mirror of
https://github.com/panda3d/panda3d.git
synced 2025-09-30 16:58:40 -04:00
Merge pull request #80 from tobspr/master
Add new terrain implementation (ShaderTerrainMesh)
This commit is contained in:
commit
7addf3e12b
@ -23,6 +23,7 @@
|
||||
#include "nodeVertexTransform.h"
|
||||
#include "rigidBodyCombiner.h"
|
||||
#include "pipeOcclusionCullTraverser.h"
|
||||
#include "shaderTerrainMesh.h"
|
||||
|
||||
#include "dconfig.h"
|
||||
|
||||
@ -123,6 +124,7 @@ init_libgrutil() {
|
||||
RigidBodyCombiner::init_type();
|
||||
PipeOcclusionCullTraverser::init_type();
|
||||
SceneGraphAnalyzerMeter::init_type();
|
||||
ShaderTerrainMesh::init_type();
|
||||
|
||||
#ifdef HAVE_AUDIO
|
||||
MovieTexture::init_type();
|
||||
|
@ -1,6 +1,7 @@
|
||||
#include "cardMaker.cxx"
|
||||
#include "heightfieldTesselator.cxx"
|
||||
#include "geoMipTerrain.cxx"
|
||||
#include "shaderTerrainMesh.cxx"
|
||||
#include "config_grutil.cxx"
|
||||
#include "lineSegs.cxx"
|
||||
#include "fisheyeMaker.cxx"
|
||||
|
191
panda/src/grutil/shaderTerrainMesh.I
Normal file
191
panda/src/grutil/shaderTerrainMesh.I
Normal file
@ -0,0 +1,191 @@
|
||||
/**
|
||||
* PANDA 3D SOFTWARE
|
||||
* Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
*
|
||||
* All use of this software is subject to the terms of the revised BSD
|
||||
* license. You should have received a copy of this license along
|
||||
* with this source code in a file named "LICENSE."
|
||||
*
|
||||
* @file shaderTerrainMesh.I
|
||||
* @author tobspr
|
||||
* @date 2016-02-16
|
||||
*/
|
||||
|
||||
/**
|
||||
* @brief Sets the path to the heightfield
|
||||
* @details This sets the path to the terrain heightfield. It should be 16bit
|
||||
* single channel, and have a power-of-two resolution greater than 32.
|
||||
* Common sizes are 2048x2048 or 4096x4096.
|
||||
*
|
||||
* @param filename Path to the heightfield
|
||||
*/
|
||||
INLINE void ShaderTerrainMesh::set_heightfield_filename(const Filename& filename) {
|
||||
_heightfield_source = filename;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns the heightfield path
|
||||
* @details This returns the path of the terrain heightfield, previously set with
|
||||
* set_heightfield()
|
||||
*
|
||||
* @return Path to the heightfield
|
||||
*/
|
||||
INLINE const Filename& ShaderTerrainMesh::get_heightfield_filename() const {
|
||||
return _heightfield_source;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Sets the chunk size
|
||||
* @details This sets the chunk size of the terrain. A chunk is basically the
|
||||
* smallest unit in LOD. If the chunk size is too small, the terrain will
|
||||
* perform bad, since there will be way too many chunks. If the chunk size
|
||||
* is too big, you will not get proper LOD, and might also get bad performance.
|
||||
*
|
||||
* For terrains of the size 4096x4096 or 8192x8192, a chunk size of 32 seems
|
||||
* to produce good results. For smaller resolutions, you should try out a
|
||||
* size of 16 or even 8 for very small terrains.
|
||||
*
|
||||
* The amount of chunks generated for the last level equals to
|
||||
* (heightfield_size / chunk_size) ** 2. The chunk size has to be a power
|
||||
* of two.
|
||||
*
|
||||
* @param chunk_size Size of the chunks, has to be a power of two
|
||||
*/
|
||||
INLINE void ShaderTerrainMesh::set_chunk_size(size_t chunk_size) {
|
||||
_chunk_size = chunk_size;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns the chunk size
|
||||
* @details This returns the chunk size, previously set with set_chunk_size()
|
||||
* @return Chunk size
|
||||
*/
|
||||
INLINE size_t ShaderTerrainMesh::get_chunk_size() const {
|
||||
return _chunk_size;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Sets whether to generate patches
|
||||
* @details If this option is set to true, GeomPatches will be used instead of
|
||||
* GeomTriangles. This is required when the terrain is used with tesselation
|
||||
* shaders, since patches are required for tesselation, whereas triangles
|
||||
* are required for regular rendering.
|
||||
*
|
||||
* If this option is set to true while not using a tesselation shader, the
|
||||
* terrain will not get rendered, or even produce errors. The same applies
|
||||
* when this is option is not set, but the terrain is used with tesselation
|
||||
* shaders.
|
||||
*
|
||||
* @param generate_patches [description]
|
||||
*/
|
||||
INLINE void ShaderTerrainMesh::set_generate_patches(bool generate_patches) {
|
||||
_generate_patches = generate_patches;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns whether to generate patches
|
||||
* @details This returns whether patches are generated, previously set with
|
||||
* set_generate_patches()
|
||||
*
|
||||
* @return Whether to generate patches
|
||||
*/
|
||||
INLINE bool ShaderTerrainMesh::get_generate_patches() const {
|
||||
return _generate_patches;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* @brief Sets the desired triangle width
|
||||
* @details This sets the desired width a triangle should have in pixels.
|
||||
* A value of 10.0 for example will make the terrain tesselate everything
|
||||
* in a way that each triangle edge roughly is 10 pixels wide.
|
||||
* Of course this will not always accurately match, however you can use this
|
||||
* setting to control the LOD algorithm of the terrain.
|
||||
*
|
||||
* @param target_triangle_width Desired triangle width in pixels
|
||||
*/
|
||||
INLINE void ShaderTerrainMesh::set_target_triangle_width(PN_stdfloat target_triangle_width) {
|
||||
_target_triangle_width = target_triangle_width;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns the target triangle width
|
||||
* @details This returns the target triangle width, previously set with
|
||||
* ShaderTerrainMesh::set_target_triangle_width()
|
||||
*
|
||||
* @return Target triangle width
|
||||
*/
|
||||
INLINE PN_stdfloat ShaderTerrainMesh::get_target_triangle_width() const {
|
||||
return _target_triangle_width;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* @brief Sets whether to enable terrain updates
|
||||
* @details This flag controls whether the terrain should be updated. If this value
|
||||
* is set to false, no updating of the terrain will happen. This can be useful
|
||||
* to debug the culling algorithm used by the terrain.
|
||||
*
|
||||
* @param update_enabled Whether to update the terrain
|
||||
*/
|
||||
INLINE void ShaderTerrainMesh::set_update_enabled(bool update_enabled) {
|
||||
_update_enabled = update_enabled;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns whether the terrain is getting updated
|
||||
* @details This returns whether the terrain is getting updates, previously set with
|
||||
* set_update_enabled()
|
||||
*
|
||||
* @return Whether to update the terrain
|
||||
*/
|
||||
INLINE bool ShaderTerrainMesh::get_update_enabled() const {
|
||||
return _update_enabled;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns a handle to the heightfield texture
|
||||
* @details This returns a handle to the internally used heightfield texture. This
|
||||
* can be used to set the heightfield as a shader input.
|
||||
*
|
||||
* @return Handle to the heightfield texture
|
||||
*/
|
||||
INLINE Texture* ShaderTerrainMesh::get_heightfield_tex() const {
|
||||
return _heightfield_tex;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Clears all children
|
||||
* @details This clears all children on the chunk and sets them to NULL. This will
|
||||
* effectively free all memory consumed by this chunk and its children.
|
||||
*/
|
||||
INLINE void ShaderTerrainMesh::Chunk::clear_children() {
|
||||
for (size_t i = 0; i < 4; ++i) {
|
||||
delete children[i];
|
||||
children[i] = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Chunk constructor
|
||||
* @details This constructs a new chunk, and sets all children to NULL.
