mirror of https://github.com/axmolengine/axmol.git
commit
7fd56d2afd
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@ -222,6 +222,7 @@
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<ClInclude Include="$(MSBuildThisFileDirectory)..\..\..\..\3d\CCSkybox.h" />
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<ClInclude Include="$(MSBuildThisFileDirectory)..\..\..\..\3d\CCSprite3D.h" />
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<ClInclude Include="$(MSBuildThisFileDirectory)..\..\..\..\3d\CCSprite3DMaterial.h" />
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<ClInclude Include="$(MSBuildThisFileDirectory)..\..\..\..\3d\CCTerrain.h" />
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<ClInclude Include="$(MSBuildThisFileDirectory)..\..\..\..\3d\CCTextureCube.h" />
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<ClInclude Include="$(MSBuildThisFileDirectory)..\..\..\..\3d\cocos3d.h" />
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<ClInclude Include="$(MSBuildThisFileDirectory)..\..\..\..\audio\include\AudioEngine.h" />
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@ -807,6 +808,7 @@
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<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\3d\CCSkybox.cpp" />
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<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\3d\CCSprite3D.cpp" />
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<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\3d\CCSprite3DMaterial.cpp" />
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<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\3d\CCTerrain.cpp" />
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<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\3d\CCTextureCube.cpp" />
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<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\audio\winrt\Audio.cpp">
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup>
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<ClInclude Include="$(MSBuildThisFileDirectory)targetver.h" />
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@ -1743,6 +1743,9 @@
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<ClInclude Include="$(MSBuildThisFileDirectory)..\..\..\..\3d\CCTextureCube.h">
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<Filter>3d</Filter>
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</ClInclude>
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<ClInclude Include="$(MSBuildThisFileDirectory)..\..\..\..\3d\CCTerrain.h">
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<Filter>3d</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\cocos2d.cpp" />
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@ -3312,6 +3315,9 @@
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<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\3d\CCTextureCube.cpp">
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<Filter>3d</Filter>
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</ClCompile>
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<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\3d\CCTerrain.cpp">
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<Filter>3d</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<Filter Include="2d">
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@ -1,6 +1,32 @@
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/****************************************************************************
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Copyright (c) 2015 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
|
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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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 <stdlib.h>
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#include <CCImage.h>
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#include "renderer/CCGLProgram.h"
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#include "renderer/CCGLProgramCache.h"
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#include "renderer/CCGLProgramState.h"
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@ -9,77 +35,45 @@ USING_NS_CC;
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#include "renderer/ccGLStateCache.h"
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#include "base/CCDirector.h"
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#include "2d/CCCamera.h"
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#include <stdlib.h>
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NS_CC_BEGIN
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// check a number is power of two.
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static bool isPOT(int number)
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{
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bool flag = false;
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if((number>0)&&(number&(number-1))==0)
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flag = true;
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return flag;
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}
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Terrain * Terrain::create(TerrainData ¶meter, CrackFixedType fixedType)
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{
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Terrain * terrain = new (std::nothrow)Terrain();
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terrain->setSkirtHeightRatio(1.0f);
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terrain->setSkirtHeightRatio(parameter.skirtHeightRatio);
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terrain->_terrainData = parameter;
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terrain->_crackFixedType = fixedType;
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terrain->_isCameraViewChanged = true;
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//chunksize
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terrain->_chunkSize = parameter.chunkSize;
