mirror of https://github.com/axmolengine/axmol.git
1716 lines
55 KiB
C++
1716 lines
55 KiB
C++
/****************************************************************************
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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 "3d/CCTerrain.h"
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USING_NS_CC;
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#include <stdlib.h>
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#include <float.h>
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#include <set>
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#include "renderer/CCGLProgram.h"
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#include "renderer/CCGLProgramCache.h"
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#include "renderer/CCGLProgramState.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCGLProgramStateCache.h"
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#include "renderer/ccGLStateCache.h"
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#include "renderer/CCRenderState.h"
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#include "base/CCDirector.h"
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#include "base/CCEventType.h"
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#include "2d/CCCamera.h"
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#include "platform/CCImage.h"
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NS_CC_BEGIN
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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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if (terrain->initWithTerrainData(parameter, fixedType))
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{
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terrain->autorelease();
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return terrain;
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}
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CC_SAFE_DELETE(terrain);
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return terrain;
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}
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bool Terrain::initWithTerrainData(TerrainData ¶meter, CrackFixedType fixedType)
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{
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this->setSkirtHeightRatio(parameter._skirtHeightRatio);
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this->_terrainData = parameter;
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this->_crackFixedType = fixedType;
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this->_isCameraViewChanged = true;
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//chunksize
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this->_chunkSize = parameter._chunkSize;
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bool initResult = true;
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//init heightmap
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initResult &= this->initHeightMap(parameter._heightMapSrc);
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//init textures alpha map,detail Maps
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initResult &= this->initTextures();
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initResult &= this->initProperties();
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return initResult;
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}
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void cocos2d::Terrain::setLightMap(const std::string& fileName)
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{
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CC_SAFE_RELEASE(_lightMap);
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auto image = new (std::nothrow)Image();
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image->initWithImageFile(fileName);
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_lightMap = new (std::nothrow)Texture2D();
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_lightMap->initWithImage(image);
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Texture2D::TexParams tRepeatParams;//set texture parameters
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tRepeatParams.magFilter = tRepeatParams.minFilter = GL_LINEAR;
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tRepeatParams.wrapS = GL_REPEAT;
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tRepeatParams.wrapT = GL_REPEAT;
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_lightMap->setTexParameters(tRepeatParams);
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}
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void cocos2d::Terrain::setLightDir(const Vec3& lightDir)
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{
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_lightDir = lightDir;
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}
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bool Terrain::initProperties()
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{
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auto shader = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_TERRAIN);
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auto state = GLProgramState::create(shader);
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setGLProgramState(state);
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_stateBlock->setBlend(false);
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_stateBlock->setDepthWrite(true);
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_stateBlock->setDepthTest(true);
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_stateBlock->setCullFace(true);
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setDrawWire(false);
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setIsEnableFrustumCull(true);
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setAnchorPoint(Vec2(0,0));
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return true;
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}
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void Terrain::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags)
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{
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_customCommand.func = CC_CALLBACK_0(Terrain::onDraw, this, transform, flags);
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renderer->addCommand(&_customCommand);
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}
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void Terrain::onDraw(const Mat4 &transform, uint32_t flags)
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{
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auto modelMatrix = getNodeToWorldTransform();
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if(memcmp(&modelMatrix,&_terrainModelMatrix,sizeof(Mat4))!=0)
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{
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_terrainModelMatrix = modelMatrix;
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_quadRoot->preCalculateAABB(_terrainModelMatrix);
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}
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auto glProgram = getGLProgram();
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glProgram->use();
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
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if(_isDrawWire)
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{
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glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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}else
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{
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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}
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#endif
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_stateBlock->bind();
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GL::enableVertexAttribs(1<<_positionLocation | 1 << _texcordLocation | 1<<_normalLocation);
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glProgram->setUniformsForBuiltins(transform);
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_glProgramState->applyUniforms();
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glUniform3f(_lightDirLocation,_lightDir.x,_lightDir.y,_lightDir.z);
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if(!_alphaMap)
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{
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GL::bindTexture2D(_detailMapTextures[0]->getName());
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//getGLProgramState()->setUniformTexture("")
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glUniform1i(_detailMapLocation[0],0);
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glUniform1i(_alphaIsHasAlphaMapLocation,0);
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}else
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{
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for(int i =0;i<_maxDetailMapValue;i++)
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{
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GL::bindTexture2DN(i,_detailMapTextures[i]->getName());
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glUniform1i(_detailMapLocation[i],i);
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glUniform1f(_detailMapSizeLocation[i],_terrainData._detailMaps[i]._detailMapSize);
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}
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glUniform1i(_alphaIsHasAlphaMapLocation,1);
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GL::bindTexture2DN(4, _alphaMap->getName());
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glUniform1i(_alphaMapLocation,4);
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}
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if (_lightMap)
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{
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glUniform1i(_lightMapCheckLocation, 1);
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GL::bindTexture2DN(5, _lightMap->getName());
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glUniform1i(_lightMapLocation, 5);
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}else
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{
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glUniform1i(_lightMapCheckLocation, 0);
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}
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auto camera = Camera::getVisitingCamera();
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if(memcmp(&_CameraMatrix,&camera->getViewMatrix(),sizeof(Mat4))!=0)
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{
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_isCameraViewChanged = true;
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_CameraMatrix = camera->getViewMatrix();
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}
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if(_isCameraViewChanged )
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{
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auto m = camera->getNodeToWorldTransform();
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//set lod
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setChunksLOD(Vec3(m.m[12], m.m[13], m.m[14]));
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}
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if(_isCameraViewChanged )
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{
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_quadRoot->resetNeedDraw(true);//reset it
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//camera frustum culling
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if (_isEnableFrustumCull)
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{
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_quadRoot->cullByCamera(camera, _terrainModelMatrix);
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}
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}
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_quadRoot->draw();
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if(_isCameraViewChanged)
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{
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_isCameraViewChanged = false;
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}
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glActiveTexture(GL_TEXTURE0);
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
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if(_isDrawWire)//reset state.
