void Terrain::CreatePatchGeometry(TerrainPatch* patch) { URHO3D_PROFILE(CreatePatchGeometry); unsigned row = (unsigned)(patchSize_ + 1); VertexBuffer* vertexBuffer = patch->GetVertexBuffer(); Geometry* geometry = patch->GetGeometry(); Geometry* maxLodGeometry = patch->GetMaxLodGeometry(); Geometry* occlusionGeometry = patch->GetOcclusionGeometry(); if (vertexBuffer->GetVertexCount() != row * row) vertexBuffer->SetSize(row * row, MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT); SharedArrayPtr<unsigned char> cpuVertexData(new unsigned char[row * row * sizeof(Vector3)]); SharedArrayPtr<unsigned char> occlusionCpuVertexData(new unsigned char[row * row * sizeof(Vector3)]); float* vertexData = (float*)vertexBuffer->Lock(0, vertexBuffer->GetVertexCount()); float* positionData = (float*)cpuVertexData.Get(); float* occlusionData = (float*)occlusionCpuVertexData.Get(); BoundingBox box; unsigned occlusionLevel = occlusionLodLevel_; if (occlusionLevel > numLodLevels_ - 1) occlusionLevel = numLodLevels_ - 1; if (vertexData) { const IntVector2& coords = patch->GetCoordinates(); int lodExpand = (1 << (occlusionLevel)) - 1; int halfLodExpand = (1 << (occlusionLevel)) / 2; for (int z = 0; z <= patchSize_; ++z) { for (int x = 0; x <= patchSize_; ++x) { int xPos = coords.x_ * patchSize_ + x; int zPos = coords.y_ * patchSize_ + z; // Position Vector3 position((float)x * spacing_.x_, GetRawHeight(xPos, zPos), (float)z * spacing_.z_); *vertexData++ = position.x_; *vertexData++ = position.y_; *vertexData++ = position.z_; *positionData++ = position.x_; *positionData++ = position.y_; *positionData++ = position.z_; box.Merge(position); // For vertices that are part of the occlusion LOD, calculate the minimum height in the neighborhood // to prevent false positive occlusion due to inaccuracy between occlusion LOD & visible LOD float minHeight = position.y_; if (halfLodExpand > 0 && (x & lodExpand) == 0 && (z & lodExpand) == 0) { int minX = Max(xPos - halfLodExpand, 0); int maxX = Min(xPos + halfLodExpand, numVertices_.x_ - 1); int minZ = Max(zPos - halfLodExpand, 0); int maxZ = Min(zPos + halfLodExpand, numVertices_.y_ - 1); for (int nZ = minZ; nZ <= maxZ; ++nZ) { for (int nX = minX; nX <= maxX; ++nX) minHeight = Min(minHeight, GetRawHeight(nX, nZ)); } } *occlusionData++ = position.x_; *occlusionData++ = minHeight; *occlusionData++ = position.z_; // Normal Vector3 normal = GetRawNormal(xPos, zPos); *vertexData++ = normal.x_; *vertexData++ = normal.y_; *vertexData++ = normal.z_; // Texture coordinate Vector2 texCoord((float)xPos / (float)numVertices_.x_, 1.0f - (float)zPos / (float)numVertices_.y_); *vertexData++ = texCoord.x_; *vertexData++ = texCoord.y_; // Tangent Vector3 xyz = (Vector3::RIGHT - normal * normal.DotProduct(Vector3::RIGHT)).Normalized(); *vertexData++ = xyz.x_; *vertexData++ = xyz.y_; *vertexData++ = xyz.z_; *vertexData++ = 1.0f; } } vertexBuffer->Unlock(); vertexBuffer->ClearDataLost(); } patch->SetBoundingBox(box); if (drawRanges_.Size()) { unsigned occlusionDrawRange = occlusionLevel << 4; geometry->SetIndexBuffer(indexBuffer_); geometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[0].first_, drawRanges_[0].second_, false); geometry->SetRawVertexData(cpuVertexData, MASK_POSITION); maxLodGeometry->SetIndexBuffer(indexBuffer_); maxLodGeometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[0].first_, drawRanges_[0].second_, false); maxLodGeometry->SetRawVertexData(cpuVertexData, MASK_POSITION); occlusionGeometry->SetIndexBuffer(indexBuffer_); occlusionGeometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[occlusionDrawRange].first_, drawRanges_[occlusionDrawRange].second_, false); occlusionGeometry->SetRawVertexData(occlusionCpuVertexData, MASK_POSITION); } patch->ResetLod(); }
