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349 lines
12 KiB
C++
349 lines
12 KiB
C++
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/patch.h"
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#include "nel/3d/vegetable.h"
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#include "nel/3d/vegetable_manager.h"
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#include "nel/3d/landscape_vegetable_block.h"
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#include "nel/3d/landscape.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/common.h"
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#include "nel/misc/fast_floor.h"
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#include "nel/3d/tile_vegetable_desc.h"
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#include "nel/3d/vegetable_light_ex.h"
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#include "nel/3d/patchdlm_context.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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void CPatch::generateTileVegetable(CVegetableInstanceGroup *vegetIg, uint distType, uint ts, uint tt,
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CLandscapeVegetableBlockCreateContext &vbCreateCtx)
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{
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uint i;
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// Get tile infos for vegetable
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// =========================
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// Get the state for this vegetable tile
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CTileElement::TVegetableInfo vegetWaterState= Tiles[tt * OrderS + ts].getVegetableState();
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// If vegetable disabled, skip!
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if(vegetWaterState == CTileElement::VegetableDisabled)
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return;
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// get the tileId under this tile (<=> the tile material)
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uint tileId= Tiles[tt * OrderS + ts].Tile[0];
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// get list of vegetable for this tile, and for hist distanceType category.
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const CTileVegetableDesc &tileVegetDesc= getLandscape()->getTileVegetableDesc(tileId);
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const std::vector<CVegetable> &vegetableList= tileVegetDesc.getVegetableList(distType);
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uint distAddSeed= tileVegetDesc.getVegetableSeed(distType);
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uint numVegetable= (uint)vegetableList.size();
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// If no vegetables at all, skip.
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if(numVegetable==0)
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return;
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// If any layer (2nd or 3rd) is set, but has no vegetable, then skip too
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// This is to ensure "no vegetable under buildings".
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if( Tiles[tt * OrderS + ts].Tile[1]!=NL_TILE_ELM_LAYER_EMPTY )
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{
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uint tileId1= Tiles[tt * OrderS + ts].Tile[1];
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uint tileId2= Tiles[tt * OrderS + ts].Tile[2];
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// NB: test distType
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if(getLandscape()->getTileVegetableDesc(tileId1).empty())
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return;
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if(tileId2!=NL_TILE_ELM_LAYER_EMPTY && getLandscape()->getTileVegetableDesc(tileId2).empty())
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return;
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}
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// compute approximate tile position and normal: get the middle
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float tileU= (ts + 0.5f) / (float)OrderS;
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float tileV= (tt + 0.5f) / (float)OrderT;
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CBezierPatch *bpatch= unpackIntoCache();
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// Get approximate position for the tile (useful for noise). NB: eval() is faster than computeVertex().
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CVector tilePos= bpatch->eval(tileU, tileV);
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// Get also the normal used for all instances on this tile (not precise,
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// don't take noise into account, but faster).
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CVector tileNormal= bpatch->evalNormal(tileU, tileV);
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// Compute also position on middle of 4 edges of this tile, for generateGroupBiLinear().
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CVector tilePosBiLinear[4];
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float OOos= 1.0f / OrderS;
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float OOot= 1.0f / OrderT;
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tilePosBiLinear[0]= bpatch->eval( (ts + 0.0f) * OOos, (tt + 0.5f) * OOot);
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tilePosBiLinear[1]= bpatch->eval( (ts + 1.0f) * OOos, (tt + 0.5f) * OOot);
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tilePosBiLinear[2]= bpatch->eval( (ts + 0.5f) * OOos, (tt + 0.0f) * OOot);
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tilePosBiLinear[3]= bpatch->eval( (ts + 0.5f) * OOos, (tt + 1.0f) * OOot);
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// compute a rotation matrix with the normal
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CMatrix matInstance;
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matInstance.setRot(CVector::I, CVector::J, tileNormal);
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// must normalize the matrix. use the vector which is the most orthogonal to tileNormal
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// If tileNormal is much more a J vector, then use plane (I,tileNormal), and vice-versa
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if(fabs(tileNormal.y) > fabs(tileNormal.x))
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matInstance.normalize(CMatrix::ZXY);
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else
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matInstance.normalize(CMatrix::ZYX);
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// prepare color / lighting
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// =========================
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// say that ambient never change. VegetableManager handle the ambient and diffuse itself (for precomputeLighting)
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CRGBAF ambientF= CRGBAF(1,1,1,1);
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// Compute the tileLightmap (not modified by tileColor).
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static uint8 tileLumelmap[NL_LUMEL_BY_TILE * NL_LUMEL_BY_TILE];
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getTileLumelmapPrecomputed(ts, tt, tileLumelmap, NL_LUMEL_BY_TILE);
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// compute diffuse color by substracting from ambient.