|
||||
*/
|
||||
INLINE ShaderTerrainMesh::Chunk::Chunk() {
|
||||
for (size_t i = 0; i < 4; ++i)
|
||||
children[i] = NULL;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Chunk destructor
|
||||
* @details This destructs the chunk, freeing all used resources
|
||||
*/
|
||||
INLINE ShaderTerrainMesh::Chunk::~Chunk() {
|
||||
clear_children();
|
||||
}
|
||||
|
||||
/**
|
||||
* @see ShaderTerrainMesh::uv_to_world(LTexCoord)
|
||||
*/
|
||||
INLINE LPoint3 ShaderTerrainMesh::uv_to_world(PN_stdfloat u, PN_stdfloat v) const {
|
||||
return uv_to_world(LTexCoord(u, v));
|
||||
}
|
715
panda/src/grutil/shaderTerrainMesh.cxx
Normal file
715
panda/src/grutil/shaderTerrainMesh.cxx
Normal file
@ -0,0 +1,715 @@
|
||||
/**
|
||||
* PANDA 3D SOFTWARE
|
||||
* Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
*
|
||||
* All use of this software is subject to the terms of the revised BSD
|
||||
* license. You should have received a copy of this license along
|
||||
* with this source code in a file named "LICENSE."
|
||||
*
|
||||
* @file shaderTerrainMesh.cxx
|
||||
* @author tobspr
|
||||
* @date 2016-02-16
|
||||
*/
|
||||
|
||||
|
||||
#include "shaderTerrainMesh.h"
|
||||
#include "geom.h"
|
||||
#include "geomVertexFormat.h"
|
||||
#include "geomVertexData.h"
|
||||
#include "geomVertexWriter.h"
|
||||
#include "geomNode.h"
|
||||
#include "geomTriangles.h"
|
||||
#include "geomPatches.h"
|
||||
#include "omniBoundingVolume.h"
|
||||
#include "cullableObject.h"
|
||||
#include "cullTraverser.h"
|
||||
#include "cullHandler.h"
|
||||
#include "cullTraverserData.h"
|
||||
#include "clockObject.h"
|
||||
#include "shaderAttrib.h"
|
||||
#include "renderAttrib.h"
|
||||
#include "shaderInput.h"
|
||||
#include "boundingBox.h"
|
||||
#include "samplerState.h"
|
||||
#include "config_grutil.h"
|
||||
#include "typeHandle.h"
|
||||
|
||||
ConfigVariableBool stm_use_hexagonal_layout
|
||||
("stm-use-hexagonal-layout", true,
|
||||
PRC_DESC("Set this to true to use a hexagonal vertex layout. This approximates "
|
||||
"the heightfield in a better way, however the CLOD transitions might be "
|
||||
"visible due to the vertices not matching exactly."));
|
||||
|
||||
ConfigVariableInt stm_max_chunk_count
|
||||
("stm-max-chunk-count", 2048,
|
||||
PRC_DESC("Controls the maximum amount of chunks the Terrain can display. If you use "
|
||||
"a high LOD, you might have to increment this value. The lower this value is "
|
||||
"the less data has to be transferred to the GPU."));
|
||||
|
||||
ConfigVariableInt stm_max_views
|
||||
("stm-max-views", 8,
|
||||
PRC_DESC("Controls the maximum amount of different views the Terrain can be rendered "
|
||||
"with. Each camera rendering the terrain corresponds to a view. Lowering this "
|
||||
"value will reduce the data that has to be transferred to the GPU."));
|
||||
|
||||
PStatCollector ShaderTerrainMesh::_basic_collector("Cull:ShaderTerrainMesh:Setup");
|
||||
PStatCollector ShaderTerrainMesh::_lod_collector("Cull:ShaderTerrainMesh:CollectLOD");
|
||||
|
||||
NotifyCategoryDef(shader_terrain, "");
|
||||
|
||||
TypeHandle ShaderTerrainMesh::_type_handle;
|
||||
|
||||
/**
|
||||
* @brief Helper function to check for a power of two
|
||||
* @details This method checks for a power of two by using bitmasks
|
||||
*
|
||||
* @param x Number to check
|
||||
* @return true if x is a power of two, false otherwise
|
||||
*/
|
||||
int check_power_of_two(size_t x)
|
||||
{
|
||||
return ((x != 0) && ((x & (~x + 1)) == x));
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Constructs a new Terrain Mesh
|
||||
* @details This constructs a new terrain mesh. By default, no transform is set
|
||||
* on the mesh, causing it to range over the unit box from (0, 0, 0) to
|
||||
* (1, 1, 1). Usually you want to set a custom transform with NodePath::set_scale()
|
||||
*/
|
||||
ShaderTerrainMesh::ShaderTerrainMesh() :
|
||||
PandaNode("ShaderTerrainMesh"),
|
||||
_size(0),
|
||||
_chunk_size(32),
|
||||
_heightfield_source(""),
|
||||
_generate_patches(false),
|
||||
_data_texture(NULL),
|
||||
_chunk_geom(NULL),
|
||||
_current_view_index(0),
|
||||
_last_frame_count(-1),
|
||||
_target_triangle_width(10.0f),
|
||||
_update_enabled(true),
|
||||
_heightfield_tex(NULL)
|
||||
{
|
||||
set_final(true);
|
||||
set_bounds(new OmniBoundingVolume());
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Generates the terrain mesh
|
||||
* @details This generates the terrain mesh, initializing all chunks of the
|
||||
* internal used quadtree. At this point, a heightfield and a chunk size should
|
||||
* have been set, otherwise an error is thrown.
|
||||
*
|
||||
* If anything goes wrong, like a missing heightfield, then an error is printed
|
||||
* and false is returned.
|
||||
*
|
||||
* @return true if the terrain was initialized, false if an error occured
|
||||
*/
|
||||
bool ShaderTerrainMesh::generate() {
|
||||
if (!do_load_heightfield())
|
||||
return false;
|
||||
|
||||
if (_chunk_size < 8 || !check_power_of_two(_chunk_size)) {
|
||||
shader_terrain_cat.error() << "Invalid chunk size! Has to be >= 8 and a power of two!" << endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_chunk_size > _size / 4) {
|
||||
shader_terrain_cat.error() << "Chunk size too close or greater than the actual terrain size!" << endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
do_create_chunks();
|
||||
do_compute_bounds(&_base_chunk);
|
||||
do_create_chunk_geom();
|
||||
do_init_data_texture();
|
||||
do_convert_heightfield();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Converts the internal used PNMImage to a Texture
|
||||
* @details This converts the internal used PNMImage to a texture object. The
|
||||
* reason for this is, that we need the PNMimage for computing the chunk
|
||||
* bounds, but don't need it afterwards. However, since we have it in ram,
|
||||
* we can just put its contents into a Texture object, which enables the
|
||||
* user to call get_heightfield() instead of manually loading the texture
|
||||
* from disk again to set it as shader input (Panda does not cache PNMImages)
|
||||
*/
|
||||
void ShaderTerrainMesh::do_convert_heightfield() {
|
||||
_heightfield_tex = new Texture();
|
||||
_heightfield_tex->load(_heightfield);
|
||||
_heightfield_tex->set_keep_ram_image(true);
|
||||
|
||||
if (_heightfield.get_maxval() != 65535) {
|
||||
shader_terrain_cat.warning() << "Using non 16-bit heightfield!" << endl;
|
||||
} else {
|
||||
_heightfield_tex->set_format(Texture::F_r16);
|
||||
}
|
||||
_heightfield_tex->set_minfilter(SamplerState::FT_linear);
|
||||
_heightfield_tex->set_magfilter(SamplerState::FT_linear);
|
||||
_heightfield.clear();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Intermal method to load the heightfield
|
||||
* @details This method loads the heightfield from the heightfield path,
|
||||
* and performs some basic checks, including a check for a power of two,
|
||||
* and same width and height.