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{
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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}
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#endif
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}
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bool Terrain::initHeightMap(const std::string& heightMap)
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{
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_heightMapImage = new (std::nothrow) 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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//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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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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{
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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 (std::nothrow) 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 (std::nothrow) 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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}
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Terrain::Terrain()
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: _alphaMap(nullptr)
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, _stateBlock(nullptr)
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, _lightMap(nullptr)
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, _lightDir(-1.f, -1.f, 0.f)
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{
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_stateBlock = RenderState::StateBlock::create();
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CC_SAFE_RETAIN(_stateBlock);
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_customCommand.setTransparent(false);
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_customCommand.set3D(true);
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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auto _backToForegroundListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED,
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[this](EventCustom*)
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{
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reload();
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}
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);
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, 1);
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#endif
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}
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void Terrain::setChunksLOD(Vec3 cameraPos)
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{
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int chunk_amount_y = _imageHeight/_chunkSize.height;
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int chunk_amount_x = _imageWidth/_chunkSize.width;
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for(int m=0;m<chunk_amount_y;m++)
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for(int n =0;n<chunk_amount_x;n++)
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{
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AABB aabb = _chunkesArray[m][n]->_parent->_worldSpaceAABB;
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auto center = aabb.getCenter();
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float dist = Vec2(center.x, center.z).distance(Vec2(cameraPos.x, cameraPos.z));
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_chunkesArray[m][n]->_currentLod = 3;
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for(int i =0;i<3;i++)
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{
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if(dist<=_lodDistance[i])
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{
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_chunkesArray[m][n]->_currentLod = i;
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break;
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}
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}
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}
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}
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float Terrain::getHeight(float x, float z, Vec3 * normal) const
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{
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Vec2 pos(x,z);
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//top-left
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Vec2 tl(-1*_terrainData._mapScale*_imageWidth/2,-1*_terrainData._mapScale*_imageHeight/2);
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auto result = getNodeToWorldTransform()*Vec4(tl.x,0.0f,tl.y,1.0f);
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tl.set(result.x, result.z);
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Vec2 to_tl = pos - tl;
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//real size
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Vec2 size(_imageWidth*_terrainData._mapScale,_imageHeight*_terrainData._mapScale);
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result = getNodeToWorldTransform()*Vec4(size.x,0.0f,size.y,0.0f);
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size.set(result.x, result.z);
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float width_ratio = to_tl.x/size.x;
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float height_ratio = to_tl.y/size.y;
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float image_x = width_ratio * _imageWidth;
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float image_y = height_ratio * _imageHeight;
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float u =image_x - (int)image_x;
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float v =image_y - (int)image_y;
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float i = (int)image_x;
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float j = (int)image_y;
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if(image_x>=_imageWidth-1 || image_y >=_imageHeight-1 || image_x<0 || image_y<0)
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{
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if (normal)
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{
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normal->setZero();
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}
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return 0;
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}else
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{
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float a = getImageHeight(i,j)*getScaleY();
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float b = getImageHeight(i,j+1)*getScaleY();
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float c = getImageHeight(i+1,j)*getScaleY();
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float d = getImageHeight(i+1,j+1)*getScaleY();
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if(normal)
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{
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normal->x = c - b;
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normal->y = 2;
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normal->z = d - a;
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normal->normalize();
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//(*normal) = (1-u)*(1-v)*getNormal(i,j)+ (1-u)*v*getNormal(i,j+1) + u*(1-v)*getNormal(i+1,j)+ u*v*getNormal(i+1,j+1);
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}
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float reuslt = (1-u)*(1-v)*getImageHeight(i,j)*getScaleY() + (1-u)*v*getImageHeight(i,j+1)*getScaleY() + u*(1-v)*getImageHeight(i+1,j)*getScaleY() + u*v*getImageHeight(i+1,j+1)*getScaleY();
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return reuslt;
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}
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}
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float Terrain::getHeight(Vec2 pos, Vec3*Normal) const
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{
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return getHeight(pos.x,pos.y,Normal);
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}
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float Terrain::getImageHeight(int pixel_x,int pixel_y) const
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{
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int byte_stride =1;
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switch (_heightMapImage->getRenderFormat())
