quadrenderdata.cpp

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/*
---------------------------------------------------------------------
   Terrain Renderer using texture splatting and geomipmapping
   Copyright (c) 2006 Jelmer Cnossen

   This software is provided 'as-is', without any express or implied
   warranty. In no event will the authors be held liable for any
   damages arising from the use of this software.

   Permission is granted to anyone to use this software for any
   purpose, including commercial applications, and to alter it and
   redistribute it freely, subject to the following restrictions:

   1. The origin of this software must not be misrepresented; you
      must not claim that you wrote the original software. If you use
      this software in a product, an acknowledgment in the product
      documentation would be appreciated but is not required.

   2. Altered source versions must be plainly marked as such, and
      must not be misrepresented as being the original software.

   3. This notice may not be removed or altered from any source
      distribution.

   Jelmer Cnossen
   j.cnossen at gmail dot com
---------------------------------------------------------------------
*/

#include "StdAfx.h"
#define GLEW_STATIC
#include <GL/glew.h>

#include "TerrainBase.h"
#include "TerrainNode.h"
#include "TerrainTexture.h"

namespace terrain {
	using namespace std;

	QuadRenderData::QuadRenderData()
	{
		quad=0;
		used=false;
		vertexSize=0;

		normalMap=0;
		normalMapW=0;
		normalMapTexWidth=0;
		vertexSize=0;
		index=0;
	}

	QuadRenderData::~QuadRenderData()
	{
		// delete normal map
		if (normalMap) {
			glDeleteTextures(1,&normalMap);
			normalMap = 0;
		}
	}

	uint QuadRenderData::GetDataSize ()
	{
		return normalMapW * normalMapW * 3 + vertexBuffer.GetSize ();
	}

	RenderDataManager::RenderDataManager(Heightmap *rhm, QuadMap *rqm)
		: roothm(rhm), rootQMap (rqm)
	{
		renderDataAllocates=0;
	}

	RenderDataManager::~RenderDataManager()
	{
		for (int a=0;a<freeRD.size();a++)
			delete freeRD[a];
		for (int a=0;a<qrd.size();a++)
			delete qrd[a];
	}

	QuadRenderData *RenderDataManager::Allocate()
	{
		QuadRenderData *rd;
		if (!freeRD.empty()) {
			rd = freeRD.back();
			freeRD.pop_back();
		}
		else rd = SAFE_NEW QuadRenderData;

		rd->index = qrd.size();
		qrd.push_back (rd);

		renderDataAllocates++;

		return rd;
	}

	void RenderDataManager::PruneFreeList (int maxFreeRD)
	{
		while (freeRD.size()>maxFreeRD) {
			delete freeRD.back();
			freeRD.pop_back ();
		}
	}

	void RenderDataManager::Free (QuadRenderData *rd)
	{
		if (rd->index < qrd.size()-1) {
			qrd.back()->index = rd->index;
			std::swap (qrd.back(), qrd[rd->index]);
		}
		qrd.pop_back();

		freeRD.push_back (rd);
		rd->GetQuad()->renderData = 0;

		rd->GetQuad()->FreeCachedTexture();
	}

	void RenderDataManager::UpdateRect (int sx,int sy,int w,int h)
	{
		vector<QuadRenderData*> remain;
		for (int a=0;a<qrd.size();a++)
		{
			QuadRenderData *rd = qrd[a];
			TQuad *q = rd->GetQuad();

			// rect vs rect collision:
			if (q->sqPos.x + q->width >= sx && q->sqPos.y + q->width >= sy &&
				q->sqPos.x <= sx + w && q->sqPos.y <= sy + h)
			{
				assert (q->renderData==qrd[a]);
				Free(q->renderData);
			}
		}
	}

	// delete all renderdata that is not used this frame and has maxlod < VBufMinDetail
	void RenderDataManager::FreeUnused ()
	{
		for (int a=0;a<qrd.size();a++)
		{
			QuadRenderData *rd = qrd[a];

			if (rd->used) {
				rd->used = false;
				continue;
			}

			if (rd->GetQuad()->maxLodValue < VBufMinDetail) {
				Free (rd);
				a--;
			}
		}
	}

	void RenderDataManager::InitializeNode (TQuad *q)
	{
		assert (!q->renderData);

