void CMiniMap::SetCameraPos() { CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); CVector3D target; GetMouseWorldCoordinates(target.X, target.Z); target.Y = terrain->GetExactGroundLevel(target.X, target.Z); g_Game->GetView()->MoveCameraTarget(target); }
/////////////////////////////////////////////////////////////////// // Calculate The blurred normal map to get an idea of where water ought to go. void WaterManager::RecomputeBlurredNormalMap() { // used to cache terrain normals since otherwise we'd recalculate them a lot (I'm blurring the "normal" map). // this might be updated to actually cache in the terrain manager but that's not for now. if (m_BlurredNormalMap == NULL) m_BlurredNormalMap = new CVector3D[m_MapSize*m_MapSize]; CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); // It's really slow to calculate normals so cache them first. CVector3D* normals = new CVector3D[m_MapSize*m_MapSize]; // Not the edges, we won't care about them. float ii = 8.0f, jj = 8.0f; for (size_t j = 2; j < m_MapSize-2; ++j, jj += 4.0f) for (size_t i = 2; i < m_MapSize-2; ++i, ii += 4.0f) { CVector3D norm; terrain->CalcNormal(i,j,norm); normals[j*m_MapSize + i] = norm; } // We could be way fancier (and faster) for our blur but we probably don't need the complexity. // Two pass filter, nothing complicated here. CVector3D blurValue; ii = 8.0f; jj = 8.0f; size_t idx = 2; for (size_t j = 2; j < m_MapSize-2; ++j, jj += 4.0f) for (size_t i = 2; i < m_MapSize-2; ++i, ii += 4.0f,++idx) { blurValue = normals[idx-2]; blurValue += normals[idx-1]; blurValue += normals[idx]; blurValue += normals[idx+1]; blurValue += normals[idx+2]; m_BlurredNormalMap[idx] = blurValue * 0.2f; } // y direction, probably slower because of cache misses but I don't see an easy way around that. ii = 8.0f; jj = 8.0f; for (size_t i = 2; i < m_MapSize-2; ++i, ii += 4.0f) { for (size_t j = 2; j < m_MapSize-2; ++j, jj += 4.0f) { blurValue = normals[(j-2)*m_MapSize + i]; blurValue += normals[(j-1)*m_MapSize + i]; blurValue += normals[j*m_MapSize + i]; blurValue += normals[(j+1)*m_MapSize + i]; blurValue += normals[(j+2)*m_MapSize + i]; m_BlurredNormalMap[j*m_MapSize + i] = blurValue * 0.2f; } } delete[] normals; }
//-------------------------------------------------------------------------------------- // RenderTerrain //-------------------------------------------------------------------------------------- void RenderTerrain( ID3D10Device* pd3dDevice ) { D3DXMATRIX mWorld; D3DXMatrixIdentity( &mWorld ); D3DXVECTOR3 vEye; D3DXVECTOR3 vDir; D3DXMATRIX mCamWorld; D3DXMATRIX mView; D3DXMATRIX mProj; GetCameraData( &mCamWorld, &mView, &mProj, &vEye, &vDir ); D3DXMATRIX mWVP = mCamWorld * mView * mProj; pd3dDevice->IASetInputLayout( g_pBasicDecl10 ); g_pmWorldViewProj->SetMatrix( ( float* )&mWVP ); g_pmWorld->SetMatrix( ( float* )&mWorld ); g_ptxNormal->SetResource( g_pNormalTexRV ); g_ptxDirt->SetResource( g_pDirtTexRV ); g_ptxGrass->SetResource( g_pGroundGrassTexRV ); g_ptxMask->SetResource( g_pMaskTexRV ); if( !g_bShowTiles ) { D3DXVECTOR4 color( 1,1,1,1 ); g_pvColor->SetFloatVector( ( float* )&color ); } pd3dDevice->IASetIndexBuffer( g_Terrain.GetTerrainIB10(), DXGI_FORMAT_R16_UINT, 0 ); D3D10_TECHNIQUE_DESC techDesc; g_pRenderTerrain->GetDesc( &techDesc ); for( UINT p = 0; p < techDesc.Passes; ++p ) { // Render front to back UINT NumTiles = g_VisibleTileArray.GetSize(); SetNumVisibleTiles( NumTiles ); for( UINT i = 0; i < NumTiles; i++ ) { TERRAIN_TILE* pTile = g_Terrain.GetTile( g_VisibleTileArray.GetAt( i ) ); if( g_bShowTiles ) { g_pvColor->SetFloatVector( ( float* )&pTile->Color ); } g_pRenderTerrain->GetPassByIndex( p )->Apply( 0 ); g_Terrain.RenderTile( pTile ); } } }
//-------------------------------------------------------------------------------------- // Release D3D9 resources created in the OnD3D9CreateDevice callback //-------------------------------------------------------------------------------------- void CALLBACK OnD3D10DestroyDevice( void* pUserContext ) { g_DialogResourceManager.OnD3D10DestroyDevice(); g_SettingsDlg.OnD3D10DestroyDevice(); DXUTGetGlobalResourceCache().OnDestroyDevice(); g_Terrain.OnDestroyDevice(); g_BallMesh.Destroy(); g_SkyMesh.Destroy(); SAFE_RELEASE( g_pFont10 ); SAFE_RELEASE( g_pSprite10 ); SAFE_DELETE( g_pTxtHelper ); SAFE_RELEASE( g_pEffect10 ); SAFE_RELEASE( g_pBasicDecl10 ); SAFE_RELEASE( g_pBallDecl10 ); SAFE_RELEASE( g_pGrassDecl10 ); SAFE_RELEASE( g_pHeightTexRV ); SAFE_RELEASE( g_pNormalTexRV ); SAFE_RELEASE( g_pGrassTexRV ); SAFE_RELEASE( g_pDirtTexRV ); SAFE_RELEASE( g_pGroundGrassTexRV ); SAFE_RELEASE( g_pMaskTexRV ); SAFE_RELEASE( g_pShadeNormalTexRV ); SAFE_RELEASE( g_pStreamDataVB10 ); SAFE_RELEASE( g_pGrassDataVB10 ); }
void CPatchRData::BuildSide(std::vector<SSideVertex>& vertices, CPatchSideFlags side) { ssize_t vsize = PATCH_SIZE + 1; CTerrain* terrain = m_Patch->m_Parent; CmpPtr<ICmpWaterManager> cmpWaterManager(*m_Simulation, SYSTEM_ENTITY); for (ssize_t k = 0; k < vsize; k++) { ssize_t gx = m_Patch->m_X * PATCH_SIZE; ssize_t gz = m_Patch->m_Z * PATCH_SIZE; switch (side) { case CPATCH_SIDE_NEGX: gz += k; break; case CPATCH_SIDE_POSX: gx += PATCH_SIZE; gz += PATCH_SIZE-k; break; case CPATCH_SIDE_NEGZ: gx += PATCH_SIZE-k; break; case CPATCH_SIDE_POSZ: gz += PATCH_SIZE; gx += k; break; } CVector3D pos; terrain->CalcPosition(gx, gz, pos); // Clamp the height to the water level float waterHeight = 0.f; if (cmpWaterManager) waterHeight = cmpWaterManager->GetExactWaterLevel(pos.X, pos.Z); pos.Y = std::max(pos.Y, waterHeight); SSideVertex v0, v1; v0.m_Position = pos; v1.m_Position = pos; v1.m_Position.Y = 0; // If this is the start of this tristrip, but we've already got a partial // tristrip, add a couple of degenerate triangles to join the strips properly if (k == 0 && !vertices.empty()) { vertices.push_back(vertices.back()); vertices.push_back(v1); } // Now add the new triangles vertices.push_back(v1); vertices.push_back(v0); } }
//-------------------------------------------------------------------------------------- // RenderGrass //-------------------------------------------------------------------------------------- void RenderGrass( ID3D10Device* pd3dDevice ) { D3DXMATRIX mWorld; D3DXMatrixIdentity( &mWorld ); D3DXVECTOR3 vEye; D3DXVECTOR3 vDir; D3DXMATRIX mCamWorld; D3DXMATRIX mView; D3DXMATRIX mProj; GetCameraData( &mCamWorld, &mView, &mProj, &vEye, &vDir ); D3DXMATRIX mWVP = mCamWorld * mView * mProj; // set vb streams ID3D10Buffer* pBuffers[1]; pBuffers[0] = g_pGrassDataVB10; UINT strides[1]; strides[0] = sizeof( D3DXVECTOR3 ); UINT offsets[1] = {0}; pd3dDevice->IASetVertexBuffers( 1, 1, pBuffers, strides, offsets ); SetNumVisibleGrassTiles( g_NumGrassTiles ); // set effect variables g_pmWorldViewProj->SetMatrix( ( float* )&mWVP ); g_pfWorldScale->SetFloat( g_fWorldScale ); g_pfHeightScale->SetFloat( g_fHeightScale ); D3DXVECTOR4 vEye4( vEye, 1 ); g_pvEyePt->SetFloatVector( ( float* )&vEye4 ); g_pfFadeStart->SetFloat( g_fFadeStart ); g_pfFadeEnd->SetFloat( g_fFadeEnd ); g_ptxDiffuse->SetResource( g_pGrassTexRV ); g_ptxHeight->SetResource( g_pHeightTexRV ); g_ptxMask->SetResource( g_pMaskTexRV ); g_ptxShadeNormals->SetResource( g_pShadeNormalTexRV ); ID3D10EffectTechnique* pTechnique = g_pRenderGrass; pd3dDevice->IASetInputLayout( g_pGrassDecl10 ); D3D10_TECHNIQUE_DESC techDesc; pTechnique->GetDesc( &techDesc ); for( UINT p = 0; p < techDesc.Passes; p++ ) { pTechnique->GetPassByIndex( p )->Apply( 0 ); g_Terrain.RenderGrass( &vDir, g_NumGrassTiles ); } pBuffers[0] = NULL; pd3dDevice->IASetVertexBuffers( 1, 1, pBuffers, strides, offsets ); }
void CPythonMiniMap::SetCenterPosition(float fCenterX, float fCenterY) { m_fCenterX = fCenterX; m_fCenterY = fCenterY; CMapOutdoor& rkMap = CPythonBackground::Instance().GetMapOutdoorRef(); for (BYTE byTerrainNum = 0; byTerrainNum < AROUND_AREA_NUM; ++byTerrainNum) { m_lpMiniMapTexture[byTerrainNum] = NULL; CTerrain * pTerrain; if (rkMap.GetTerrainPointer(byTerrainNum, &pTerrain)) m_lpMiniMapTexture[byTerrainNum] = pTerrain->GetMiniMapTexture(); } const TOutdoorMapCoordinate & rOutdoorMapCoord = rkMap.GetCurCoordinate(); m_fCenterCellX = (m_fCenterX - (float)(rOutdoorMapCoord.m_sTerrainCoordX * CTerrainImpl::TERRAIN_XSIZE)) / (float)(CTerrainImpl::CELLSCALE); m_fCenterCellY = (m_fCenterY - (float)(rOutdoorMapCoord.m_sTerrainCoordY * CTerrainImpl::TERRAIN_YSIZE)) / (float)(CTerrainImpl::CELLSCALE); __SetPosition(); }
void CGameView::CheckLightEnv() { if (m->CachedLightEnv == g_LightEnv) return; if (m->CachedLightEnv.GetLightingModel() != g_LightEnv.GetLightingModel()) g_Renderer.MakeShadersDirty(); m->CachedLightEnv = g_LightEnv; CTerrain* pTerrain = m->Game->GetWorld()->GetTerrain(); if (!pTerrain) return; PROFILE("update light env"); pTerrain->MakeDirty(RENDERDATA_UPDATE_COLOR); const std::vector<CUnit*>& units = m->Game->GetWorld()->GetUnitManager().GetUnits(); for (size_t i = 0; i < units.size(); ++i) units[i]->GetModel().SetDirtyRec(RENDERDATA_UPDATE_COLOR); }
void TerrainTextureOverlay::RenderAfterWater() { CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); ssize_t w = (ssize_t)(terrain->GetTilesPerSide() * m_TexelsPerTile); ssize_t h = (ssize_t)(terrain->GetTilesPerSide() * m_TexelsPerTile); pglActiveTextureARB(GL_TEXTURE0); // Recreate the texture with new size if necessary if (round_up_to_pow2(w) != m_TextureW || round_up_to_pow2(h) != m_TextureH) { m_TextureW = round_up_to_pow2(w); m_TextureH = round_up_to_pow2(h); glBindTexture(GL_TEXTURE_2D, m_Texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_TextureW, m_TextureH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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); } u8* data = (u8*)calloc(w * h, 4); BuildTextureRGBA(data, w, h); glBindTexture(GL_TEXTURE_2D, m_Texture); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data); free(data); CMatrix3D matrix; matrix.SetZero(); matrix._11 = m_TexelsPerTile / (m_TextureW * TERRAIN_TILE_SIZE); matrix._23 = m_TexelsPerTile / (m_TextureH * TERRAIN_TILE_SIZE); matrix._44 = 1; g_Renderer.GetTerrainRenderer().RenderTerrainOverlayTexture(matrix); }
float CMenuMarcher::FindHoverHeight(Vector vecPosition) const { CTerrain* pTerrain = DigitanksGame()->GetTerrain(); float flHighestTerrain = pTerrain->GetHeight(vecPosition.x, vecPosition.y); float flTerrain; flTerrain = pTerrain->GetHeight(vecPosition.x+2, vecPosition.y+2); if (flTerrain > flHighestTerrain) flHighestTerrain = flTerrain; flTerrain = pTerrain->GetHeight(vecPosition.x+2, vecPosition.y-2); if (flTerrain > flHighestTerrain) flHighestTerrain = flTerrain; flTerrain = pTerrain->GetHeight(vecPosition.x-2, vecPosition.y+2); if (flTerrain > flHighestTerrain) flHighestTerrain = flTerrain; flTerrain = pTerrain->GetHeight(vecPosition.x-2, vecPosition.y-2); if (flTerrain > flHighestTerrain) flHighestTerrain = flTerrain; return flHighestTerrain; }
void CPatchRData::RenderOutline() { CTerrain* terrain = m_Patch->m_Parent; ssize_t gx = m_Patch->m_X * PATCH_SIZE; ssize_t gz = m_Patch->m_Z * PATCH_SIZE; CVector3D pos; std::vector<CVector3D> line; ssize_t i, j; for (i = 0, j = 0; i <= PATCH_SIZE; ++i) { terrain->CalcPosition(gx + i, gz + j, pos); line.push_back(pos); } for (i = PATCH_SIZE, j = 1; j <= PATCH_SIZE; ++j) { terrain->CalcPosition(gx + i, gz + j, pos); line.push_back(pos); } for (i = PATCH_SIZE-1, j = PATCH_SIZE; i >= 0; --i) { terrain->CalcPosition(gx + i, gz + j, pos); line.push_back(pos); } for (i = 0, j = PATCH_SIZE-1; j >= 0; --j) { terrain->CalcPosition(gx + i, gz + j, pos); line.push_back(pos); } #if CONFIG2_GLES #warning TODO: implement CPatchRData::RenderOutlines for GLES #else glVertexPointer(3, GL_FLOAT, sizeof(CVector3D), &line[0]); glDrawArrays(GL_LINE_STRIP, 0, line.size()); #endif }