|
||||
*
|
||||
* @return true if the heightfield was loaded and meets the requirements
|
||||
*/
|
||||
bool ShaderTerrainMesh::do_load_heightfield() {
|
||||
|
||||
if(!_heightfield.read(_heightfield_source)) {
|
||||
shader_terrain_cat.error() << "Could not load heightfield from " << _heightfield_source << endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_heightfield.get_x_size() != _heightfield.get_y_size()) {
|
||||
shader_terrain_cat.error() << "Only square heightfields are supported!";
|
||||
return false;
|
||||
}
|
||||
|
||||
_size = _heightfield.get_x_size();
|
||||
|
||||
if (_size < 32 || !check_power_of_two(_size)) {
|
||||
shader_terrain_cat.error() << "Invalid heightfield! Needs to be >= 32 and a power of two (was: "
|
||||
<< _size << ")!" << endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Internal method to init the terrain data texture
|
||||
* @details This method creates the data texture, used to store all chunk data.
|
||||
* The data texture is set as a shader input later on, and stores the position
|
||||
* and scale of each chunk. Every row in the data texture denotes a view on
|
||||
* the terrain.
|
||||
*/
|
||||
void ShaderTerrainMesh::do_init_data_texture() {
|
||||
_data_texture = new Texture("TerrainDataTexture");
|
||||
_data_texture->setup_2d_texture(stm_max_chunk_count, stm_max_views, Texture::T_float, Texture::F_rgba32);
|
||||
_data_texture->set_clear_color(LVector4(0));
|
||||
_data_texture->clear_image();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Internal method to init the quadtree
|
||||
* @details This method creates the base chunk and then inits all chunks recursively
|
||||
* by using ShaderTerrainMesh::do_init_chunk().
|
||||
*/
|
||||
void ShaderTerrainMesh::do_create_chunks() {
|
||||
|
||||
// Release any previously stored children
|
||||
_base_chunk.clear_children();
|
||||
|
||||
// Create the base chunk
|
||||
_base_chunk.depth = 0;
|
||||
_base_chunk.x = 0;
|
||||
_base_chunk.y = 0;
|
||||
_base_chunk.size = _size;
|
||||
_base_chunk.edges.set(0, 0, 0, 0);
|
||||
_base_chunk.avg_height = 0.5;
|
||||
_base_chunk.min_height = 0.0;
|
||||
_base_chunk.max_height = 1.0;
|
||||
_base_chunk.last_clod = 0.0;
|
||||
do_init_chunk(&_base_chunk);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Internal method to recursively init the quadtree
|
||||
* @details This method inits the quadtree. Starting from a given node, it
|
||||
* first examines if that node should be subdivided.
|
||||
*
|
||||
* If the node should be subdivided, four children are created and this method
|
||||
* is called on the children again. If the node is a leaf, all children are
|
||||
* set to NULL and nothing else happens.
|
||||
*
|
||||
* The chunk parameter may not be zero or undefined behaviour occurs.
|
||||
*
|
||||
* @param chunk The parent chunk
|
||||
*/
|
||||
void ShaderTerrainMesh::do_init_chunk(Chunk* chunk) {
|
||||
if (chunk->size > _chunk_size) {
|
||||
|
||||
// Compute children chunk size
|
||||
size_t child_chunk_size = chunk->size / 2;
|
||||
|
||||
// Subdivide chunk into 4 children
|
||||
for (size_t y = 0; y < 2; ++y) {
|
||||
for (size_t x = 0; x < 2; ++x) {
|
||||
Chunk* child = new Chunk();
|
||||
child->size = child_chunk_size;
|
||||
child->depth = chunk->depth + 1;
|
||||
child->x = chunk->x + x * child_chunk_size;
|
||||
child->y = chunk->y + y * child_chunk_size;
|
||||
do_init_chunk(child);
|
||||
chunk->children[x + 2*y] = child;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Final chunk, initialize all children to zero
|
||||
for (size_t i = 0; i < 4; ++i) {
|
||||
chunk->children[i] = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Recursively computes the bounds for a given chunk
|
||||
* @details This method takes a parent chunk, and computes the bounds recursively,
|
||||
* depending on whether the chunk is a leaf or a node.
|
||||
*
|
||||
* If the chunk is a leaf, then the average, min and max values for that chunk
|
||||
* are computed by iterating over the heightfield region of that chunk.
|
||||
*
|
||||
* If the chunk is a node, this method is called recursively on all children
|
||||
* first, and after that, the average, min and max values for that chunk
|
||||
* are computed by merging those values of the children.
|
||||
*
|
||||
* If chunk is NULL, undefined behaviour occurs.
|
||||
*
|
||||
* @param chunk The parent chunk
|
||||
*/
|
||||
void ShaderTerrainMesh::do_compute_bounds(Chunk* chunk) {
|
||||
|
||||
// Final chunk (Leaf)
|
||||
if (chunk->size == _chunk_size) {
|
||||
|
||||
// Get a pointer to the PNMImage data, this is faster than using get_xel()
|
||||
// for all pixels, since get_xel() also includes bounds checks and so on.
|
||||
xel* data = _heightfield.get_array();
|
||||
|
||||
// Pixel getter function. Note that we have to flip the Y-component, since
|
||||
// panda itself also flips it
|
||||
// auto get_xel = [&](size_t x, size_t y){ return data[x + (_size - 1 - y) * _size].b / (PN_stdfloat)PGM_MAXMAXVAL; };
|
||||
#define get_xel(x, y) (data[(x) + (_size - 1 - (y)) * _size].b / (PN_stdfloat)PGM_MAXMAXVAL)
|
||||
|
||||
// Iterate over all pixels
|
||||
PN_stdfloat avg_height = 0.0, min_height = 1.0, max_height = 0.0;
|
||||
for (size_t x = 0; x < _chunk_size; ++x) {
|
||||
for (size_t y = 0; y < _chunk_size; ++y) {
|
||||
|
||||
// Access data directly, to improve performance
|
||||
PN_stdfloat height = get_xel(chunk->x + x, chunk->y + y);
|
||||
avg_height += height;
|
||||
min_height = min(min_height, height);
|
||||
max_height = max(max_height, height);
|
||||
}
|
||||
}
|
||||
|
||||
// Normalize average height
|
||||
avg_height /= _chunk_size * _chunk_size;
|
||||
|
||||
// Store values
|
||||
chunk->min_height = min_height;
|
||||
chunk->max_height = max_height;
|
||||
chunk->avg_height = avg_height;
|
||||
|
||||
// Get edges in the order (0, 0) (1, 0) (0, 1) (1, 1)
|
||||
for (size_t y = 0; y < 2; ++y) {
|
||||
for (size_t x = 0; x < 2; ++x) {
|
||||
chunk->edges.set_cell(x + 2 * y, get_xel(
|
||||
chunk->x + x * (_chunk_size - 1),
|
||||
chunk->y + y * (_chunk_size - 1)
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
#undef get_xel
|
||||
|
||||
} else {
|
||||
|
||||
// Reset heights
|
||||
chunk->avg_height = 0.0;
|
||||
chunk->min_height = 1.0;
|
||||
chunk->max_height = 0.0;
|
||||
|
||||
// Perform bounds computation for every children and merge the children values
|
||||
for (size_t i = 0; i < 4; ++i) {
|
||||
do_compute_bounds(chunk->children[i]);
|
||||
chunk->avg_height += chunk->children[i]->avg_height / 4.0;
|
||||
chunk->min_height = min(chunk->min_height, chunk->children[i]->min_height);
|
||||
chunk->max_height = max(chunk->max_height, chunk->children[i]->max_height);
|
||||
}
|
||||
|
||||
// Also take the edge points from the children
|
||||
chunk->edges.set_x(chunk->children[0]->edges.get_x());
|
||||
chunk->edges.set_y(chunk->children[1]->edges.get_y());
|
||||
chunk->edges.set_z(chunk->children[2]->edges.get_z());
|
||||
chunk->edges.set_w(chunk->children[3]->edges.get_w());
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Internal method to create the chunk geom
|
||||
* @details This method generates the internal used base chunk. The base chunk geom
|
||||
* is used to render the actual terrain, and will get instanced for every chunk.
