;
if( sceneIdx < 0 )
sceneIdx += total;
auto layer = (createFunctions[sceneIdx])();
return layer;
}
static Layer* restartTerrainTestAction()
{
auto layer = (createFunctions[sceneIdx])();
return layer;
}
TerrainSimple::TerrainSimple()
{
Size visibleSize = Director::getInstance()->getVisibleSize();
//use custom camera
_camera = Camera::createPerspective(60,visibleSize.width/visibleSize.height,0.1,800);
_camera->setCameraFlag(CameraFlag::USER1);
addChild(_camera);
Terrain::DetailMap r("TerrainTest/dirt.dds"),g("TerrainTest/Grass2.dds"),b("TerrainTest/road.dds"),a("TerrainTest/Grass1.dds");
Terrain::TerrainData data("TerrainTest/heightmap16.jpg","TerrainTest/alphamap.png",r,g,b,a);
_terrain = Terrain::create(data);
_terrain->setMaxDetailMapAmount(4);
addChild(_terrain);
_terrain->setCameraMask(2);
_terrain->setDrawWire(true);
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesMoved = CC_CALLBACK_2(TerrainSimple::onTouchesMoved, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
TTFConfig ttfConfig("fonts/arial.ttf", 8);
auto label1 = Label::createWithTTF(ttfConfig,"129*129 1 DETAIL MAP 32*32 chunk Size");
auto menuItem1 = MenuItemLabel::create(label1, CC_CALLBACK_1(TerrainSimple::on127x127_1DetailMap32x32Callback,this));
auto label2 = Label::createWithTTF(ttfConfig,"257*257 1 DETAIL MAP 32*32 chunk Size");
auto menuItem2 = MenuItemLabel::create(label2, CC_CALLBACK_1(TerrainSimple::on257x257_1DetailMap32x32Callback,this));
auto label3 = Label::createWithTTF(ttfConfig,"Enable LOD");
auto menuItem3 = MenuItemLabel::create(label3, CC_CALLBACK_1(TerrainSimple::onEnableLODCallback,this));
auto label4 = Label::createWithTTF(ttfConfig,"disable LOD");
auto menuItem4 = MenuItemLabel::create(label4, CC_CALLBACK_1(TerrainSimple::onDisableLODCallback,this));
auto menu = Menu::create(menuItem1, menuItem2,menuItem3,menuItem4, nullptr);
menu->setPosition(Vec2::ZERO);
menuItem1->setPosition( Vec2(0, VisibleRect::top().y-160) );
menuItem1->setAnchorPoint(Vec2(0,0));
menuItem2->setPosition( Vec2(0, VisibleRect::top().y-190) );
menuItem2->setAnchorPoint(Vec2(0,0));
menuItem3->setPosition( Vec2(0, VisibleRect::top().y-210) );
menuItem3->setAnchorPoint(Vec2(0,0));
menuItem4->setPosition( Vec2(0, VisibleRect::top().y-240) );
menuItem4->setAnchorPoint(Vec2(0,0));
addChild(menu, 0);
}
std::string TerrainSimple::title() const
{
return "Simple Terrain";
}
std::string TerrainSimple::subtitle() const
{
return "Drag to walkThru";
}
void TerrainSimple::onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event)
{
float delta = Director::getInstance()->getDeltaTime();
auto touch = touches[0];
auto location = touch->getLocation();
auto PreviousLocation = touch->getPreviousLocation();
Point newPos = PreviousLocation - location;
Vec3 cameraDir;
Vec3 cameraRightDir;
_camera->getNodeToWorldTransform().getForwardVector(&cameraDir);
cameraDir.normalize();
cameraDir.y=0;
_camera->getNodeToWorldTransform().getRightVector(&cameraRightDir);
cameraRightDir.normalize();
cameraRightDir.y=0;
Vec3 cameraPos= _camera->getPosition3D();
cameraPos+=cameraDir*newPos.y*0.5*delta;
cameraPos+=cameraRightDir*newPos.x*0.5*delta;
_camera->setPosition3D(cameraPos);
}
void TerrainSimple::on127x127_1DetailMap32x32Callback(Ref* sender)
{
_terrain->removeFromParent();
Terrain::TerrainData data("TerrainTest/heightMap129.jpg","TerrainTest/sand.jpg");
_terrain = Terrain::create(data);
_terrain->setMaxDetailMapAmount(4);
addChild(_terrain);
_terrain->setCameraMask(2);
_terrain->setDrawWire(true);
}
void TerrainSimple::on257x257_1DetailMap32x32Callback(Ref* sender)
{
_terrain->removeFromParent();
Terrain::TerrainData data("TerrainTest/heightmap16.jpg","TerrainTest/sand.jpg");
_terrain = Terrain::create(data);
_terrain->setMaxDetailMapAmount(4);
addChild(_terrain);
_terrain->setCameraMask(2);
_terrain->setDrawWire(true);
}
void TerrainSimple::onEnableLODCallback(Ref* sender)
{
_terrain->setScale(20);