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CRGBAF diffuseColorF[NL_LUMEL_BY_TILE * NL_LUMEL_BY_TILE];
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// TODO_VEGET_OPTIM: optimize this.
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// For all lumel of this tile.
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for(i= 0; i<NL_LUMEL_BY_TILE*NL_LUMEL_BY_TILE; i++)
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{
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// mul by 2, because shade is done twice here: by vertex, and by landscape.
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sint tileLumel= 2*tileLumelmap[i];
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tileLumel= min(tileLumel, 255);
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float tlf= tileLumel / 255.f;
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diffuseColorF[i].R= tlf;
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diffuseColorF[i].G= tlf;
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diffuseColorF[i].B= tlf;
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diffuseColorF[i].A= 1;
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}
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// Compute The CVegetableLightEx, adding pointLight effect to vegetation
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// First get pointLight at this tiles.
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static vector<CPointLightInfluence> lightList;
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lightList.clear();
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appendTileLightInfluences( CUV(tileU, tileV), lightList);
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// for each light, modulate the factor of influence
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for(i=0; i<lightList.size();i++)
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{
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CPointLight *pl= lightList[i].PointLight;
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// compute the attenuation to the pos of the tile
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float att= pl->computeLinearAttenuation(tilePos);
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// modulate the influence with this factor
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lightList[i].BkupInfluence= lightList[i].Influence;
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lightList[i].Influence*= att;
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}
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// sort the light by influence
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sort(lightList.begin(), lightList.end());
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// Setup the vegetLex directly in the ig.
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CVegetableLightEx &vegetLex= vegetIg->VegetableLightEx;
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// take only 2 first, computing direction to tilePos and computing attenuation.
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vegetLex.NumLights= min((uint)CVegetableLightEx::MaxNumLight, (uint)lightList.size());
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for(i=0;i<vegetLex.NumLights;i++)
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{
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// WARNING: can C cast to CPointLightNamed here because comes from CPatch::appendTileLightInfluences() only!
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CPointLightNamed *pl= (CPointLightNamed*)(lightList[i].PointLight);
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// copy to vegetLex.
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vegetLex.PointLight[i]= pl;
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// get the attenuation
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vegetLex.PointLightFactor[i]= (uint)(256* lightList[i].Influence);
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// Setup the direction from pointLight.
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vegetLex.Direction[i]= tilePos - pl->getPosition();
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vegetLex.Direction[i].normalize();
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}
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// compute now the current colors of the vegetLex.
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vegetLex.computeCurrentColors();
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// Compute Dynamic Lightmap UV for this tile.
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nlassert(_DLMContext);
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CUV dlmUV;
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// get coordinate in 0..1 in texture.
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dlmUV.U= _DLMContext->DLMUBias + _DLMContext->DLMUScale * tileU;
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dlmUV.V= _DLMContext->DLMVBias + _DLMContext->DLMVScale * tileV;
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// get coordinate in 0..255.
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CVegetableUV8 dlmUV8;
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dlmUV8.U= (uint8)NLMISC::OptFastFloor(dlmUV.U * 255 + 0.5f);
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dlmUV8.V= (uint8)NLMISC::OptFastFloor(dlmUV.V * 255 + 0.5f);
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// bound them, ensuring 8Bits UV "uncompressed" by driver are in the lightmap area.
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clamp(dlmUV8.U, _DLMContext->MinU8, _DLMContext->MaxU8);
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clamp(dlmUV8.V, _DLMContext->MinV8, _DLMContext->MaxV8);
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// for all vegetable of this list, generate instances.
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// =========================
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// Get an array for each vegetable (static for speed).
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typedef std::vector<NLMISC::CVector2f> TPositionVector;
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static std::vector<TPositionVector> instanceUVArray;
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// realloc if necessary.
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if(instanceUVArray.size() < numVegetable)
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{
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// clean.
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contReset(instanceUVArray);
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// realloc.
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instanceUVArray.resize(numVegetable);
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}
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// First, for each vegetable, generate the number of instance to create, and their relative position.
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for(i= 0; i<numVegetable; i++)
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{
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// get the vegetable
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const CVegetable &veget= vegetableList[i];
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// generate instance for this vegetable.
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veget.generateGroupBiLinear(tilePos, tilePosBiLinear, tileNormal, NL3D_PATCH_TILE_AREA, i + distAddSeed, instanceUVArray[i]);
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}
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// Then, now that we kno how many instance to generate for each vegetable, reserve space.
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CVegetableInstanceGroupReserve vegetIgReserve;
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for(i= 0; i<numVegetable; i++)
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{
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// get the vegetable
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const CVegetable &veget= vegetableList[i];
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// reseve instance space for this vegetable.
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// instanceUVArray[i].size() is the number of instances to create.
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veget.reserveIgAddInstances(vegetIgReserve, (CVegetable::TVegetableWater)vegetWaterState, (uint)instanceUVArray[i].size());
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}
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// actual reseve memory of the ig.