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//heightmap
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terrain->initHeightMap(parameter.heightMapSrc.c_str());
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Texture2D::TexParams texParam;
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texParam.wrapS = GL_REPEAT;
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texParam.wrapT = GL_REPEAT;
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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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texture->generateMipmap();
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terrain->_detailMapTextures[0] = texture;
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texParam.minFilter = GL_LINEAR_MIPMAP_LINEAR;
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texParam.magFilter = GL_LINEAR;
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texture->setTexParameters(texParam);
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delete textImage;
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}else
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{
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//alpha map
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auto image = new (std::nothrow)Image();
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image->initWithImageFile(parameter.alphaMapSrc);
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terrain->_alphaMap = new (std::nothrow)Texture2D();
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terrain->_alphaMap->initWithImage(image);
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texParam.wrapS = GL_CLAMP_TO_EDGE;
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texParam.wrapT = GL_CLAMP_TO_EDGE;
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texParam.minFilter = GL_LINEAR;
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texParam.magFilter = GL_LINEAR;
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terrain->_alphaMap->setTexParameters(texParam);
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delete image;
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bool initResult =true;
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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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delete textImage;
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texture->generateMipmap();
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terrain->_detailMapTextures[i] = texture;
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texParam.wrapS = GL_REPEAT;
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texParam.wrapT = GL_REPEAT;
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texParam.minFilter = GL_LINEAR_MIPMAP_LINEAR;
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texParam.magFilter = GL_LINEAR;
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texture->setTexParameters(texParam);
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}
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}
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terrain->init();
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terrain->setAnchorPoint(Vec2(0,0));
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//init heightmap
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initResult &= terrain->initHeightMap(parameter.heightMapSrc.c_str());
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//init textures alpha map,detail Maps
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initResult &= terrain->initTextures();
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initResult &= terrain->initProperties();
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terrain->autorelease();
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if(!initResult)
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{
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CC_SAFE_DELETE(terrain);
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}
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return terrain;
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}
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bool Terrain::init()
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bool Terrain::initProperties()
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{
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_lodDistance[0]=64;
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_lodDistance[1]=128;
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_lodDistance[2]=196;
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auto shader = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_TERRAIN);
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auto state = GLProgramState::create(shader);
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@ -87,13 +81,7 @@ bool Terrain::init()
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_normalLocation = glGetAttribLocation(this->getGLProgram()->getProgram(),"a_normal");
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setDrawWire(false);
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setIsEnableFrustumCull(true);
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_alphaMapLocation = -1;
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for(int i =0;i<4;i++)
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{
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_detailMapLocation[i] = -1;
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_detailMapSizeLocation[i] = -1;
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}
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setAnchorPoint(Vec2(0,0));
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return true;
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}
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@ -186,42 +174,53 @@ void Terrain::onDraw(const Mat4 &transform, uint32_t flags)
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}
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}