}
void TerrainSimple::onDisableLODCallback(Ref* sender)
{
_terrain->setScale(1);
}
void TerrainTestScene::runThisTest()
{
auto layer = nextTerrainTestAction();
addChild(layer);
Director::getInstance()->replaceScene(this);
}
void TerrainTestDemo::restartCallback(Ref* sender)
{
auto s = new (std::nothrow) TerrainTestScene();
s->addChild(restartTerrainTestAction());
Director::getInstance()->replaceScene(s);
s->release();
}
void TerrainTestDemo::nextCallback(Ref* sender)
{
auto s = new (std::nothrow) TerrainTestScene();
s->addChild( nextTerrainTestAction());
Director::getInstance()->replaceScene(s);
s->release();
}
void TerrainTestDemo::backCallback(Ref* sender)
{
auto s = new (std::nothrow) TerrainTestScene();
s->addChild( backTerrainTestAction());
Director::getInstance()->replaceScene(s);
s->release();
}
std::string TerrainTestDemo::title() const
{
return "No title";
}
std::string TerrainTestDemo::subtitle() const
{
return "";
}
void TerrainTestDemo::onEnter()
{
BaseTest::onEnter();
}
TerrainTestDemo::TerrainTestDemo(void)
:BaseTest()
{
}
TerrainTestDemo::~TerrainTestDemo(void)
{
}
std::string TerrainWalkThru::title() const
{
return " ";
}
std::string TerrainWalkThru::subtitle() const
{
return " ";
}
TerrainWalkThru::TerrainWalkThru()
{
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan = CC_CALLBACK_2(TerrainWalkThru::onTouchesBegan, this);
listener->onTouchesMoved = CC_CALLBACK_2(TerrainWalkThru::onTouchesMoved, this);
listener->onTouchesEnded = CC_CALLBACK_2(TerrainWalkThru::onTouchesEnd, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
Size visibleSize = Director::getInstance()->getVisibleSize();
//use custom camera
_camera = Camera::createPerspective(60,visibleSize.width/visibleSize.height,0.1,200);
_camera->setCameraFlag(CameraFlag::USER1);
addChild(_camera);
Terrain::TerrainData a("TerrainTest/heightmap16.jpg","TerrainTest/sand.jpg",Size(32,32),3);
_terrain = Terrain::create(a);
_terrain->setScale(20);
_terrain->setCameraMask(2);
_terrain->setDrawWire(false);
_player = Player::create("Sprite3DTest/girl.c3b",_camera,_terrain);
_player->setCameraMask(2);
_player->setScale(0.08);
_player->setPositionY(_terrain->getHeight(_player->getPositionX(),_player->getPositionZ())+PLAYER_HEIGHT);
auto animation = Animation3D::create("Sprite3DTest/girl.c3b","Take 001");
if (animation)
{
auto animate = Animate3D::create(animation);
_player->runAction(RepeatForever::create(animate));
}
_camera->setPosition3D(_player->getPosition3D()+camera_offset);
_camera->setRotation3D(Vec3(-45,0,0));
forward = Label::create("forward","arial",22);
forward->setPosition(0,200);
forward->setAnchorPoint(Vec2(0,0));
backward = Label::create("backward","arial",22);
backward->setPosition(0,250);
backward->setAnchorPoint(Vec2(0,0));
left = Label::create("turn Left","arial",22);
left->setPosition(0,100);
left->setAnchorPoint(Vec2(0,0));
right = Label::create("turn right","arial",22);
right->setPosition(0,150);
right->setAnchorPoint(Vec2(0,0));
addChild(_player);
addChild(_terrain);
}
void TerrainWalkThru::onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event)
{
float delta = Director::getInstance()->getDeltaTime();
auto touch = touches[0];
auto location = touch->getLocation();
auto PreviousLocation = touch->getPreviousLocation();
Point newPos = PreviousLocation - location;
Vec3 cameraDir;
Vec3 cameraRightDir;
_camera->getNodeToWorldTransform().getForwardVector(&cameraDir);
cameraDir.normalize();
cameraDir.y=0;
_camera->getNodeToWorldTransform().getRightVector(&cameraRightDir);
cameraRightDir.normalize();
cameraRightDir.y=0;
Vec3 cameraPos= _camera->getPosition3D();
cameraPos+=cameraDir*newPos.y*0.5*delta;
cameraPos+=cameraRightDir*newPos.x*0.5*delta;
_camera->setPosition3D(cameraPos);
}
void TerrainWalkThru::onTouchesBegan(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event)
{
}
void TerrainWalkThru::onTouchesEnd(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event)