|
||||
*
|
||||
* The chunk has a size of (size+3) * (size+3), since additional triangles are
|
||||
* inserted at the borders to prevent holes between chunks of a different LOD.
|
||||
*
|
||||
* If the generate patches option is set, patches will be generated instead
|
||||
* of triangles, which allows the terrain to use a tesselation shader.
|
||||
*/
|
||||
void ShaderTerrainMesh::do_create_chunk_geom() {
|
||||
|
||||
// Convert chunk size to an integer, because we operate on integers and get
|
||||
// signed/unsigned mismatches otherwise
|
||||
int size = (int)_chunk_size;
|
||||
|
||||
// Create vertex data
|
||||
PT(GeomVertexData) gvd = new GeomVertexData("vertices", GeomVertexFormat::get_v3(), Geom::UH_static);
|
||||
gvd->reserve_num_rows( (size + 3) * (size + 3) );
|
||||
GeomVertexWriter vertex_writer(gvd, "vertex");
|
||||
|
||||
// Create primitive
|
||||
PT(GeomPrimitive) triangles = NULL;
|
||||
if (_generate_patches) {
|
||||
triangles = new GeomPatches(3, Geom::UH_static);
|
||||
} else {
|
||||
triangles = new GeomTriangles(Geom::UH_static);
|
||||
}
|
||||
|
||||
// Insert chunk vertices
|
||||
for (int y = -1; y <= size + 1; ++y) {
|
||||
for (int x = -1; x <= size + 1; ++x) {
|
||||
LVector3 vtx_pos(x / (PN_stdfloat)size, y / (PN_stdfloat)size, 0.0f);
|
||||
// Stitched vertices at the cornders
|
||||
if (x == -1 || y == -1 || x == size + 1 || y == size + 1) {
|
||||
vtx_pos.set_z(-1.0f / (PN_stdfloat)size);
|
||||
vtx_pos.set_x(max(0.0f, min(1.0f, vtx_pos.get_x())));
|
||||
vtx_pos.set_y(max(0.0f, min(1.0f, vtx_pos.get_y())));
|
||||
}
|
||||
vertex_writer.add_data3f(vtx_pos);
|
||||
}
|
||||
}
|
||||
|
||||
// Its important to use int and not size_t here, since we do store negative values
|
||||
// auto get_point_index = [&size](int x, int y){ return (x + 1) + (size + 3) * (y + 1); };
|
||||
#define get_point_index(x, y) (((x) + 1) + (size + 3) * ((y) + 1))
|
||||
|
||||
// Create triangles
|
||||
for (int y = -1; y <= size; ++y) {
|
||||
for (int x = -1; x <= size; ++x) {
|
||||
// Get point indices of the quad vertices
|
||||
int tl = get_point_index(x, y);
|
||||
int tr = get_point_index(x + 1, y);
|
||||
int bl = get_point_index(x, y + 1);
|
||||
int br = get_point_index(x + 1, y + 1);
|
||||
|
||||
// Vary triangle scheme on each uneven quad
|
||||
if (stm_use_hexagonal_layout && (x + y) % 2 == 0 ) {
|
||||
triangles->add_vertices(tl, tr, bl);
|
||||
triangles->add_vertices(bl, tr, br);
|
||||
} else {
|
||||
triangles->add_vertices(tl, tr, br);
|
||||
triangles->add_vertices(tl, br, bl);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#undef get_point_index
|
||||
|
||||
// Construct geom
|
||||
PT(Geom) geom = new Geom(gvd);
|
||||
geom->add_primitive(triangles);
|
||||
|
||||
// Do not set any bounds, we do culling ourself
|
||||
geom->clear_bounds();
|
||||
geom->set_bounds(new OmniBoundingVolume());
|
||||
_chunk_geom = geom;
|
||||
}
|
||||
|
||||
/**
|
||||
* @copydoc PandaNode::is_renderable()
|
||||
*/
|
||||
bool ShaderTerrainMesh::is_renderable() const {
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @copydoc PandaNode::is_renderable()
|
||||
*/
|
||||
bool ShaderTerrainMesh::safe_to_flatten() const {
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* @copydoc PandaNode::safe_to_combine()
|
||||
*/
|
||||
bool ShaderTerrainMesh::safe_to_combine() const {
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* @copydoc PandaNode::add_for_draw()
|
||||
*/
|
||||
void ShaderTerrainMesh::add_for_draw(CullTraverser *trav, CullTraverserData &data) {
|
||||
|
||||
// Make sure the terrain was properly initialized, and the geom was created
|
||||
// successfully
|
||||
nassertv(_data_texture != NULL);
|
||||
nassertv(_chunk_geom != NULL);
|
||||
|
||||
_basic_collector.start();
|
||||
|
||||
// Get current frame count
|
||||
int frame_count = ClockObject::get_global_clock()->get_frame_count();
|
||||
|
||||
if (_last_frame_count != frame_count) {
|
||||
// Frame count changed, this means we are at the beginning of a new frame.
|
||||
// In this case, update the frame count and reset the view index.
|
||||
_last_frame_count = frame_count;
|
||||
_current_view_index = 0;
|
||||
}
|
||||
|
||||
// Get transform and render state for this render pass
|
||||
CPT(TransformState) modelview_transform = data.get_internal_transform(trav);
|
||||
CPT(RenderState) state = data._state->compose(get_state());
|
||||
|
||||
// Store a handle to the scene setup
|
||||
const SceneSetup* scene = trav->get_scene();
|
||||
|
||||
// Get the MVP matrix, this is required for the LOD
|
||||
const Lens* current_lens = scene->get_lens();
|
||||
const LMatrix4& projection_mat = current_lens->get_projection_mat();
|
||||
|
||||
// Get the current lens bounds
|
||||
PT(BoundingVolume) cam_bounds = scene->get_cull_bounds();
|
||||
|
||||
// Transform the camera bounds with the main camera transform
|
||||
DCAST(GeometricBoundingVolume, cam_bounds)->xform(scene->get_camera_transform()->get_mat());
|
||||
|
||||
TraversalData traversal_data;
|
||||
traversal_data.cam_bounds = cam_bounds;
|
||||
traversal_data.model_mat = get_transform()->get_mat();
|
||||
traversal_data.mvp_mat = modelview_transform->get_mat() * projection_mat;
|
||||
traversal_data.emitted_chunks = 0;
|
||||
traversal_data.storage_ptr = (ChunkDataEntry*)_data_texture->modify_ram_image().p();
|
||||
traversal_data.screen_size.set(scene->get_viewport_width(), scene->get_viewport_height());
|
||||
|
||||
// Move write pointer so it points to the beginning of the current view
|
||||
traversal_data.storage_ptr += _data_texture->get_x_size() * _current_view_index;
|
||||
|
||||
if (_update_enabled) {
|
||||
// Traverse recursively
|
||||
_lod_collector.start();
|
||||
do_traverse(&_base_chunk, &traversal_data);
|
||||
_lod_collector.stop();
|
||||
} else {
|
||||
// Do a rough guess of the emitted chunks, we don't know the actual count
|
||||
// (we would have to store it). This is only for debugging anyways, so
|
||||
// its not important we get an accurate count here.