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{
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case Texture2D::PixelFormat::BGRA8888:
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byte_stride = 4;
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break;
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case Texture2D::PixelFormat::RGB888:
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byte_stride =3;
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break;
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case Texture2D::PixelFormat::I8:
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byte_stride =1;
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break;
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default:
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break;
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}
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return _data[(pixel_y*_imageWidth+pixel_x)*byte_stride]*1.0/255*_terrainData._mapHeight -0.5*_terrainData._mapHeight;
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}
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void Terrain::loadVertices()
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{
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_maxHeight = -99999;
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_minHeight = 99999;
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for(int i =0;i<_imageHeight;i++)
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{
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for(int j =0;j<_imageWidth;j++)
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{
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float height = getImageHeight(j,i);
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TerrainVertexData v;
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v._position = Vec3(j*_terrainData._mapScale- _imageWidth/2*_terrainData._mapScale, //x
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height, //y
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i*_terrainData._mapScale - _imageHeight/2*_terrainData._mapScale);//z
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v._texcoord = Tex2F(j*1.0/_imageWidth,i*1.0/_imageHeight);
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_vertices.push_back (v);
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//update the min & max height;
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if(height>_maxHeight) _maxHeight = height;
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if(height<_minHeight) _minHeight = height;
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}
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}
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}
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void Terrain::calculateNormal()
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{
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_indices.clear();
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//we generate whole terrain indices(global indices) for correct normal calculate
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for(int i =0;i<_imageHeight-1;i+=1)
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{
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for(int j = 0;j<_imageWidth-1;j+=1)
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{
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int nLocIndex = i * _imageWidth + j;
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_indices.push_back (nLocIndex);
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_indices.push_back (nLocIndex + _imageWidth);
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_indices.push_back (nLocIndex + 1);
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_indices.push_back (nLocIndex + 1);
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_indices.push_back (nLocIndex + _imageWidth);
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_indices.push_back (nLocIndex + _imageWidth+1);
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}
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}
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for (unsigned int i = 0 ; i < _indices.size() ; i += 3) {
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unsigned int Index0 = _indices[i];
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unsigned int Index1 = _indices[i + 1];
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unsigned int Index2 = _indices[i + 2];
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Vec3 v1 = _vertices[Index1]._position - _vertices[Index0]._position;
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Vec3 v2 = _vertices[Index2]._position - _vertices[Index0]._position;
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Vec3 Normal;
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Vec3::cross(v1,v2,&Normal);
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Normal.normalize();
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_vertices[Index0]._normal += Normal;
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_vertices[Index1]._normal += Normal;
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_vertices[Index2]._normal += Normal;
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}
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for (unsigned int i = 0 ; i < _vertices.size() ; i++) {
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_vertices[i]._normal.normalize();
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}
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//global indices no need at all
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_indices.clear();
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}
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void Terrain::setDrawWire(bool bool_value)
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{
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_isDrawWire = bool_value;
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}
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void Terrain::setLODDistance(float lod_1, float lod_2, float lod_3)
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{
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_lodDistance[0] = lod_1;
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_lodDistance[1] = lod_2;
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_lodDistance[2] = lod_3;
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}
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void Terrain::setIsEnableFrustumCull(bool bool_value)
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{
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_isEnableFrustumCull = bool_value;
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}
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Terrain::~Terrain()
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{
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CC_SAFE_RELEASE(_stateBlock);
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CC_SAFE_RELEASE(_alphaMap);
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CC_SAFE_RELEASE(_lightMap);
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CC_SAFE_RELEASE(_heightMapImage);
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delete _quadRoot;
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for(int i=0;i<4;i++)
|
|
{
|
|
if(_detailMapTextures[i])
|
|
{
|
|
_detailMapTextures[i]->release();
|
|
}
|
|
}
|
|
for(int i = 0;i<MAX_CHUNKES;i++)
|
|
{
|
|
for(int j = 0;j<MAX_CHUNKES;j++)
|
|
{
|
|
if(_chunkesArray[i][j])
|
|
{
|
|
delete _chunkesArray[i][j];
|
|
}
|
|
}
|
|
}
|
|
|
|
for(size_t i =0;i<_chunkLodIndicesSet.size();i++)
|
|
{
|
|
glDeleteBuffers(1,&(_chunkLodIndicesSet[i]._chunkIndices._indices));
|
|
}
|
|
|
|
for(size_t i =0;i<_chunkLodIndicesSkirtSet.size();i++)
|
|
{
|
|
glDeleteBuffers(1,&(_chunkLodIndicesSkirtSet[i]._chunkIndices._indices));
|
|
}
|
|
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
|
|
Director::getInstance()->getEventDispatcher()->removeEventListener(_backToForegroundListener);
|
|
#endif
|
|
}
|
|
|
|
cocos2d::Vec3 Terrain::getNormal(int pixel_x, int pixel_y) const
|
|
{
|
|
float a = getImageHeight(pixel_x,pixel_y)*getScaleY();
|
|
float b = getImageHeight(pixel_x,pixel_y+1)*getScaleY();
|
|
float c = getImageHeight(pixel_x+1,pixel_y)*getScaleY();
|
|
float d = getImageHeight(pixel_x+1,pixel_y+1)*getScaleY();
|
|
Vec3 normal;
|
|
normal.x = c - b;
|
|
normal.y = 2;
|
|
normal.z = d - a;
|
|
normal.normalize();
|
|
return normal;
|
|
}
|
|
|
|
cocos2d::Vec3 Terrain::getIntersectionPoint(const Ray & ray) const
|
|
{
|
|
Vec3 collisionPoint;
|
|