{
auto touch = touches[0];
auto location = touch->getLocationInView();
if(_camera)
{
if(_player)
{
Vec3 nearP(location.x, location.y, 0.0f), farP(location.x, location.y, 1.0f);
auto size = Director::getInstance()->getWinSize();
_camera->unproject(size, &nearP, &nearP);
_camera->unproject(size, &farP, &farP);
Vec3 dir = farP - nearP;
dir.normalize();
Vec3 rayStep = 15*dir;
Vec3 rayPos = nearP;
Vec3 rayStartPosition = nearP;
Vec3 lastRayPosition =rayPos;
rayPos += rayStep;
// Linear search - Loop until find a point inside and outside the terrain Vector3
float height = _terrain->getHeight(rayPos.x,rayPos.z);
while (rayPos.y > height)
{
lastRayPosition = rayPos;
rayPos += rayStep;
height = _terrain->getHeight(rayPos.x,rayPos.z);
}
Vec3 startPosition = lastRayPosition;
Vec3 endPosition = rayPos;
for (int i= 0; i< 32; i++)
{
// Binary search pass
Vec3 middlePoint = (startPosition + endPosition) * 0.5f;
if (middlePoint.y < height)
endPosition = middlePoint;
else
startPosition = middlePoint;
}
Vec3 collisionPoint = (startPosition + endPosition) * 0.5f;
dir = collisionPoint - _player->getPosition3D();
dir.y = 0;
dir.normalize();
_player->_headingAngle = -1*acos(dir.dot(Vec3(0,0,-1)));
dir.cross(dir,Vec3(0,0,-1),&_player->_headingAxis);
_player->_targetPos=collisionPoint;
_player->forward();
}
}
}
bool Player::isDone() const
{
return false;
}
void Player::update(float dt)
{
auto player = (Sprite3D *)this;
switch (_playerState)
{
case PLAYER_STATE_IDLE:
break;
case PLAYER_STATE_FORWARD:
{
Vec3 curPos= player->getPosition3D();
Vec3 newFaceDir = _targetPos - curPos;
newFaceDir.y = 0.0f;
newFaceDir.normalize();
Vec3 offset = newFaceDir * 25.0f * dt;
curPos+=offset;
player->setPosition3D(curPos);
}
break;
case PLAYER_STATE_BACKWARD:
{
Vec3 forward_vec;
player->getNodeToWorldTransform().getForwardVector(&forward_vec);
forward_vec.normalize();
player->setPosition3D(player->getPosition3D()-forward_vec*15*dt);
}
break;
case PLAYER_STATE_LEFT:
{
player->setRotation3D(player->getRotation3D()+Vec3(0,25*dt,0));
}
break;
case PLAYER_STATE_RIGHT:
{
player->setRotation3D(player->getRotation3D()+Vec3(0,-25*dt,0));
}
break;
default:
break;
}
Vec3 Normal;
float player_h = _terrain->getHeight(player->getPositionX(),player->getPositionZ(),&Normal);
float dot_product = Normal.dot(Vec3(0,1,0));
player->setPositionY(player_h+PLAYER_HEIGHT);
Quaternion q2;
q2.createFromAxisAngle(Vec3(0,1,0),-M_PI,&q2);
Quaternion headingQ;
headingQ.createFromAxisAngle(_headingAxis,_headingAngle,&headingQ);
player->setRotationQuat(headingQ*q2);
auto vec_offset =Vec4(camera_offset.x,camera_offset.y,camera_offset.z,1);
vec_offset = player->getNodeToWorldTransform()*vec_offset;
// _cam->setRotation3D(player->getRotation3D());
_cam->setPosition3D(player->getPosition3D() + camera_offset);
updateState();
}
void Player::turnLeft()
{
_playerState = PLAYER_STATE_LEFT;
}
void Player::turnRight()
{
_playerState = PLAYER_STATE_RIGHT;
}
void Player::idle()
{
_playerState = PLAYER_STATE_IDLE;
}
void Player::forward()
{
_playerState = PLAYER_STATE_FORWARD;
}
void Player::backward()
{
_playerState = PLAYER_STATE_BACKWARD;
}
void Player::updateState()
{
auto player = (Sprite3D * )this;
switch (_playerState)
{
case PLAYER_STATE_FORWARD:
{
Vec2 player_pos =Vec2(player->getPositionX(),player->getPositionZ());
Vec2 targetPos = Vec2(_targetPos.x,_targetPos.z);
auto dist = player_pos.distance(targetPos);
if(dist<1)
{
_playerState = PLAYER_STATE_IDLE;
}
}
break;
default:
break;
}
}
Player * Player::create(const char * file,Camera * cam,Terrain * terrain)
{
//
auto sprite = new (std::nothrow) Player();
if (sprite && sprite->initWithFile(file))
{
sprite->_headingAngle = 0;
sprite->_playerState = PLAYER_STATE_IDLE;
sprite->_cam = cam;
sprite->_terrain = terrain;
sprite->autorelease();
sprite->scheduleUpdate();
return sprite;
}
CC_SAFE_DELETE(sprite);
return nullptr;
}