|
||||
traversal_data.emitted_chunks = _data_texture->get_x_size();
|
||||
}
|
||||
|
||||
// Set shader inputs
|
||||
CPT(RenderAttrib) current_shader_attrib = state->get_attrib_def(ShaderAttrib::get_class_slot());
|
||||
|
||||
// Make sure the user didn't forget to set a shader
|
||||
if (!DCAST(ShaderAttrib, current_shader_attrib)->has_shader()) {
|
||||
shader_terrain_cat.warning() << "No shader set on the terrain! You need to set the appropriate shader!" << endl;
|
||||
}
|
||||
|
||||
// Should never happen
|
||||
nassertv(current_shader_attrib != NULL);
|
||||
|
||||
current_shader_attrib = DCAST(ShaderAttrib, current_shader_attrib)->set_shader_input(
|
||||
new ShaderInput("ShaderTerrainMesh.terrain_size", LVecBase2i(_size)) );
|
||||
current_shader_attrib = DCAST(ShaderAttrib, current_shader_attrib)->set_shader_input(
|
||||
new ShaderInput("ShaderTerrainMesh.chunk_size", LVecBase2i(_chunk_size)));
|
||||
current_shader_attrib = DCAST(ShaderAttrib, current_shader_attrib)->set_shader_input(
|
||||
new ShaderInput("ShaderTerrainMesh.view_index", LVecBase2i(_current_view_index)));
|
||||
current_shader_attrib = DCAST(ShaderAttrib, current_shader_attrib)->set_shader_input(
|
||||
new ShaderInput("ShaderTerrainMesh.data_texture", _data_texture));
|
||||
current_shader_attrib = DCAST(ShaderAttrib, current_shader_attrib)->set_shader_input(
|
||||
new ShaderInput("ShaderTerrainMesh.heightfield", _heightfield_tex));
|
||||
current_shader_attrib = DCAST(ShaderAttrib, current_shader_attrib)->set_instance_count(
|
||||
traversal_data.emitted_chunks);
|
||||
|
||||
state = state->set_attrib(current_shader_attrib, 10000);
|
||||
|
||||
// Emit chunk
|
||||
CullableObject *object = new CullableObject(_chunk_geom, state, modelview_transform);
|
||||
trav->get_cull_handler()->record_object(object, trav);
|
||||
|
||||
// After rendering, increment the view index
|
||||
++_current_view_index;
|
||||
|
||||
if (_current_view_index > stm_max_views) {
|
||||
shader_terrain_cat.error() << "More views than supported! Increase the stm-max-views config variable!" << endl;
|
||||
}
|
||||
|
||||
_basic_collector.stop();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Traverses the quadtree
|
||||
* @details This method traverses the given chunk, deciding whether it should
|
||||
* be rendered or subdivided.
|
||||
*
|
||||
* In case the chunk is decided to be subdivided, this method is called on
|
||||
* all children.
|
||||
*
|
||||
* In case the chunk is decided to be rendered, ShaderTerrainMesh::do_emit_chunk() is
|
||||
* called. Otherwise nothing happens, and the chunk does not get rendered.
|
||||
*
|
||||
* @param chunk Chunk to traverse
|
||||
* @param data Traversal data
|
||||
*/
|
||||
void ShaderTerrainMesh::do_traverse(Chunk* chunk, TraversalData* data, bool fully_visible) {
|
||||
|
||||
// Don't check bounds if we are fully visible
|
||||
if (!fully_visible) {
|
||||
|
||||
// Construct chunk bounding volume
|
||||
PN_stdfloat scale = 1.0 / (PN_stdfloat)_size;
|
||||
LPoint3 bb_min(chunk->x * scale, chunk->y * scale, chunk->min_height);
|
||||
LPoint3 bb_max((chunk->x + chunk->size) * scale, (chunk->y + chunk->size) * scale, chunk->max_height);
|
||||
|
||||
BoundingBox bbox = BoundingBox(bb_min, bb_max);
|
||||
DCAST(GeometricBoundingVolume, &bbox)->xform(data->model_mat);
|
||||
int intersection = data->cam_bounds->contains(&bbox);
|
||||
|
||||
if (intersection == BoundingVolume::IF_no_intersection) {
|
||||
// No intersection with frustum
|
||||
return;
|
||||
}
|
||||
|
||||
// If the bounds are fully visible, there is no reason to perform culling
|
||||
// on the children, so we set this flag to prevent any bounding computation
|
||||
// on the child nodes.
|
||||
fully_visible = (intersection & BoundingVolume::IF_all) != 0;
|
||||
}
|
||||
|
||||
// Check if the chunk should be subdivided. In case the chunk is a leaf node,
|
||||
// the chunk will never get subdivided.
|
||||
// NOTE: We still always perform the LOD check. This is for the reason that
|
||||
// the lod check also computes the CLOD factor, which is useful.
|
||||
if (do_check_lod_matches(chunk, data) || chunk->size == _chunk_size) {
|
||||
do_emit_chunk(chunk, data);
|
||||
} else {
|
||||
// Traverse children
|
||||
for (size_t i = 0; i < 4; ++i) {
|
||||
do_traverse(chunk->children[i], data, fully_visible);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Checks whether a chunk should get subdivided
|
||||
* @details This method checks whether a chunk fits on screen, or should be
|
||||
* subdivided in order to provide bigger detail.
|
||||
*
|
||||
* In case this method returns true, the chunk lod is fine, and the chunk
|
||||
* can be rendered. If the method returns false, the chunk should be subdivided.
|
||||
*
|
||||
* @param chunk Chunk to check
|
||||
* @param data Traversal data
|
||||
*
|
||||
* @return true if the chunk is sufficient, false if the chunk should be subdivided
|
||||
*/
|
||||
bool ShaderTerrainMesh::do_check_lod_matches(Chunk* chunk, TraversalData* data) {
|
||||
|
||||
// Project all points to world space
|
||||
LVector2 projected_points[4];
|
||||
for (size_t y = 0; y < 2; ++y) {
|
||||
for (size_t x = 0; x < 2; ++x) {
|
||||
|
||||
// Compute point in model space (0,0,0 to 1,1,1)
|
||||
LVector3 edge_pos = LVector3(
|
||||
(PN_stdfloat)(chunk->x + x * (chunk->size - 1)) / (PN_stdfloat)_size,
|
||||
(PN_stdfloat)(chunk->y + y * (chunk->size - 1)) / (PN_stdfloat)_size,
|
||||
chunk->edges.get_cell(x + 2 * y)
|
||||
);
|
||||
LVector4 projected = data->mvp_mat.xform(LVector4(edge_pos, 1.0));
|
||||
if (projected.get_w() == 0.0) {
|
||||
projected.set(0.0, 0.0, -1.0, 1.0f);
|
||||
}
|
||||
projected *= 1.0 / projected.get_w();
|
||||
projected_points[x + 2 * y].set(
|
||||
projected.get_x() * data->screen_size.get_x(),
|
||||
projected.get_y() * data->screen_size.get_y());
|
||||
}
|
||||
}
|
||||
|
||||
// Compute the length of the edges in screen space
|
||||
PN_stdfloat edge_top = (projected_points[1] - projected_points[3]).length_squared();
|
||||
PN_stdfloat edge_right = (projected_points[0] - projected_points[2]).length_squared();
|
||||
PN_stdfloat edge_bottom = (projected_points[2] - projected_points[3]).length_squared();
|
||||
PN_stdfloat edge_left = (projected_points[0] - projected_points[1]).length_squared();
|
||||
|
||||
// CLOD factor
|
||||
PN_stdfloat max_edge = max(edge_top, max(edge_right, max(edge_bottom, edge_left)));
|
||||
|
||||
// Micro-Optimization: We use length_squared() instead of length() to compute the
|
||||
// maximum edge length. This reduces it to one csqrt instead of four.