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void Terrain::initHeightMap(const char * heightMap)
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bool Terrain::initHeightMap(const char * heightMap)
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{
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_heightMapImage = new Image();
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_heightMapImage->initWithImageFile(heightMap);
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_data = _heightMapImage->getData();
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_imageWidth =_heightMapImage->getWidth();
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_imageHeight =_heightMapImage->getHeight();
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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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memset(_chunkesArray, 0, sizeof(_chunkesArray));
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for(int m =0;m<chunk_amount_y;m++)
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//only the image size is the Powers Of Two(POT) or POT+1
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if((isPOT(_imageWidth) &&isPOT(_imageHeight)) || (isPOT(_imageWidth-1) &&isPOT(_imageHeight -1)))
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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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_chunkesArray[m][n]->_terrain = this;
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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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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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memset(_chunkesArray, 0, sizeof(_chunkesArray));
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//calculate the neighbor
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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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for(int m =0;m<chunk_amount_y;m++)
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{
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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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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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_chunkesArray[m][n]->_terrain = this;
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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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//calculate the neighbor
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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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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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}
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}
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_quadRoot = new QuadTree(0,0,_imageWidth,_imageHeight,this);
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setLODDistance(_chunkSize.width,2*_chunkSize.width,3*_chunkSize.width);
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return true;
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}else
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{
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CCLOG("warning: the height map size is not POT or POT + 1");
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return false;
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}
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_quadRoot = new QuadTree(0,0,_imageWidth,_imageHeight,this);
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}
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Terrain::Terrain()
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@ -672,6 +671,12 @@ void Terrain::onEnter()
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void Terrain::cacheUniformLocation()
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{
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_alphaMapLocation = -1;
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for(int i =0;i<4;i++)
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{
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_detailMapLocation[i] = -1;
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_detailMapSizeLocation[i] = -1;
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}
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auto glProgram = getGLProgram();
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_alphaIsHasAlphaMapLocation = glGetUniformLocation(glProgram->getProgram(),"u_has_alpha");
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if(!_alphaMap)
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|
@ -693,6 +698,58 @@ void Terrain::cacheUniformLocation()
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}
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}
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bool Terrain::initTextures()
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{
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Texture2D::TexParams texParam;
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texParam.wrapS = GL_REPEAT;
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texParam.wrapT = GL_REPEAT;
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if(!_terrainData.alphaMapSrc)
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{
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auto textImage = new (std::nothrow)Image();
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textImage->initWithImageFile(_terrainData.detailMaps[0].detailMapSrc);
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auto texture = new (std::nothrow)Texture2D();
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texture->initWithImage(textImage);
|
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texture->generateMipmap();
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_detailMapTextures[0] = texture;
|
