// NeL - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#include "std3d.h"
#include "nel/3d/zone.h"
#include "nel/3d/landscape.h"
#include "nel/3d/zone_symmetrisation.h"
#include "nel/misc/common.h"
#include "nel/misc/hierarchical_timer.h"
using namespace NLMISC;
using namespace std;
// define it only for debug bind.
//#define NL3D_DEBUG_DONT_BIND_PATCH
namespace NL3D
{
// ***************************************************************************
// ***************************************************************************
// CPatchInfo
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
void CPatchInfo::setCornerSmoothFlag(uint corner, bool smooth)
{
nlassert(corner<=3);
uint mask= 1< &patchs, const std::vector &borderVertices, uint32 numVertices)
{
CZoneInfo zinfo;
zinfo.ZoneId= zoneId;
zinfo.Patchs= patchs;
zinfo.BorderVertices= borderVertices;
build(zinfo, numVertices);
}
// ***************************************************************************
void CZone::build(const CZoneInfo &zoneInfo, uint32 numVertices)
{
sint i,j;
nlassert(!Compiled);
// Ref inupt
uint16 zoneId= zoneInfo.ZoneId;
const std::vector &patchs= zoneInfo.Patchs;
const std::vector &borderVertices= zoneInfo.BorderVertices;
ZoneId= zoneId;
BorderVertices= borderVertices;
// Compute the bbox and the bias/scale.
//=====================================
CAABBox bb;
if(patchs.size())
bb.setCenter(patchs[0].Patch.Vertices[0]);
bb.setHalfSize(CVector::Null);
for(j=0;j<(sint)patchs.size();j++)
{
const CBezierPatch &p= patchs[j].Patch;
for(i=0;i<4;i++)
bb.extend(p.Vertices[i]);
for(i=0;i<8;i++)
bb.extend(p.Tangents[i]);
for(i=0;i<4;i++)
bb.extend(p.Interiors[i]);
}
// Compute BBox, and Patch Scale Bias, according to Noise.
computeBBScaleBias(bb);
// Compute/compress Patchs.
//=========================
Patchs.resize(patchs.size());
PatchConnects.resize(patchs.size());
sint maxVertex=-1;
for(j=0;j<(sint)patchs.size();j++)
{
const CPatchInfo &pi= patchs[j];
const CBezierPatch &p= pi.Patch;
CPatch &pa= Patchs[j];
CPatchConnect &pc= PatchConnects[j];
// Smoothing flags
pa.Flags&=~NL_PATCH_SMOOTH_FLAG_MASK;
pa.Flags|=NL_PATCH_SMOOTH_FLAG_MASK&(pi.Flags< plRemap;
_PointLightArray.build(zoneInfo.PointLights, plRemap);
// Check TileLightInfluences integrity, and remap PointLight Indices.
for(j=0;j<(sint)patchs.size();j++)
{
CPatch &pa= Patchs[j];
for(uint k= 0; k &patchs, std::vector &borderVertices)
{
CZoneInfo zinfo;
retrieve(zinfo);
patchs= zinfo.Patchs;
borderVertices= zinfo.BorderVertices;
}
// ***************************************************************************
void CZone::retrieve(CZoneInfo &zoneInfo)
{
sint i,j;
// Ref on input.
std::vector &patchs= zoneInfo.Patchs;
std::vector &borderVertices= zoneInfo.BorderVertices;
// Copy zoneId.
zoneInfo.ZoneId= getZoneId();
// uncompress Patchs.
//=========================
patchs.resize(Patchs.size());
for(j=0;j<(sint)patchs.size();j++)
{
CPatchInfo &pi= patchs[j];
CBezierPatch &p= pi.Patch;
CPatch &pa= Patchs[j];
CPatchConnect &pc= PatchConnects[j];
// Smoothing flags
pi.Flags= (pa.Flags&NL_PATCH_SMOOTH_FLAG_MASK)>>NL_PATCH_SMOOTH_FLAG_SHIFT;
// Noise Data
// copy noise rotation.
pi.NoiseRotation= pa.NoiseRotation;
// copy all noise smoothing info.
for(i=0;i<4;i++)
{
pi.setCornerSmoothFlag(i, pa.getCornerSmoothFlag(i));
}
// re-Build the uncompressed bezier patch.
for(i=0;i<4;i++)
pa.Vertices[i].unpack(p.Vertices[i], PatchBias, PatchScale);
for(i=0;i<8;i++)
pa.Tangents[i].unpack(p.Tangents[i], PatchBias, PatchScale);
for(i=0;i<4;i++)
pa.Interiors[i].unpack(p.Interiors[i], PatchBias, PatchScale);
pi.Tiles= pa.Tiles;
pi.TileColors= pa.TileColors;
pi.TileLightInfluences= pa.TileLightInfluences;
pi.Lumels.resize ((pa.OrderS*4)*(pa.OrderT*4));
pi.Flags=(pa.Flags&NL_PATCH_SMOOTH_FLAG_MASK)>>NL_PATCH_SMOOTH_FLAG_SHIFT;
// Unpack the lumel map
pa.unpackShadowMap (&pi.Lumels[0]);
// from the patchConnect.
pi.OrderS= pa.OrderS;
pi.OrderT= pa.OrderT;
pi.ErrorSize= pc.ErrorSize;
for(i=0;i<4;i++)
{
pi.BaseVertices[i]= pc.BaseVertices[i];
}
for(i=0;i<4;i++)
pi.BindEdges[i]= pc.BindEdges[i];
}
// retrieve bordervertices.