View File

@ -0,0 +1,99 @@
#ifndef TERRAIN_TESH_H
#include "../testBasic.h"
#include "../BaseTest.h"
#include "3d/CCSprite3D.h"
#include "3d/CCTerrain.h"
#include "2d/CCCamera.h"
#include "2d/CCAction.h"
class TerrainTestScene : public TestScene
{
public:
virtual void runThisTest();
};
class TerrainTestDemo : public BaseTest
{
public:
TerrainTestDemo(void);
virtual ~TerrainTestDemo(void);
void restartCallback(Ref* sender);
void nextCallback(Ref* sender);
void backCallback(Ref* sender);
// overrides
virtual std::string title() const override;
virtual std::string subtitle() const override;
virtual void onEnter() override;
};
class TerrainSimple : public TerrainTestDemo
{
public:
CREATE_FUNC(TerrainSimple);
TerrainSimple();
virtual std::string title() const override;
virtual std::string subtitle() const override;
void onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
void on127x127_1DetailMap32x32Callback(Ref* sender);
void on257x257_1DetailMap32x32Callback(Ref* sender);
void onEnableLODCallback(Ref* sender);
void onDisableLODCallback(Ref* sender);
Terrain * _terrain;
protected:
Camera * _camera;
};
#define PLAYER_STATE_LEFT 0
#define PLAYER_STATE_RIGHT 1
#define PLAYER_STATE_IDLE 2
#define PLAYER_STATE_FORWARD 3
#define PLAYER_STATE_BACKWARD 4
class Player : public Sprite3D
{
public:
static Player * create(const char * file,Camera * cam,Terrain * terrain);
virtual bool isDone() const;
virtual void update(float dt);
void turnLeft();
void turnRight();
void forward();
void backward();
void idle();
cocos2d::Vec3 _targetPos;
void updateState();
float _headingAngle;
Vec3 _headingAxis;
private:
Terrain * _terrain;
Camera * _cam;
int _playerState;
};
class TerrainWalkThru : public TerrainTestDemo
{
public:
CREATE_FUNC(TerrainWalkThru);
TerrainWalkThru();
virtual std::string title() const override;
virtual std::string subtitle() const override;
void onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
void onTouchesBegan(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
void onTouchesEnd(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
protected:
Label * forward;
Label * backward;
Label * left;
Label * right;
Camera * _camera;
Terrain * _terrain;
Player * _player;
};
#endif // !TERRAIN_TESH_H

