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342 lines
8.7 KiB
C++
342 lines
8.7 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/landscape_vegetable_block.h"
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#include "nel/3d/vegetable_manager.h"
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#include "nel/3d/vegetable_clip_block.h"
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#include "nel/3d/vegetable_instance_group.h"
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#include "nel/3d/patch.h"
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#include "nel/3d/bezier_patch.h"
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using namespace std;
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using namespace NLMISC;
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#ifdef DEBUG_NEW
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#define new DEBUG_NEW
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#endif
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namespace NL3D
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{
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// ***************************************************************************
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/*
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Distances type squared.
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*/
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class CLVBSqrDistLUT
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{
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public:
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static float Array[NL3D_VEGETABLE_BLOCK_NUMDIST+1];
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CLVBSqrDistLUT()
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{
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// 0, 10, 20, 30, 40, 50
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for(uint i=0;i<NL3D_VEGETABLE_BLOCK_NUMDIST+1;i++)
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{
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Array[i]= i*NL3D_VEGETABLE_BLOCK_ELTDIST;
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Array[i]= sqr(Array[i]);
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}
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}
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};
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CLVBSqrDistLUT NL3D_InitSqrDistLUT;
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float CLVBSqrDistLUT::Array[NL3D_VEGETABLE_BLOCK_NUMDIST+1];
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// ***************************************************************************
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CLandscapeVegetableBlock::CLandscapeVegetableBlock()
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{
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_VegetableClipBlock= NULL;
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_CurDistType= NL3D_VEGETABLE_BLOCK_NUMDIST;
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for(uint j=0;j<NL3D_TESSBLOCK_TILESIZE;j++)
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{
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_VegetableSortBlock[j]= NULL;
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for(uint i=0;i<NL3D_VEGETABLE_BLOCK_NUMDIST;i++)
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{
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_VegetableIG[j][i]= NULL;
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}
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}
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}
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// ***************************************************************************
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void CLandscapeVegetableBlock::init(const CVector ¢er, CVegetableManager *vegetManager,
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CVegetableClipBlock *vegetableClipBlock, CPatch *patch, uint ts, uint tt, CTessList<CLandscapeVegetableBlock> &vblist)
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{
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nlassert(patch);
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_Center= center;
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_VegetableClipBlock= vegetableClipBlock;
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_Patch= patch;
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_Ts= uint8(ts);
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_Tt= uint8(tt);
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// Create the Vegetable SortBlocks
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sint tms,tmt;
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// for all tiles
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nlassert(NL3D_TESSBLOCK_TILESIZE==4);
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for(tmt= _Tt; tmt<_Tt+2; tmt++)
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{
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for(tms= _Ts; tms<_Ts+2; tms++)
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{
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// compute approximate center of the tile.
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float s= (tms + 0.5f) / _Patch->getOrderS();
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float t= (tmt + 0.5f) / _Patch->getOrderT();
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CBezierPatch *bpatch= _Patch->unpackIntoCache();
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CVector center= bpatch->eval(s, t);
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// create the sortBlock. NB: very approximate SortBlock radius....
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_VegetableSortBlock[(tmt-_Tt)*2 + (tms-_Ts)]= vegetManager->createSortBlock(_VegetableClipBlock, center, NL3D_PATCH_TILE_RADIUS);
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}
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}
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// append to list.
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vblist.append(this);
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}
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// ***************************************************************************
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void CLandscapeVegetableBlock::release(CVegetableManager *vegeManager, CTessList<CLandscapeVegetableBlock> &vblist)
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{
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// release all Igs, and all Sbs.
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for(uint j=0;j<NL3D_TESSBLOCK_TILESIZE;j++)
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{
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// release IGs first.
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for(uint i=0;i<NL3D_VEGETABLE_BLOCK_NUMDIST;i++)
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{
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if(_VegetableIG[j][i])
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{
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vegeManager->deleteIg(_VegetableIG[j][i]);
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_VegetableIG[j][i]= NULL;
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}
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}
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// release SB
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if(_VegetableSortBlock[j])
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{
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vegeManager->deleteSortBlock(_VegetableSortBlock[j]);
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_VegetableSortBlock[j]= NULL;
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}
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}
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// reset state.
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_CurDistType= NL3D_VEGETABLE_BLOCK_NUMDIST;
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// remove from list.
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vblist.remove(this);
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}
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// ***************************************************************************
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void CLandscapeVegetableBlock::update(const CVector &viewCenter, CVegetableManager *vegeManager)
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{
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float sqrDist= (viewCenter-_Center).sqrnorm();
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// compute new distance type. Incremental mode.
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uint newDistType= _CurDistType;
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while(sqrDist<CLVBSqrDistLUT::Array[newDistType])
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{
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newDistType--;
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}
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while(newDistType<NL3D_VEGETABLE_BLOCK_NUMDIST && sqrDist>CLVBSqrDistLUT::Array[newDistType+1])
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{
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newDistType++;
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}
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/*
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NB: to test but may be better than
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newDistType= floor()(delta.norm() / NL3D_VEGETABLE_BLOCK_ELTDIST);
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*/
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// Change of distance type??
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if(newDistType!=_CurDistType)
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{
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// Erase or create IGs.