float CDigitanksEntity::GetVisibility(CDigitanksPlayer* pPlayer) const { CDigitanksGame* pGame = DigitanksGame(); CTerrain* pTerrain = pGame->GetTerrain(); float flConceal = 0.0f; if (GetsConcealmentBonus() && pTerrain) { if (pTerrain->GetBit(CTerrain::WorldToArraySpace(GetGlobalOrigin().x), CTerrain::WorldToArraySpace(GetGlobalOrigin().y), TB_TREE)) flConceal = 0.7f; } float flCloak = GetCloakConcealment(); if (flCloak > flConceal) flConceal = flCloak; if (HasLostConcealment()) flConceal = 0; if (pPlayer && pPlayer == GetDigitanksPlayer()) return 1 - flConceal/2; if (!pGame->ShouldRenderFogOfWar()) { if (pPlayer && pPlayer->IsHumanControlled()) return 1 - flConceal; } if (!pPlayer) return 0; float flVisibility = pPlayer->GetEntityVisibility(GetHandle()) - flConceal; if (flVisibility < 0) return 0; return flVisibility; }
/////////////////////////////////////////////////////////////////// // Calculate our binary heightmap from the terrain heightmap. void WaterManager::RecomputeDistanceHeightmap() { size_t SideSize = m_MapSize*2; if (m_DistanceHeightmap == NULL) m_DistanceHeightmap = new float[SideSize*SideSize]; CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); // Create a manhattan-distance heightmap. // This is currently upsampled by a factor of 2 to get more precision // This could be refined to only be done near the coast itself, but it's probably not necessary. for (size_t z = 0; z < SideSize; ++z) { float level = SideSize; for (size_t x = 0; x < SideSize; ++x) m_DistanceHeightmap[z*SideSize + x] = terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight ? level = 0.f : ++level; level = SideSize; for (size_t x = SideSize-1; x != (size_t)-1; --x) { if (terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight) level = 0.f; else { ++level; if (level < m_DistanceHeightmap[z*SideSize + x]) m_DistanceHeightmap[z*SideSize + x] = level; } } } for (size_t x = 0; x < SideSize; ++x) { float level = SideSize; for (size_t z = 0; z < SideSize; ++z) { if (terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight) level = 0.f; else if (level > m_DistanceHeightmap[z*SideSize + x]) level = m_DistanceHeightmap[z*SideSize + x]; else { ++level; if (level < m_DistanceHeightmap[z*SideSize + x]) m_DistanceHeightmap[z*SideSize + x] = level; } } level = SideSize; for (size_t z = SideSize-1; z != (size_t)-1; --z) { if (terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight) level = 0.f; else if (level > m_DistanceHeightmap[z*SideSize + x]) level = m_DistanceHeightmap[z*SideSize + x]; else { ++level; if (level < m_DistanceHeightmap[z*SideSize + x]) m_DistanceHeightmap[z*SideSize + x] = level; } } } }
/////////////////////////////////////////////////////////////////// // Calculate the strength of the wind at a given point on the map. // This is too slow and should support limited recomputation. void WaterManager::RecomputeWindStrength() { if (m_WindStrength == NULL) m_WindStrength = new float[m_MapSize*m_MapSize]; CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); float waterLevel = m_WaterHeight; CVector2D windDir = CVector2D(cos(m_WindAngle),sin(m_WindAngle)); CVector2D perp = CVector2D(-windDir.Y, windDir.X); // Our kernel will sample 5 points going towards the wind (generally). int kernel[5][2] = { {(int)windDir.X*2,(int)windDir.Y*2}, {(int)windDir.X*5,(int)windDir.Y*5}, {(int)windDir.X*9,(int)windDir.Y*9}, {(int)windDir.X*16,(int)windDir.Y*16}, {(int)windDir.X*25,(int)windDir.Y*25} }; float* Temp = new float[m_MapSize*m_MapSize]; std::fill(Temp, Temp + m_MapSize*m_MapSize, 1.0f); for (size_t j = 0; j < m_MapSize; ++j) for (size_t i = 0; i < m_MapSize; ++i) { float curHeight = terrain->GetVertexGroundLevel(i,j); if (curHeight >= waterLevel) { Temp[j*m_MapSize + i] = 0.3f; // blurs too strong otherwise continue; } if (terrain->GetVertexGroundLevel(i + ceil(windDir.X),j + ceil(windDir.Y)) < waterLevel) continue; // Calculate how dampened our waves should be. float tendency = 0.0f; float oldHeight = std::max(waterLevel,terrain->GetVertexGroundLevel(i+kernel[4][0],j+kernel[4][1])); float currentHeight = std::max(waterLevel,terrain->GetVertexGroundLevel(i+kernel[3][0],j+kernel[3][1])); float avgheight = oldHeight + currentHeight; tendency = currentHeight - oldHeight; oldHeight = currentHeight; currentHeight = std::max(waterLevel,terrain->GetVertexGroundLevel(i+kernel[2][0],j+kernel[2][1])); avgheight += currentHeight; tendency += currentHeight - oldHeight; oldHeight = currentHeight; currentHeight = std::max(waterLevel,terrain->GetVertexGroundLevel(i+kernel[1][0],j+kernel[1][1])); avgheight += currentHeight; tendency += currentHeight - oldHeight; oldHeight = currentHeight; currentHeight = std::max(waterLevel,terrain->GetVertexGroundLevel(i+kernel[0][0],j+kernel[0][1])); avgheight += currentHeight; tendency += currentHeight - oldHeight; float baseLevel = std::max(0.0f,1.0f - (avgheight/5.0f-waterLevel)/20.0f); baseLevel *= baseLevel; tendency /= 15.0f; baseLevel -= tendency; // if the terrain was sloping downwards, increase baselevel. Otherwise reduce. baseLevel = clamp(baseLevel,0.0f,1.0f); // Draw on map. This is pretty slow. float length = 35.0f * (1.0f-baseLevel/1.8f); for (float y = 0; y < length; y += 0.6f) { int xx = clamp(i - y * windDir.X,0.0f,(float)(m_MapSize-1)); int yy = clamp(j - y * windDir.Y,0.0f,(float)(m_MapSize-1)); Temp[yy*m_MapSize + xx] = Temp[yy*m_MapSize + xx] < (0.0f+baseLevel/1.5f) * (1.0f-y/length) + y/length * 1.0f ? Temp[yy*m_MapSize + xx] : (0.0f+baseLevel/1.5f) * (1.0f-y/length) + y/length * 1.0f; } } int blurKernel[4][2] = { {(int)ceil(windDir.X),(int)ceil(windDir.Y)}, {(int)windDir.X*3,(int)windDir.Y*3}, {(int)ceil(perp.X),(int)ceil(perp.Y)}, {(int)-ceil(perp.X),(int)-ceil(perp.Y)} }; float blurValue; for (size_t j = 2; j < m_MapSize-2; ++j) for (size_t i = 2; i < m_MapSize-2; ++i) { blurValue = Temp[(j+blurKernel[0][1])*m_MapSize + i+blurKernel[0][0]]; blurValue += Temp[(j+blurKernel[0][1])*m_MapSize + i+blurKernel[0][0]]; blurValue += Temp[(j+blurKernel[0][1])*m_MapSize + i+blurKernel[0][0]]; blurValue += Temp[(j+blurKernel[0][1])*m_MapSize + i+blurKernel[0][0]]; m_WindStrength[j*m_MapSize + i] = blurValue * 0.25f; } delete[] Temp; }
void CGameView::Update(const float deltaRealTime) { // If camera movement is being handled by the touch-input system, // then we should stop to avoid conflicting with it if (g_TouchInput.IsEnabled()) return; if (!g_app_has_focus) return; // TODO: this is probably not an ideal place for this, it should probably go // in a CCmpWaterManager or some such thing (once such a thing exists) if (!m->Game->m_Paused) g_Renderer.GetWaterManager()->m_WaterTexTimer += deltaRealTime; if (m->TrackManager.IsActive() && m->TrackManager.IsPlaying()) { if (! m->TrackManager.Update(deltaRealTime)) { // ResetCamera(); } return; } // Calculate mouse movement static int mouse_last_x = 0; static int mouse_last_y = 0; int mouse_dx = g_mouse_x - mouse_last_x; int mouse_dy = g_mouse_y - mouse_last_y; mouse_last_x = g_mouse_x; mouse_last_y = g_mouse_y; if (HotkeyIsPressed("camera.rotate.cw")) m->RotateY.AddSmoothly(m->ViewRotateYSpeed * deltaRealTime); if (HotkeyIsPressed("camera.rotate.ccw")) m->RotateY.AddSmoothly(-m->ViewRotateYSpeed * deltaRealTime); if (HotkeyIsPressed("camera.rotate.up")) m->RotateX.AddSmoothly(-m->ViewRotateXSpeed * deltaRealTime); if (HotkeyIsPressed("camera.rotate.down")) m->RotateX.AddSmoothly(m->ViewRotateXSpeed * deltaRealTime); float moveRightward = 0.f; float moveForward = 0.f; if (HotkeyIsPressed("camera.pan")) { moveRightward += m->ViewDragSpeed * mouse_dx; moveForward += m->ViewDragSpeed * -mouse_dy; } if (g_mouse_active) { if (g_mouse_x >= g_xres - 2 && g_mouse_x < g_xres) moveRightward += m->ViewScrollSpeed * deltaRealTime; else if (g_mouse_x <= 3 && g_mouse_x >= 0) moveRightward -= m->ViewScrollSpeed * deltaRealTime; if (g_mouse_y >= g_yres - 2 && g_mouse_y < g_yres) moveForward -= m->ViewScrollSpeed * deltaRealTime; else if (g_mouse_y <= 3 && g_mouse_y >= 0) moveForward += m->ViewScrollSpeed * deltaRealTime; } if (HotkeyIsPressed("camera.right")) moveRightward += m->ViewScrollSpeed * deltaRealTime; if (HotkeyIsPressed("camera.left")) moveRightward -= m->ViewScrollSpeed * deltaRealTime; if (HotkeyIsPressed("camera.up")) moveForward += m->ViewScrollSpeed * deltaRealTime; if (HotkeyIsPressed("camera.down")) moveForward -= m->ViewScrollSpeed * deltaRealTime; if (g_Joystick.IsEnabled()) { // This could all be improved with extra speed and sensitivity settings // (maybe use pow to allow finer control?), and inversion settings moveRightward += g_Joystick.GetAxisValue(m->JoystickPanX) * m->ViewScrollSpeed * deltaRealTime; moveForward -= g_Joystick.GetAxisValue(m->JoystickPanY) * m->ViewScrollSpeed * deltaRealTime; m->RotateX.AddSmoothly(g_Joystick.GetAxisValue(m->JoystickRotateX) * m->ViewRotateXSpeed * deltaRealTime); m->RotateY.AddSmoothly(-g_Joystick.GetAxisValue(m->JoystickRotateY) * m->ViewRotateYSpeed * deltaRealTime); // Use a +1 bias for zoom because I want this to work with trigger buttons that default to -1 m->Zoom.AddSmoothly((g_Joystick.GetAxisValue(m->JoystickZoomIn) + 1.0f) / 2.0f * m->ViewZoomSpeed * deltaRealTime); m->Zoom.AddSmoothly(-(g_Joystick.GetAxisValue(m->JoystickZoomOut) + 1.0f) / 2.0f * m->ViewZoomSpeed * deltaRealTime); } if (moveRightward || moveForward) { // Break out of following mode when the user starts scrolling m->FollowEntity = INVALID_ENTITY; float s = sin(m->RotateY.GetSmoothedValue()); float c = cos(m->RotateY.GetSmoothedValue()); m->PosX.AddSmoothly(c * moveRightward); m->PosZ.AddSmoothly(-s * moveRightward); m->PosX.AddSmoothly(s * moveForward); m->PosZ.AddSmoothly(c * moveForward); } if (m->FollowEntity) { CmpPtr<ICmpPosition> cmpPosition(*(m->Game->GetSimulation2()), m->FollowEntity); if (cmpPosition && cmpPosition->IsInWorld()) { // Get the most recent interpolated position float frameOffset = m->Game->GetSimulation2()->GetLastFrameOffset(); CMatrix3D transform = cmpPosition->GetInterpolatedTransform(frameOffset, false); CVector3D pos = transform.GetTranslation(); if (m->FollowFirstPerson) { float x, z, angle; cmpPosition->GetInterpolatedPosition2D(frameOffset, x, z, angle); float height = 4.f; m->ViewCamera.m_Orientation.SetIdentity(); m->ViewCamera.m_Orientation.RotateX((float)M_PI/24.f); m->ViewCamera.m_Orientation.RotateY(angle); m->ViewCamera.m_Orientation.Translate(pos.X, pos.Y + height, pos.Z); m->ViewCamera.UpdateFrustum(); return; } else { // Move the camera to match the unit CCamera targetCam = m->ViewCamera; SetupCameraMatrixSmoothRot(m, &targetCam.m_Orientation); CVector3D pivot = GetSmoothPivot(targetCam); CVector3D delta = pos - pivot; m->PosX.AddSmoothly(delta.X); m->PosY.AddSmoothly(delta.Y); m->PosZ.AddSmoothly(delta.Z); } } else { // The unit disappeared (died or garrisoned etc), so stop following it m->FollowEntity = INVALID_ENTITY; } } if (HotkeyIsPressed("camera.zoom.in")) m->Zoom.AddSmoothly(-m->ViewZoomSpeed * deltaRealTime); if (HotkeyIsPressed("camera.zoom.out")) m->Zoom.AddSmoothly(m->ViewZoomSpeed * deltaRealTime); if (m->ConstrainCamera) m->Zoom.ClampSmoothly(m->ViewZoomMin, m->ViewZoomMax); float zoomDelta = -m->Zoom.Update(deltaRealTime); if (zoomDelta) { CVector3D forwards = m->ViewCamera.m_Orientation.GetIn(); m->PosX.AddSmoothly(forwards.X * zoomDelta); m->PosY.AddSmoothly(forwards.Y * zoomDelta); m->PosZ.AddSmoothly(forwards.Z * zoomDelta); } if (m->ConstrainCamera) m->RotateX.ClampSmoothly(DEGTORAD(m->ViewRotateXMin), DEGTORAD(m->ViewRotateXMax)); FocusHeight(m, true); // Ensure the ViewCamera focus is inside the map with the chosen margins // if not so - apply