if (getIntersectionPoint(ray, collisionPoint))
|
|
{
|
|
return collisionPoint;
|
|
}
|
|
else
|
|
{
|
|
return Vec3(0,0,0);
|
|
}
|
|
}
|
|
|
|
bool Terrain::getIntersectionPoint(const Ray & ray_, Vec3 & intersectionPoint) const
|
|
{
|
|
// convert ray from world space to local space
|
|
Ray ray(ray_);
|
|
getWorldToNodeTransform().transformPoint(&(ray._origin));
|
|
|
|
std::set<Chunk *> closeList;
|
|
Vec2 start = Vec2(ray_._origin.x,ray_._origin.z);
|
|
Vec2 dir = Vec2(ray._direction.x,ray._direction.z);
|
|
start = convertToTerrainSpace(start);
|
|
start.x /=(_terrainData._chunkSize.width+1);
|
|
start.y /=(_terrainData._chunkSize.height+1);
|
|
Vec2 delta = dir.getNormalized();
|
|
auto width = float(_imageWidth) / (_terrainData._chunkSize.width + 1);
|
|
auto height = float(_imageHeight) / (_terrainData._chunkSize.height + 1);
|
|
bool hasIntersect = false;
|
|
float intersectionDist = FLT_MAX;
|
|
Vec3 tmpIntersectionPoint;
|
|
for(;;)
|
|
{
|
|
int x1 = floorf(start.x);
|
|
int x2 = ceilf(start.x);
|
|
int y1 = floorf(start.y);
|
|
int y2 = ceilf(start.y);
|
|
for (int x = x1; x <= x2; x++) {
|
|
for (int y = y1; y <= y2; y++) {
|
|
auto chunk = getChunkByIndex(x, y);
|
|
if (chunk)
|
|
{
|
|
if (closeList.find(chunk) == closeList.end())
|
|
{
|
|
if (chunk->getInsterctPointWithRay(ray, tmpIntersectionPoint))
|
|
{
|
|
float dist = (ray._origin - tmpIntersectionPoint).length();
|
|
if (intersectionDist > dist)
|
|
{
|
|
hasIntersect = true;
|
|
intersectionDist = dist;
|
|
intersectionPoint = tmpIntersectionPoint;
|
|
}
|
|
}
|
|
closeList.insert(chunk);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ((delta.x > 0 && start.x > width) || (delta.x <0 && start.x <0))
|
|
{
|
|
break;
|
|
}
|
|
if ((delta.y > 0 && start.y > height) || (delta.y < 0 && start.y < 0))
|
|
{
|
|
break;
|
|
}
|
|
start.x += delta.x;
|
|
start.y += delta.y;
|
|
}
|
|
return hasIntersect;
|
|
}
|
|
|
|
void Terrain::setMaxDetailMapAmount(int max_value)
|
|
{
|
|
_maxDetailMapValue = max_value;
|
|
}
|
|
|
|
cocos2d::Vec2 Terrain::convertToTerrainSpace(Vec2 worldSpaceXZ) const
|
|
{
|
|
Vec2 pos(worldSpaceXZ.x,worldSpaceXZ.y);
|
|
|
|
//top-left
|
|
Vec2 tl(-1*_terrainData._mapScale*_imageWidth/2,-1*_terrainData._mapScale*_imageHeight/2);
|
|
auto result = getNodeToWorldTransform()*Vec4(tl.x,0.0f,tl.y,1.0f);
|
|
tl.set(result.x, result.z);
|
|
|
|
Vec2 to_tl = pos - tl;
|
|
|
|
//real size
|
|
Vec2 size(_imageWidth*_terrainData._mapScale,_imageHeight*_terrainData._mapScale);
|
|
result = getNodeToWorldTransform()*Vec4(size.x,0.0f,size.y,0.0f);
|
|
size.set(result.x, result.z);
|
|
|
|
float width_ratio = to_tl.x/size.x;
|
|
float height_ratio = to_tl.y/size.y;
|
|
|
|
float image_x = width_ratio * _imageWidth;
|
|
float image_y = height_ratio * _imageHeight;
|
|
return Vec2(image_x,image_y);
|
|
}
|
|
|
|
void Terrain::resetHeightMap(const std::string& heightMap)
|
|
{
|
|
_heightMapImage->release();
|
|
_vertices.clear();
|
|
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];
|
|
}
|
|
}
|
|
}
|
|
delete _quadRoot;
|
|
initHeightMap(heightMap);
|
|
}
|
|
|
|
float Terrain::getMinHeight()
|
|
{
|
|
return _minHeight;
|
|
}
|
|
|
|
float Terrain::getMaxHeight()
|
|
{
|
|
return _maxHeight;
|
|
}
|
|
|
|
cocos2d::AABB Terrain::getAABB()
|
|
{
|
|
return _quadRoot->_worldSpaceAABB;
|
|
}
|
|
|
|
Terrain::QuadTree * Terrain::getQuadTree()
|
|
{
|
|
return _quadRoot;
|
|
}
|
|
|
|
|
|
std::vector<float> Terrain::getHeightData() const
|
|
{
|
|
std::vector<float> data;
|
|
data.resize(_imageWidth * _imageHeight);
|
|
for (int i = 0; i < _imageHeight; i++) {
|
|
for (int j = 0; j < _imageWidth; j++) {
|
|
int idx = i * _imageWidth + j;
|
|
data[idx] = (_vertices[idx]._position.y);
|
|
}
|
|
}
|
|
return data;
|
|
}
|
|
|
|
Terrain::Chunk * cocos2d::Terrain::getChunkByIndex(int x, int y) const
|
|
{
|
|
if (x<0 || y<0 || x>= MAX_CHUNKES || y >= MAX_CHUNKES) return nullptr;
|
|
return _chunkesArray[y][x];
|
|
}
|
|
|
|
void Terrain::setAlphaMap(cocos2d::Texture2D * newAlphaMapTexture)
|
|
{
|
|
CC_SAFE_RETAIN(newAlphaMapTexture);
|
|
CC_SAFE_RELEASE(_alphaMap);
|
|
_alphaMap = newAlphaMapTexture;
|
|
}
|
|
|
|
void Terrain::setDetailMap(unsigned int index, DetailMap detailMap)
|
|
{
|
|
if(index>4)
|
|
{
|
|
CCLOG("invalid DetailMap index %d\n",index);
|
|
}
|
|
_terrainData._detailMaps[index] = detailMap;
|
|
if(_detailMapTextures[index])
|
|
{
|
|
|
|
_detailMapTextures[index]->release();
|
|
}
|
|
_detailMapTextures[index] = new (std::nothrow)Texture2D();
|
|
auto textImage = new (std::nothrow)Image();
|
|
textImage->initWithImageFile(detailMap._detailMapSrc);
|
|
_detailMapTextures[index]->initWithImage(textImage);
|
|
delete textImage;
|
|
}
|
|
|
|
Terrain::ChunkIndices Terrain::lookForIndicesLOD(int neighborLod[4], int selfLod, bool * result)
|
|
{
|
|
(* result) =false;
|
|
ChunkIndices tmp;
|
|
tmp._indices = 0;
|
|
tmp._size = 0;
|
|
if(_chunkLodIndicesSet.empty())
|
|
{
|
|
(* result) =false;
|
|
return tmp;
|
|
}else
|
|
{
|
|
int test[5];
|
|
memcpy(test,neighborLod,sizeof(int [4]));
|
|
test[4] = selfLod;
|
|
for(size_t i =0;i<_chunkLodIndicesSet.size();i++)
|
|
{
|
|
if(memcmp(test,_chunkLodIndicesSet[i]._relativeLod,sizeof(test))==0)
|
|
{
|
|
(*result) = true;
|
|
return _chunkLodIndicesSet[i]._chunkIndices;
|
|
}
|
|
}
|
|
}
|
|
(* result) =false;
|
|
return tmp;
|
|
}
|
|
|
|
Terrain::ChunkIndices Terrain::insertIndicesLOD(int neighborLod[4], int selfLod, GLushort * indices,int size)
|
|
{
|
|
ChunkLODIndices lodIndices;
|
|
memcpy(lodIndices._relativeLod,neighborLod,sizeof(int [4]));
|
|
lodIndices._relativeLod[4] = selfLod;
|
|
lodIndices._chunkIndices._size = size;
|
|
glGenBuffers(1,&(lodIndices._chunkIndices._indices));
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, lodIndices._chunkIndices._indices);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLushort)*size,indices,GL_STATIC_DRAW);
|
|
this->_chunkLodIndicesSet.push_back(lodIndices);
|
|
return lodIndices._chunkIndices;
|
|
}
|
|
|
|
Terrain::ChunkIndices Terrain::lookForIndicesLODSkrit(int selfLod, bool * result)
|
|
{
|
|
ChunkIndices badResult;
|
|
badResult._indices = 0;
|
|
badResult._size = 0;
|
|
if(this->_chunkLodIndicesSkirtSet.empty())
|
|
{
|
|
(*result) = false;
|
|
return badResult;
|
|
}
|
|
|
|
for(size_t i =0;i<_chunkLodIndicesSkirtSet.size();i++)
|
|
{
|
|
if(_chunkLodIndicesSkirtSet[i]._selfLod == selfLod)
|
|
{
|
|
(*result) = true;
|
|
return _chunkLodIndicesSkirtSet[i]._chunkIndices;
|
|
}
|
|
}
|
|
(*result) = false;
|
|
return badResult;
|
|
}
|
|
|
|
Terrain::ChunkIndices Terrain::insertIndicesLODSkirt(int selfLod, GLushort * indices, int size)
|
|
{
|
|
ChunkLODIndicesSkirt skirtIndices;
|
|
skirtIndices._selfLod = selfLod;
|
|
skirtIndices._chunkIndices._size = size;
|
|
glGenBuffers(1,&(skirtIndices._chunkIndices._indices));
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, skirtIndices._chunkIndices._indices);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLushort)*size,indices,GL_STATIC_DRAW);
|
|
this->_chunkLodIndicesSkirtSet.push_back(skirtIndices);
|
|
return skirtIndices._chunkIndices;
|
|
}
|
|
|
|
void Terrain::setSkirtHeightRatio(float ratio)
|
|
{
|
|
_skirtRatio = ratio;
|
|
}
|
|
|
|
void Terrain::onEnter()
|
|
{
|
|
#if CC_ENABLE_SCRIPT_BINDING
|
|
if (_scriptType == kScriptTypeJavascript)
|
|
{
|
|
if (ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter))
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
Node::onEnter();
|
|
_terrainModelMatrix = getNodeToWorldTransform();
|
|
_quadRoot->preCalculateAABB(_terrainModelMatrix);
|
|
cacheUniformAttribLocation();
|
|
}
|
|
|
|
void Terrain::cacheUniformAttribLocation()
|
|
{
|
|
|
|
_positionLocation = glGetAttribLocation(this->getGLProgram()->getProgram(),"a_position");
|
|
_texcordLocation = glGetAttribLocation(this->getGLProgram()->getProgram(),"a_texCoord");
|
|
_normalLocation = glGetAttribLocation(this->getGLProgram()->getProgram(),"a_normal");
|
|
_alphaMapLocation = -1;
|
|
for(int i =0;i<4;i++)
|
|
{
|
|
_detailMapLocation[i] = -1;
|
|
_detailMapSizeLocation[i] = -1;
|
|
}
|
|
auto glProgram = getGLProgram();
|
|
_alphaIsHasAlphaMapLocation = glGetUniformLocation(glProgram->getProgram(),"u_has_alpha");
|
|
_lightMapCheckLocation = glGetUniformLocation(glProgram->getProgram(), "u_has_light_map");
|
|
if(!_alphaMap)
|
|
{
|
|
_detailMapLocation[0] = glGetUniformLocation(glProgram->getProgram(),"u_texture0");
|
|
}else
|
|
{
|
|
for(int i =0;i<_maxDetailMapValue;i++)
|
|
{
|
|
char str[20];
|
|
sprintf(str,"u_texture%d",i);
|
|
_detailMapLocation[i] = glGetUniformLocation(glProgram->getProgram(),str);
|
|
|
|
sprintf(str,"u_detailSize[%d]",i);
|
|
_detailMapSizeLocation[i] = glGetUniformLocation(glProgram->getProgram(),str);
|
|
}
|
|
