mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-04 02:42:49 -04:00
716 lines
25 KiB
C++
716 lines
25 KiB
C++
/**
|
|
* 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);
|
|
}
|