margins to the camera if (m->ConstrainCamera) { CCamera targetCam = m->ViewCamera; SetupCameraMatrixSmoothRot(m, &targetCam.m_Orientation); CTerrain* pTerrain = m->Game->GetWorld()->GetTerrain(); CVector3D pivot = GetSmoothPivot(targetCam); CVector3D delta = targetCam.m_Orientation.GetTranslation() - pivot; CVector3D desiredPivot = pivot; CmpPtr<ICmpRangeManager> cmpRangeManager(*m->Game->GetSimulation2(), SYSTEM_ENTITY); if (cmpRangeManager && cmpRangeManager->GetLosCircular()) { // Clamp to a circular region around the center of the map float r = pTerrain->GetMaxX() / 2; CVector3D center(r, desiredPivot.Y, r); float dist = (desiredPivot - center).Length(); if (dist > r - CAMERA_EDGE_MARGIN) desiredPivot = center + (desiredPivot - center).Normalized() * (r - CAMERA_EDGE_MARGIN); } else { // Clamp to the square edges of the map desiredPivot.X = Clamp(desiredPivot.X, pTerrain->GetMinX() + CAMERA_EDGE_MARGIN, pTerrain->GetMaxX() - CAMERA_EDGE_MARGIN); desiredPivot.Z = Clamp(desiredPivot.Z, pTerrain->GetMinZ() + CAMERA_EDGE_MARGIN, pTerrain->GetMaxZ() - CAMERA_EDGE_MARGIN); } // Update the position so that pivot is within the margin m->PosX.SetValueSmoothly(desiredPivot.X + delta.X); m->PosZ.SetValueSmoothly(desiredPivot.Z + delta.Z); } m->PosX.Update(deltaRealTime); m->PosY.Update(deltaRealTime); m->PosZ.Update(deltaRealTime); // Handle rotation around the Y (vertical) axis { CCamera targetCam = m->ViewCamera; SetupCameraMatrixSmooth(m, &targetCam.m_Orientation); float rotateYDelta = m->RotateY.Update(deltaRealTime); if (rotateYDelta) { // We've updated RotateY, and need to adjust Pos so that it's still // facing towards the original focus point (the terrain in the center // of the screen). CVector3D upwards(0.0f, 1.0f, 0.0f); CVector3D pivot = GetSmoothPivot(targetCam); CVector3D delta = targetCam.m_Orientation.GetTranslation() - pivot; CQuaternion q; q.FromAxisAngle(upwards, rotateYDelta); CVector3D d = q.Rotate(delta) - delta; m->PosX.Add(d.X); m->PosY.Add(d.Y); m->PosZ.Add(d.Z); } } // Handle rotation around the X (sideways, relative to camera) axis { CCamera targetCam = m->ViewCamera; SetupCameraMatrixSmooth(m, &targetCam.m_Orientation); float rotateXDelta = m->RotateX.Update(deltaRealTime); if (rotateXDelta) { CVector3D rightwards = targetCam.m_Orientation.GetLeft() * -1.0f; CVector3D pivot = GetSmoothPivot(targetCam); CVector3D delta = targetCam.m_Orientation.GetTranslation() - pivot; CQuaternion q; q.FromAxisAngle(rightwards, rotateXDelta); CVector3D d = q.Rotate(delta) - delta; m->PosX.Add(d.X); m->PosY.Add(d.Y); m->PosZ.Add(d.Z); } } /* This is disabled since it doesn't seem necessary: // Ensure the camera's near point is never inside the terrain if (m->ConstrainCamera) { CMatrix3D target; target.SetIdentity(); target.RotateX(m->RotateX.GetValue()); target.RotateY(m->RotateY.GetValue()); target.Translate(m->PosX.GetValue(), m->PosY.GetValue(), m->PosZ.GetValue()); CVector3D nearPoint = target.GetTranslation() + target.GetIn() * defaultNear; float ground = m->Game->GetWorld()->GetTerrain()->GetExactGroundLevel(nearPoint.X, nearPoint.Z); float limit = ground + 16.f; if (nearPoint.Y < limit) m->PosY.AddSmoothly(limit - nearPoint.Y); } */ m->RotateY.Wrap(-(float)M_PI, (float)M_PI); // Update the camera matrix m->ViewCamera.SetProjection(m->ViewNear, m->ViewFar, m->ViewFOV); SetupCameraMatrixSmooth(m, &m->ViewCamera.m_Orientation); m->ViewCamera.UpdateFrustum(); }
// Build vertex buffer for water vertices over our patch void CPatchRData::BuildWater() { PROFILE3("build water"); // number of vertices in each direction in each patch ENSURE((PATCH_SIZE % water_cell_size) == 0); if (m_VBWater) { g_VBMan.Release(m_VBWater); m_VBWater = 0; } if (m_VBWaterIndices) { g_VBMan.Release(m_VBWaterIndices); m_VBWaterIndices = 0; } m_WaterBounds.SetEmpty(); // We need to use this to access the water manager or we may not have the // actual values but some compiled-in defaults CmpPtr<ICmpWaterManager> cmpWaterManager(*m_Simulation, SYSTEM_ENTITY); if (!cmpWaterManager) return; // Build data for water std::vector<SWaterVertex> water_vertex_data; std::vector<GLushort> water_indices; u16 water_index_map[PATCH_SIZE+1][PATCH_SIZE+1]; memset(water_index_map, 0xFF, sizeof(water_index_map)); // TODO: This is not (yet) exported via the ICmp interface so... we stick to these values which can be compiled in defaults WaterManager* WaterMgr = g_Renderer.GetWaterManager(); if (WaterMgr->m_NeedsFullReloading && !g_AtlasGameLoop->running) { WaterMgr->m_NeedsFullReloading = false; WaterMgr->CreateSuperfancyInfo(m_Simulation); } CPatch* patch = m_Patch; CTerrain* terrain = patch->m_Parent; ssize_t mapSize = (size_t)terrain->GetVerticesPerSide(); ssize_t x1 = m_Patch->m_X*PATCH_SIZE; ssize_t z1 = m_Patch->m_Z*PATCH_SIZE; // build vertices, uv, and shader varying for (ssize_t z = 0; z < PATCH_SIZE; z += water_cell_size) { for (ssize_t x = 0; x <= PATCH_SIZE; x += water_cell_size) { // Check that the edge at x is partially underwater float startTerrainHeight[2] = { terrain->GetVertexGroundLevel(x+x1, z+z1), terrain->GetVertexGroundLevel(x+x1, z+z1 + water_cell_size) }; float startWaterHeight[2] = { cmpWaterManager->GetExactWaterLevel(x+x1, z+z1), cmpWaterManager->GetExactWaterLevel(x+x1, z+z1 + water_cell_size) }; if (startTerrainHeight[0] >= startWaterHeight[0] && startTerrainHeight[1] >= startWaterHeight[1]) continue; // Move x back one cell (unless at start of patch), then scan rightwards bool belowWater = true; ssize_t stripStart; for (stripStart = x = std::max(x-water_cell_size, (ssize_t)0); x <= PATCH_SIZE; x += water_cell_size) { // If this edge is not underwater, and neither is the previous edge // (i.e. belowWater == false), then stop this strip since we've reached // a cell that's entirely above water float terrainHeight[2] = { terrain->GetVertexGroundLevel(x+x1, z+z1), terrain->GetVertexGroundLevel(x+x1, z+z1 + water_cell_size) }; float waterHeight[2] = { cmpWaterManager->GetExactWaterLevel(x+x1, z+z1), cmpWaterManager->GetExactWaterLevel(x+x1, z+z1 + water_cell_size) }; if (terrainHeight[0] >= waterHeight[0] && terrainHeight[1] >= waterHeight[1]) { if (!belowWater) break; belowWater = false; } else belowWater = true; // Edge (x,z)-(x,z+1) is at least partially underwater, so extend the water plane strip across it // Compute vertex data for the 2 points on the edge for (int j = 0; j < 2; j++) { // Check if we already computed this vertex from an earlier strip if (water_index_map[z+j*water_cell_size][x] != 0xFFFF) continue; SWaterVertex vertex; terrain->CalcPosition(x+x1, z+z1 + j*water_cell_size, vertex.m_Position); float depth = waterHeight[j] - vertex.m_Position.Y; vertex.m_Position.Y = waterHeight[j]; m_WaterBounds += vertex.m_Position; // NB: Usually this factor is view dependent, but for performance reasons // we do not take it into account with basic non-shader based water. // Average constant Fresnel effect for non-fancy water float alpha = clamp(depth / WaterMgr->m_WaterFullDepth + WaterMgr->m_WaterAlphaOffset, WaterMgr->m_WaterAlphaOffset, WaterMgr->m_WaterMaxAlpha); // Split the depth data across 24 bits, so the fancy-water shader can reconstruct // the depth value while the simple-water can just use the precomputed alpha float depthInt = floor(depth); float depthFrac = depth - depthInt; vertex.m_DepthData = SColor4ub( u8(clamp(depthInt, 0.0f, 255.0f)), u8(clamp(-depthInt, 0.0f, 255.0f)), u8(clamp(depthFrac*255.0f, 0.0f, 255.0f)), u8(clamp(alpha*255.0f, 0.0f, 255.0f))); int tx = x+x1; int ty = z+z1 + j*water_cell_size; if (g_AtlasGameLoop->running) { // currently no foam is used so push whatever vertex.m_WaterData = CVector4D(0.0f,0.0f,0.0f,0.0f); } else { vertex.m_WaterData = CVector4D(WaterMgr->m_WaveX[tx + ty*mapSize], WaterMgr->m_WaveZ[tx + ty*mapSize], WaterMgr->m_DistanceToShore[tx + ty*mapSize], WaterMgr->m_FoamFactor[tx + ty*mapSize]); } water_index_map[z+j*water_cell_size][x] = water_vertex_data.size(); water_vertex_data.push_back(vertex); } // If this was not the first x in the strip, then add a quad // using the computed vertex data if (x <= stripStart) continue; water_indices.push_back(water_index_map[z + water_cell_size][x - water_cell_size]); water_indices.push_back(water_index_map[z][x - water_cell_size]); water_indices.push_back(water_index_map[z][x]); water_indices.push_back(water_index_map[z + water_cell_size][x]); } } } // no vertex buffers if no data generated if (water_indices.size() == 0) return; // allocate vertex buffer m_VBWater = g_VBMan.Allocate(sizeof(SWaterVertex), water_vertex_data.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER); m_VBWater->m_Owner->UpdateChunkVertices(m_VBWater, &water_vertex_data[0]); // Construct indices buffer m_VBWaterIndices = g_VBMan.Allocate(sizeof(GLushort), water_indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER); m_VBWaterIndices->m_Owner->UpdateChunkVertices(m_VBWaterIndices, &water_indices[0]); }
/////////////////////////////////////////////////////////// // This callback is part of the Scene interface // Submit all objects visible in the given frustum void CGameView::EnumerateObjects(const CFrustum& frustum, SceneCollector* c) { { PROFILE3("submit terrain"); CTerrain* pTerrain = m->Game->GetWorld()->GetTerrain(); const ssize_t patchesPerSide = pTerrain->GetPatchesPerSide(); // find out which patches will be drawn for (ssize_t j=0; j<patchesPerSide; j++) { for (ssize_t i=0; i<patchesPerSide; i++) { CPatch* patch=pTerrain->GetPatch(i,j); // can't fail // If the patch is underwater, calculate a bounding box that also contains the water plane CBoundingBoxAligned bounds = patch->GetWorldBounds(); float waterHeight = g_Renderer.GetWaterManager()->m_WaterHeight + 0.001f; if(bounds[1].Y < waterHeight) { bounds[1].Y = waterHeight; } if (!m->Culling || frustum.IsBoxVisible (CVector3D(0,0,0), bounds)) { //c->Submit(patch); // set the renderstate for this patch patch->setDrawState(true); // set the renderstate for the neighbors CPatch *nPatch; nPatch = pTerrain->GetPatch(i-1,j-1); if(nPatch) nPatch->setDrawState(true); nPatch = pTerrain->GetPatch(i,j-1); if(nPatch) nPatch->setDrawState(true); nPatch = pTerrain->GetPatch(i+1,j-1); if(nPatch) nPatch->setDrawState(true); nPatch = pTerrain->GetPatch(i-1,j); if(nPatch) nPatch->setDrawState(true); nPatch = pTerrain->GetPatch(i+1,j); if(nPatch) nPatch->setDrawState(true); nPatch = pTerrain->GetPatch(i-1,j+1); if(nPatch) nPatch->setDrawState(true); nPatch = pTerrain->GetPatch(i,j+1); if(nPatch) nPatch->setDrawState(true); nPatch = pTerrain->GetPatch(i+1,j+1); if(nPatch) nPatch->setDrawState(true); } } } // draw the patches for (ssize_t j=0; j<patchesPerSide; j++) { for (ssize_t i=0; i<patchesPerSide; i++) { CPatch* patch=pTerrain->GetPatch(i,j); // can't fail if(patch->getDrawState() == true) { c->Submit(patch); patch->setDrawState(false); } } } } m->Game->GetSimulation2()->RenderSubmit(*c, frustum, m->Culling); }