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texParam.minFilter = GL_LINEAR_MIPMAP_LINEAR;
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texParam.magFilter = GL_LINEAR;
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texture->setTexParameters(texParam);
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delete textImage;
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}else
|
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{
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//alpha map
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auto image = new (std::nothrow)Image();
|
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image->initWithImageFile(_terrainData.alphaMapSrc);
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_alphaMap = new (std::nothrow)Texture2D();
|
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_alphaMap->initWithImage(image);
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texParam.wrapS = GL_CLAMP_TO_EDGE;
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texParam.wrapT = GL_CLAMP_TO_EDGE;
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texParam.minFilter = GL_LINEAR;
|
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texParam.magFilter = GL_LINEAR;
|
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_alphaMap->setTexParameters(texParam);
|
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delete image;
|
||||
|
||||
for(int i =0;i<_terrainData._detailMapAmount;i++)
|
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{
|
||||
auto textImage = new (std::nothrow)Image();
|
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textImage->initWithImageFile(_terrainData.detailMaps[i].detailMapSrc);
|
||||
auto texture = new (std::nothrow)Texture2D();
|
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texture->initWithImage(textImage);
|
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delete textImage;
|
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texture->generateMipmap();
|
||||
_detailMapTextures[i] = texture;
|
||||
|
||||
texParam.wrapS = GL_REPEAT;
|
||||
texParam.wrapT = GL_REPEAT;
|
||||
texParam.minFilter = GL_LINEAR_MIPMAP_LINEAR;
|
||||
texParam.magFilter = GL_LINEAR;
|
||||
texture->setTexParameters(texParam);
|
||||
}
|
||||
}
|
||||
setMaxDetailMapAmount(_terrainData._detailMapAmount);
|
||||
return true;
|
||||
}
|
||||
|
||||
void Terrain::Chunk::finish()
|
||||
{
|
||||
//genearate two VBO ,the first for vertices, we just setup datas once ,won't changed at all
|
||||
|
@ -846,10 +903,10 @@ void Terrain::Chunk::generate(int imgWidth, int imageHei, int m, int n, const un
|
|||
Terrain::Chunk::Chunk()
|
||||
{
|
||||
_currentLod = 0;
|
||||
left = nullptr;
|
||||
right = nullptr;
|
||||
back = nullptr;
|
||||
front = nullptr;
|
||||
_left = nullptr;
|
||||
_right = nullptr;
|
||||
_back = nullptr;
|
||||
_front = nullptr;
|
||||
_oldLod = -1;
|
||||
for(int i =0;i<4;i++)
|
||||
{
|
||||
|
@ -860,21 +917,21 @@ Terrain::Chunk::Chunk()
|
|||
void Terrain::Chunk::updateIndicesLOD()
|
||||
{
|
||||
int currentNeighborLOD[4];
|
||||
if(left)
|
||||
if(_left)
|
||||
{
|
||||
currentNeighborLOD[0] = left->_currentLod;
|
||||
currentNeighborLOD[0] = _left->_currentLod;
|
||||
}else{currentNeighborLOD[0] = -1;}
|
||||
if(right)
|
||||
if(_right)
|
||||
{
|
||||
currentNeighborLOD[1] = right->_currentLod;
|
||||
currentNeighborLOD[1] = _right->_currentLod;
|
||||
}else{currentNeighborLOD[1] = -1;}
|
||||
if(back)
|
||||
if(_back)
|
||||
{
|
||||
currentNeighborLOD[2] = back->_currentLod;
|
||||
currentNeighborLOD[2] = _back->_currentLod;
|
||||
}else{currentNeighborLOD[2] = -1;}
|
||||
if(front)
|
||||
if(_front)
|
||||
{
|
||||
currentNeighborLOD[3] = front->_currentLod;
|
||||
currentNeighborLOD[3] = _front->_currentLod;
|
||||
}else{currentNeighborLOD[3] = -1;}
|
||||
|
||||
if(_oldLod == _currentLod &&(memcmp(currentNeighborLOD,_neighborOldLOD,sizeof(currentNeighborLOD))==0) )
|
||||
|
@ -893,8 +950,8 @@ void Terrain::Chunk::updateIndicesLOD()
|
|||
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))
|
||||
if((_left&&_left->_currentLod > _currentLod) ||(_right&&_right->_currentLod > _currentLod)
|
||||
||(_back&&_back->_currentLod > _currentLod) || (_front && _front->_currentLod > _currentLod))
|
||||
//need update indices.
|
||||
{
|
||||
//t-junction inner
|
||||
|
@ -915,7 +972,7 @@ void Terrain::Chunk::updateIndicesLOD()
|
|||
}
|
||||
//fix T-crack
|
||||
int next_step = int(powf(2.0f, float(_currentLod+1)));
|
||||
if(left&&left->_currentLod > _currentLod)//left
|
||||
if(_left&&_left->_currentLod > _currentLod)//left
|
||||
{
|
||||
for(int i =0;i<gridY;i+=next_step)
|
||||
{
|
||||
|
@ -934,8 +991,8 @@ void Terrain::Chunk::updateIndicesLOD()
|
|||
}else{
|
||||
int start=0;
|
||||
int end =gridY;
|
||||
if(front&&front->_currentLod > _currentLod) end -=step;
|
||||
if(back&&back->_currentLod > _currentLod) start +=step;
|
||||
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);
|
||||
|
@ -948,7 +1005,7 @@ void Terrain::Chunk::updateIndicesLOD()
|
|||
}
|
||||
}
|
||||
|
||||
if(right&&right->_currentLod > _currentLod)//LEFT
|
||||
if(_right&&_right->_currentLod > _currentLod)//LEFT
|
||||
{
|
||||
for(int i =0;i<gridY;i+=next_step)
|
||||
{
|
||||
|
@ -967,8 +1024,8 @@ void Terrain::Chunk::updateIndicesLOD()
|
|||
}else{
|
||||
int start=0;
|
||||
int end =gridY;
|
||||
if(front&&front->_currentLod > _currentLod) end -=step;
|
||||
if(back&&back->_currentLod > _currentLod) start +=step;
|
||||
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);
|
||||
|
@ -980,7 +1037,7 @@ void Terrain::Chunk::updateIndicesLOD()
|
|||
_lod[_currentLod].indices.push_back((i+step)*(gridX+1)+gridX);
|
||||
}
|
||||
}
|
||||
if(front&&front->_currentLod > _currentLod)//front
|
||||
if(_front&&_front->_currentLod > _currentLod)//front
|
||||
{
|
||||
for(int i =0;i<gridX;i+=next_step)
|
||||
{
|
||||
|
@ -1009,7 +1066,7 @@ void Terrain::Chunk::updateIndicesLOD()
|
|||
_lod[_currentLod].indices.push_back(gridY*(gridX+1)+i+step);
|
||||
}
|
||||
}
|
||||
if(back&&back->_currentLod > _currentLod)//back
|
||||