		QuadRenderData *rd = q->renderData = Allocate ();

		// Allocate vertex data space
		int vertexSize = q->GetVertexSize ();
		if (vertexSize != rd->vertexSize) {
			int size = NUM_VERTICES * vertexSize;

			if (rd->vertexBuffer.GetSize () != size)
				rd->vertexBuffer.Init (size);
			rd->vertexSize = vertexSize;
		}

		// build the vertex buffer
		Vector3 *v = (Vector3*)rd->vertexBuffer.LockData ();

		uint vda = q->textureSetup->vertexDataReq; 		// vertex data requirements
		Heightmap *hm = roothm->GetLevel (q->depth); // get the right heightmap level

		for(int y=q->hmPos.y;y<=q->hmPos.y+QUAD_W;y++)
			for(int x=q->hmPos.x;x<=q->hmPos.x+QUAD_W;x++)
			{
				*(v++) = Vector3(x * hm->squareSize, hm->HeightAt (x,y), y * hm->squareSize);

				Vector3 tangent, binormal;
				CalculateTangents (hm, x,y, tangent, binormal);
				Vector3 normal = binormal.cross(tangent);
				normal.Normalize ();

				if (vda & VRT_Normal)
					*(v++) = normal;

				if (vda & VRT_TangentSpaceMatrix)
				{
					tangent.Normalize ();
					binormal.Normalize ();

					// orthonormal matrix, so inverse=transpose
					// Take the inverse of the tangent space -> world space transformation
					Vector3* tgs2ws = v;
					tgs2ws[0] = Vector3(tangent.x, binormal.x, normal.x);
					tgs2ws[1] = Vector3(tangent.y, binormal.y, normal.y);
					tgs2ws[2] = Vector3(tangent.z, binormal.z, normal.z);
					v+=3;
				}
			}
		rd->vertexBuffer.UnlockData ();
		rd->SetQuad(q);
	}


	void RenderDataManager::InitializeNodeNormalMap (TQuad *q, int cfgNormalMapLevel)
	{
		QuadRenderData *rd = q->renderData;

		if (q->isLeaf()) {
			if (rd->normalMap) {
				glDeleteTextures(1,&rd->normalMap);
				rd->normalMap = 0;
				rd->normalMapW = 0;
			}
			return;
		}

		// find the right level heightmap to generate the normal map from
		Heightmap *hm = roothm;
		int level = 0;
		for (;hm->highDetail;hm = hm->highDetail, level++)
			if (level == q->depth + cfgNormalMapLevel) break;

		// calculate dimensions
		const int scale = 1 << (level - q->depth);
		int w = QUAD_W * scale + 1, h = w;
		const int startx = q->hmPos.x * scale;

		// use power-of-two texture sizes if required
		int texw=1;
		//if (GLEW_ARB_texture_non_power_of_two) texw = w;
		//else
		while (texw < w) texw*=2;

		// if not yet created, create a texture for it
		GLuint texture;

		if (rd->normalMap && rd->normalMapW == w && rd->normalMapTexWidth == texw) {
			texture = rd->normalMap;
			glBindTexture (GL_TEXTURE_2D, texture);
		} else {
			if (rd->normalMap)
				glDeleteTextures(1,&rd->normalMap);

			glGenTextures (1, &texture);
			glBindTexture (GL_TEXTURE_2D, texture);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

			rd->normalMap = texture;
			rd->normalMapW = w;
			rd->normalMapTexWidth = texw;
		}

		// allocate temporary storage for normals
		uchar *normals = SAFE_NEW uchar[texw*texw*3];

		// calculate normals
		for (int y=0; y<h; y++) {
			uchar *src = hm->GetNormal (startx,y + q->hmPos.y * scale);
			memcpy (&normals [3 * y * texw], src, 3 * w);
		}

		// fill texture
		glTexImage2D (GL_TEXTURE_2D, 0, 3, texw,texw,0, GL_RGB, GL_UNSIGNED_BYTE, normals);

		delete[] normals;
	}

};

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