void CPatchRData::AddBlend(std::vector<SBlendVertex>& blendVertices, std::vector<u16>& blendIndices, u16 i, u16 j, u8 shape, CTerrainTextureEntry* texture) { CTerrain* terrain = m_Patch->m_Parent; ssize_t gx = m_Patch->m_X * PATCH_SIZE + i; ssize_t gz = m_Patch->m_Z * PATCH_SIZE + j; // uses the current neighbour texture BlendShape8 shape8; for (size_t m = 0; m < 8; ++m) shape8[m] = (shape & (1 << m)) ? 0 : 1; // calculate the required alphamap and the required rotation of the alphamap from blendshape unsigned int alphamapflags; int alphamap = CAlphaMapCalculator::Calculate(shape8, alphamapflags); // now actually render the blend tile (if we need one) if (alphamap == -1) return; float u0 = texture->m_TerrainAlpha->second.m_AlphaMapCoords[alphamap].u0; float u1 = texture->m_TerrainAlpha->second.m_AlphaMapCoords[alphamap].u1; float v0 = texture->m_TerrainAlpha->second.m_AlphaMapCoords[alphamap].v0; float v1 = texture->m_TerrainAlpha->second.m_AlphaMapCoords[alphamap].v1; if (alphamapflags & BLENDMAP_FLIPU) std::swap(u0, u1); if (alphamapflags & BLENDMAP_FLIPV) std::swap(v0, v1); int base = 0; if (alphamapflags & BLENDMAP_ROTATE90) base = 1; else if (alphamapflags & BLENDMAP_ROTATE180) base = 2; else if (alphamapflags & BLENDMAP_ROTATE270) base = 3; SBlendVertex vtx[4]; vtx[(base + 0) % 4].m_AlphaUVs[0] = u0; vtx[(base + 0) % 4].m_AlphaUVs[1] = v0; vtx[(base + 1) % 4].m_AlphaUVs[0] = u1; vtx[(base + 1) % 4].m_AlphaUVs[1] = v0; vtx[(base + 2) % 4].m_AlphaUVs[0] = u1; vtx[(base + 2) % 4].m_AlphaUVs[1] = v1; vtx[(base + 3) % 4].m_AlphaUVs[0] = u0; vtx[(base + 3) % 4].m_AlphaUVs[1] = v1; SBlendVertex dst; const CLightEnv& lightEnv = g_Renderer.GetLightEnv(); CVector3D normal; bool cpuLighting = (g_Renderer.GetRenderPath() == CRenderer::RP_FIXED); size_t index = blendVertices.size(); terrain->CalcPosition(gx, gz, dst.m_Position); terrain->CalcNormal(gx, gz, normal); dst.m_Normal = normal; dst.m_DiffuseColor = cpuLighting ? lightEnv.EvaluateTerrainDiffuseScaled(normal) : lightEnv.EvaluateTerrainDiffuseFactor(normal); dst.m_AlphaUVs[0] = vtx[0].m_AlphaUVs[0]; dst.m_AlphaUVs[1] = vtx[0].m_AlphaUVs[1]; blendVertices.push_back(dst); terrain->CalcPosition(gx + 1, gz, dst.m_Position); terrain->CalcNormal(gx + 1, gz, normal); dst.m_Normal = normal; dst.m_DiffuseColor = cpuLighting ? lightEnv.EvaluateTerrainDiffuseScaled(normal) : lightEnv.EvaluateTerrainDiffuseFactor(normal); dst.m_AlphaUVs[0] = vtx[1].m_AlphaUVs[0]; dst.m_AlphaUVs[1] = vtx[1].m_AlphaUVs[1]; blendVertices.push_back(dst); terrain->CalcPosition(gx + 1, gz + 1, dst.m_Position); terrain->CalcNormal(gx + 1, gz + 1, normal); dst.m_Normal = normal; dst.m_DiffuseColor = cpuLighting ? lightEnv.EvaluateTerrainDiffuseScaled(normal) : lightEnv.EvaluateTerrainDiffuseFactor(normal); dst.m_AlphaUVs[0] = vtx[2].m_AlphaUVs[0]; dst.m_AlphaUVs[1] = vtx[2].m_AlphaUVs[1]; blendVertices.push_back(dst); terrain->CalcPosition(gx, gz + 1, dst.m_Position); terrain->CalcNormal(gx, gz + 1, normal); dst.m_Normal = normal; dst.m_DiffuseColor = cpuLighting ? lightEnv.EvaluateTerrainDiffuseScaled(normal) : lightEnv.EvaluateTerrainDiffuseFactor(normal); dst.m_AlphaUVs[0] = vtx[3].m_AlphaUVs[0]; dst.m_AlphaUVs[1] = vtx[3].m_AlphaUVs[1]; blendVertices.push_back(dst); bool dir = terrain->GetTriangulationDir(gx, gz); if (dir) { blendIndices.push_back(index+0); blendIndices.push_back(index+1); blendIndices.push_back(index+3); blendIndices.push_back(index+1); blendIndices.push_back(index+2); blendIndices.push_back(index+3); } else { blendIndices.push_back(index+0); blendIndices.push_back(index+1); blendIndices.push_back(index+2); blendIndices.push_back(index+2); blendIndices.push_back(index+3); blendIndices.push_back(index+0); } }
void CPatchRData::BuildBlends() { PROFILE3("build blends"); m_BlendSplats.clear(); std::vector<SBlendVertex> blendVertices; std::vector<u16> blendIndices; CTerrain* terrain = m_Patch->m_Parent; std::vector<STileBlendStack> blendStacks; blendStacks.reserve(PATCH_SIZE*PATCH_SIZE); // For each tile in patch .. for (ssize_t j = 0; j < PATCH_SIZE; ++j) { for (ssize_t i = 0; i < PATCH_SIZE; ++i) { ssize_t gx = m_Patch->m_X * PATCH_SIZE + i; ssize_t gz = m_Patch->m_Z * PATCH_SIZE + j; std::vector<STileBlend> blends; blends.reserve(9); // Compute a blend for every tile in the 3x3 square around this tile for (size_t n = 0; n < 9; ++n) { ssize_t ox = gx + BlendOffsets[n][1]; ssize_t oz = gz + BlendOffsets[n][0]; CMiniPatch* nmp = terrain->GetTile(ox, oz); if (!nmp) continue; STileBlend blend; blend.m_Texture = nmp->GetTextureEntry(); blend.m_Priority = nmp->GetPriority(); blend.m_TileMask = 1 << n; blends.push_back(blend); } // Sort the blends, highest priority first std::sort(blends.begin(), blends.end(), STileBlend::DecreasingPriority()); STileBlendStack blendStack; blendStack.i = i; blendStack.j = j; // Put the blends into the tile's stack, merging any adjacent blends with the same texture for (size_t k = 0; k < blends.size(); ++k) { if (!blendStack.blends.empty() && blendStack.blends.back().m_Texture == blends[k].m_Texture) blendStack.blends.back().m_TileMask |= blends[k].m_TileMask; else blendStack.blends.push_back(blends[k]); } // Remove blends that are after (i.e. lower priority than) the current tile // (including the current tile), since we don't want to render them on top of // the tile's base texture blendStack.blends.erase( std::find_if(blendStack.blends.begin(), blendStack.blends.end(), STileBlend::CurrentTile()), blendStack.blends.end()); blendStacks.push_back(blendStack); } } // Given the blend stack per tile, we want to batch together as many blends as possible. // Group them into a series of layers (each of which has a single texture): // (This is effectively a topological sort / linearisation of the partial order induced // by the per-tile stacks, preferring to make tiles with equal textures adjacent.) std::vector<SBlendLayer> blendLayers; while (true) { if (!blendLayers.empty()) { // Try to grab as many tiles as possible that match our current layer, // from off the blend stacks of all the tiles CTerrainTextureEntry* tex = blendLayers.back().m_Texture; for (size_t k = 0; k < blendStacks.size(); ++k) { if (!blendStacks[k].blends.empty() && blendStacks[k].blends.back().m_Texture == tex) { SBlendLayer::Tile t = { blendStacks[k].i, blendStacks[k].j, blendStacks[k].blends.back().m_TileMask }; blendLayers.back().m_Tiles.push_back(t); blendStacks[k].blends.pop_back(); } // (We've already merged adjacent entries of the same texture in each stack, // so we don't need to bother looping to check the next entry in this stack again) } } // We've grabbed as many tiles as possible; now we need to start a new layer. // The new layer's texture could come from the back of any non-empty stack; // choose the longest stack as a heuristic to reduce the number of layers CTerrainTextureEntry* bestTex = NULL; size_t bestStackSize = 0; for (size_t k = 0; k < blendStacks.size(); ++k) { if (blendStacks[k].blends.size() > bestStackSize) { bestStackSize = blendStacks[k].blends.size(); bestTex = blendStacks[k].blends.back().m_Texture; } } // If all our stacks were empty, we're done if (bestStackSize == 0) break; // Otherwise add the new layer, then loop back and start filling it in SBlendLayer layer; layer.m_Texture = bestTex; blendLayers.push_back(layer); } // Now build outgoing splats m_BlendSplats.resize(blendLayers.size()); for (size_t k = 0; k < blendLayers.size(); ++k) { SSplat& splat = m_BlendSplats[k]; splat.m_IndexStart = blendIndices.size(); splat.m_Texture = blendLayers[k].m_Texture; for (size_t t = 0; t < blendLayers[k].m_Tiles.size(); ++t) { SBlendLayer::Tile& tile = blendLayers[k].m_Tiles[t]; AddBlend(blendVertices, blendIndices, tile.i, tile.j, tile.shape, splat.m_Texture); } splat.m_IndexCount = blendIndices.size() - splat.m_IndexStart; } // Release existing vertex buffer chunks if (m_VBBlends) { g_VBMan.Release(m_VBBlends); m_VBBlends = 0; } if (m_VBBlendIndices) { g_VBMan.Release(m_VBBlendIndices); m_VBBlendIndices = 0; } if (blendVertices.size()) { // Construct vertex buffer m_VBBlends = g_VBMan.Allocate(sizeof(SBlendVertex), blendVertices.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER); m_VBBlends->m_Owner->UpdateChunkVertices(m_VBBlends, &blendVertices[0]); // Update the indices to include the base offset of the vertex data for (size_t k = 0; k < blendIndices.size(); ++k) blendIndices[k] += m_VBBlends->m_Index; m_VBBlendIndices = g_VBMan.Allocate(sizeof(u16), blendIndices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER); m_VBBlendIndices->m_Owner->UpdateChunkVertices(m_VBBlendIndices, &blendIndices[0]); } }
//传入pcy为NULL表示释放资源 bool d3dbase::DrawBasicScene(CCourtyard* pcy,IDirect3DDevice9* device, float scale) { //定义需要用到的指针、变量 static std::vector<sLitVertex> v; //每个平面的最多顶点数 static std::vector<IDirect3DTexture9*> tex; //平面的纹理 static ID3DXMesh* pMesh[MaxObject]; //模型 static std::vector<D3DMATERIAL9> Mtrls[MaxTexPerObj]; //组成模型的材质 static std::vector<IDirect3DTexture9*> Textures[MaxTexPerObj]; //组成模型的纹理 int i,j; static bool bfirst = true; static int nPolys = 0; //平面数 static int nObjs = 0; //模型物体数 static int nTerrain = 0; //地形数 if( pcy == NULL&&bfirst == true) { return false; } //当传入参数pcy的值为NULL时,释放资源 if(pcy == NULL && bfirst == false) { int i; //释放平面纹理 for(i = 0; i<nPolys; i++) { Release<IDirect3DTexture9*>(tex[i]); } //释放模型 for(i = 0; i<nObjs; i++) { Release<ID3DXMesh*>(pMesh[i]); } //释放地形 for(i = 0; i<nTerrain; i++) { Delete<CTerrain*>(g_pTerrain[i]); } return false; } //如果使用纹理,设置混合方式 if( g_useTextures ) { device->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); device->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); device->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); } D3DXMATRIX I; D3DXMatrixIdentity(&I); //产生单位矩阵 device->SetTransform(D3DTS_WORLD, &I); //设置世界坐标,调整作用 nPolys = pcy->m_polyList.size(); //平面数 nObjs = pcy->m_objList.size(); //模型物体数 nTerrain = pcy->m_TerrainList.size(); //地形数 D3DXVECTOR3 lightDirection(0.0f, 1.0f, 0.0f); //创建平行光,创建地形时使用 //第一次运行:加载纹理图,模型,创建地形 if(bfirst) { const char * ch; HRESULT hr; //若使用纹理,加载纹理图 if(g_useTextures){ IDirect3DTexture9* temttex = NULL; for( i=0; i<nPolys; i++ ) { hr = D3DXCreateTextureFromFile( //从文件创建纹理 tex device, ch = pcy->m_polyList[i].m_texfile.c_str(), &temttex); tex.push_back(temttex); if(FAILED(hr)) { throw cGameError("create texture failed"); } } } //加载模型 for( i=0; i<nObjs; i++ ) { if(LoadXFileMesh(&pMesh[i],pcy->m_objList[i].m_meshfile,device,Mtrls[i],Textures[i]) == false) { throw cGameError("create mesh failed"); } } //创建、加载地形 for( i=0; i<nTerrain; i++ ) { CTerrain *pTer = NULL; D3DXVECTOR3 p(pcy->m_TerrainList[i].m_pos.x,pcy->m_TerrainList[i].m_pos.y,pcy->m_TerrainList[i].m_pos.z); pTer = new CTerrain(device,pcy->m_TerrainList[i].m_terrainfile,p, pcy->m_TerrainList[i].m_numVertsPerRow,pcy->m_TerrainList[i].m_numVertsPerCol, pcy->m_TerrainList[i].m_cellSpacing,pcy->m_TerrainList[i].m_heightScale); pTer->genTexture(&lightDirection); ////创建纹理并根据每个位置的高度来设置其颜色(纹理颜色) g_pTerrain.push_back(pTer); } bfirst = false; } //设置绘画状态 //使用镜面反射 device->SetRenderState( D3DRS_SPECULARENABLE, TRUE ); //自动法向量归一化 device->SetRenderState(D3DRS_NORMALIZENORMALS, true); //开始画图 //渲染平面 for( i=0; i<nPolys; i++ ) { if(g_useTextures) { device->SetTexture( 0, tex[i]); device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); } int nVerts = pcy->m_polyList[i].m_nVerts; sLitVertex tempv; v.clear(); for( j=0; j<nVerts; j++ ) { tempv = sLitVertex( pcy->m_ptList[ pcy->m_polyList[i].m_vList[j].m_ind ], pcy->m_polyList[i].m_vList[j].m_col, 0, pcy->m_polyList[i].m_vList[j].m_u, pcy->m_polyList[i].m_vList[j].m_v ); v.push_back(tempv); } // 指定自定义的FVF //device->SetVertexShader( D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1 ); device->SetFVF( D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1 ); //以三角扇形的格画出平面 device->DrawPrimitiveUP( D3DPT_TRIANGLEFAN,//三角扇形 pcy->m_polyList[i].m_nVerts - 2,//三角形个数 (void*)&v[0], sizeof( sLitVertex ) );// } //渲染模型 for(i = 0;i<nObjs; i++) { D3DXMATRIX World,World1; //平移 point3 p = pcy->m_objList[i].m_pos; D3DXMatrixTranslation(&World, p.x,p.y,p.z); //旋转 float angle = pcy->m_objList[i].m_angle; D3DXMatrixRotationY(&World1,angle); //复合变换 D3DXMatrixMultiply(&World,&World1,&World); //设置世界矩阵 device->SetTransform(D3DTS_WORLD, &World); for(j = 0; j < Mtrls[i].size(); j++) { device->SetMaterial( &Mtrls[i][j] ); device->SetTexture(0, Textures[i][j]); pMesh[i]->DrawSubset(j); } } //渲染地形 for( i=0; i<nTerrain; i++ ) { g_pTerrain[i]->draw(&I,false); } return true; }