_alphaMapLocation = glGetUniformLocation(glProgram->getProgram(),"u_alphaMap");
|
|
}
|
|
_lightMapLocation = glGetUniformLocation(glProgram->getProgram(),"u_lightMap");
|
|
_lightDirLocation = glGetUniformLocation(glProgram->getProgram(),"u_lightDir");
|
|
}
|
|
|
|
bool Terrain::initTextures()
|
|
{
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
_detailMapTextures[i] = nullptr;
|
|
}
|
|
|
|
Texture2D::TexParams texParam;
|
|
texParam.wrapS = GL_REPEAT;
|
|
texParam.wrapT = GL_REPEAT;
|
|
if(_terrainData._alphaMapSrc.empty())
|
|
{
|
|
auto textImage = new (std::nothrow)Image();
|
|
textImage->initWithImageFile(_terrainData._detailMaps[0]._detailMapSrc);
|
|
auto texture = new (std::nothrow)Texture2D();
|
|
texture->initWithImage(textImage);
|
|
texture->generateMipmap();
|
|
_detailMapTextures[0] = texture;
|
|
texParam.minFilter = GL_LINEAR_MIPMAP_LINEAR;
|
|
texParam.magFilter = GL_LINEAR;
|
|
texture->setTexParameters(texParam);
|
|
delete textImage;
|
|
}else
|
|
{
|
|
//alpha map
|
|
auto image = new (std::nothrow)Image();
|
|
image->initWithImageFile(_terrainData._alphaMapSrc);
|
|
_alphaMap = new (std::nothrow)Texture2D();
|
|
_alphaMap->initWithImage(image);
|
|
texParam.wrapS = GL_CLAMP_TO_EDGE;
|
|
texParam.wrapT = GL_CLAMP_TO_EDGE;
|
|
texParam.minFilter = GL_LINEAR;
|
|
texParam.magFilter = GL_LINEAR;
|
|
_alphaMap->setTexParameters(texParam);
|
|
delete image;
|
|
|
|
for(int i =0;i<_terrainData._detailMapAmount;i++)
|
|
{
|
|
auto textImage = new (std::nothrow)Image();
|
|
textImage->initWithImageFile(_terrainData._detailMaps[i]._detailMapSrc);
|
|
auto texture = new (std::nothrow)Texture2D();
|
|
texture->initWithImage(textImage);
|
|
delete textImage;
|
|
texture->generateMipmap();
|
|
_detailMapTextures[i] = texture;
|
|
|
|
texParam.wrapS = GL_REPEAT;
|
|
texParam.wrapT = GL_REPEAT;
|
|
texParam.minFilter = GL_LINEAR_MIPMAP_LINEAR;
|
|
texParam.magFilter = GL_LINEAR;
|
|
texture->setTexParameters(texParam);
|
|
}
|
|
}
|
|
setMaxDetailMapAmount(_terrainData._detailMapAmount);
|
|
return true;
|
|
}
|
|
|
|
void Terrain::reload()
|
|
{
|
|
int chunk_amount_y = _imageHeight/_chunkSize.height;
|
|
int chunk_amount_x = _imageWidth/_chunkSize.width;
|
|
|
|
for(int m =0;m<chunk_amount_y;m++)
|
|
{
|
|
for(int n =0; n<chunk_amount_x;n++)
|
|
{
|
|
_chunkesArray[m][n]->finish();
|
|
}
|
|
}
|
|
|
|
initTextures();
|
|
_chunkLodIndicesSet.clear();
|
|
_chunkLodIndicesSkirtSet.clear();
|
|
}
|
|
|
|
void Terrain::Chunk::finish()
|
|
{
|
|
//generate two VBO ,the first for vertices, we just setup datas once ,won't changed at all
|
|
//the second vbo for the indices, because we use level of detail technique to each chunk, so we will modified frequently
|
|
glGenBuffers(1,&_vbo);
|
|
|
|
//only set for vertices vbo
|
|
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(TerrainVertexData)*_originalVertices.size(), &_originalVertices[0], GL_STREAM_DRAW);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER,0);
|
|
|
|
calculateSlope();
|
|
|
|
for(int i =0;i<4;i++)
|
|
{
|
|
int step = 1<<_currentLod;
|
|
//reserve the indices size, the first part is the core part of the chunk, the second part & third part is for fix crack
|
|
int indicesAmount =(_terrain->_chunkSize.width/step+1)*(_terrain->_chunkSize.height/step+1)*6+(_terrain->_chunkSize.height/step)*6
|
|
+(_terrain->_chunkSize.width/step)*6;
|
|
_lod[i]._indices.reserve(indicesAmount);
|
|
}
|
|
_oldLod = -1;
|
|
}
|
|
|
|
void Terrain::Chunk::bindAndDraw()
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
|
|
if(_terrain->_isCameraViewChanged || _oldLod <0)
|
|
{
|
|
switch (_terrain->_crackFixedType)
|
|
{
|
|
case CrackFixedType::SKIRT:
|
|
|
|
updateIndicesLODSkirt();
|
|
break;
|
|
case CrackFixedType::INCREASE_LOWER:
|
|
updateVerticesForLOD();
|
|
updateIndicesLOD();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,_chunkIndices._indices);
|
|
unsigned long offset = 0;
|
|
//position
|
|
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(TerrainVertexData), (GLvoid *)offset);
|
|
offset +=sizeof(Vec3);
|
|
//texcoord
|
|
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD,2,GL_FLOAT,GL_FALSE,sizeof(TerrainVertexData),(GLvoid *)offset);
|
|
offset +=sizeof(Tex2F);
|
|
//normal
|
|
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_NORMAL,3,GL_FLOAT,GL_FALSE,sizeof(TerrainVertexData),(GLvoid *)offset);
|
|
glDrawElements(GL_TRIANGLES, (GLsizei)_chunkIndices._size, GL_UNSIGNED_SHORT, 0);
|
|
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _chunkIndices._size);
|
|
}
|
|
|
|
void Terrain::Chunk::generate(int imgWidth, int imageHei, int m, int n, const unsigned char * data)
|
|
{
|
|
_posY = m;
|
|
_posX = n;
|
|
switch (_terrain->_crackFixedType)
|
|
{
|
|
case CrackFixedType::SKIRT:
|
|
{
|
|
for(int i=_size.height*m;i<=_size.height*(m+1);i++)
|
|
{
|
|
if(i>=imageHei) break;
|
|
for(int j=_size.width*n;j<=_size.width*(n+1);j++)
|
|
{
|
|
if(j>=imgWidth)break;
|
|
auto v =_terrain->_vertices[i*imgWidth + j];
|
|
_originalVertices.push_back (v);
|
|
}
|
|
}
|
|
// add four skirts
|
|
|
|
float skirtHeight = _terrain->_skirtRatio *_terrain->_terrainData._mapScale*8;
|
|
//#1
|
|
_terrain->_skirtVerticesOffset[0] = (int)_originalVertices.size();
|
|
for(int i =_size.height*m;i<=_size.height*(m+1);i++)
|
|
{
|
|
auto v = _terrain->_vertices[i*imgWidth +_size.width*(n+1)];
|
|
v._position.y -= skirtHeight;
|
|
_originalVertices.push_back (v);
|
|
}
|
|
|
|
//#2
|
|
_terrain->_skirtVerticesOffset[1] = (int)_originalVertices.size();
|
|
for(int j =_size.width*n;j<=_size.width*(n+1);j++)
|
|
{
|
|
auto v = _terrain->_vertices[_size.height*(m+1)*imgWidth + j];
|
|
v._position.y -=skirtHeight;
|
|
_originalVertices.push_back (v);
|
|
}
|
|
|
|
//#3
|
|
_terrain->_skirtVerticesOffset[2] = (int)_originalVertices.size();
|
|
for(int i =_size.height*m;i<=_size.height*(m+1);i++)
|
|
{
|
|
auto v = _terrain->_vertices[i*imgWidth + _size.width*n];
|
|
v._position.y -= skirtHeight;
|
|
_originalVertices.push_back (v);
|
|
}
|
|
|
|
//#4
|
|
_terrain->_skirtVerticesOffset[3] = (int)_originalVertices.size();
|
|
for(int j =_size.width*n;j<=_size.width*(n+1);j++)
|
|
{
|
|
auto v = _terrain->_vertices[_size.height*m*imgWidth+j];
|
|
v._position.y -= skirtHeight;
|
|
//v.position.y = -5;
|
|
_originalVertices.push_back (v);
|
|
}
|
|
}
|
|
break;
|
|
case CrackFixedType::INCREASE_LOWER:
|
|
{
|
|
for(int i=_size.height*m;i<=_size.height*(m+1);i++)
|
|
{
|
|
if(i>=imageHei) break;
|
|
for(int j=_size.width*n;j<=_size.width*(n+1);j++)
|
|
{
|
|
if(j>=imgWidth)break;
|
|
auto v =_terrain->_vertices[i*imgWidth + j];
|
|
_originalVertices.push_back (v);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
//store triangle:
|
|
for (int i = 0; i < _size.height; i++)
|
|
{
|
|
for (int j = 0; j < _size.width; j++)
|
|
{
|
|
int nLocIndex = i * (_size.width + 1) + j;
|
|
Triangle a(_originalVertices[nLocIndex]._position, _originalVertices[nLocIndex + 1 * (_size.width + 1)]._position, _originalVertices[nLocIndex + 1]._position);
|
|
Triangle b(_originalVertices[nLocIndex + 1]._position, _originalVertices[nLocIndex + 1 * (_size.width + 1)]._position, _originalVertices[nLocIndex + 1 * (_size.width + 1) + 1]._position);
|
|
|
|
_trianglesList.push_back(a);
|
|
_trianglesList.push_back(b);
|
|
}
|
|
}
|
|
|
|
calculateAABB();
|
|
finish();
|
|
}
|
|
|
|
Terrain::Chunk::Chunk()
|
|
{
|
|
_currentLod = 0;
|
|
_left = nullptr;
|
|
_right = nullptr;
|
|
_back = nullptr;
|
|
_front = nullptr;
|
|
_oldLod = -1;
|
|
for(int i =0;i<4;i++)
|
|
{
|
|
_neighborOldLOD[i] = -1;
|
|
}
|
|
}
|
|
|
|
void Terrain::Chunk::updateIndicesLOD()
|
|
{
|
|
int currentNeighborLOD[4];
|
|
if(_left)
|
|
{
|
|
currentNeighborLOD[0] = _left->_currentLod;
|
|
}else{currentNeighborLOD[0] = -1;}
|
|
if(_right)
|
|
{
|
|
currentNeighborLOD[1] = _right->_currentLod;
|
|
}else{currentNeighborLOD[1] = -1;}
|
|
if(_back)
|
|
{
|
|
currentNeighborLOD[2] = _back->_currentLod;
|
|
}else{currentNeighborLOD[2] = -1;}
|
|
if(_front)
|
|
{
|
|
currentNeighborLOD[3] = _front->_currentLod;
|
|
}else{currentNeighborLOD[3] = -1;}
|
|
|
|
if(_oldLod == _currentLod &&(memcmp(currentNeighborLOD,_neighborOldLOD,sizeof(currentNeighborLOD))==0) )
|
|
{
|
|
return;// no need to update
|
|
}
|
|
bool isOk;
|
|
_chunkIndices = _terrain->lookForIndicesLOD(currentNeighborLOD,_currentLod,&isOk);
|
|
if(isOk)
|
|
{
|
|
return;
|
|
}
|
|
memcpy(_neighborOldLOD,currentNeighborLOD,sizeof(currentNeighborLOD));
|
|
_oldLod = _currentLod;
|
|
int gridY = _size.height;
|
|
int gridX = _size.width;
|
|
|
|
int step = 1<<_currentLod;
|
|
if((_left&&_left->_currentLod > _currentLod) ||(_right&&_right->_currentLod > _currentLod)
|
|
||(_back&&_back->_currentLod > _currentLod) || (_front && _front->_currentLod > _currentLod))
|
|
//need update indices.