if(_back&&_back->_currentLod > _currentLod)//back
|
||||
{
|
||||
for(int i =0;i<gridX;i+=next_step)
|
||||
{
|
||||
|
@ -1093,7 +1150,7 @@ void Terrain::Chunk::calculateSlope()
|
|||
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;
|
||||
_slope = (highest.y - lowest.y)/dist;
|
||||
}
|
||||
|
||||
void Terrain::Chunk::updateVerticesForLOD()
|
||||
|
@ -1103,7 +1160,7 @@ void Terrain::Chunk::updateVerticesForLOD()
|
|||
int gridY = _size.height;
|
||||
int gridX = _size.width;
|
||||
|
||||
if(_currentLod>=2 && abs(slope)>1.2)
|
||||
if(_currentLod>=2 && abs(_slope)>1.2)
|
||||
{
|
||||
int step = int(powf(2.0f, float(_currentLod)));
|
||||
for(int i =step;i<gridY-step;i+=step)
|
||||
|
@ -1222,35 +1279,35 @@ Terrain::QuadTree::QuadTree(int x, int y, int w, int h, Terrain * terrain)
|
|||
{
|
||||
_terrain = terrain;
|
||||
_needDraw = true;
|
||||
parent = nullptr;
|
||||
tl =nullptr;
|
||||
tr =nullptr;
|
||||
bl =nullptr;
|
||||
br =nullptr;
|
||||
pos_x = x;
|
||||
pos_y = y;
|
||||
this->height = h;
|
||||
this->width = w;
|
||||
if(width> terrain->_chunkSize.width &&height >terrain->_chunkSize.height) //subdivision
|
||||
_parent = nullptr;
|
||||
_tl =nullptr;
|
||||
_tr =nullptr;
|
||||
_bl =nullptr;
|
||||
_br =nullptr;
|
||||
_posX = x;
|
||||
_posY = y;
|
||||
this->_height = h;
|
||||
this->_width = w;
|
||||
if(_width> terrain->_chunkSize.width &&_height >terrain->_chunkSize.height) //subdivision
|
||||
{
|
||||
_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;
|
||||
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);
|
||||
_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;
|
||||
int m = _posY/terrain->_chunkSize.height;
|
||||
int n = _posX/terrain->_chunkSize.width;
|
||||
_chunk = terrain->_chunkesArray[m][n];
|
||||
_isTerminal = true;
|
||||
_aabb = _chunk->_aabb;
|
||||
|
@ -1267,10 +1324,10 @@ void Terrain::QuadTree::draw()
|
|||
this->_chunk->bindAndDraw();
|
||||
}else
|
||||
{
|
||||
this->tl->draw();
|
||||
this->tr->draw();
|
||||
this->br->draw();
|
||||
this->bl->draw();
|
||||
this->_tl->draw();
|
||||
this->_tr->draw();
|
||||
this->_br->draw();
|
||||
this->_bl->draw();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1279,10 +1336,10 @@ void Terrain::QuadTree::resetNeedDraw(bool value)
|
|||
this->_needDraw = value;
|
||||
if(!_isTerminal)
|
||||
{
|
||||
tl->resetNeedDraw(value);
|
||||
tr->resetNeedDraw(value);
|
||||
bl->resetNeedDraw(value);
|
||||
br->resetNeedDraw(value);
|
||||
_tl->resetNeedDraw(value);
|
||||
_tr->resetNeedDraw(value);
|
||||
_bl->resetNeedDraw(value);
|
||||
_br->resetNeedDraw(value);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1294,10 +1351,10 @@ void Terrain::QuadTree::cullByCamera(const Camera * camera, const Mat4 & worldTr
|
|||
}else
|
||||
{
|
||||
if(!_isTerminal){
|
||||
tl->cullByCamera(camera,worldTransform);
|
||||
tr->cullByCamera(camera,worldTransform);
|
||||
bl->cullByCamera(camera,worldTransform);
|
||||
br->cullByCamera(camera,worldTransform);
|
||||
_tl->cullByCamera(camera,worldTransform);
|
||||
_tr->cullByCamera(camera,worldTransform);
|
||||
_bl->cullByCamera(camera,worldTransform);
|
||||
_br->cullByCamera(camera,worldTransform);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1305,22 +1362,22 @@ void Terrain::QuadTree::cullByCamera(const Camera * camera, const Mat4 & worldTr
|
|||
void Terrain::QuadTree::preCalculateAABB(const Mat4 & worldTransform)
|
||||
{
|
||||
|
||||
_worldSpaceAABB = _aabb;
|
||||
_worldSpaceAABB.transform(worldTransform);
|
||||
_worldSpaceAABB = _aabb;
|
||||
_worldSpaceAABB.transform(worldTransform);
|
||||
if(!_isTerminal){
|
||||
tl->preCalculateAABB(worldTransform);
|
||||
tr->preCalculateAABB(worldTransform);
|
||||
bl->preCalculateAABB(worldTransform);
|
||||
br->preCalculateAABB(worldTransform);
|
||||
_tl->preCalculateAABB(worldTransform);
|
||||
_tr->preCalculateAABB(worldTransform);
|
||||
_bl->preCalculateAABB(worldTransform);
|
||||
_br->preCalculateAABB(worldTransform);
|
||||
}
|
||||
}
|
||||
|
||||
Terrain::QuadTree::~QuadTree()
|
||||
{
|
||||
if(tl) delete tl;
|
||||
if(tr) delete tr;
|
||||
if(bl) delete bl;
|
||||
if(br) delete br;
|
||||
if(_tl) delete _tl;
|
||||
if(_tr) delete _tr;
|
||||
if(_bl) delete _bl;
|
||||
if(_br) delete _br;
|
||||
}
|
||||
|
||||
Terrain::TerrainData::TerrainData(const char * heightMapsrc , const char * textureSrc, const Size & chunksize, float height, float scale)
|
||||
|
@ -1331,6 +1388,7 @@ Terrain::TerrainData::TerrainData(const char * heightMapsrc , const char * textu
|
|||
this->chunkSize = chunksize;
|
||||
this->mapHeight = height;
|
||||
this->mapScale = scale;
|
||||
skirtHeightRatio = 1;
|
||||
}
|
||||
|
||||
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 height, float scale)
|
||||
|
@ -1345,6 +1403,7 @@ Terrain::TerrainData::TerrainData(const char * heightMapsrc, const char * alpham
|
|||
this->mapHeight = height;
|
||||
this->mapScale = scale;
|
||||
_detailMapAmount = 4;
|
||||
skirtHeightRatio = 1;
|
||||
}
|
||||
|
||||
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 height /*= 2*/, float scale /*= 0.1*/)
|
||||
|
@ -1359,6 +1418,7 @@ Terrain::TerrainData::TerrainData(const char* heightMapsrc, const char * alphama
|
|||
this->mapHeight = height;
|
||||
this->mapScale = scale;
|
||||
_detailMapAmount = 3;
|
||||
skirtHeightRatio = 1;
|
||||
}
|
||||
|
||||
Terrain::TerrainData::TerrainData()
|
||||
|
|
|
@ -39,12 +39,12 @@ NS_CC_BEGIN
|
|||
* @{
|
||||
*/
|
||||
|
||||
/*
|
||||
* the maximum amount of the chunkes
|
||||
**/
|
||||
/**
|
||||
* the maximum amount of the chunkes
|
||||
**/
|
||||
#define MAX_CHUNKES 256
|
||||
|
||||
/*
|
||||
/**
|
||||
* Terrain
|
||||
* 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:
|
||||
|
@ -84,12 +84,13 @@ class CC_DLL Terrain :public Node
|
|||
{
|
||||
public:
|
||||
|
||||
/**the crack fix type. use to fix the gaps between different LOD chunks */
|
||||
enum class CrackFixedType{
|
||||
SKIRT,
|
||||
INCREASE_LOWER,
|
||||
};
|
||||
|
||||
/*
|
||||
/**
|
||||
*DetailMap
|
||||
*this struct maintain a detail map data ,including source file ,detail size.