// Simplistic implementation of the Scene interface virtual void EnumerateObjects(const CFrustum& frustum, SceneCollector* c) { if (GroundEnabled) { for (ssize_t pj = 0; pj < Terrain.GetPatchesPerSide(); ++pj) for (ssize_t pi = 0; pi < Terrain.GetPatchesPerSide(); ++pi) c->Submit(Terrain.GetPatch(pi, pj)); } CmpPtr<ICmpVisual> cmpVisual(Simulation2, Entity); if (cmpVisual) { // add selection box outlines manually if (SelectionBoxEnabled) { SelectionBoxOverlay.m_Color = CColor(35/255.f, 86/255.f, 188/255.f, .75f); // pretty blue SelectionBoxOverlay.m_Thickness = 2; SimRender::ConstructBoxOutline(cmpVisual->GetSelectionBox(), SelectionBoxOverlay); c->Submit(&SelectionBoxOverlay); } // add origin axis thingy if (AxesMarkerEnabled) { CMatrix3D worldSpaceAxes; // offset from the ground a little bit to prevent fighting with the floor texture (also note: SetTranslation // sets the identity 3x3 transformation matrix, which are the world axes) worldSpaceAxes.SetTranslation(cmpVisual->GetPosition() + CVector3D(0, 0.02f, 0)); SimRender::ConstructAxesMarker(worldSpaceAxes, AxesMarkerOverlays[0], AxesMarkerOverlays[1], AxesMarkerOverlays[2]); c->Submit(&AxesMarkerOverlays[0]); c->Submit(&AxesMarkerOverlays[1]); c->Submit(&AxesMarkerOverlays[2]); } // add prop point overlays if (PropPointsMode > 0 && Props.size() > 0) { PropPointOverlays.clear(); // doesn't clear capacity, but should be ok since the number of prop points is usually pretty limited for (size_t i = 0; i < Props.size(); ++i) { CModel::Prop& prop = Props[i]; if (prop.m_Model) // should always be the case { // prop point positions are automatically updated during animations etc. by CModel::ValidatePosition const CMatrix3D& propCoordSystem = prop.m_Model->GetTransform(); SOverlayLine pointGimbal; pointGimbal.m_Color = CColor(1.f, 0.f, 1.f, 1.f); SimRender::ConstructGimbal(propCoordSystem.GetTranslation(), 0.05f, pointGimbal); PropPointOverlays.push_back(pointGimbal); if (PropPointsMode > 1) { // scale the prop axes coord system down a bit to distinguish them from the main world-space axes markers CMatrix3D displayCoordSystem = propCoordSystem; displayCoordSystem.Scale(0.5f, 0.5f, 0.5f); // revert translation scaling displayCoordSystem._14 = propCoordSystem._14; displayCoordSystem._24 = propCoordSystem._24; displayCoordSystem._34 = propCoordSystem._34; // construct an XYZ axes marker for the prop's coordinate system SOverlayLine xAxis, yAxis, zAxis; SimRender::ConstructAxesMarker(displayCoordSystem, xAxis, yAxis, zAxis); PropPointOverlays.push_back(xAxis); PropPointOverlays.push_back(yAxis); PropPointOverlays.push_back(zAxis); } } } for (size_t i = 0; i < PropPointOverlays.size(); ++i) { c->Submit(&PropPointOverlays[i]); } } } // send a RenderSubmit message so the components can submit their visuals to the renderer Simulation2.RenderSubmit(*c, frustum, false); }
//-------------------------------------------------------------------------------------- // Create any D3D9 resources that will live through a device reset (D3DPOOL_MANAGED) // and aren't tied to the back buffer size //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D10CreateDevice( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D10CreateDevice( pd3dDevice ) ); V_RETURN( g_SettingsDlg.OnD3D10CreateDevice( pd3dDevice ) ); V_RETURN( D3DX10CreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_pFont10 ) ); V_RETURN( D3DX10CreateSprite( pd3dDevice, 512, &g_pSprite10 ) ); g_pTxtHelper = new CDXUTTextHelper( NULL, NULL, g_pFont10, g_pSprite10, 15 ); #define IDC_WIREFRAME 10 g_SampleUI.GetCheckBox( IDC_WIREFRAME )->SetVisible( false ); V_RETURN( LoadEffect10( pd3dDevice ) ); WCHAR str[MAX_PATH]; V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1.bmp" ) ); V_RETURN( g_Terrain.LoadTerrain( str, g_SqrtNumTiles, g_SidesPerTile, g_fWorldScale, g_fHeightScale, 1000, 1.0f, 2.0f ) ); ResetBalls(); // Create a Vertex Decl for the terrain and basic meshes const D3D10_INPUT_ELEMENT_DESC basiclayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; D3D10_PASS_DESC PassDesc; g_pRenderTerrain->GetPassByIndex( 0 )->GetDesc( &PassDesc ); V_RETURN( pd3dDevice->CreateInputLayout( basiclayout, sizeof( basiclayout ) / sizeof( basiclayout[0] ), PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pBasicDecl10 ) ); // Create a Vertex Decl for the ball const D3D10_INPUT_ELEMENT_DESC balllayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 1, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D10_INPUT_PER_INSTANCE_DATA, 1 }, }; g_pRenderBall->GetPassByIndex( 0 )->GetDesc( &PassDesc ); V_RETURN( pd3dDevice->CreateInputLayout( balllayout, sizeof( balllayout ) / sizeof( balllayout[0] ), PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pBallDecl10 ) ); // Create a Vertex Decl for the grass const D3D10_INPUT_ELEMENT_DESC grasslayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 1, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D10_INPUT_PER_INSTANCE_DATA, 1 }, }; g_pRenderGrass->GetPassByIndex( 0 )->GetDesc( &PassDesc ); V_RETURN( pd3dDevice->CreateInputLayout( grasslayout, sizeof( grasslayout ) / sizeof( grasslayout[0] ), PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pGrassDecl10 ) ); // Load terrain device objects V_RETURN( g_Terrain.OnCreateDevice( pd3dDevice ) ); // Load a mesh g_BallMesh.Create( pd3dDevice, L"PIXWorkshop\\lowpolysphere.sdkmesh" ); g_SkyMesh.Create( pd3dDevice, L"PIXWorkshop\\desertsky.sdkmesh" ); // Create a VB for the stream data D3D10_BUFFER_DESC BufferDesc; BufferDesc.ByteWidth = NUM_PLAYERS * sizeof( D3DXVECTOR3 ); BufferDesc.Usage = D3D10_USAGE_DYNAMIC; BufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; BufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; BufferDesc.MiscFlags = 0; V_RETURN( pd3dDevice->CreateBuffer( &BufferDesc, NULL, &g_pStreamDataVB10 ) ); // Create a VB for the grass instances BufferDesc.ByteWidth = g_SqrtNumTiles * g_SqrtNumTiles * sizeof( D3DXVECTOR3 ); V_RETURN( pd3dDevice->CreateBuffer( &BufferDesc, NULL, &g_pGrassDataVB10 ) ); // Load a texture for the mesh V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1.bmp" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pHeightTexRV, NULL ) ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1_Norm.dds" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pNormalTexRV, NULL ) ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\grass_v3_dark_tex.dds" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pGrassTexRV, NULL ) ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Dirt_Diff.dds" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pDirtTexRV, NULL ) ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Grass_Diff.dds" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pGroundGrassTexRV, NULL ) ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1_Mask.dds" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pMaskTexRV, NULL ) ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1_ShadeNormals.dds" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pShadeNormalTexRV, NULL ) ); // Setup the camera's view parameters D3DXVECTOR3 vecEye( 0.0f, 20.0f, -50.0f ); D3DXVECTOR3 vecAt ( 0.0f, 5.0f, 0.0f ); g_Camera.SetViewParams( &vecEye, &vecAt ); return S_OK; }
/////////////////////////////////////////////////////////////////// // Create information about the terrain and wave vertices. void WaterManager::CreateSuperfancyInfo(CSimulation2* simulation) { if (m_VBWaves) { g_VBMan.Release(m_VBWaves); m_VBWaves = NULL; } if (m_VBWavesIndices) { g_VBMan.Release(m_VBWavesIndices); m_VBWavesIndices = NULL; } CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); CmpPtr<ICmpWaterManager> cmpWaterManager(*simulation, SYSTEM_ENTITY); if (!cmpWaterManager) return; // REALLY shouldn't happen and will most likely crash. // Using this to get some more optimization on circular maps CmpPtr<ICmpRangeManager> cmpRangeManager(*simulation, SYSTEM_ENTITY); if (!cmpRangeManager) return; bool circular = cmpRangeManager->GetLosCircular(); float mSize = m_MapSize*m_MapSize; float halfSize = (m_MapSize/2.0); // Warning: this won't work with multiple water planes m_WaterHeight = cmpWaterManager->GetExactWaterLevel(0,0); // Get the square we want to work on. size_t Xstart = m_updatei0 >= m_MapSize ? m_MapSize-1 : m_updatei0; size_t Xend = m_updatei1 >= m_MapSize ? m_MapSize-1 : m_updatei1; size_t Zstart = m_updatej0 >= m_MapSize ? m_MapSize-1 : m_updatej0; size_t Zend = m_updatej1 >= m_MapSize ? m_MapSize-1 : m_updatej1; if (m_WaveX == NULL) { m_WaveX = new float[m_MapSize*m_MapSize]; m_WaveZ = new float[m_MapSize*m_MapSize]; m_DistanceToShore = new float[m_MapSize*m_MapSize]; m_FoamFactor = new float[m_MapSize*m_MapSize]; } u16* heightmap = terrain->GetHeightMap(); // some temporary stuff for wave intensity // not really used too much right now. //u8* waveForceHQ = new u8[mapSize*mapSize]; // used to cache terrain normals since otherwise we'd recalculate them a lot (I'm blurring the "normal" map). // this might be updated to actually cache in the terrain manager but that's not for now. CVector3D* normals = new CVector3D[m_MapSize*m_MapSize]; // taken out of the bottom loop, blurs the normal map // To remove if below is reactivated size_t blurZstart = (int)(Zstart-4) < 0 ? 0 : Zstart - 4; size_t blurZend = Zend+4 >= m_MapSize ? m_MapSize-1 : Zend + 4; size_t blurXstart = (int)(Xstart-4) < 0 ? 0 : Xstart - 4; size_t blurXend = Xend+4 >= m_MapSize ? m_MapSize-1 : Xend + 4; float ii = blurXstart*4.0f, jj = blurXend*4.0f; for (size_t j = blurZstart; j < blurZend; ++j, jj += 4.0f) { for (size_t i = blurXstart; i < blurXend; ++i, ii += 4.0f) { normals[j*m_MapSize + i] = terrain->CalcExactNormal(ii,jj); } } // TODO: reactivate? /* // calculate wave force (not really used right now) // and puts into "normals" the terrain normal at that point // so as to avoid recalculating terrain normals too often. for (ssize_t i = 0; i < mapSize; ++i) { for (ssize_t j = 0; j < mapSize; ++j) { normals[j*mapSize + i] = terrain->CalcExactNormal(((float)i)*4.0f,((float)j)*4.0f); if (circular && (i-halfSize)*(i-halfSize)+(j-halfSize)*(j-halfSize) > mSize) { waveForceHQ[j*mapSize + i] = 255; continue; } u8 color = 0; for (int v = 0; v <= 18; v += 3){ if (j-v >= 0 && i-v >= 0 && heightmap[(j-v)*mapSize + i-v] > waterHeightInu16) { if (color == 0) color = 5; else color++; } } waveForceHQ[j*mapSize + i] = 255 - color * 40; } } */ // Cache some data to spiral-search for the closest tile that's either coastal or water depending on what we are. // this is insanely faster. // I use a define because it's more readable and C++11 doesn't like this otherwise #define m_MapSize (ssize_t)m_MapSize ssize_t offset[24] = { -1,1,-m_MapSize,+m_MapSize, -1-m_MapSize,+1-m_MapSize,-1+m_MapSize,1+m_MapSize, -2,2,-2*m_MapSize,2*m_MapSize,-2-m_MapSize,-2+m_MapSize,2-m_MapSize,2+m_MapSize, -1-2*m_MapSize,+1-2*m_MapSize,-1+2*m_MapSize,1+2*m_MapSize, -2-2*m_MapSize,2+2*m_MapSize,-2+2*m_MapSize,2-2*m_MapSize }; float dist[24] = { 1.0f, 1.0f, 1.0f, 1.0f, 1.414f, 1.414f, 1.414f, 1.414f, 2.0f, 2.0f, 2.0f, 2.0f, 2.236f, 2.236f, 2.236f, 2.236f, 2.236f, 2.236f, 2.236f, 2.236f, 2.828f, 2.828f, 2.828f, 2.828f }; #undef m_MapSize // this creates information for waves and stores it in float arrays. PatchRData then puts it in the vertex info for speed. CVector3D normal; for (size_t j = Zstart; j < Zend; ++j) { for (size_t i = Xstart; i < Xend; ++i) { ssize_t register index = j*m_MapSize + i; if (circular && (i-halfSize)*(i-halfSize)+(j-halfSize)*(j-halfSize) > mSize) { m_WaveX[index] = 0.0f; m_WaveZ[index] = 0.0f; m_DistanceToShore[index] = 100; m_FoamFactor[index] = 0.0f; continue; } float depth = m_WaterHeight - heightmap[index]*HEIGHT_SCALE; float register distanceToShore = 10000.0f; // calculation of the distance to the shore. if (i > 0 && i < m_MapSize-1 && j > 0 && j < m_MapSize-1) { // search a 5x5 array with us in the center (do not search me) // much faster since we spiral search and can just stop once we've found the shore. // also everything is precomputed and we get exact results instead. int max = 8; if (i > 1 && i < m_MapSize-2 && j > 1 && j < m_MapSize-2) max = 24; for(int lookupI = 0; lookupI < max;++lookupI) { float hereDepth = m_WaterHeight - heightmap[index+offset[lookupI]]*HEIGHT_SCALE; distanceToShore = hereDepth <= 0 && depth >= 0 ? dist[lookupI] : (depth < 0 ? 