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TerrainMesh.cpp
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TerrainMesh.cpp
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// Copyright © 2008-2012 Pioneer Developers. See AUTHORS.txt for details
// Licensed under the terms of the GPL v3. See licenses/GPL-3.txt
#include <cassert>
#include "utils.h"
#include "TerrainMesh.h"
#include "GLvbo.h"
#include "vcacheopt.h"
#include "shaderHelper.h"
#include "GLfbo.h"
#include "GLprimitives.h"
#include "TerrainContext.h"
#include "TerrainPatch.h"
// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
TerrainMesh::TerrainMesh() : mGeoPatchContext(nullptr)
{
for (int i=0; i<NUM_PATCHES; i++) {
mGeoPatches[i] = nullptr;
}
}
TerrainMesh::~TerrainMesh()
{
for (int i=0; i<NUM_PATCHES; i++) {
delete mGeoPatches[i];
mGeoPatches[i] = nullptr;
}
delete mGeoPatchContext;
mGeoPatchContext = nullptr;
}
void TerrainMesh::Update(const glm::vec3 &campos)
{
if(nullptr==mGeoPatches[0]) {
BuildFirstPatches();
} else if(mSplitRequestDescriptions.empty()) {
ProcessSplitResults();
for (int i=0; i<NUM_PATCHES; i++) {
mGeoPatches[i]->LODUpdate(campos);
}
} else {
ProcessSplitRequests();
}
}
void TerrainMesh::Render(const glm::mat4 &ViewMatrix, const glm::mat4 &ModelMatrix, const glm::mat4 &MVP)
{
// setup the basics for the patch shader,
// individual patches will change settings to match their own parameters
mGeoPatchContext->UsePatchShader(ViewMatrix, ModelMatrix, MVP);
#if TEST_CASE
mGeoPatches[0]->Render(); // red
mGeoPatches[2]->Render(); // blue
#else
checkGLError();
for (int i=0; i<NUM_PATCHES; i++) {
mGeoPatches[i]->Render();
}
#endif
}
bool TerrainMesh::AddSplitRequest(SSplitRequestDescription *desc)
{
if(mSplitRequestDescriptions.size()<MAX_SPLIT_REQUESTS) {
mSplitRequestDescriptions.push_back(desc);
return true;
}
return false;
}
void TerrainMesh::ProcessSplitRequests()
{
std::deque<SSplitRequestDescription*>::const_iterator iter = mSplitRequestDescriptions.begin();
while (iter!=mSplitRequestDescriptions.end())
{
const SSplitRequestDescription* srd = (*iter);
const glm::vec3 v01 = glm::normalize(srd->v0+srd->v1);
const glm::vec3 v12 = glm::normalize(srd->v1+srd->v2);
const glm::vec3 v23 = glm::normalize(srd->v2+srd->v3);
const glm::vec3 v30 = glm::normalize(srd->v3+srd->v0);
const glm::vec3 cn = glm::normalize(srd->centroid);
//
const glm::vec3 vecs[4][4] = {
{srd->v0, v01, cn, v30},
{v01, srd->v1, v12, cn},
{cn, v12, srd->v2, v23},
{v30, cn, v23, srd->v3}
};
SSplitResult *sr = new SSplitResult(srd->patchID.GetPatchFaceIdx(), srd->depth);
for (int i=0; i<4; i++)
{
// Now we need to create the texture which will contain the heightmap.
GLuint texID;
glGenTextures(1, &texID);
checkGLError();
// Bind the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, texID);
checkGLError();
// Create the texture itself without any data
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F,
mGeoPatchContext->fboWidth(), mGeoPatchContext->fboWidth(),
0, GL_LUMINANCE, GL_FLOAT, nullptr);
checkGLError();
// Bad filtering needed
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
checkGLError();
// render the heightmap to a framebuffer.
mGeoPatchContext->renderHeightmap(vecs[i][0], vecs[i][1], vecs[i][2], vecs[i][3], texID);
sr->addResult(texID, vecs[i][0], vecs[i][1], vecs[i][2], vecs[i][3], srd->patchID.NextPatchID(srd->depth+1, i));
}
// store result
mSplitResult.push_back( sr );
// cleanup after ourselves
delete srd;
// next!
++iter;
}
mSplitRequestDescriptions.clear();
}
void TerrainMesh::ProcessSplitResults()
{
std::deque<SSplitResult*>::const_iterator iter = mSplitResult.begin();
while(iter!=mSplitResult.end())
{
// finally pass SplitResults
const SSplitResult *psr = (*iter);
const int32_t faceIdx = psr->face;
mGeoPatches[faceIdx]->ReceiveHeightmaps(psr);
// tidyup
delete psr;
// Next!
++iter;
}
mSplitResult.clear();
}
static const int geo_sphere_edge_friends[6][4] = {
{ 3, 4, 1, 2 },
{ 0, 4, 5, 2 },
{ 0, 1, 5, 3 },
{ 0, 2, 5, 4 },
{ 0, 3, 5, 1 },
{ 1, 4, 3, 2 }
};
void TerrainMesh::BuildFirstPatches()
{
assert(nullptr==mGeoPatchContext);
#if TEST_CASE
mGeoPatchContext = new TerrainPatchContext(9);
#else
mGeoPatchContext = new TerrainPatchContext(29);
#endif
assert(nullptr!=mGeoPatchContext);
// generate root face patches of the cube/sphere
static const glm::vec3 p1 = glm::normalize(glm::vec3( 1, 1, 1));
static const glm::vec3 p2 = glm::normalize(glm::vec3(-1, 1, 1));
static const glm::vec3 p3 = glm::normalize(glm::vec3(-1,-1, 1));
static const glm::vec3 p4 = glm::normalize(glm::vec3( 1,-1, 1));
static const glm::vec3 p5 = glm::normalize(glm::vec3( 1, 1,-1));
static const glm::vec3 p6 = glm::normalize(glm::vec3(-1, 1,-1));
static const glm::vec3 p7 = glm::normalize(glm::vec3(-1,-1,-1));
static const glm::vec3 p8 = glm::normalize(glm::vec3( 1,-1,-1));
const uint64_t maxShiftDepth = TerrainPatchID::MAX_SHIFT_DEPTH;
mGeoPatches[0] = new TerrainPatch(*mGeoPatchContext, this, p1, p2, p3, p4, 0, (0i64 << maxShiftDepth));
mGeoPatches[1] = new TerrainPatch(*mGeoPatchContext, this, p4, p3, p7, p8, 0, (1i64 << maxShiftDepth));
mGeoPatches[2] = new TerrainPatch(*mGeoPatchContext, this, p1, p4, p8, p5, 0, (2i64 << maxShiftDepth));
mGeoPatches[3] = new TerrainPatch(*mGeoPatchContext, this, p2, p1, p5, p6, 0, (3i64 << maxShiftDepth));
mGeoPatches[4] = new TerrainPatch(*mGeoPatchContext, this, p3, p2, p6, p7, 0, (4i64 << maxShiftDepth));
mGeoPatches[5] = new TerrainPatch(*mGeoPatchContext, this, p8, p7, p6, p5, 0, (5i64 << maxShiftDepth));
for (int i=0; i<NUM_PATCHES; i++) {
for (int j=0; j<4; j++) {
mGeoPatches[i]->OnEdgeFriendChanged(j, mGeoPatches[geo_sphere_edge_friends[i][j]]);
}
}
/*for (int i=0; i<NUM_PATCHES; i++) {
mGeoPatches[i]->GenerateMesh();
}*/
}