|
||||
*the DetailMap can use for terrain splatting
|
||||
|
@ -104,32 +105,38 @@ public:
|
|||
float detailMapSize;
|
||||
};
|
||||
|
||||
/*
|
||||
/**
|
||||
*TerrainData
|
||||
*This TerrainData struct warp all parameter that Terrain need to create
|
||||
*/
|
||||
struct CC_DLL TerrainData
|
||||
{
|
||||
/*Constructors*/
|
||||
/**empty constructor*/
|
||||
TerrainData();
|
||||
/**constructor, this constructor construct a simple terrain which only have 1 detailmap*/
|
||||
TerrainData(const char* heightMapsrc, const char * textureSrc, const Size & chunksize = Size(32,32), float mapHeight = 2, float mapScale = 0.1);
|
||||
/**constructor, this constructor construct a terrain which have 4 detailmaps, 1 alpha map*/
|
||||
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);
|
||||
/**constructor, this constructor construct a terrain which have 3 detailmaps, 1 alpha map*/
|
||||
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
|
||||
*/
|
||||
Size chunkSize;
|
||||
/*height Map source path*/
|
||||
/**height Map source path*/
|
||||
std::string heightMapSrc;
|
||||
/*the source path of the alpha map*/
|
||||
/**the source path of the alpha map*/
|
||||
char* alphaMapSrc;
|
||||
/*detail maps*/
|
||||
/**detail maps*/
|
||||
DetailMap detailMaps[4];
|
||||
/*terrain Maximum height*/
|
||||
/**terrain Maximum height*/
|
||||
float mapHeight;
|
||||
/*terrain scale factor*/
|
||||
/**terrain scale factor,you can combine setScale later.*/
|
||||
float mapScale;
|
||||
/**the amount of detailmap*/
|
||||
int _detailMapAmount;
|
||||
/**the skirt height ratio, only effect when terrain use skirt to fix crack*/
|
||||
float skirtHeightRatio;
|
||||
};
|
||||
private:
|
||||
|
||||
|
@ -175,8 +182,9 @@ private:
|
|||
**/
|
||||
struct Chunk
|
||||
{
|
||||
/*Constructor*/
|
||||
/**Constructor*/
|
||||
Chunk();
|
||||
/**destructor*/
|
||||
~Chunk();
|
||||
/*vertices*/
|
||||
std::vector<TerrainVertexData> vertices;
|
||||
|
@ -186,100 +194,139 @@ private:
|
|||
};
|
||||
GLuint vbo[2];
|
||||
ChunkIndices _chunkIndices;
|
||||
/*we now have four levels of detail*/
|
||||
/**we now support four levels of detail*/
|
||||
LOD _lod[4];
|
||||
/*AABB in local space*/
|
||||
/**AABB in local space*/
|
||||
AABB _aabb;
|
||||
/*setup Chunk data*/
|
||||
/**setup Chunk data*/
|
||||
void generate(int map_width, int map_height, int m, int n, const unsigned char * data);
|
||||
/*calculateAABB*/
|
||||
/**calculateAABB*/
|
||||
void calculateAABB();
|
||||
/*internal use draw function*/
|
||||
/**internal use draw function*/
|
||||
void bindAndDraw();
|
||||
/*finish opengl setup*/
|
||||
/**finish opengl setup*/
|
||||
void finish();
|
||||
/*use linear-sample vertices for LOD mesh*/
|
||||
void updateVerticesForLOD();
|
||||
/*updateIndices for every frame*/
|
||||
/*updateIndices */
|
||||
void updateIndicesLOD();
|
||||
|
||||
void updateIndicesLODSkirt();
|
||||
|
||||
/**calculate the average slop of chunk*/
|
||||
void calculateSlope();
|
||||
/*current LOD of the chunk*/
|
||||
/**current LOD of the chunk*/
|
||||
int _currentLod;
|
||||
|
||||
int _oldLod;
|
||||
|
||||
int _neighborOldLOD[4];
|
||||
/*the left,right,front,back neighbors*/
|
||||
Chunk * left;
|
||||
Chunk * right;
|
||||
Chunk * front;
|
||||
Chunk * back;
|
||||
Chunk * _left;
|
||||
Chunk * _right;
|
||||
Chunk * _front;
|
||||
Chunk * _back;
|
||||
|
||||
QuadTree * _parent;
|
||||
|
||||
//the position
|
||||
/**the position X in terrain space*/
|
||||
int pos_x;
|
||||
/**the position Y in terrain space*/
|
||||
int pos_y;
|
||||
/*parent terrain*/
|
||||
/**parent terrain*/
|
||||
Terrain * _terrain;
|
||||
/*chunk size*/
|
||||
/**chunk size*/
|
||||
Size _size;
|
||||
/*chunk's estimated slope*/
|
||||
float slope;
|
||||
/**chunk's estimated slope*/
|
||||
float _slope;
|
||||
std::vector<TerrainVertexData> vertices_tmp;
|
||||
};
|
||||
|
||||
/*
|
||||
/**
|
||||
*QuadTree
|
||||
*use to frustum culling and set LOD
|
||||
* @breif use to hierarchically frustum culling and set LOD
|
||||
**/
|
||||
struct QuadTree
|
||||
{
|
||||
/**constructor*/
|
||||
QuadTree(int x, int y, int width, int height, Terrain * terrain);
|
||||
/**destructor*/
|
||||
~QuadTree();
|
||||
/**recursively draw*/
|
||||
void draw();
|
||||
/**recursively set itself and its children is need to draw*/
|
||||
void resetNeedDraw(bool value);
|
||||
/**recursively potential visible culling*/
|
||||
void cullByCamera(const Camera * camera, const Mat4 & worldTransform);
|
||||
/**precalculate the AABB(In world space) of each quad*/
|
||||
void preCalculateAABB(const Mat4 & worldTransform);
|
||||
QuadTree * tl;
|
||||
QuadTree * tr;
|
||||
QuadTree * bl;
|
||||
QuadTree * br;
|
||||
QuadTree * _tl;
|
||||
QuadTree * _tr;
|
||||
QuadTree * _bl;
|
||||
QuadTree * _br;
|
||||
/**A flag present current quadTree node whether a terminal node,the terminal node is de facto the chunck*/
|
||||
bool _isTerminal;
|
||||
Chunk * _chunk;
|
||||
int pos_x;
|
||||
int pos_y;
|
||||
int height;
|
||||
int width;
|
||||
QuadTree * parent;
|
||||
int _posX;
|
||||
int _posY;
|
||||
int _height;
|
||||
int _width;
|
||||
QuadTree * _parent;
|
||||
AABB _aabb;
|
||||
/**AABB's cache (in world space)*/
|
||||
AABB _worldSpaceAABB;
|
||||
Terrain * _terrain;
|
||||
/** a flag determine whether a quadTree node need draw*/
|
||||
bool _needDraw;
|
||||
};
|
||||
friend QuadTree;
|
||||
friend Chunk;
|
||||
public:
|
||||
/*init function*/
|
||||
bool init();
|
||||
void initHeightMap(const char* heightMap);
|
||||
/*create entry*/
|
||||
/**initialize all Properties which terrain need */
|
||||
bool initProperties();
|
||||
/**initialize heightMap data */
|
||||
bool initHeightMap(const char* heightMap);
|
||||
/**initialize alphaMap ,detailMaps textures*/
|
||||
bool initTextures();
|
||||
/**create entry*/
|
||||
static Terrain * create(TerrainData ¶meter, CrackFixedType fixedType = CrackFixedType::INCREASE_LOWER);
|
||||
/*get specified position's height mapping to the terrain*/
|
||||
/**get specified position's height mapping to the terrain,use bi-linear interpolation method
|
||||
* @param x the X position
|
||||
* @param y the Z position
|
||||
* @param normal the specified position's normal vector in terrain . if this argument is NULL or nullptr,Normal calculation shall be skip.