|
||||
max_edge = csqrt(max_edge);
|
||||
|
||||
PN_stdfloat tesselation_factor = (max_edge / _target_triangle_width) / (PN_stdfloat)_chunk_size;
|
||||
PN_stdfloat clod_factor = max(0.0, min(1.0, 2.0 - tesselation_factor));
|
||||
|
||||
// Store the clod factor
|
||||
chunk->last_clod = clod_factor;
|
||||
|
||||
return tesselation_factor <= 2.0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Internal method to spawn a chunk
|
||||
* @details This method is used to spawn a chunk in case the traversal decided
|
||||
* that the chunk gets rendered. It writes the chunks data to the texture, and
|
||||
* increments the write pointer
|
||||
*
|
||||
* @param chunk Chunk to spawn
|
||||
* @param data Traversal data
|
||||
*/
|
||||
void ShaderTerrainMesh::do_emit_chunk(Chunk* chunk, TraversalData* data) {
|
||||
if (data->emitted_chunks >= _data_texture->get_x_size()) {
|
||||
|
||||
// Only print warning once
|
||||
if (data->emitted_chunks == _data_texture->get_x_size()) {
|
||||
shader_terrain_cat.error() << "Too many chunks in the terrain! Consider lowering the desired LOD, or increase the stm-max-chunk-count variable." << endl;
|
||||
data->emitted_chunks++;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
ChunkDataEntry& data_entry = *data->storage_ptr;
|
||||
data_entry.x = chunk->x;
|
||||
data_entry.y = chunk->y;
|
||||
data_entry.size = chunk->size / _chunk_size;
|
||||
data_entry.clod = chunk->last_clod;
|
||||
|
||||
data->emitted_chunks ++;
|
||||
data->storage_ptr ++;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Transforms a texture coordinate to world space
|
||||
* @details This transforms a texture coordinatefrom uv-space (0 to 1) to world
|
||||
* space. This takes the terrains transform into account, and also samples the
|
||||
* heightmap. This method should be called after generate().
|
||||
*
|
||||
* @param coord Coordinate in uv-space from 0, 0 to 1, 1
|
||||
* @return World-Space point
|
||||
*/
|
||||
LPoint3 ShaderTerrainMesh::uv_to_world(const LTexCoord& coord) const {
|
||||
nassertr(_heightfield_tex != NULL, LPoint3(0));
|
||||
PT(TexturePeeker) peeker = _heightfield_tex->peek();
|
||||
nassertr(peeker != NULL, LPoint3(0));
|
||||
|
||||
LColor result;
|
||||
if (!peeker->lookup_bilinear(result, coord.get_x(), coord.get_y())) {
|
||||
shader_terrain_cat.error() << "UV out of range, cant transform to world!" << endl;
|
||||
return LPoint3(0);
|
||||
}
|
||||
LPoint3 unit_point(coord.get_x(), coord.get_y(), result.get_x());
|
||||
return get_transform()->get_mat().xform_point_general(unit_point);
|
||||
}
|
205
panda/src/grutil/shaderTerrainMesh.h
Normal file
205
panda/src/grutil/shaderTerrainMesh.h
Normal file
@ -0,0 +1,205 @@
|
||||
/**
|
||||
* PANDA 3D SOFTWARE
|
||||
* Copyright (c) Carnegie Mellon University. All rights reserved.
|
||||
*
|
||||
* All use of this software is subject to the terms of the revised BSD
|
||||
* license. You should have received a copy of this license along
|
||||
* with this source code in a file named "LICENSE."
|
||||
*
|
||||
* @file shaderTerrainMesh.h
|
||||
* @author tobspr
|
||||
* @date 2016-02-16
|
||||
*/
|
||||
|
||||
#ifndef SHADER_TERRAIN_MESH_H
|
||||
#define SHADER_TERRAIN_MESH_H
|
||||
|
||||
#include "pandabase.h"
|
||||
#include "luse.h"
|
||||
#include "pnmImage.h"
|
||||
#include "geom.h"
|
||||
#include "pandaNode.h"
|
||||
#include "texture.h"
|
||||
#include "texturePeeker.h"
|
||||
#include "configVariableBool.h"
|
||||
#include "configVariableInt.h"
|
||||
#include "pStatCollector.h"
|
||||
#include "filename.h"
|
||||
#include <stdint.h>
|
||||
|
||||
extern ConfigVariableBool stm_use_hexagonal_layout;
|
||||
extern ConfigVariableInt stm_max_chunk_count;
|
||||
extern ConfigVariableInt stm_max_views;
|
||||
|
||||
|
||||
NotifyCategoryDecl(shader_terrain, EXPCL_PANDA_GRUTIL, EXPTP_PANDA_GRUTIL);
|
||||
|
||||
|
||||
/**
|
||||
* @brief Terrain Renderer class utilizing the GPU
|
||||
* @details This class provides functionality to render heightfields of large
|
||||
* sizes utilizing the GPU. Internally a quadtree is used to generate the LODs.
|
||||
* The final terrain is then rendered using instancing on the GPU. This makes
|
||||
* it possible to use very large heightfields (8192+) with very reasonable
|
||||
* performance. The terrain provides options to control the LOD using a
|
||||
* target triangle width, see ShaderTerrainMesh::set_target_triangle_width().
|
||||
*
|
||||
* Because the Terrain is rendered entirely on the GPU, it needs a special
|
||||
* vertex shader. There is a default vertex shader available, which you can
|
||||
* use in your own shaders. IMPORTANT: If you don't set an appropriate shader
|
||||
* on the terrain, nothing will be visible.
|
||||
*/
|
||||
class EXPCL_PANDA_GRUTIL ShaderTerrainMesh : public PandaNode {
|
||||
|
||||
PUBLISHED:
|
||||
|
||||
ShaderTerrainMesh();
|
||||
|
||||
INLINE void set_heightfield_filename(const Filename& filename);
|
||||
INLINE const Filename& get_heightfield_filename() const;
|
||||
MAKE_PROPERTY(heightfield_filename, get_heightfield_filename, set_heightfield_filename);
|
||||
|
||||
INLINE void set_chunk_size(size_t chunk_size);
|
||||
INLINE size_t get_chunk_size() const;
|
||||
MAKE_PROPERTY(chunk_size, get_chunk_size, set_chunk_size);
|
||||
|
||||
INLINE void set_generate_patches(bool generate_patches);
|
||||
INLINE bool get_generate_patches() const;
|
||||
MAKE_PROPERTY(generate_patches, get_generate_patches, set_generate_patches);
|
||||
|
||||
INLINE void set_update_enabled(bool update_enabled);
|
||||
INLINE bool get_update_enabled() const;
|
||||
MAKE_PROPERTY(update_enabled, get_update_enabled, set_update_enabled);
|
||||
|
||||
INLINE void set_target_triangle_width(PN_stdfloat target_triangle_width);
|
||||
INLINE PN_stdfloat get_target_triangle_width() const;
|
||||
MAKE_PROPERTY(target_triangle_width, get_target_triangle_width, set_target_triangle_width);
|
||||
|
||||
INLINE Texture* get_heightfield_tex() const;
|
||||
MAKE_PROPERTY(heightfield_tex, get_heightfield_tex);
|
||||
|
||||
LPoint3 uv_to_world(const LTexCoord& coord) const;
|
||||
INLINE LPoint3 uv_to_world(PN_stdfloat u, PN_stdfloat v) const;
|
||||
|
||||
bool generate();
|
||||
|
||||
public:
|
||||
|
||||
// Methods derived from PandaNode
|
||||
virtual bool is_renderable() const;
|
||||
virtual bool safe_to_flatten() const;
|
||||
virtual bool safe_to_combine() const;
|
||||
virtual void add_for_draw(CullTraverser *trav, CullTraverserData &data);
|
||||
|
||||
private:
|
||||
|
||||
// Chunk data
|
||||
struct Chunk {
|
||||
// Depth, starting at 0
|
||||
size_t depth;
|
||||
|
||||
// Chunk position in heightfield space
|
||||
size_t x, y;
|
||||
|
||||
// Chunk size in heightfield space
|
||||
size_t size;
|
||||
|
||||
// Children, in the order (0, 0) (1, 0) (0, 1) (1, 1)
|
||||
Chunk* children[4];
|
||||
|
||||
// Chunk heights, used for culling
|
||||
PN_stdfloat avg_height, min_height, max_height;
|
||||
|
||||
// Edge heights, used for lod computation, in the same order as the children
|
||||
LVector4 edges;
|
||||
|
||||
// Last CLOD factor, stored while computing LOD, used for seamless transitions between lods
|
||||
PN_stdfloat last_clod;
|
||||
|
||||
INLINE void clear_children();
|
||||
INLINE Chunk();
|
||||
INLINE ~Chunk();
|
||||
};
|
||||
|
||||
|
||||
// Single entry in the data block
|
||||
struct ChunkDataEntry {
|
||||
// float x, y, size, clod;
|
||||
|
||||
// Panda uses BGRA, the above layout shows how its actually in texture memory,
|
||||
// the layout below makes it work with BGRA.