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getLandscape()->_VegetableManager->reserveIgCompile(vegetIg, vegetIgReserve);
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// generate the instances for all the vegetables.
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for(i= 0; i<numVegetable; i++)
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{
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// get the vegetable
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const CVegetable &veget= vegetableList[i];
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// get the relatives position of the instances
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std::vector<CVector2f> &instanceUV= instanceUVArray[i];
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// For all instance, generate the real instances.
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for(uint j=0; j<instanceUV.size(); j++)
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{
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// generate the position in world Space.
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// instanceUV is in [0..1] interval, which maps to a tile, so explode to the patch
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CVector instancePos;
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vbCreateCtx.eval(ts, tt, instanceUV[j].x, instanceUV[j].y, instancePos);
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// NB: use same normal for rotation for all instances in a same tile.
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matInstance.setPos( instancePos );
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// peek color into the lightmap.
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sint lumelS= NLMISC::OptFastFloor(instanceUV[j].x * NL_LUMEL_BY_TILE);
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sint lumelT= NLMISC::OptFastFloor(instanceUV[j].y * NL_LUMEL_BY_TILE);
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clamp(lumelS, 0, NL_LUMEL_BY_TILE-1);
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clamp(lumelT, 0, NL_LUMEL_BY_TILE-1);
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// generate the instance of the vegetable
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veget.generateInstance(vegetIg, matInstance, ambientF,
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diffuseColorF[ (lumelT<<NL_LUMEL_BY_TILE_SHIFT) + lumelS ],
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(distType+1) * NL3D_VEGETABLE_BLOCK_ELTDIST, (CVegetable::TVegetableWater)vegetWaterState, dlmUV8);
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}
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}
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}
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// ***************************************************************************
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void CPatch::recreateAllVegetableIgs()
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{
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// For all TessBlocks, try to release their VegetableBlock
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for(uint numtb=0; numtb<TessBlocks.size(); numtb++)
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{
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// if the vegetableBlock is deleted, and if there is at least one Material in the tessBlock, and if possible
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if( TessBlocks[numtb].VegetableBlock==NULL && TessBlocks[numtb].TileMaterialRefCount>0
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&& getLandscape()->isVegetableActive())
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{
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// compute tessBlock coordinate
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uint tbWidth= OrderS>>1;
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uint ts= numtb&(tbWidth-1);
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uint tt= numtb/tbWidth;
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// crate the vegetable with tilecooridante (ie tessBlock coord *2);
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createVegetableBlock(numtb, ts*2, tt*2);
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}
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}
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}
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// ***************************************************************************
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void CPatch::deleteAllVegetableIgs()
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{
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// For all TessBlocks, try to release their VegetableBlock
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for(uint i=0; i<TessBlocks.size(); i++)
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{
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releaseVegetableBlock(i);
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}
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}
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// ***************************************************************************
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void CPatch::createVegetableBlock(uint numTb, uint ts, uint tt)
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{
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// TessBlock width
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uint tbWidth= OrderS >> 1;
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// clipBlock width
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uint nTbPerCb= NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK;
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uint cbWidth= (tbWidth + nTbPerCb-1) >> NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK_SHIFT;
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// compute tessBlock coordinate.
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uint tbs ,tbt;
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tbs= ts >> 1;
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tbt= tt >> 1;
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// compute clipBlock coordinate.
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uint cbs,cbt;
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cbs= tbs >> NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK_SHIFT;
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cbt= tbt >> NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK_SHIFT;
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// create the vegetable block.
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CLandscapeVegetableBlock *vegetBlock= new CLandscapeVegetableBlock;
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// Init / append to list.
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// compute center of the vegetableBlock (approx).
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CBezierPatch *bpatch= unpackIntoCache();
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CVector center= bpatch->eval( (float)(tbs*2+1)/OrderS, (float)(tbt*2+1)/OrderT );
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// Lower-Left tile is (tbs*2, tbt*2)
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vegetBlock->init(center, getLandscape()->_VegetableManager, VegetableClipBlocks[cbt *cbWidth + cbs], this, tbs*2, tbt*2, getLandscape()->_VegetableBlockList);
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// set in the tessBlock
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TessBlocks[numTb].VegetableBlock= vegetBlock;
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}
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// ***************************************************************************
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void CPatch::releaseVegetableBlock(uint numTb)
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{
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// if exist, must delete the VegetableBlock.
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if(TessBlocks[numTb].VegetableBlock)
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{
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// delete Igs, and remove from list.
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TessBlocks[numTb].VegetableBlock->release(getLandscape()->_VegetableManager, getLandscape()->_VegetableBlockList);
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// delete.
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delete TessBlocks[numTb].VegetableBlock;
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TessBlocks[numTb].VegetableBlock= NULL;
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}
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}
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} // NL3D
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