1 : distanceToShore); if (distanceToShore < 5000.0f) goto FoundShore; } } else { // revert to for and if-based because I can't be bothered to special case all that. for (int xx = -1; xx <= 1;++xx) for (int yy = -1; yy <= 1;++yy) { if ((int)(i+xx) >= 0 && i+xx < m_MapSize && (int)(j+yy) >= 0 && j+yy < m_MapSize) { float hereDepth = m_WaterHeight - heightmap[index+xx+yy*m_MapSize]*HEIGHT_SCALE; distanceToShore = (hereDepth < 0 && sqrt((double)xx*xx+yy*yy) < distanceToShore) ? sqrt((double)xx*xx+yy*yy) : distanceToShore; } } } // speedup with default values for land squares if (distanceToShore > 5000.0f) { m_WaveX[index] = 0.0f; m_WaveZ[index] = 0.0f; m_DistanceToShore[index] = 100.0f; m_FoamFactor[index] = 0.0f; continue; } FoundShore: // We'll compute the normals and the "water raise", to know about foam // Normals are a pretty good calculation but it's slow since we normalize so much. normal.X = normal.Y = normal.Z = 0.0f; int waterRaise = 0; for (size_t yy = (int(j-3) < 0 ? 0 : j-3); yy <= (j+3 < m_MapSize-1 ? 0 : j-3); yy += 2) { for (size_t xx = (int(i-3) < 0 ? 0 : i-3); xx <= (i+3 < m_MapSize-1 ? 0 : i+3); xx += 2) // every 2 tile is good enough. { normal += normals[yy*m_MapSize + xx]; waterRaise += (heightmap[index]*HEIGHT_SCALE - heightmap[yy*m_MapSize + xx]) > 0 ? (heightmap[index]*HEIGHT_SCALE - heightmap[yy*m_MapSize + xx]) : 0; } } // normalizes the terrain info to avoid foam moving at too different speeds. normal *= 0.08f; // divide by about 11. normal[1] = 0.1f; normal = normal.Normalized(); m_WaveX[index] = normal[0]; m_WaveZ[index] = normal[2]; // distance is /5.0 to be a [0,1] value. m_DistanceToShore[index] = distanceToShore; // computing the amount of foam I want depth = clamp(depth,0.0f,10.0f); float foamAmount = (waterRaise/255.0f) * (1.0f - depth/10.0f) /** (waveForceHQ[j*m_MapSize+i]/255.0f)*/ * (m_Waviness/8.0f); foamAmount += clamp(m_Waviness/2.0f,0.0f,m_Waviness/2.0f)/(m_Waviness/2.0f) * clamp(m_Waviness/9.0f,0.3f,1.0f); foamAmount *= (m_Waviness/4.0f - distanceToShore); foamAmount = foamAmount > 1.0f ? 1.0f: (foamAmount < 0.0f ? 0.0f : foamAmount); m_FoamFactor[index] = foamAmount; } } delete[] normals; //delete[] waveForceHQ; // TODO: reactivate this with something that looks good and is efficient. /* // okay let's create the waves squares. i'll divide the map in arbitrary squares // For each of these squares, check if waves are needed. // If yes, look for the best positionning (in order to have a nice blending with the shore) // Then clean-up: remove squares that are too close to each other std::vector<CVector2D> waveSquares; int size = 8; // I think this is the size of the squares. for (size_t j = 0; j < m_MapSize/size; ++j) { for (size_t i = 0; i < m_MapSize/size; ++i) { int landTexel = 0; int waterTexel = 0; CVector3D avnormal (0.0f,0.0f,0.0f); CVector2D landPosition(0.0f,0.0f); CVector2D waterPosition(0.0f,0.0f); for (int yy = 0; yy < size; ++yy) { for (int xx = 0; xx < size; ++xx) { if (terrain->GetVertexGroundLevel(i*size+xx,j*size+yy) > m_WaterHeight) { landTexel++; landPosition += CVector2D(i*size+xx,j*size+yy); } else { waterPosition += CVector2D(i*size+xx,j*size+yy); waterTexel++; avnormal += terrain->CalcExactNormal( (i*size+xx)*4.0f,(j*size+yy)*4.0f); } } } if (landTexel < size/2) continue; landPosition /= landTexel; waterPosition /= waterTexel; avnormal[1] = 1.0f; avnormal.Normalize(); avnormal[1] = 0.0f; // this should help ensure that the shore is pretty flat. if (avnormal.Length() <= 0.2f) continue; // To get the best position for squares, I start at the mean "ocean" position // And step by step go to the mean "land" position. I keep the position where I change from water to land. // If this never happens, the square is scrapped. if (terrain->GetExactGroundLevel(waterPosition.X*4.0f,waterPosition.Y*4.0f) > m_WaterHeight) continue; CVector2D squarePos(-1,-1); for (u8 i = 0; i < 40; i++) { squarePos = landPosition * (i/40.0f) + waterPosition * (1.0f-(i/40.0f)); if (terrain->GetExactGroundLevel(squarePos.X*4.0f,squarePos.Y*4.0f) > m_WaterHeight) break; } if (squarePos.X == -1) continue; u8 enter = 1; // okaaaaaay. Got a square. Check for proximity. for (unsigned long i = 0; i < waveSquares.size(); i++) { if ( CVector2D(waveSquares[i]-squarePos).LengthSquared() < 80) { enter = 0; break; } } if (enter == 1) waveSquares.push_back(squarePos); } } // Actually create the waves' meshes. std::vector<SWavesVertex> waves_vertex_data; std::vector<GLushort> waves_indices; // loop through each square point. Look in the square around it, calculate the normal // create the square. for (unsigned long i = 0; i < waveSquares.size(); i++) { CVector2D pos(waveSquares[i]); CVector3D avgnorm(0.0f,0.0f,0.0f); for (int yy = -size/2; yy < size/2; ++yy) { for (int xx = -size/2; xx < size/2; ++xx) { avgnorm += terrain->CalcExactNormal((pos.X+xx)*4.0f,(pos.Y+yy)*4.0f); } } avgnorm[1] = 0.1f; // okay crank out a square. // we have the direction of the square. We'll get the perpendicular vector too CVector2D perp(-avgnorm[2],avgnorm[0]); perp = perp.Normalized(); avgnorm = avgnorm.Normalized(); GLushort index[4]; SWavesVertex vertex[4]; vertex[0].m_Position = CVector3D(pos.X + perp.X*(size/2.2f) - avgnorm[0]*1.0f, 0.0f,pos.Y + perp.Y*(size/2.2f) - avgnorm[2]*1.0f); vertex[0].m_Position *= 4.0f; vertex[0].m_Position.Y = m_WaterHeight + 1.0f; vertex[0].m_UV[1] = 1; vertex[0].m_UV[0] = 0; index[0] = waves_vertex_data.size(); waves_vertex_data.push_back(vertex[0]); vertex[1].m_Position = CVector3D(pos.X - perp.X*(size/2.2f) - avgnorm[0]*1.0f, 0.0f,pos.Y - perp.Y*(size/2.2f) - avgnorm[2]*1.0f); vertex[1].m_Position *= 4.0f; vertex[1].m_Position.Y = m_WaterHeight + 1.0f; vertex[1].m_UV[1] = 1; vertex[1].m_UV[0] = 1; index[1] = waves_vertex_data.size(); waves_vertex_data.push_back(vertex[1]); vertex[3].m_Position = CVector3D(pos.X + perp.X*(size/2.2f) + avgnorm[0]*(size/1.5f), 0.0f,pos.Y + perp.Y*(size/2.2f) + avgnorm[2]*(size/1.5f)); vertex[3].m_Position *= 4.0f; vertex[3].m_Position.Y = m_WaterHeight + 1.0f; vertex[3].m_UV[1] = 0; vertex[3].m_UV[0] = 0; index[3] = waves_vertex_data.size(); waves_vertex_data.push_back(vertex[3]); vertex[2].m_Position = CVector3D(pos.X - perp.X*(size/2.2f) + avgnorm[0]*(size/1.5f), 0.0f,pos.Y - perp.Y*(size/2.2f) + avgnorm[2]*(size/1.5f)); vertex[2].m_Position *= 4.0f; vertex[2].m_Position.Y = m_WaterHeight + 1.0f; vertex[2].m_UV[1] = 0; vertex[2].m_UV[0] = 1; index[2] = waves_vertex_data.size(); waves_vertex_data.push_back(vertex[2]); waves_indices.push_back(index[0]); waves_indices.push_back(index[1]); waves_indices.push_back(index[2]); waves_indices.push_back(index[2]); waves_indices.push_back(index[3]); waves_indices.push_back(index[0]); } // no vertex buffers if no data generated if (waves_indices.empty()) return; // waves // allocate vertex buffer m_VBWaves = g_VBMan.Allocate(sizeof(SWavesVertex), waves_vertex_data.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER); m_VBWaves->m_Owner->UpdateChunkVertices(m_VBWaves, &waves_vertex_data[0]); // Construct indices buffer m_VBWavesIndices = g_VBMan.Allocate(sizeof(GLushort), waves_indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER); m_VBWavesIndices->m_Owner->UpdateChunkVertices(m_VBWavesIndices, &waves_indices[0]); */ }
// This requires m_DistanceHeightmap to be defined properly. void WaterManager::CreateWaveMeshes() { size_t SideSize = m_MapSize*2; CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); for (WaveObject* const& obj : m_ShoreWaves) { if (obj->m_VBvertices) g_VBMan.Release(obj->m_VBvertices); delete obj; } m_ShoreWaves.clear(); if (m_ShoreWaves_VBIndices) { g_VBMan.Release(m_ShoreWaves_VBIndices); m_ShoreWaves_VBIndices = NULL; } if (m_Waviness < 5.0f && m_WaterType != L"ocean") return; // First step: get the points near the coast. std::set<int> CoastalPointsSet; for (size_t z = 1; z < SideSize-1; ++z) for (size_t x = 1; x < SideSize-1; ++x) if (fabs(m_DistanceHeightmap[z*SideSize + x]-1.0f) < 0.2f) CoastalPointsSet.insert(z*SideSize + x); // Second step: create chains out of those coastal points. static const int around[8][2] = { { -1,-1 }, { -1,0 }, { -1,1 }, { 0,1 }, { 1,1 }, { 1,0 }, { 1,-1 }, { 0,-1 } }; std::vector<std::deque<CoastalPoint> > CoastalPointsChains; while (!CoastalPointsSet.empty()) { int index = *(CoastalPointsSet.begin()); int x = index % SideSize; int y = (index - x ) / SideSize; std::deque<CoastalPoint> Chain; Chain.push_front(CoastalPoint(index,CVector2D(x*2,y*2))); // Erase us. CoastalPointsSet.erase(CoastalPointsSet.begin()); // We're our starter points. At most we can have 2 points close to us. // We'll pick the first one and look for its neighbors (he can only have one new) // Up until we either reach the end of the chain, or ourselves. // Then go down the other direction if there is any. int neighbours[2] = { -1, -1 }; int nbNeighb = 0; for (int i = 0; i < 8; ++i) { if (CoastalPointsSet.count(x + around[i][0] + (y + around[i][1])*SideSize)) { if (nbNeighb < 2) neighbours[nbNeighb] = x + around[i][0] + (y + around[i][1])*SideSize; ++nbNeighb; } } if (nbNeighb > 2) continue; for (int i = 0; i < 2; ++i) { if (neighbours[i] == -1) continue; // Move to our neighboring point int xx = neighbours[i] % SideSize; int yy = (neighbours[i] - xx ) / SideSize; int indexx = xx + yy*SideSize; int endedChain = false; if (i == 0) Chain.push_back(CoastalPoint(indexx,CVector2D(xx*2,yy*2))); else Chain.push_front(CoastalPoint(indexx,CVector2D(xx*2,yy*2))); // If there's a loop we'll be the "other" neighboring point already so check for that. // We'll readd at the end/front the other one to have full squares. if (CoastalPointsSet.count(indexx) == 0) break; CoastalPointsSet.erase(indexx); // Start checking from there. while(!endedChain) { bool found = false; nbNeighb = 0; for (int p = 0; p < 8; ++p) { if (CoastalPointsSet.count(xx+around[p][0] + (yy + around[p][1])*SideSize)) { if (nbNeighb >= 2) { CoastalPointsSet.erase(xx + yy*SideSize); continue; } ++nbNeighb; // We've found a new point around us. // Move there xx = xx + around[p][0]; yy = yy + around[p][1]; indexx = xx + yy*SideSize; if (i == 0) Chain.push_back(CoastalPoint(indexx,CVector2D(xx*2,yy*2))); else Chain.push_front(CoastalPoint(indexx,CVector2D(xx*2,yy*2))); CoastalPointsSet.erase(xx + yy*SideSize); found = true; break; } } if (!found) endedChain = true; } } if (Chain.size() > 10) CoastalPointsChains.push_back(Chain); } // (optional) third step: Smooth chains out. // This is also really dumb. for (size_t i = 0; i < CoastalPointsChains.size(); ++i) { // Bump 1 for smoother. for (int p = 0; p < 3; ++p) { for (size_t j = 1; j < CoastalPointsChains[i].size()-1; ++j) { CVector2D realPos = CoastalPointsChains[i][j-1].position + CoastalPointsChains[i][j+1].position; CoastalPointsChains[i][j].position = (CoastalPointsChains[i][j].position + realPos/2.0f)/2.0f; } } } // Fourth step: create waves themselves, using those chains. We basically create