|
||||
PN_float32 size, y, x, clod;
|
||||
};
|
||||
|
||||
// Data used while traversing all chunks
|
||||
struct TraversalData {
|
||||
// Global MVP used for LOD
|
||||
LMatrix4 mvp_mat;
|
||||
|
||||
// Local model matrix used for culling
|
||||
LMatrix4 model_mat;
|
||||
|
||||
// Camera bounds in world space
|
||||
BoundingVolume* cam_bounds;
|
||||
|
||||
// Amount of emitted chunks so far
|
||||
int emitted_chunks;
|
||||
|
||||
// Screen resolution, used for LOD
|
||||
LVector2i screen_size;
|
||||
|
||||
// Pointer to the texture memory, where each chunk is written to
|
||||
ChunkDataEntry* storage_ptr;
|
||||
};
|
||||
|
||||
bool do_load_heightfield();
|
||||
void do_convert_heightfield();
|
||||
void do_init_data_texture();
|
||||
void do_create_chunks();
|
||||
void do_init_chunk(Chunk* chunk);
|
||||
void do_compute_bounds(Chunk* chunk);
|
||||
void do_create_chunk_geom();
|
||||
void do_traverse(Chunk* chunk, TraversalData* data, bool fully_visible = false);
|
||||
void do_emit_chunk(Chunk* chunk, TraversalData* data);
|
||||
bool do_check_lod_matches(Chunk* chunk, TraversalData* data);
|
||||
|
||||
Chunk _base_chunk;
|
||||
Filename _heightfield_source;
|
||||
size_t _size;
|
||||
size_t _chunk_size;
|
||||
bool _generate_patches;
|
||||
PNMImage _heightfield;
|
||||
PT(Texture) _heightfield_tex;
|
||||
PT(Geom) _chunk_geom;
|
||||
PT(Texture) _data_texture;
|
||||
size_t _current_view_index;
|
||||
int _last_frame_count;
|
||||
PN_stdfloat _target_triangle_width;
|
||||
bool _update_enabled;
|
||||
|
||||
// PStats stuff
|
||||
static PStatCollector _lod_collector;
|
||||
static PStatCollector _basic_collector;
|
||||
|
||||
|
||||
// Type handle stuff
|
||||
public:
|
||||
static TypeHandle get_class_type() {
|
||||
return _type_handle;
|
||||
}
|
||||
static void init_type() {
|
||||
PandaNode::init_type();
|
||||
register_type(_type_handle, "ShaderTerrainMesh", PandaNode::get_class_type());
|
||||
}
|
||||
virtual TypeHandle get_type() const {
|
||||
return get_class_type();
|
||||
}
|
||||
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
|
||||
|
||||
private:
|
||||
static TypeHandle _type_handle;
|
||||
};
|
||||
|
||||
#include "shaderTerrainMesh.I"
|
||||
|
||||
#endif // SHADER_TERRAIN_MESH_H
|
BIN
samples/shader-terrain/heightfield.png
Normal file
BIN
samples/shader-terrain/heightfield.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.3 MiB |
80
samples/shader-terrain/main.py
Normal file
80
samples/shader-terrain/main.py
Normal file
@ -0,0 +1,80 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
# Author: tobspr
|
||||
#
|
||||
# Last Updated: 2016-02-13
|
||||
#
|
||||
# This tutorial provides an example of using the ShaderTerrainMesh class
|
||||
|
||||
import os, sys, math, random
|
||||
|
||||
from direct.showbase.ShowBase import ShowBase
|
||||
from panda3d.core import ShaderTerrainMesh, Shader, load_prc_file_data
|
||||
from panda3d.core import SamplerState
|
||||
|
||||
class ShaderTerrainDemo(ShowBase):
|
||||
def __init__(self):
|
||||
|
||||
# Load some configuration variables, its important for this to happen
|
||||
# before the ShowBase is initialized
|
||||
load_prc_file_data("", """
|
||||
textures-power-2 none
|
||||
window-title Panda3D Shader Terrain Demo
|
||||
""")
|
||||
|
||||
# Initialize the showbase
|
||||
ShowBase.__init__(self)
|
||||
|
||||
# Increase camera FOV aswell as the far plane
|
||||
self.camLens.set_fov(90)
|
||||
self.camLens.set_near_far(0.1, 50000)
|
||||
|
||||
# Construct the terrain
|
||||
self.terrain_node = ShaderTerrainMesh()
|
||||
|
||||
# Set a heightfield, the heightfield should be a 16-bit png and
|
||||
# have a quadratic size of a power of two.
|
||||
self.terrain_node.heightfield_filename = "heightfield.png"
|
||||
|
||||
# Set the target triangle width. For a value of 10.0 for example,
|
||||
# the terrain will attempt to make every triangle 10 pixels wide on screen.
|
||||
self.terrain_node.target_triangle_width = 10.0
|
||||
|
||||
# Generate the terrain
|
||||
self.terrain_node.generate()
|
||||
|
||||
# Attach the terrain to the main scene and set its scale
|
||||
self.terrain = self.render.attach_new_node(self.terrain_node)
|
||||
self.terrain.set_scale(1024, 1024, 100)
|
||||
self.terrain.set_pos(-512, -512, -70.0)
|
||||
|
||||
# Set a shader on the terrain. The ShaderTerrainMesh only works with
|
||||
# an applied shader. You can use the shaders used here in your own shaders
|
||||
terrain_shader = Shader.load(Shader.SL_GLSL, "terrain.vert.glsl", "terrain.frag.glsl")
|
||||
self.terrain.set_shader(terrain_shader)
|
||||
self.terrain.set_shader_input("camera", self.camera)
|
||||
|
||||
# Set some texture on the terrain
|
||||
grass_tex = self.loader.loadTexture("textures/grass.png")
|
||||
grass_tex.set_minfilter(SamplerState.FT_linear_mipmap_linear)
|
||||
grass_tex.set_anisotropic_degree(16)
|
||||
self.terrain.set_texture(grass_tex)
|
||||
|
||||
# Load some skybox - you can safely ignore this code
|
||||
skybox = self.loader.loadModel("models/skybox.bam")
|
||||
skybox.reparent_to(self.render)
|
||||
skybox.set_scale(20000)
|
||||
|
||||
skybox_texture = self.loader.loadTexture("textures/skybox.jpg")
|
||||
skybox_texture.set_minfilter(SamplerState.FT_linear)
|
||||
skybox_texture.set_magfilter(SamplerState.FT_linear)
|
||||
skybox_texture.set_wrap_u(SamplerState.WM_repeat)
|
||||
skybox_texture.set_wrap_v(SamplerState.WM_mirror)
|
||||
skybox_texture.set_anisotropic_degree(16)
|
||||
skybox.set_texture(skybox_texture)
|
||||
|
||||
skybox_shader = Shader.load(Shader.SL_GLSL, "skybox.vert.glsl", "skybox.frag.glsl")
|
||||
skybox.set_shader(skybox_shader)
|
||||
|
||||
demo = ShaderTerrainDemo()
|
||||
demo.run()
|
BIN
samples/shader-terrain/models/skybox.bam
Normal file
BIN
samples/shader-terrain/models/skybox.bam
Normal file
Binary file not shown.