|
|
{
|
|
//t-junction inner
|
|
_lod[_currentLod]._indices.clear();
|
|
for(int i =step;i<gridY-step;i+=step)
|
|
{
|
|
for(int j = step;j<gridX-step;j+=step)
|
|
{
|
|
int nLocIndex = i * (gridX+1) + j;
|
|
_lod[_currentLod]._indices.push_back (nLocIndex);
|
|
_lod[_currentLod]._indices.push_back (nLocIndex + step * (gridX+1));
|
|
_lod[_currentLod]._indices.push_back (nLocIndex + step);
|
|
|
|
_lod[_currentLod]._indices.push_back (nLocIndex + step);
|
|
_lod[_currentLod]._indices.push_back (nLocIndex + step * (gridX+1));
|
|
_lod[_currentLod]._indices.push_back (nLocIndex + step * (gridX+1) + step);
|
|
}
|
|
}
|
|
//fix T-crack
|
|
int next_step = 1<<(_currentLod+1);
|
|
if(_left&&_left->_currentLod > _currentLod)//left
|
|
{
|
|
for(int i =0;i<gridY;i+=next_step)
|
|
{
|
|
_lod[_currentLod]._indices.push_back(i*(gridX+1)+step);
|
|
_lod[_currentLod]._indices.push_back(i*(gridX+1));
|
|
_lod[_currentLod]._indices.push_back((i+next_step)*(gridX+1));
|
|
|
|
_lod[_currentLod]._indices.push_back(i*(gridX+1)+step);
|
|
_lod[_currentLod]._indices.push_back((i+next_step)*(gridX+1));
|
|
_lod[_currentLod]._indices.push_back((i+step)*(gridX+1)+step);
|
|
|
|
_lod[_currentLod]._indices.push_back((i+step)*(gridX+1)+step);
|
|
_lod[_currentLod]._indices.push_back((i+next_step)*(gridX+1));
|
|
_lod[_currentLod]._indices.push_back((i+next_step)*(gridX+1)+step);
|
|
}
|
|
}else{
|
|
int start=0;
|
|
int end =gridY;
|
|
if(_front&&_front->_currentLod > _currentLod) end -=step;
|
|
if(_back&&_back->_currentLod > _currentLod) start +=step;
|
|
for(int i =start;i<end;i+=step)
|
|
{
|
|
_lod[_currentLod]._indices.push_back(i*(gridX+1)+step);
|
|
_lod[_currentLod]._indices.push_back(i*(gridX+1));
|
|
_lod[_currentLod]._indices.push_back((i+step)*(gridX+1));
|
|
|
|
_lod[_currentLod]._indices.push_back(i*(gridX+1)+step);
|
|
_lod[_currentLod]._indices.push_back((i+step)*(gridX+1));
|
|
_lod[_currentLod]._indices.push_back((i+step)*(gridX+1)+step);
|
|
}
|
|
}
|
|
|
|
if(_right&&_right->_currentLod > _currentLod)//LEFT
|
|
{
|
|
for(int i =0;i<gridY;i+=next_step)
|
|
{
|
|
_lod[_currentLod]._indices.push_back(i*(gridX+1)+gridX);
|
|
_lod[_currentLod]._indices.push_back(i*(gridX+1)+gridX-step);
|
|
_lod[_currentLod]._indices.push_back((i+step)*(gridX+1)+gridX-step);
|
|
|
|
_lod[_currentLod]._indices.push_back(i*(gridX+1)+gridX);
|
|
_lod[_currentLod]._indices.push_back((i+step)*(gridX+1)+gridX-step);
|
|
_lod[_currentLod]._indices.push_back((i+next_step)*(gridX+1)+gridX-step);
|
|
|
|
_lod[_currentLod]._indices.push_back(i*(gridX+1)+gridX);
|
|
_lod[_currentLod]._indices.push_back((i+next_step)*(gridX+1)+gridX-step);
|
|
_lod[_currentLod]._indices.push_back((i+next_step)*(gridX+1)+gridX);
|
|
}
|
|
}else{
|
|
int start=0;
|
|
int end =gridY;
|
|
if(_front&&_front->_currentLod > _currentLod) end -=step;
|
|
if(_back&&_back->_currentLod > _currentLod) start +=step;
|
|
for(int i =start;i<end;i+=step)
|
|
{
|
|
_lod[_currentLod]._indices.push_back(i*(gridX+1)+gridX);
|
|
_lod[_currentLod]._indices.push_back(i*(gridX+1)+gridX-step);
|
|
_lod[_currentLod]._indices.push_back((i+step)*(gridX+1)+gridX-step);
|
|
|
|
_lod[_currentLod]._indices.push_back(i*(gridX+1)+gridX);
|
|
_lod[_currentLod]._indices.push_back((i+step)*(gridX+1)+gridX-step);
|
|
_lod[_currentLod]._indices.push_back((i+step)*(gridX+1)+gridX);
|
|
}
|
|
}
|
|
if(_front&&_front->_currentLod > _currentLod)//front
|
|
{
|
|
for(int i =0;i<gridX;i+=next_step)
|
|
{
|
|
_lod[_currentLod]._indices.push_back((gridY-step)*(gridX+1)+i);
|
|
_lod[_currentLod]._indices.push_back(gridY*(gridX+1)+i);
|
|
_lod[_currentLod]._indices.push_back((gridY-step)*(gridX+1)+i+step);
|
|
|
|
_lod[_currentLod]._indices.push_back((gridY-step)*(gridX+1)+i+step);
|
|
_lod[_currentLod]._indices.push_back(gridY*(gridX+1)+i);
|
|
_lod[_currentLod]._indices.push_back(gridY*(gridX+1)+i+next_step);
|
|
|
|
_lod[_currentLod]._indices.push_back((gridY-step)*(gridX+1)+i+step);
|
|
_lod[_currentLod]._indices.push_back(gridY*(gridX+1)+i+next_step);
|
|
_lod[_currentLod]._indices.push_back((gridY-step)*(gridX+1)+i+next_step);
|
|
}
|
|
}else
|
|
{
|
|
for(int i =step;i<gridX-step;i+=step)
|
|
{
|
|
_lod[_currentLod]._indices.push_back((gridY-step)*(gridX+1)+i);
|
|
_lod[_currentLod]._indices.push_back(gridY*(gridX+1)+i);
|
|
_lod[_currentLod]._indices.push_back((gridY-step)*(gridX+1)+i+step);
|
|
|
|
_lod[_currentLod]._indices.push_back((gridY-step)*(gridX+1)+i+step);
|
|
_lod[_currentLod]._indices.push_back(gridY*(gridX+1)+i);
|
|
_lod[_currentLod]._indices.push_back(gridY*(gridX+1)+i+step);
|
|
}
|
|
}
|
|
if(_back&&_back->_currentLod > _currentLod)//back
|
|
{
|
|
for(int i =0;i<gridX;i+=next_step)
|
|
{
|
|
_lod[_currentLod]._indices.push_back(i);
|
|
_lod[_currentLod]._indices.push_back(step*(gridX+1) +i);
|
|
_lod[_currentLod]._indices.push_back(step*(gridX+1) +i+step);
|
|
|
|
_lod[_currentLod]._indices.push_back(i);
|
|
_lod[_currentLod]._indices.push_back(step*(gridX+1) +i+step);
|
|
_lod[_currentLod]._indices.push_back(i+next_step);
|
|
|
|
_lod[_currentLod]._indices.push_back(i+next_step);
|
|
_lod[_currentLod]._indices.push_back(step*(gridX+1) +i+step);
|
|
_lod[_currentLod]._indices.push_back(step*(gridX+1) +i+next_step);
|
|
}
|
|
}else{
|
|
for(int i =step;i<gridX-step;i+=step)
|
|
{
|
|
_lod[_currentLod]._indices.push_back(i);
|
|
_lod[_currentLod]._indices.push_back(step*(gridX+1)+i);
|
|
_lod[_currentLod]._indices.push_back(step*(gridX+1)+i+step);
|
|
|
|
_lod[_currentLod]._indices.push_back(i);
|
|
_lod[_currentLod]._indices.push_back(step*(gridX+1)+i+step);
|
|
_lod[_currentLod]._indices.push_back(i+step);
|
|
}
|
|
}
|
|
|
|
_chunkIndices = _terrain->insertIndicesLOD(currentNeighborLOD,_currentLod,&_lod[_currentLod]._indices[0],(int)_lod[_currentLod]._indices.size());
|
|
}else{
|
|
//No lod difference, use simple method
|
|
_lod[_currentLod]._indices.clear();
|
|
for(int i =0;i<gridY;i+=step)
|
|
{
|
|
for(int j = 0;j<gridX;j+=step)
|
|
{
|
|
|
|
int nLocIndex = i * (gridX+1) + j;
|
|
_lod[_currentLod]._indices.push_back (nLocIndex);
|
|
_lod[_currentLod]._indices.push_back (nLocIndex + step * (gridX+1));
|
|
_lod[_currentLod]._indices.push_back (nLocIndex + step);
|
|
|
|
_lod[_currentLod]._indices.push_back (nLocIndex + step);
|
|
_lod[_currentLod]._indices.push_back (nLocIndex + step * (gridX+1));
|
|
_lod[_currentLod]._indices.push_back (nLocIndex + step * (gridX+1) + step);
|
|
}
|
|
}
|
|
_chunkIndices = _terrain->insertIndicesLOD(currentNeighborLOD,_currentLod,&_lod[_currentLod]._indices[0],(int)_lod[_currentLod]._indices.size());
|
|
}
|
|
}
|
|
|
|
void Terrain::Chunk::calculateAABB()
|
|
{
|
|
std::vector<Vec3>pos;
|
|
for(size_t i =0;i<_originalVertices.size();i++)
|
|
{
|
|
pos.push_back(_originalVertices[i]._position);
|
|
}
|
|
_aabb.updateMinMax(&pos[0],pos.size());
|
|
}
|
|
|
|
void Terrain::Chunk::calculateSlope()
|
|
{
|
|
//find max slope
|
|
auto lowest = _originalVertices[0]._position;
|
|
for(size_t i = 0;i<_originalVertices.size();i++)
|
|
{
|
|
if(_originalVertices[i]._position.y< lowest.y)
|
|
{
|
|
lowest = _originalVertices[i]._position;
|
|
}
|
|
}
|
|
auto highest = _originalVertices[0]._position;
|
|
for(size_t i = 0;i<_originalVertices.size();i++)
|
|
{
|
|
if(_originalVertices[i]._position.y> highest.y)
|
|
{
|
|
highest = _originalVertices[i]._position;
|
|
}
|
|
}
|
|
Vec2 a(lowest.x,lowest.z);
|
|
Vec2 b(highest.x,highest.z);
|
|
float dist = a.distance(b);
|
|
_slope = (highest.y - lowest.y)/dist;
|
|
}
|
|
|
|
bool Terrain::Chunk::getInsterctPointWithRay(const Ray& ray, Vec3 &interscetPoint)
|
|
{
|
|
if (!ray.intersects(_aabb))
|
|
return false;
|
|
|
|
float minDist = FLT_MAX;
|
|
bool isFind = false;
|
|
for (auto triangle : _trianglesList)
|
|
{
|
|
Vec3 p;
|
|
if (triangle.getInsterctPoint(ray, p))
|
|
{
|
|
float dist = ray._origin.distance(p);
|
|
if (dist<minDist)
|
|
{
|
|
interscetPoint = p;
|
|
minDist = dist;
|
|
}
|
|
isFind =true;
|
|
}
|
|
}
|
|
|
|
return isFind;
|
|
}
|
|
|
|
void Terrain::Chunk::updateVerticesForLOD()
|
|
{
|
|
if(_oldLod == _currentLod){ return;} // no need to update vertices
|
|
_currentVertices = _originalVertices;
|
|
int gridY = _size.height;
|
|
int gridX = _size.width;
|
|
|
|
if(_currentLod>=2 && std::abs(_slope)>1.2)
|
|
{
|
|
int step = 1<<_currentLod;
|
|
for(int i =step;i<gridY-step;i+=step)
|
|
for(int j = step; j<gridX-step;j+=step)
|
|
{
|
|
// use linear-sample adjust vertices height
|
|
float height = 0;
|
|
float count = 0;
|
|
for(int n = i-step/2;n<i+step/2;n++)
|
|
{
|
|
for(int m = j-step/2;m<j+step/2;m++)
|
|
{
|
|
float weight = (step/2 - std::abs(n-i))*(step/2 - std::abs(m-j));
|
|
height += _originalVertices[m*(gridX+1)+n]._position.y;
|
|
count += weight;
|
|
}
|
|
}
|
|
_currentVertices[i*(gridX+1)+j]._position.y = height/count;
|
|
}
|
|
}
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(TerrainVertexData)*_currentVertices.size(), &_currentVertices[0], GL_STREAM_DRAW);
|
|
_oldLod = _currentLod;
|
|
}
|
|
|
|
Terrain::Chunk::~Chunk()
|
|
{
|
|
glDeleteBuffers(1,&_vbo);
|
|
}
|
|
|
|
void Terrain::Chunk::updateIndicesLODSkirt()
|
|
{
|
|
if(_oldLod == _currentLod) return;
|
|
_oldLod = _currentLod;
|
|
bool isOk;
|
|
_chunkIndices = _terrain->lookForIndicesLODSkrit(_currentLod,&isOk);
|
|
if(isOk) return;
|
|
|
|
int gridY = _size.height;
|
|
int gridX = _size.width;
|
|
int step = 1<<_currentLod;
|
|
int k =0;
|
|
for(int i =0;i<gridY;i+=step,k+=step)
|
|
{
|
|
for(int j = 0;j<gridX;j+=step)
|
|
{
|
|
int nLocIndex = i * (gridX+1) + j;
|
|
_lod[_currentLod]._indices.push_back (nLocIndex);
|
|
_lod[_currentLod]._indices.push_back (nLocIndex + step * (gridX+1));
|
|
_lod[_currentLod]._indices.push_back (nLocIndex + step);
|
|
|
|
_lod[_currentLod]._indices.push_back (nLocIndex + step);
|
|
_lod[_currentLod]._indices.push_back (nLocIndex + step * (gridX+1));
|
|
_lod[_currentLod]._indices.push_back (nLocIndex + step * (gridX+1) + step);
|
|
}
|
|
}
|
|
//add skirt
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//#1
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for(int i =0;i<gridY;i+=step)
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{
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int nLocIndex = i * (gridX+1) + gridX;
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_lod[_currentLod]._indices.push_back (nLocIndex);
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_lod[_currentLod]._indices.push_back (nLocIndex + step * (gridX+1));