void Terrain::CreatePatchGeometry(TerrainPatch* patch) { PROFILE(CreatePatchGeometry); unsigned row = patchSize_ + 1; VertexBuffer* vertexBuffer = patch->GetVertexBuffer(); Geometry* geometry = patch->GetGeometry(); Geometry* maxLodGeometry = patch->GetMaxLodGeometry(); Geometry* minLodGeometry = patch->GetMinLodGeometry(); if (vertexBuffer->GetVertexCount() != row * row) vertexBuffer->SetSize(row * row, MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT); SharedArrayPtr<unsigned char> cpuVertexData(new unsigned char[row * row * sizeof(Vector3)]); float* vertexData = (float*)vertexBuffer->Lock(0, vertexBuffer->GetVertexCount()); float* positionData = (float*)cpuVertexData.Get(); BoundingBox box; if (vertexData) { const IntVector2& coords = patch->GetCoordinates(); for (int z1 = 0; z1 <= patchSize_; ++z1) { for (int x1 = 0; x1 <= patchSize_; ++x1) { int xPos = coords.x_ * patchSize_ + x1; int zPos = coords.y_ * patchSize_ + z1; // Position Vector3 position((float)x1 * spacing_.x_, GetRawHeight(xPos, zPos), (float)z1 * spacing_.z_); *vertexData++ = position.x_; *vertexData++ = position.y_; *vertexData++ = position.z_; *positionData++ = position.x_; *positionData++ = position.y_; *positionData++ = position.z_; box.Merge(position); // Normal Vector3 normal = GetRawNormal(xPos, zPos); *vertexData++ = normal.x_; *vertexData++ = normal.y_; *vertexData++ = normal.z_; // Texture coordinate Vector2 texCoord((float)xPos / (float)numVertices_.x_, 1.0f - (float)zPos / (float)numVertices_.y_); *vertexData++ = texCoord.x_; *vertexData++ = texCoord.y_; // Tangent Vector3 xyz = (Vector3::RIGHT - normal * normal.DotProduct(Vector3::RIGHT)).Normalized(); *vertexData++ = xyz.x_; *vertexData++ = xyz.y_; *vertexData++ = xyz.z_; *vertexData++ = 1.0f; } } vertexBuffer->Unlock(); vertexBuffer->ClearDataLost(); } patch->SetBoundingBox(box); if (drawRanges_.Size()) { unsigned lastDrawRange = drawRanges_.Size() - 1; geometry->SetIndexBuffer(indexBuffer_); geometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[0].first_, drawRanges_[0].second_, false); geometry->SetRawVertexData(cpuVertexData, sizeof(Vector3), MASK_POSITION); maxLodGeometry->SetIndexBuffer(indexBuffer_); maxLodGeometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[0].first_, drawRanges_[0].second_, false); maxLodGeometry->SetRawVertexData(cpuVertexData, sizeof(Vector3), MASK_POSITION); minLodGeometry->SetIndexBuffer(indexBuffer_); minLodGeometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[lastDrawRange].first_, drawRanges_[lastDrawRange].second_, false); minLodGeometry->SetRawVertexData(cpuVertexData, sizeof(Vector3), MASK_POSITION); } // Offset the occlusion geometry by vertex spacing to reduce possibility of over-aggressive occlusion patch->SetOcclusionOffset(-0.5f * (spacing_.x_ + spacing_.z_)); patch->ResetLod(); }