Exemplo n.º 1
0
//--------------------------------------------------------------------------------------
// 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 );
        }
    }
}
Exemplo n.º 2
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]);
	}
}