|
||||
* @return the height value of the specified position of the terrain, if the (X,Z) position is out of the terrain bounds,it shall return 0;
|
||||
**/
|
||||
float getHeight(float x, float z, Vec3 * normal= nullptr);
|
||||
|
||||
/**get specified position's height mapping to the terrain,use bi-linear interpolation method
|
||||
* @param pos the position (X,Z)
|
||||
* @param normal the specified position's normal vector in terrain . if this argument is NULL or nullptr,Normal calculation shall be skip.
|
||||
* @return the height value of the specified position of the terrain, if the (X,Z) position is out of the terrain bounds,it shall return 0;
|
||||
**/
|
||||
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*/
|
||||
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);
|
||||
|
||||
/**get the normal of the specified pistion in terrain
|
||||
* @return the normal vector of the specified position of the terrain.
|
||||
* @note the fast normal calculation may not get precise normal vector.
|
||||
**/
|
||||
Vec3 getNormal(int pixelX, int pixelY);
|
||||
/**get height from the raw height filed*/
|
||||
float getImageHeight(int pixelX, int pixelY);
|
||||
/**show the wireline instead of the surface,Debug Use only.
|
||||
* @Note only support desktop platform
|
||||
**/
|
||||
void setDrawWire(bool boolValue);
|
||||
/**
|
||||
* Set threshold distance of each LOD level,must equal or gereater than the chunk size
|
||||
* @Note when invoke initHeightMap, the LOD distance will be automatic calculated.
|
||||
*/
|
||||
void setLODDistance(float lod1, float lod2, float lod3);
|
||||
|
||||
/**Switch frustum Culling Flag
|
||||
* @Note frustum culling will remarkable improve your terrain rendering performance.
|
||||
*/
|
||||
void setIsEnableFrustumCull(bool boolValue);
|
||||
|
||||
/** set the alpha map*/
|
||||
void setAlphaMap(cocos2d::Texture2D * newAlphaMapTexture);
|
||||
|
@ -288,51 +335,89 @@ public:
|
|||
|
||||
// Overrides, internal use only
|
||||
virtual void draw(cocos2d::Renderer* renderer, const cocos2d::Mat4 &transform, uint32_t flags) override;
|
||||
//Ray-Terrain intersection.
|
||||
/**
|
||||
* Ray-Terrain intersection.
|
||||
* @return the intersection point
|
||||
*/
|
||||
Vec3 getIntersectionPoint(const Ray & ray);
|
||||
void setMaxDetailMapAmount(int max_value);
|
||||
|
||||
//conver to Terrain space.
|
||||
/**
|
||||
* set the MaxDetailAmount.
|
||||
*/
|
||||
void setMaxDetailMapAmount(int maxValue);
|
||||
|
||||
/**
|
||||
* Convert a world Space position (X,Z) to terrain space position (X,Z)
|
||||
*/
|
||||
Vec2 convertToTerrainSpace(Vec2 worldSpace);
|
||||
|
||||
//reset the heightmap data
|
||||
/**
|
||||
* reset the heightmap data.
|
||||
*/
|
||||
void resetHeightMap(const char * heightMap);
|
||||
|
||||
// get the terrain's mininal height.
|
||||
/**
|
||||
* get the terrain's mininal height.
|
||||
*/
|
||||
float getMinHeight();
|
||||
|
||||
// get the terrain's maximum height.
|
||||
/**
|
||||
* get the terrain's maximum height.