21
samples/shader-terrain/skybox.frag.glsl
Normal file
21
samples/shader-terrain/skybox.frag.glsl
Normal file
@ -0,0 +1,21 @@
|
||||
#version 150
|
||||
|
||||
in vec3 skybox_pos;
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D p3d_Texture0;
|
||||
|
||||
void main() {
|
||||
|
||||
vec3 view_dir = normalize(skybox_pos);
|
||||
vec2 skybox_uv;
|
||||
|
||||
// Convert spherical coordinates
|
||||
const float pi = 3.14159265359;
|
||||
skybox_uv.x = (atan(view_dir.y, view_dir.x) + (0.5 * pi)) / (2 * pi);
|
||||
skybox_uv.y = clamp(view_dir.z * 0.72 + 0.35, 0.0, 1.0);
|
||||
|
||||
vec3 skybox_color = textureLod(p3d_Texture0, skybox_uv, 0).xyz;
|
||||
|
||||
color = vec4(skybox_color, 1);
|
||||
}
|
13
samples/shader-terrain/skybox.vert.glsl
Normal file
13
samples/shader-terrain/skybox.vert.glsl
Normal file
@ -0,0 +1,13 @@
|
||||
#version 150
|
||||
|
||||
// This is just a simple vertex shader transforming the skybox
|
||||
|
||||
in vec4 p3d_Vertex;
|
||||
uniform mat4 p3d_ModelViewProjectionMatrix;
|
||||
|
||||
out vec3 skybox_pos;
|
||||
|
||||
void main() {
|
||||
skybox_pos = p3d_Vertex.xyz;
|
||||
gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;
|
||||
}
|
56
samples/shader-terrain/terrain.frag.glsl
Normal file
56
samples/shader-terrain/terrain.frag.glsl
Normal file
@ -0,0 +1,56 @@
|
||||
#version 150
|
||||
|
||||
// This is the terrain fragment shader. There is a lot of code in here
|
||||
// which is not necessary to render the terrain, but included for convenience -
|
||||
// Like generating normals from the heightmap or a simple fog effect.
|
||||
|
||||
// Most of the time you want to adjust this shader to get your terrain the look
|
||||
// you want. The vertex shader most likely will stay the same.
|
||||
|
||||
in vec2 terrain_uv;
|
||||
in vec3 vtx_pos;
|
||||
out vec4 color;
|
||||
|
||||
uniform struct {
|
||||
sampler2D data_texture;
|
||||
sampler2D heightfield;
|
||||
int view_index;
|
||||
int terrain_size;
|
||||
int chunk_size;
|
||||
} ShaderTerrainMesh;
|
||||
|
||||
uniform sampler2D p3d_Texture0;
|
||||
uniform vec3 wspos_camera;
|
||||
|
||||
// Compute normal from the heightmap, this assumes the terrain is facing z-up
|
||||
vec3 get_terrain_normal() {
|
||||
const float terrain_height = 50.0;
|
||||
vec3 pixel_size = vec3(1.0, -1.0, 0) / textureSize(ShaderTerrainMesh.heightfield, 0).xxx;
|
||||
float u0 = texture(ShaderTerrainMesh.heightfield, terrain_uv + pixel_size.yz).x * terrain_height;
|
||||
float u1 = texture(ShaderTerrainMesh.heightfield, terrain_uv + pixel_size.xz).x * terrain_height;
|
||||
float v0 = texture(ShaderTerrainMesh.heightfield, terrain_uv + pixel_size.zy).x * terrain_height;
|
||||
float v1 = texture(ShaderTerrainMesh.heightfield, terrain_uv + pixel_size.zx).x * terrain_height;
|
||||
vec3 tangent = normalize(vec3(1.0, 0, u1 - u0));
|
||||
vec3 binormal = normalize(vec3(0, 1.0, v1 - v0));
|
||||
return normalize(cross(tangent, binormal));
|
||||
}
|
||||
|
||||
|
||||
|
||||
void main() {
|
||||
vec3 diffuse = texture(p3d_Texture0, terrain_uv * 16.0).xyz;
|
||||
vec3 normal = get_terrain_normal();
|
||||
|
||||
// Add some fake lighting - you usually want to use your own lighting code here
|
||||
vec3 fake_sun = normalize(vec3(0.7, 0.2, 0.6));
|
||||
vec3 shading = max(0.0, dot(normal, fake_sun)) * diffuse;
|
||||
shading += vec3(0.07, 0.07, 0.1);
|
||||
|
||||
|
||||
// Fake fog
|
||||
float dist = distance(vtx_pos, wspos_camera);
|
||||
float fog_factor = smoothstep(0, 1, dist / 1000.0);
|
||||
shading = mix(shading, vec3(0.7, 0.7, 0.8), fog_factor);
|
||||
|
||||
color = vec4(shading, 1.0);
|
||||
}
|
56
samples/shader-terrain/terrain.vert.glsl
Normal file
56
samples/shader-terrain/terrain.vert.glsl
Normal file
@ -0,0 +1,56 @@
|
||||
#version 150
|
||||
|
||||
// This is the default terrain vertex shader. Most of the time you can just copy
|
||||
// this and reuse it, and just modify the fragment shader.
|
||||
|
||||
in vec4 p3d_Vertex;
|
||||
uniform mat4 p3d_ModelViewProjectionMatrix;
|
||||
uniform mat4 p3d_ModelMatrix;
|
||||
|
||||
uniform struct {
|
||||
sampler2D data_texture;
|
||||
sampler2D heightfield;
|
||||
int view_index;
|
||||
int terrain_size;
|
||||
int chunk_size;
|
||||
} ShaderTerrainMesh;
|
||||
|
||||
out vec2 terrain_uv;
|
||||
out vec3 vtx_pos;
|
||||
|
||||
void main() {
|
||||
|
||||
// Terrain data has the layout:
|
||||
// x: x-pos, y: y-pos, z: size, w: clod
|
||||
vec4 terrain_data = texelFetch(ShaderTerrainMesh.data_texture,
|
||||
ivec2(gl_InstanceID, ShaderTerrainMesh.view_index), 0);
|
||||
|
||||
// Get initial chunk position in the (0, 0, 0), (1, 1, 0) range
|
||||
vec3 chunk_position = p3d_Vertex.xyz;
|
||||
|
||||
// CLOD implementation
|
||||
float clod_factor = smoothstep(0, 1, terrain_data.w);
|
||||
chunk_position.xy -= clod_factor * fract(chunk_position.xy * ShaderTerrainMesh.chunk_size / 2.0)
|
||||
* 2.0 / ShaderTerrainMesh.chunk_size;
|
||||
|
||||
// Scale the chunk
|
||||
chunk_position *= terrain_data.z * float(ShaderTerrainMesh.chunk_size)
|
||||
/ float(ShaderTerrainMesh.terrain_size);
|
||||
chunk_position.z *= ShaderTerrainMesh.chunk_size;
|
||||
|
||||
// Offset the chunk, it is important that this happens after the scale
|
||||
chunk_position.xy += terrain_data.xy / float(ShaderTerrainMesh.terrain_size);
|
||||
|
||||
// Compute the terrain UV coordinates
|
||||
terrain_uv = chunk_position.xy;
|
||||
|
||||
// Sample the heightfield and offset the terrain - we do not need to multiply
|
||||
// the height with anything since the terrain transform is included in the
|
||||
// model view projection matrix.
|
||||
chunk_position.z += texture(ShaderTerrainMesh.heightfield, terrain_uv).x;
|
||||
gl_Position = p3d_ModelViewProjectionMatrix * vec4(chunk_position, 1);
|
||||
|
||||
// Output the vertex world space position - in this case we use this to render
|
||||
// the fog.
|
||||
vtx_pos = (p3d_ModelMatrix * vec4(chunk_position, 1)).xyz;
|
||||
}
|
5
samples/shader-terrain/textures/LICENSE.txt
Normal file
5
samples/shader-terrain/textures/LICENSE.txt
Normal file
@ -0,0 +1,5 @@
|
||||
Grass texture from (cc by 3.0)
|
||||
http://opengameart.org/content/grass-texture
|
||||
|
||||
Skybox by rdb
|
||||
http://rdb.name/PANO_20140818_112419.jpg
|
BIN
samples/shader-terrain/textures/grass.png
Normal file
BIN
samples/shader-terrain/textures/grass.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.9 MiB |
BIN
samples/shader-terrain/textures/skybox.jpg
Normal file
BIN
samples/shader-terrain/textures/skybox.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.1 MiB |
Loading…
x
Reference in New Issue
Block a user