View File

@ -80,6 +80,7 @@ Controller g_aTestNames[] = {
{ "Node: Spine", []() { return new SpineTestScene(); } },
{ "Node: Sprite", [](){return new SpriteTestScene(); } },
{ "Node: Sprite3D", [](){ return new Sprite3DTestScene(); }},
{ "Terrain Test", [](){ return new TerrainTestScene(); }},
{ "Node: TileMap", [](){return new TileMapTestScene(); } },
{ "Node: FastTileMap", [](){return new TileMapTestSceneNew(); } },
{ "Node: Text Input", [](){return new TextInputTestScene(); } },

View File

@ -74,6 +74,7 @@
#include "ReleasePoolTest/ReleasePoolTest.h"
#include "Sprite3DTest/Sprite3DTest.h"
#include "TerrainTest/TerrainTest.h"
#include "Camera3DTest/Camera3DTest.h"
#include "BillBoardTest/BillBoardTest.h"
#include "LightTest/LightTest.h"

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@ -194,7 +194,8 @@ LOCAL_SRC_FILES := main.cpp \
../../Classes/UITest/UITest.cpp \
../../Classes/UserDefaultTest/UserDefaultTest.cpp \
../../Classes/OpenURLTest/OpenURLTest.cpp \
../../Classes/ZwoptexTest/ZwoptexTest.cpp
../../Classes/ZwoptexTest/ZwoptexTest.cpp \
../../Classes/TerrainTest/TerrainTest.cpp
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes \
$(LOCAL_PATH)/../../../..

View File

@ -187,6 +187,7 @@
<ClCompile Include="..\Classes\SpineTest\SpineTest.cpp" />
<ClCompile Include="..\Classes\Sprite3DTest\DrawNode3D.cpp" />
<ClCompile Include="..\Classes\Sprite3DTest\Sprite3DTest.cpp" />
<ClCompile Include="..\Classes\TerrainTest\TerrainTest.cpp" />
<ClCompile Include="..\Classes\TexturePackerEncryptionTest\TextureAtlasEncryptionTest.cpp" />
<ClCompile Include="..\Classes\TileMapTest\TileMapTest2.cpp" />
<ClCompile Include="..\Classes\UITest\CocoStudioGUITest\CocosGUIScene.cpp" />
@ -384,6 +385,7 @@
<ClInclude Include="..\Classes\SpineTest\SpineTest.h" />
<ClInclude Include="..\Classes\Sprite3DTest\DrawNode3D.h" />
<ClInclude Include="..\Classes\Sprite3DTest\Sprite3DTest.h" />
<ClInclude Include="..\Classes\TerrainTest\TerrainTest.h" />
<ClInclude Include="..\Classes\TexturePackerEncryptionTest\TextureAtlasEncryptionTest.h" />
<ClInclude Include="..\Classes\TileMapTest\TileMapTest2.h" />
<ClInclude Include="..\Classes\UITest\CocoStudioGUITest\CocosGUIScene.h" />

View File

@ -346,6 +346,9 @@
<Filter Include="Classes\AllocatorTest">
<UniqueIdentifier>{eed1887a-757e-4625-b21c-bbfcfaa5200f}</UniqueIdentifier>
</Filter>
<Filter Include="Classes\TerrainTest">
<UniqueIdentifier>{3f5069e6-78e5-4388-b614-04c0ea943b4c}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
@ -909,6 +912,9 @@
<ClCompile Include="..\Classes\AllocatorTest\AllocatorTest.cpp">
<Filter>Classes\AllocatorTest</Filter>
</ClCompile>
<ClCompile Include="..\Classes\TerrainTest\TerrainTest.cpp">
<Filter>Classes\TerrainTest</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="main.h">
@ -1670,5 +1676,8 @@
<ClInclude Include="..\Classes\AllocatorTest\AllocatorTest.h">
<Filter>Classes\AllocatorTest</Filter>
</ClInclude>
<ClInclude Include="..\Classes\TerrainTest\TerrainTest.h">
<Filter>Classes\TerrainTest</Filter>
</ClInclude>
</ItemGroup>
</Project>