subchains. size_t waveSizes = 14; // maximal size in width. // Construct indices buffer (we can afford one for all of them) std::vector<GLushort> water_indices; for (size_t a = 0; a < waveSizes-1;++a) { for (size_t rect = 0; rect < 7; ++rect) { water_indices.push_back(a*9 + rect); water_indices.push_back(a*9 + 9 + rect); water_indices.push_back(a*9 + 1 + rect); water_indices.push_back(a*9 + 9 + rect); water_indices.push_back(a*9 + 10 + rect); water_indices.push_back(a*9 + 1 + rect); } } // Generic indexes, max-length m_ShoreWaves_VBIndices = g_VBMan.Allocate(sizeof(GLushort), water_indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER); m_ShoreWaves_VBIndices->m_Owner->UpdateChunkVertices(m_ShoreWaves_VBIndices, &water_indices[0]); float diff = (rand() % 50) / 5.0f; for (size_t i = 0; i < CoastalPointsChains.size(); ++i) { for (size_t j = 0; j < CoastalPointsChains[i].size()-waveSizes; ++j) { if (CoastalPointsChains[i].size()- 1 - j < waveSizes) break; size_t width = waveSizes; // First pass to get some parameters out. float outmost = 0.0f; // how far to move on the shore. float avgDepth = 0.0f; int sign = 1; CVector2D firstPerp(0,0), perp(0,0), lastPerp(0,0); for (size_t a = 0; a < waveSizes;++a) { lastPerp = perp; perp = CVector2D(0,0); int nb = 0; CVector2D pos = CoastalPointsChains[i][j+a].position; CVector2D posPlus; CVector2D posMinus; if (a > 0) { ++nb; posMinus = CoastalPointsChains[i][j+a-1].position; perp += pos-posMinus; } if (a < waveSizes-1) { ++nb; posPlus = CoastalPointsChains[i][j+a+1].position; perp += posPlus-pos; } perp /= nb; perp = CVector2D(-perp.Y,perp.X).Normalized(); if (a == 0) firstPerp = perp; if ( a > 1 && perp.Dot(lastPerp) < 0.90f && perp.Dot(firstPerp) < 0.70f) { width = a+1; break; } if (m_BlurredNormalMap[ (int)(pos.X/4) + (int)(pos.Y/4)*m_MapSize].Y < 0.9) { width = a-1; break; } if (terrain->GetExactGroundLevel(pos.X+perp.X*1.5f, pos.Y+perp.Y*1.5f) > m_WaterHeight) sign = -1; avgDepth += terrain->GetExactGroundLevel(pos.X+sign*perp.X*20.0f, pos.Y+sign*perp.Y*20.0f) - m_WaterHeight; float localOutmost = -2.0f; while (localOutmost < 0.0f) { float depth = terrain->GetExactGroundLevel(pos.X+sign*perp.X*localOutmost, pos.Y+sign*perp.Y*localOutmost) - m_WaterHeight; if (depth < 0.0f || depth > 0.6f) localOutmost += 0.2f; else break; } outmost += localOutmost; } if (width < 5) { j += 6; continue; } outmost /= width; if (outmost > -0.5f) { j += 3; continue; } outmost = -0.5f + outmost * m_Waviness/10.0f; avgDepth /= width; if (avgDepth > -1.3f) { j += 3; continue; } // we passed the checks, we can create a wave of size "width". WaveObject* shoreWave = new WaveObject; std::vector<SWavesVertex> vertices; shoreWave->m_Width = width; shoreWave->m_TimeDiff = diff; diff += (rand() % 100) / 25.0f + 4.0f; for (size_t a = 0; a < width;++a) { CVector2D perp = CVector2D(0,0); int nb = 0; CVector2D pos = CoastalPointsChains[i][j+a].position; CVector2D posPlus; CVector2D posMinus; if (a > 0) { ++nb; posMinus = CoastalPointsChains[i][j+a-1].position; perp += pos-posMinus; } if (a < waveSizes-1) { ++nb; posPlus = CoastalPointsChains[i][j+a+1].position; perp += posPlus-pos; } perp /= nb; perp = CVector2D(-perp.Y,perp.X).Normalized(); SWavesVertex point[9]; float baseHeight = 0.04f; float halfWidth = (width-1.0f)/2.0f; float sideNess = sqrtf(clamp( (halfWidth - fabsf(a-halfWidth))/3.0f, 0.0f,1.0f)); point[0].m_UV[0] = a; point[0].m_UV[1] = 8; point[1].m_UV[0] = a; point[1].m_UV[1] = 7; point[2].m_UV[0] = a; point[2].m_UV[1] = 6; point[3].m_UV[0] = a; point[3].m_UV[1] = 5; point[4].m_UV[0] = a; point[4].m_UV[1] = 4; point[5].m_UV[0] = a; point[5].m_UV[1] = 3; point[6].m_UV[0] = a; point[6].m_UV[1] = 2; point[7].m_UV[0] = a; point[7].m_UV[1] = 1; point[8].m_UV[0] = a; point[8].m_UV[1] = 0; point[0].m_PerpVect = perp; point[1].m_PerpVect = perp; point[2].m_PerpVect = perp; point[3].m_PerpVect = perp; point[4].m_PerpVect = perp; point[5].m_PerpVect = perp; point[6].m_PerpVect = perp; point[7].m_PerpVect = perp; point[8].m_PerpVect = perp; static const float perpT1[9] = { 6.0f, 6.05f, 6.1f, 6.2f, 6.3f, 6.4f, 6.5f, 6.6f, 9.7f }; static const float perpT2[9] = { 2.0f, 2.1f, 2.2f, 2.3f, 2.4f, 3.0f, 3.3f, 3.6f, 9.5f }; static const float perpT3[9] = { 1.1f, 0.7f, -0.2f, 0.0f, 0.6f, 1.3f, 2.2f, 3.6f, 9.0f }; static const float perpT4[9] = { 2.0f, 2.1f, 1.2f, 1.5f, 1.7f, 1.9f, 2.7f, 3.8f, 9.0f }; static const float heightT1[9] = { 0.0f, 0.2f, 0.5f, 0.8f, 0.9f, 0.85f, 0.6f, 0.2f, 0.0 }; static const float heightT2[9] = { -0.8f, -0.4f, 0.0f, 0.1f, 0.1f, 0.03f, 0.0f, 0.0f, 0.0 }; static const float heightT3[9] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0 }; for (size_t t = 0; t < 9; ++t) { float terrHeight = 0.05f + terrain->GetExactGroundLevel(pos.X+sign*perp.X*(perpT1[t]+outmost), pos.Y+sign*perp.Y*(perpT1[t]+outmost)); point[t].m_BasePosition = CVector3D(pos.X+sign*perp.X*(perpT1[t]+outmost), baseHeight + heightT1[t]*sideNess + std::max(m_WaterHeight,terrHeight), pos.Y+sign*perp.Y*(perpT1[t]+outmost)); } for (size_t t = 0; t < 9; ++t) { float terrHeight = 0.05f + terrain->GetExactGroundLevel(pos.X+sign*perp.X*(perpT2[t]+outmost), pos.Y+sign*perp.Y*(perpT2[t]+outmost)); point[t].m_ApexPosition = CVector3D(pos.X+sign*perp.X*(perpT2[t]+outmost), baseHeight + heightT1[t]*sideNess + std::max(m_WaterHeight,terrHeight), pos.Y+sign*perp.Y*(perpT2[t]+outmost)); } for (size_t t = 0; t < 9; ++t) { float terrHeight = 0.05f + terrain->GetExactGroundLevel(pos.X+sign*perp.X*(perpT3[t]+outmost*sideNess), pos.Y+sign*perp.Y*(perpT3[t]+outmost*sideNess)); point[t].m_SplashPosition = CVector3D(pos.X+sign*perp.X*(perpT3[t]+outmost*sideNess), baseHeight + heightT2[t]*sideNess + std::max(m_WaterHeight,terrHeight), pos.Y+sign*perp.Y*(perpT3[t]+outmost*sideNess)); } for (size_t t = 0; t < 9; ++t) { float terrHeight = 0.05f + terrain->GetExactGroundLevel(pos.X+sign*perp.X*(perpT4[t]+outmost), pos.Y+sign*perp.Y*(perpT4[t]+outmost)); point[t].m_RetreatPosition = CVector3D(pos.X+sign*perp.X*(perpT4[t]+outmost), baseHeight + heightT3[t]*sideNess + std::max(m_WaterHeight,terrHeight), pos.Y+sign*perp.Y*(perpT4[t]+outmost)); } vertices.push_back(point[8]); vertices.push_back(point[7]); vertices.push_back(point[6]); vertices.push_back(point[5]); vertices.push_back(point[4]); vertices.push_back(point[3]); vertices.push_back(point[2]); vertices.push_back(point[1]); vertices.push_back(point[0]); shoreWave->m_AABB += point[8].m_SplashPosition; shoreWave->m_AABB += point[8].m_BasePosition; shoreWave->m_AABB += point[0].m_SplashPosition; shoreWave->m_AABB += point[0].m_BasePosition; shoreWave->m_AABB += point[4].m_ApexPosition; } if (sign == 1) { // Let's do some fancy reversing. std::vector<SWavesVertex> reversed; for (int a = width-1; a >= 0; --a) { for (size_t t = 0; t < 9; ++t) reversed.push_back(vertices[a*9+t]); } vertices = reversed; } j += width/2-1; shoreWave->m_VBvertices = g_VBMan.Allocate(sizeof(SWavesVertex), vertices.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER); shoreWave->m_VBvertices->m_Owner->UpdateChunkVertices(shoreWave->m_VBvertices, &vertices[0]); m_ShoreWaves.push_back(shoreWave); } } }
/////////////////////////////////////////////////////////////////// // Create information about the terrain and wave vertices. void WaterManager::CreateSuperfancyInfo(CSimulation2* simulation) { if (m_VBWaves) { g_VBMan.Release(m_VBWaves); m_VBWaves = NULL; } if (m_VBWavesIndices) { g_VBMan.Release(m_VBWavesIndices); m_VBWavesIndices = NULL; } CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); ssize_t mapSize = terrain->GetVerticesPerSide(); CmpPtr<ICmpWaterManager> cmpWaterManager(*simulation, SYSTEM_ENTITY); if (!cmpWaterManager) return; // REALLY shouldn't happen and will most likely crash. // Using this to get some more optimization on circular maps CmpPtr<ICmpRangeManager> cmpRangeManager(*simulation, SYSTEM_ENTITY); if (!cmpRangeManager) return; bool circular = cmpRangeManager->GetLosCircular(); float mSize = mapSize*mapSize; float halfSize = (mapSize/2.0); // Warning: this won't work with multiple water planes m_WaterHeight = cmpWaterManager->GetExactWaterLevel(0,0); // TODO: change this whenever we incrementally update because it's def. not too efficient delete[] m_WaveX; delete[] m_WaveZ; delete[] m_DistanceToShore; delete[] m_FoamFactor; m_WaveX = new float[mapSize*mapSize]; m_WaveZ = new float[mapSize*mapSize]; m_DistanceToShore = new float[mapSize*mapSize]; m_FoamFactor = new float[mapSize*mapSize]; u16* heightmap = terrain->GetHeightMap(); // some temporary stuff for wave intensity // not really used too much right now. u8* waveForceHQ = new u8[mapSize*mapSize]; u16 waterHeightInu16 = m_WaterHeight/HEIGHT_SCALE; // used to cache terrain normals since otherwise we'd recalculate them a lot (I'm blurring the "normal" map). // this might be updated to actually cache in the terrain manager but that's not for now. CVector3D* normals = new CVector3D[mapSize*mapSize]; // calculate wave force (not really used right now) // and puts into "normals" the terrain normal at that point // so as to avoid recalculating terrain normals too often. for (ssize_t i = 0; i < mapSize; ++i) { for (ssize_t j = 0; j < mapSize; ++j) { normals[j*mapSize + i] = terrain->CalcExactNormal(((float)i)*4.0f,((float)j)*4.0f); if (circular && (i-halfSize)*(i-halfSize)+(j-halfSize)*(j-halfSize) > mSize) { waveForceHQ[j*mapSize + i] = 255; continue; } u8 color = 0; for (int v = 0; v <= 18; v += 3){ if (j-v >= 0 && i-v >= 0 && heightmap[(j-v)*mapSize + i-v] > waterHeightInu16) { if (color == 0) color = 5; else color++; } } waveForceHQ[j*mapSize + i] = 255 - color * 40; } } // this creates information for waves and stores it in float arrays. PatchRData then puts it in the vertex info for speed. for (ssize_t i = 0; i < mapSize; ++i) { for (ssize_t j = 0; j < mapSize; ++j) { if (circular && (i-halfSize)*(i-halfSize)+(j-halfSize)*(j-halfSize) > mSize) { m_WaveX[j*mapSize + i] = 0.0f; m_WaveZ[j*mapSize + i] = 0.0f; m_DistanceToShore[j*mapSize + i] = 100; m_FoamFactor[j*mapSize + i] = 0.0f; continue; } float depth = m_WaterHeight - heightmap[j*mapSize + i]*HEIGHT_SCALE; int distanceToShore = 10000; // calculation of the distance to the shore. // TODO: this is fairly dumb, though it returns a good result // Could be sped up a fair bit. if (depth >= 0) { // check in the square around. for (int xx = -5; xx <= 5; ++xx) { for (int yy = -5; yy <= 5; ++yy) { if (i+xx >= 0 && i + xx < mapSize) if (j + yy >= 0 && j + yy < mapSize) { float hereDepth = m_WaterHeight - heightmap[(j+yy)*mapSize + (i+xx)]*HEIGHT_SCALE; if (hereDepth < 0 && xx*xx + yy*yy < distanceToShore) distanceToShore = xx*xx + yy*yy; } } } // refine the calculation if we're close enough if (distanceToShore < 9) { for (float xx = -2.5f; xx <= 2.5f; ++xx) { for (float yy = -2.5f; yy <= 2.5f; ++yy) { float hereDepth = m_WaterHeight - terrain->GetExactGroundLevel( (i+xx)*4, (j+yy)*4 ); if (hereDepth < 0 && xx*xx + yy*yy < distanceToShore) distanceToShore = xx*xx + yy*yy; } } } } else { for (int xx = -2; xx <= 2; ++xx) { for (int yy = -2; yy <= 2; ++yy) { float hereDepth = m_WaterHeight - terrain->GetVertexGroundLevel(i+xx, j+yy); if (hereDepth > 0) distanceToShore = 0; } } } // speedup with default values for land squares if (distanceToShore == 10000) { m_WaveX[j*mapSize + i] = 0.0f; m_WaveZ[j*mapSize + i] = 0.0f; m_DistanceToShore[j*mapSize + i] = 100; m_FoamFactor[j*mapSize + i] = 0.0f; continue; } // We'll compute the normals and the "water raise", to know about foam // Normals are a pretty good calculation but it's slow since we normalize so much. CVector3D normal; int waterRaise = 0; for (int xx = -4; xx <= 4; xx += 2) // every 2 tile is good enough. { for (int yy = -4; yy <= 4; yy += 2) { if (j+yy < mapSize && i+xx < mapSize && i+xx >= 0 && j+yy >= 0) normal += normals[(j+yy)*mapSize + (i+xx)]; if (terrain->GetVertexGroundLevel(i+xx,j+yy) < heightmap[j*mapSize + i]*HEIGHT_SCALE) waterRaise += heightmap[j*mapSize + i]*HEIGHT_SCALE - terrain->GetVertexGroundLevel(i+xx,j+yy); } } // normalizes the terrain info to avoid foam moving at too different speeds. normal *= 0.012345679f; normal[1] = 0.1f; normal = normal.Normalized(); m_WaveX[j*mapSize + i] = normal[0]; m_WaveZ[j*mapSize + i] = normal[2]; // distance is /5.0 to be a [0,1] value. m_DistanceToShore[j*mapSize + i] = sqrtf(distanceToShore)/5.0f; // TODO: this can probably be cached as I'm integer here. // computing the amount of foam I want depth = clamp(depth,0.0f,10.0f); float foamAmount = (waterRaise/255.0f) * (1.0f - depth/10.0f) * (waveForceHQ[j*mapSize+i]/255.0f) * (m_Waviness/8.0f); foamAmount += clamp(m_Waviness/2.0f - distanceToShore,0.0f,m_Waviness/2.0f)/(m_Waviness/2.0f) * clamp(m_Waviness/9.0f,0.3f,1.0f); foamAmount = foamAmount > 1.0f ? 