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if(newDistType>_CurDistType)
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{
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// For all tiles
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for(uint j=0;j<NL3D_TESSBLOCK_TILESIZE;j++)
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{
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// Erase no more needed Igs.
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for(uint i=_CurDistType; i<newDistType; i++)
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{
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if(_VegetableIG[j][i])
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{
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vegeManager->deleteIg(_VegetableIG[j][i]);
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_VegetableIG[j][i]= NULL;
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}
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}
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// update the sort block for this tile
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_VegetableSortBlock[j]->updateSortBlock(*vegeManager);
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}
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}
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else
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{
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// Create a context for creation.
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CLandscapeVegetableBlockCreateContext ctx;
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ctx.init(_Patch, _Ts, _Tt);
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// create new Igs, for all tiles
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for(uint i=newDistType; i<_CurDistType; i++)
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{
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createVegetableIGForDistType(i, vegeManager, ctx);
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}
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// For all tiles
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for(uint j=0;j<NL3D_TESSBLOCK_TILESIZE;j++)
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{
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// update the sort block for this tile
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_VegetableSortBlock[j]->updateSortBlock(*vegeManager);
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}
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}
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// copy new dist type.
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_CurDistType= uint8(newDistType);
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}
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}
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// ***************************************************************************
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void CLandscapeVegetableBlock::createVegetableIGForDistType(uint i, CVegetableManager *vegeManager,
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CLandscapeVegetableBlockCreateContext &vbCreateCtx)
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{
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// check
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nlassert(NL3D_TESSBLOCK_TILESIZE==4);
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nlassert(_VegetableIG[0][i]==NULL);
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nlassert(_VegetableIG[1][i]==NULL);
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nlassert(_VegetableIG[2][i]==NULL);
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nlassert(_VegetableIG[3][i]==NULL);
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// Create vegetables instances per tile_material.
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sint tms,tmt;
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// for all tiles
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nlassert(NL3D_TESSBLOCK_TILESIZE==4);
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for(tmt= _Tt; tmt<_Tt+2; tmt++)
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{
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for(tms= _Ts; tms<_Ts+2; tms++)
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{
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uint tileId= tms-_Ts + (tmt-_Tt)*2;
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// create the instance group in the good sortBlock
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CVegetableInstanceGroup *vegetIg= vegeManager->createIg(_VegetableSortBlock[tileId]);
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_VegetableIG[tileId][i]= vegetIg;
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// generate
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_Patch->generateTileVegetable(vegetIg, i, tms, tmt, vbCreateCtx);
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// If the ig is empty, delete him. This optimize rendering because no useless ig are
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// tested for rendering. This speed up some 1/10 of ms...
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if(vegetIg->isEmpty())
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{
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vegeManager->deleteIg(vegetIg);
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_VegetableIG[tileId][i]= NULL;
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}
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// NB: vegtable SortBlock is updated in CLandscapeVegetableBlock::update() after
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}
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}
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}
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// ***************************************************************************
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// ***************************************************************************
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// CLandscapeVegetableIGCreateContext
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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CLandscapeVegetableBlockCreateContext::CLandscapeVegetableBlockCreateContext()
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{
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_Patch= NULL;
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}
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// ***************************************************************************
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void CLandscapeVegetableBlockCreateContext::init(CPatch *patch, uint ts, uint tt)
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{
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nlassert(patch);
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_Empty= true;
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_Patch= patch;
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_Ts= ts;
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_Tt= tt;
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}
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// ***************************************************************************
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void CLandscapeVegetableBlockCreateContext::eval(uint ts, uint tt, float x, float y, CVector &pos)
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{
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nlassert(NL3D_TESSBLOCK_TILESIZE==4);
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// If never created, do it now
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// ==================
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if(_Empty)
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{
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// Eval Position and normals for the 9 vertices (around the 2x2 tiles)
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for(uint j=0; j<3;j++)
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{
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float t= (float)(_Tt+j)/_Patch->getOrderT();
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for(uint i=0; i<3;i++)
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{
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float s= (float)(_Ts+i)/_Patch->getOrderS();
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// eval position.
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// use computeVertex() and not bpatch->eval() because vegetables must follow the
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// noise (at least at tile precision...). It is slower but necessary.
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_Pos[j*3+i]= _Patch->computeVertex(s, t);
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}
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}
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// Ok, it's done
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_Empty= false;
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}
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// Eval, with simple bilinear
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// ==================
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nlassert(ts==_Ts || ts==_Ts+1);
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nlassert(tt==_Tt || tt==_Tt+1);
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uint ds= ts-_Ts;
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uint dt= tt-_Tt;
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// Indices.
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uint v00= dt*3 + ds;
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uint v10= v00 + 1;
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uint v01= v00 + 3;
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uint v11= v00 + 4;
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// BiLinearFactor.
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float dxdy= (1-x)*(1-y);
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float dx2dy= x*(1-y);
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float dxdy2= (1-x)*y;
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float dx2dy2= x*y;
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// Compute Pos.
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pos = _Pos[v00] * dxdy;
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pos+= _Pos[v10] * dx2dy;
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pos+= _Pos[v01] * dxdy2;
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pos+= _Pos[v11] * dx2dy2;
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}
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} // NL3D
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