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_lod[_currentLod]._indices.push_back ((gridY+1) *(gridX+1)+i);
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_lod[_currentLod]._indices.push_back ((gridY+1) *(gridX+1)+i);
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_lod[_currentLod]._indices.push_back (nLocIndex + step * (gridX+1));
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_lod[_currentLod]._indices.push_back ((gridY+1) *(gridX+1)+i+step);
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}
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//#2
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for(int j =0;j<gridX;j+=step)
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{
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int nLocIndex = (gridY)* (gridX+1) + j;
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_lod[_currentLod]._indices.push_back (nLocIndex);
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_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[1] +j);
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_lod[_currentLod]._indices.push_back (nLocIndex + step);
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_lod[_currentLod]._indices.push_back (nLocIndex + step);
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_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[1] +j);
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_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[1] +j + step);
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}
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//#3
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for(int i =0;i<gridY;i+=step)
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{
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int nLocIndex = i * (gridX+1);
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_lod[_currentLod]._indices.push_back (nLocIndex);
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_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[2]+i);
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_lod[_currentLod]._indices.push_back ((i+step)*(gridX+1));
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_lod[_currentLod]._indices.push_back ((i+step)*(gridX+1));
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_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[2]+i);
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_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[2]+i +step);
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}
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//#4
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for(int j =0;j<gridX;j+=step)
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{
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int nLocIndex = j;
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_lod[_currentLod]._indices.push_back (nLocIndex + step);
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_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[3]+j);
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_lod[_currentLod]._indices.push_back (nLocIndex);
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_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[3] + j + step);
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_lod[_currentLod]._indices.push_back (_terrain->_skirtVerticesOffset[3] +j);
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_lod[_currentLod]._indices.push_back (nLocIndex + step);
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}
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_chunkIndices = _terrain->insertIndicesLODSkirt(_currentLod,&_lod[_currentLod]._indices[0], (int)_lod[_currentLod]._indices.size());
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}
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Terrain::QuadTree::QuadTree(int x, int y, int w, int h, Terrain * terrain)
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{
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_terrain = terrain;
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_needDraw = true;
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_parent = nullptr;
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_tl =nullptr;
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_tr =nullptr;
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_bl =nullptr;
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_br =nullptr;
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_posX = x;
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_posY = y;
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this->_height = h;
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this->_width = w;
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if(_width> terrain->_chunkSize.width &&_height >terrain->_chunkSize.height) //subdivision
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{
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_isTerminal = false;
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this->_tl = new (std::nothrow) QuadTree(x,y,_width/2,_height/2,terrain);
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this->_tl->_parent = this;
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this->_tr = new (std::nothrow) QuadTree(x+_width/2,y,_width/2,_height/2,terrain);
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this->_tr->_parent = this;
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this->_bl = new (std::nothrow) QuadTree(x,y+_height/2,_width/2,_height/2,terrain);
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this->_bl->_parent = this;
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this->_br = new (std::nothrow) QuadTree(x+_width/2,y+_height/2,_width/2,_height/2,terrain);
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this->_br->_parent = this;
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_localAABB.merge(_tl->_localAABB);
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_localAABB.merge(_tr->_localAABB);
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_localAABB.merge(_bl->_localAABB);
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_localAABB.merge(_br->_localAABB);
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}else // is terminal Node
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{
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int m = _posY/terrain->_chunkSize.height;
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int n = _posX/terrain->_chunkSize.width;
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_chunk = terrain->_chunkesArray[m][n];
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_isTerminal = true;
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_localAABB = _chunk->_aabb;
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_chunk->_parent = this;
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for (auto & triangle : _chunk->_trianglesList)
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{
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triangle.transform(_terrain->getNodeToWorldTransform());
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}
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}
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_worldSpaceAABB = _localAABB;
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_worldSpaceAABB.transform(_terrain->getNodeToWorldTransform());
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}
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void Terrain::QuadTree::draw()
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{
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if(!_needDraw)return;
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if(_isTerminal){
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this->_chunk->bindAndDraw();
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}else
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{
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this->_tl->draw();
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this->_tr->draw();
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this->_br->draw();
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this->_bl->draw();
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}
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}
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void Terrain::QuadTree::resetNeedDraw(bool value)
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{
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this->_needDraw = value;
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if(!_isTerminal)
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{
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_tl->resetNeedDraw(value);
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_tr->resetNeedDraw(value);
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_bl->resetNeedDraw(value);
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_br->resetNeedDraw(value);
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}
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}
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void Terrain::QuadTree::cullByCamera(const Camera * camera, const Mat4 & worldTransform)
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{
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if(!camera->isVisibleInFrustum(&_worldSpaceAABB))
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{
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this->resetNeedDraw(false);
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}else
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{
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if(!_isTerminal){
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_tl->cullByCamera(camera,worldTransform);
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_tr->cullByCamera(camera,worldTransform);
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_bl->cullByCamera(camera,worldTransform);
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_br->cullByCamera(camera,worldTransform);
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}
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}
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}
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void Terrain::QuadTree::preCalculateAABB(const Mat4 & worldTransform)
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{