1.0f: foamAmount; m_FoamFactor[j*mapSize + i] = foamAmount; } } delete[] normals; delete[] waveForceHQ; // TODO: The rest should be cleaned up // okay let's create the waves squares. i'll divide the map in arbitrary squares // For each of these squares, check if waves are needed. // If yes, look for the best positionning (in order to have a nice blending with the shore) // Then clean-up: remove squares that are too close to each other std::vector<CVector2D> waveSquares; int size = 8; // I think this is the size of the squares. for (int i = 0; i < mapSize/size; ++i) { for (int j = 0; j < mapSize/size; ++j) { int landTexel = 0; int waterTexel = 0; CVector3D avnormal (0.0f,0.0f,0.0f); CVector2D landPosition(0.0f,0.0f); CVector2D waterPosition(0.0f,0.0f); for (int xx = 0; xx < size; ++xx) { for (int yy = 0; yy < size; ++yy) { if (terrain->GetVertexGroundLevel(i*size+xx,j*size+yy) > m_WaterHeight) { landTexel++; landPosition += CVector2D(i*size+xx,j*size+yy); } else { waterPosition += CVector2D(i*size+xx,j*size+yy); waterTexel++; avnormal += terrain->CalcExactNormal( (i*size+xx)*4.0f,(j*size+yy)*4.0f); } } } if (landTexel < size/2) continue; landPosition /= landTexel; waterPosition /= waterTexel; avnormal[1] = 1.0f; avnormal.Normalize(); avnormal[1] = 0.0f; // this should help ensure that the shore is pretty flat. if (avnormal.Length() <= 0.2f) continue; // To get the best position for squares, I start at the mean "ocean" position // And step by step go to the mean "land" position. I keep the position where I change from water to land. // If this never happens, the square is scrapped. if (terrain->GetExactGroundLevel(waterPosition.X*4.0f,waterPosition.Y*4.0f) > m_WaterHeight) continue; CVector2D squarePos(-1,-1); for (u8 i = 0; i < 40; i++) { squarePos = landPosition * (i/40.0f) + waterPosition * (1.0f-(i/40.0f)); if (terrain->GetExactGroundLevel(squarePos.X*4.0f,squarePos.Y*4.0f) > m_WaterHeight) break; } if (squarePos.X == -1) continue; u8 enter = 1; // okaaaaaay. Got a square. Check for proximity. for (unsigned long i = 0; i < waveSquares.size(); i++) { if ( CVector2D(waveSquares[i]-squarePos).LengthSquared() < 80) { enter = 0; break; } } if (enter == 1) waveSquares.push_back(squarePos); } } // Actually create the waves' meshes. std::vector<SWavesVertex> waves_vertex_data; std::vector<GLushort> waves_indices; // loop through each square point. Look in the square around it, calculate the normal // create the square. for (unsigned long i = 0; i < waveSquares.size(); i++) { CVector2D pos(waveSquares[i]); CVector3D avgnorm(0.0f,0.0f,0.0f); for (int xx = -size/2; xx < size/2; ++xx) { for (int yy = -size/2; yy < size/2; ++yy) { avgnorm += terrain->CalcExactNormal((pos.X+xx)*4.0f,(pos.Y+yy)*4.0f); } } avgnorm[1] = 0.1f; // okay crank out a square. // we have the direction of the square. We'll get the perpendicular vector too CVector2D perp(-avgnorm[2],avgnorm[0]); perp = perp.Normalized(); avgnorm = avgnorm.Normalized(); SWavesVertex vertex[4]; vertex[0].m_Position = CVector3D(pos.X + perp.X*(size/2.2f) - avgnorm[0]*1.0f, 0.0f,pos.Y + perp.Y*(size/2.2f) - avgnorm[2]*1.0f); vertex[0].m_Position *= 4.0f; vertex[0].m_Position.Y = m_WaterHeight + 1.0f; vertex[0].m_UV[1] = 1; vertex[0].m_UV[0] = 0; vertex[1].m_Position = CVector3D(pos.X - perp.X*(size/2.2f) - avgnorm[0]*1.0f, 0.0f,pos.Y - perp.Y*(size/2.2f) - avgnorm[2]*1.0f); vertex[1].m_Position *= 4.0f; vertex[1].m_Position.Y = m_WaterHeight + 1.0f; vertex[1].m_UV[1] = 1; vertex[1].m_UV[0] = 1; vertex[3].m_Position = CVector3D(pos.X + perp.X*(size/2.2f) + avgnorm[0]*(size/1.5f), 0.0f,pos.Y + perp.Y*(size/2.2f) + avgnorm[2]*(size/1.5f)); vertex[3].m_Position *= 4.0f; vertex[3].m_Position.Y = m_WaterHeight + 1.0f; vertex[3].m_UV[1] = 0; vertex[3].m_UV[0] = 0; vertex[2].m_Position = CVector3D(pos.X - perp.X*(size/2.2f) + avgnorm[0]*(size/1.5f), 0.0f,pos.Y - perp.Y*(size/2.2f) + avgnorm[2]*(size/1.5f)); vertex[2].m_Position *= 4.0f; vertex[2].m_Position.Y = m_WaterHeight + 1.0f; vertex[2].m_UV[1] = 0; vertex[2].m_UV[0] = 1; waves_indices.push_back(waves_vertex_data.size()); waves_vertex_data.push_back(vertex[0]); waves_indices.push_back(waves_vertex_data.size()); waves_vertex_data.push_back(vertex[1]); waves_indices.push_back(waves_vertex_data.size()); waves_vertex_data.push_back(vertex[2]); waves_indices.push_back(waves_vertex_data.size()); waves_vertex_data.push_back(vertex[3]); } // no vertex buffers if no data generated if (waves_indices.empty()) return; // waves // allocate vertex buffer m_VBWaves = g_VBMan.Allocate(sizeof(SWavesVertex), waves_vertex_data.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER); m_VBWaves->m_Owner->UpdateChunkVertices(m_VBWaves, &waves_vertex_data[0]); // Construct indices buffer m_VBWavesIndices = g_VBMan.Allocate(sizeof(GLushort), waves_indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER); m_VBWavesIndices->m_Owner->UpdateChunkVertices(m_VBWavesIndices, &waves_indices[0]); }
int main(void) { // Make sure these four lines are put first since some of the // other classes need the managers to be initialised so they // can pick up the correct data. SPS2Manager.Initialise(4096); // 4096 * 4K Pages = 16MB Total VIFStaticDMA.Initialise(3072); // 1536 * 4K Pages = 6MB Static DMA VIFDynamicDMA.Initialise(256); // 256 * 4K Pages * 2 Buffers = // 2MB Dynamic DMA Pipeline.Initialise(); // Initialise graphics pipline class // Initialise Lighting // Three lights and Ambient light // Direction vector Colour Pipeline.SetLight1(Vector4( 0.0f, 0.5f, -1.0f, 0.0f), Vector4( 0.0f, 0.0f, 128.0f, 0.0f)); Pipeline.SetLight2(Vector4( 1.0f, -0.5f, -1.0f, 0.0f), Vector4( 0.0f, 128.0f, 0.0f, 0.0f)); Pipeline.SetLight3(Vector4( -1.0f, -0.5f, -1.0f, 0.0f), Vector4( 128.0f, 0.0f, 0.0f, 0.0f)); // Colour Pipeline.SetAmbient(Vector4(50.0f,50.0f,50.0f,50.0f)); // Terrain to render CTerrain Terrain; // Performance timer - call after SPS2Manager.Initialise() CTimer Timer; // Set up audio devices AudioDevice DSP0(0); // Set up music in sound buffer 0 SoundSample music("go_cart", &DSP0); // Play the music! music.Play(); // Initialise control pad 0 if(!pad_init(PAD_0, PAD_INIT_LOCK | PAD_INIT_ANALOGUE | PAD_INIT_PRESSURE)) { printf("Failed to initialise control pad\n"); pad_cleanup(PAD_0); exit(0); } enable_actuator(0, 1, 1); // Initialise the VU1 manager class CVU1MicroProgram VU1MicroCode(&VU_vu1code_start, &VU_vu1code_end); // Upload the microcode VU1MicroCode.Upload(); // Register our signal function for every possible signal (i.e. ctrl + c) for(int sig=0; sig<128; sig++) signal(sig, sig_handle); // Set up the DMA packet to clear the screen. We want to clear to blue. SPS2Manager.InitScreenClear(0, 0x25, 0x50); // Set Up Camera -------------------------------------------------------------- Pipeline.PositionCamera(Vector4(0.0f, 55.0f, 80.0f, 1.0f), Vector4(0.0f, 40.0f, 0.0f, 1.0f)); // Load in texture and models ---------------------------------------------- // Set up asset loader AssetManager assetManager; assetManager.Initialize(); // Terrain texture CTexture* terrainTexture = assetManager.GetTexture("terrain"); // Set up game manager GameManager* gameManager = new GameManager; gameManager->Initialize(); // The main Render loop ------------------------------------------------------- while(g_bLoop) { // Process Audio DSP0.HandleAudio(); VIFDynamicDMA.Fire(); // Update Control Pad pad_update(PAD_0); Pipeline.Update(0, 0, 0, 0, 0); // Logic g_bLoop = gameManager->Logic(); // Render SPS2Manager.BeginScene(); // Render terrain AssetManager::GetSingleton().LoadTexture(terrainTexture); Matrix4x4 matWorld, matTrans, matScale; matTrans.Translation(0.0f, -30.0f, 0.0f); matScale.Scaling(20.0f); matWorld = matScale * matTrans; Terrain.SetWorldMatrix(matWorld); Terrain.Render(); // Render scene gameManager->Render(); SPS2Manager.EndScene(); // Dump screenshot if requested if(pad[0].pressed & PAD_R2)SPS2Manager.ScreenShot(); } // Shutdown Audio DSP0.Close(); // Shutdown control pad set_actuator(0, 0, 0); pad_cleanup(PAD_0); // Shutdown game manager gameManager->Shutdown(); // Shutdown asset manager assetManager.Shutdown(); return 0; }
void CPatchRData::BuildIndices() { PROFILE3("build indices"); CTerrain* terrain = m_Patch->m_Parent; ssize_t px = m_Patch->m_X * PATCH_SIZE; ssize_t pz = m_Patch->m_Z * PATCH_SIZE; // must have allocated some vertices before trying to build corresponding indices ENSURE(m_VBBase); // number of vertices in each direction in each patch ssize_t vsize=PATCH_SIZE+1; std::vector<unsigned short> indices; indices.reserve(PATCH_SIZE * PATCH_SIZE * 4); // release existing splats m_Splats.clear(); // build grid of textures on this patch std::vector<CTerrainTextureEntry*> textures; CTerrainTextureEntry* texgrid[PATCH_SIZE][PATCH_SIZE]; for (ssize_t j=0;j<PATCH_SIZE;j++) { for (ssize_t i=0;i<PATCH_SIZE;i++) { CTerrainTextureEntry* tex=m_Patch->m_MiniPatches[j][i].GetTextureEntry(); texgrid[j][i]=tex; if (std::find(textures.begin(),textures.end(),tex)==textures.end()) { textures.push_back(tex); } } } // now build base splats from interior textures m_Splats.resize(textures.size()); // build indices for base splats size_t base=m_VBBase->m_Index; ENSURE(base + vsize*vsize < 65536); // mustn't overflow u16 indexes for (size_t i=0;i<m_Splats.size();i++) { CTerrainTextureEntry* tex=textures[i]; SSplat& splat=m_Splats[i]; splat.m_Texture=tex; splat.m_IndexStart=indices.size(); for (ssize_t j = 0; j < PATCH_SIZE; j++) { for (ssize_t i = 0; i < PATCH_SIZE; i++) { if (texgrid[j][i] == tex) { bool dir = terrain->GetTriangulationDir(px+i, pz+j); if (dir) { indices.push_back(u16(((j+0)*vsize+(i+0))+base)); indices.push_back(u16(((j+0)*vsize+(i+1))+base)); indices.push_back(u16(((j+1)*vsize+(i+0))+base)); indices.push_back(u16(((j+0)*vsize+(i+1))+base)); indices.push_back(u16(((j+1)*vsize+(i+1))+base)); indices.push_back(u16(((j+1)*vsize+(i+0))+base)); } else { indices.push_back(u16(((j+0)*vsize+(i+0))+base)); indices.push_back(u16(((j+0)*vsize+(i+1))+base)); indices.push_back(u16(((j+1)*vsize+(i+1))+base)); indices.push_back(u16(((j+1)*vsize+(i+1))+base)); indices.push_back(u16(((j+1)*vsize+(i+0))+base)); indices.push_back(u16(((j+0)*vsize+(i+0))+base)); } } } } splat.m_IndexCount=indices.size()-splat.m_IndexStart; } // Release existing vertex buffer chunk if (m_VBBaseIndices) { g_VBMan.Release(m_VBBaseIndices); m_VBBaseIndices = 0; } ENSURE(indices.size()); // Construct vertex buffer m_VBBaseIndices = g_VBMan.Allocate(sizeof(u16), indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER); m_VBBaseIndices->m_Owner->UpdateChunkVertices(m_VBBaseIndices, &indices[0]); }