|
||||
*/
|
||||
float getMaxHeight();
|
||||
|
||||
//get terrain's AABB
|
||||
/**
|
||||
* get the terrain's AABB(in world space)
|
||||
*/
|
||||
AABB getAABB();
|
||||
|
||||
//get the terrain's quad tree which is also the root node
|
||||
/**
|
||||
* set the skirt height ratio
|
||||
*/
|
||||
void setSkirtHeightRatio(float ratio);
|
||||
|
||||
/**
|
||||
* get the terrain's quad tree which is also the root node.
|
||||
*/
|
||||
QuadTree * getQuadTree();
|
||||
|
||||
//following methods are internal use only
|
||||
ChunkIndices lookForIndicesLODSkrit(int selfLod, bool * result);
|
||||
|
||||
ChunkIndices lookForIndicesLOD(int neighborLod[4], int selfLod, bool * result);
|
||||
|
||||
ChunkIndices insertIndicesLOD(int neighborLod[4], int selfLod, GLushort * indices, int size);
|
||||
|
||||
ChunkIndices insertIndicesLODSkirt(int selfLod, GLushort * indices, int size);
|
||||
|
||||
void setSkirtHeightRatio(float ratio);
|
||||
|
||||
protected:
|
||||
|
||||
Terrain();
|
||||
virtual ~Terrain();
|
||||
void onDraw(const Mat4 &transform, uint32_t flags);
|
||||
//set each chunk's LOD
|
||||
|
||||
/**
|
||||
* recursively set each chunk's LOD
|
||||
* @param cameraPos the camera postion in world space
|
||||
**/
|
||||
void setChunksLOD(Vec3 cameraPos);
|
||||
//load vertices for whole height map
|
||||
|
||||
/**
|
||||
* load Vertices from height filed for the whole terrain.
|
||||
**/
|
||||
void loadVertices();
|
||||
//calculate Normal Line for each Vertex
|
||||
|
||||
/**
|
||||
* calculate Normal Line for each Vertex
|
||||
**/
|
||||
void calculateNormal();
|
||||
|
||||
//override
|
||||
virtual void onEnter() override;
|
||||
|
||||
/**
|
||||
* cache all unifrom loactions in GLSL.
|
||||
**/
|
||||
void cacheUniformLocation();
|
||||
protected:
|
||||
std::vector <ChunkLODIndices> _chunkLodIndicesSet;
|
||||
|
|
|
@ -16,4 +16,4 @@ void main()
|
|||
v_texCoord = a_texCoord;
|
||||
v_normal = a_normal;
|
||||
}
|
||||
);
|
||||
);
|
||||
|
|
|
@ -65,9 +65,9 @@ public:
|
|||
float _headingAngle;
|
||||
Vec3 _headingAxis;
|
||||
private:
|
||||
Terrain * _terrain;
|
||||
Camera * _cam;
|
||||
int _playerState;
|
||||
Terrain * _terrain;
|
||||
Camera * _cam;
|
||||
int _playerState;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -144,6 +144,7 @@
|
|||
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\Classes\Sprite3DTest\DrawNode3D.cpp" />
|
||||
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\Classes\Sprite3DTest\Sprite3DTest.cpp" />
|
||||
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\Classes\SpriteTest\SpriteTest.cpp" />
|
||||
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\Classes\TerrainTest\TerrainTest.cpp" />
|
||||
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\Classes\testBasic.cpp" />
|
||||
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\Classes\TextInputTest\TextInputTest.cpp" />
|
||||
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\Classes\Texture2dTest\Texture2dTest.cpp" />
|
||||
|
@ -407,6 +408,7 @@
|
|||
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\Classes\Sprite3DTest\DrawNode3D.h" />
|
||||
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\Classes\Sprite3DTest\Sprite3DTest.h" />
|
||||
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\Classes\SpriteTest\SpriteTest.h" />
|
||||
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\Classes\TerrainTest\TerrainTest.h" />
|
||||
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\Classes\testBasic.h" />
|
||||
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\Classes\testResource.h" />
|
||||
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\Classes\tests.h" />
|
||||
|
|
|
@ -775,6 +775,9 @@
|
|||
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\Classes\PerformanceTest\PerformanceParticle3DTest.cpp">
|
||||
<Filter>Classes\PerformanceTest</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\Classes\TerrainTest\TerrainTest.cpp">
|
||||
<Filter>Classes\TerrainTest</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\Classes\ActionManagerTest\ActionManagerTest.cpp">
|
||||
|
@ -1677,6 +1680,9 @@
|
|||
<Filter Include="Classes\CocosStudio3DTest">
|
||||
<UniqueIdentifier>{65d0104d-321a-41f7-99af-de609183f206}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Classes\TerrainTest">
|
||||
<UniqueIdentifier>{56386912-b41e-4559-bd2c-b256434179d4}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Page Include="$(MSBuildThisFileDirectory)..\..\..\..\cocos\platform\win8.1-universal\OpenGLESPage.xaml" />
|
||||
|
@ -1707,5 +1713,8 @@
|
|||
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\Classes\PerformanceTest\PerformanceParticle3DTest.h">
|
||||
<Filter>Classes\PerformanceTest</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\Classes\TerrainTest\TerrainTest.h">
|
||||
<Filter>Classes\TerrainTest</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
Loading…
Reference in New Issue