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_worldSpaceAABB = _localAABB;
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_worldSpaceAABB.transform(worldTransform);
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if(!_isTerminal){
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_tl->preCalculateAABB(worldTransform);
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_tr->preCalculateAABB(worldTransform);
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_bl->preCalculateAABB(worldTransform);
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_br->preCalculateAABB(worldTransform);
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}
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}
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Terrain::QuadTree::~QuadTree()
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{
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if(_tl) delete _tl;
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if(_tr) delete _tr;
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if(_bl) delete _bl;
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if(_br) delete _br;
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}
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Terrain::TerrainData::TerrainData(const std::string& heightMapsrc , const std::string& textureSrc, const Size & chunksize, float height, float scale)
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{
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this->_heightMapSrc = heightMapsrc;
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this->_detailMaps[0]._detailMapSrc = textureSrc;
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this->_alphaMapSrc = "";
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this->_chunkSize = chunksize;
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this->_mapHeight = height;
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this->_mapScale = scale;
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_skirtHeightRatio = 1;
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}
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Terrain::TerrainData::TerrainData(const std::string& heightMapsrc, const std::string& alphamap, const DetailMap& detail1, const DetailMap& detail2, const DetailMap& detail3, const DetailMap& detail4, const Size & chunksize, float height, float scale)
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{
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this->_heightMapSrc = heightMapsrc;
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this->_alphaMapSrc = alphamap;
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this->_detailMaps[0] = detail1;
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this->_detailMaps[1] = detail2;
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this->_detailMaps[2] = detail3;
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this->_detailMaps[3] = detail4;
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this->_chunkSize = chunksize;
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this->_mapHeight = height;
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this->_mapScale = scale;
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_detailMapAmount = 4;
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_skirtHeightRatio = 1;
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}
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Terrain::TerrainData::TerrainData(const std::string& heightMapsrc, const std::string& alphamap, const DetailMap& detail1, const DetailMap& detail2, const DetailMap& detail3, const Size & chunksize /*= Size(32,32)*/, float height /*= 2*/, float scale /*= 0.1*/)
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{
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this->_heightMapSrc = heightMapsrc;
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this->_alphaMapSrc = alphamap;
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this->_detailMaps[0] = detail1;
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this->_detailMaps[1] = detail2;
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this->_detailMaps[2] = detail3;
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this->_chunkSize = chunksize;
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this->_mapHeight = height;
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this->_mapScale = scale;
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_detailMapAmount = 3;
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_skirtHeightRatio = 1;
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}
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Terrain::TerrainData::TerrainData()
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{
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}
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Terrain::DetailMap::DetailMap(const std::string& detailMapPath, float size /*= 35*/)
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{
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this->_detailMapSrc = detailMapPath;
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this->_detailMapSize = size;
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}
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Terrain::DetailMap::DetailMap()
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{
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_detailMapSrc = "";
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_detailMapSize = 35;
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}
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Terrain::Triangle::Triangle(Vec3 p1, Vec3 p2, Vec3 p3)
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{
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_p1 = p1;
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_p2 = p2;
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_p3 = p3;
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}
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void Terrain::Triangle::transform(cocos2d::Mat4 matrix)
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{
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matrix.transformPoint(&_p1);
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matrix.transformPoint(&_p2);
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matrix.transformPoint(&_p3);
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}
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//Please refer to 3D Math Primer for Graphics and Game Development
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bool Terrain::Triangle::getInsterctPoint(const Ray &ray, Vec3& interScetPoint)const
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{
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// E1
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Vec3 E1 = _p2 - _p1;
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// E2
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Vec3 E2 = _p3 - _p1;
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// P
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Vec3 P;
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Vec3::cross(ray._direction,E2,&P);
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// determinant
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float det = E1.dot(P);
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// keep det > 0, modify T accordingly
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Vec3 T;
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if (det > 0)
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{
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T = ray._origin - _p1;
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}
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else
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{
|
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T = _p1 - ray._origin;
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det = -det;
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}
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|
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// If determinant is near zero, ray lies in plane of triangle
|
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if (det < 0.0001f)
|
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return false;
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|
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float t; // ray dist
|
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float u,v;//barycentric coordinate
|
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// Calculate u and make sure u <= 1
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u = T.dot(P);
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if (u < 0.0f || u > det)
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return false;
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// Q
|
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Vec3 Q;
|
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Vec3::cross(T,E1,&Q);
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|
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// Calculate v and make sure u + v <= 1
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v = ray._direction.dot(Q);
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if (v < 0.0f || u + v > det)
|
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return false;
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|
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// Calculate t, scale parameters, ray intersects triangle
|
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t = E2.dot(Q);
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|
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float fInvDet = 1.0f / det;
|
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t *= fInvDet;
|
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u *= fInvDet;
|
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v *= fInvDet;
|
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|
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interScetPoint = ray._origin + ray._direction * t;
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return true;
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}
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NS_CC_END
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