//=========================
borderVertices= BorderVertices;
// retrieve PointLights.
//=========================
zoneInfo.PointLights= _PointLightArray.getPointLights();
}
// ***************************************************************************
void CZone::build(const CZone &zone)
{
nlassert(!Compiled);
ZoneId= zone.ZoneId;
BorderVertices= zone.BorderVertices;
// Compute the bbox and the bias/scale.
//=====================================
ZoneBB= zone.ZoneBB;
PatchScale= zone.PatchScale;
PatchBias= zone.PatchBias;
// Compute/compress Patchs.
//=========================
Patchs= zone.Patchs;
PatchConnects= zone.PatchConnects;
// Init the Clip Arrays
_PatchRenderClipped.resize((uint)Patchs.size());
_PatchOldRenderClipped.resize((uint)Patchs.size());
_PatchRenderClipped.setAll();
_PatchOldRenderClipped.setAll();
// copy pointLights.
//=========================
_PointLightArray= zone._PointLightArray;
NumVertices= zone.NumVertices;
}
// ***************************************************************************
void CBorderVertex::serial(NLMISC::IStream &f)
{
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
(void)f.serialVersion(0);
f.xmlSerial (CurrentVertex, "CURRENT_VERTEX");
f.xmlSerial (NeighborZoneId, "NEIGHTBOR_ZONE_ID");
f.xmlSerial (NeighborVertex, "NEIGHTBOR_VERTEX");
}
void CZone::CPatchConnect::serial(NLMISC::IStream &f)
{
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
uint ver= f.serialVersion(1);
if (ver<1)
f.serial(OldOrderS, OldOrderT, ErrorSize);
else
f.serial(ErrorSize);
f.xmlSerial (BaseVertices[0], BaseVertices[1], BaseVertices[2], BaseVertices[3], "BASE_VERTICES");
f.xmlSerial (BindEdges[0], BindEdges[1], BindEdges[2], BindEdges[3], "BIND_EDGES");
}
void CPatchInfo::CBindInfo::serial(NLMISC::IStream &f)
{
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
(void)f.serialVersion(0);
f.xmlSerial(NPatchs, "NPATCH");
nlassert ( (NPatchs==0) | (NPatchs==1) | (NPatchs==2) | (NPatchs==4) | (NPatchs==5) );
f.xmlSerial (ZoneId, "ZONE_ID");
f.xmlSerial (Next[0], Next[1], Next[2], Next[3], "NEXT_PATCH");
f.xmlSerial (Edge[0], Edge[1], Edge[2], Edge[3], "NEXT_EDGE");
}
// ***************************************************************************
void CZone::serial(NLMISC::IStream &f)
{
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
/*
Version 4:
- PointLights
Version 3:
- Lumels compression version 2.
Version 2:
- Lumels.
Version 1:
- Tile color.
Version 0:
- base verison.
*/
uint ver= f.serialVersion(4);
// No more compatibility before version 3
if (ver<3)
{
throw EOlderStream(f);
}
f.serialCheck((uint32)'ENOZ');
f.xmlSerial (ZoneId, "ZONE_ID");
f.xmlSerial (ZoneBB, "BB");
f.xmlSerial (PatchBias, "PATCH_BIAS");
f.xmlSerial (PatchScale, "PATCH_SCALE");
f.xmlSerial (NumVertices, "NUM_VERTICES");
f.xmlPush ("BORDER_VERTICES");
f.serialCont(BorderVertices);
f.xmlPop ();
f.xmlPush ("PATCHES");
f.serialCont(Patchs);
f.xmlPop ();
f.xmlPush ("PATCH_CONNECTS");
f.serialCont(PatchConnects);
f.xmlPop ();
if (ver>=4)
{
f.xmlPush ("POINT_LIGHTS");
f.serial(_PointLightArray);
f.xmlPop ();
}
// If read, must create and init Patch Clipped state to true (clipped even if not compiled)
if(f.isReading())
{
_PatchRenderClipped.resize((uint)Patchs.size());
_PatchOldRenderClipped.resize((uint)Patchs.size());
_PatchRenderClipped.setAll();
_PatchOldRenderClipped.setAll();
}
// If read and version 0, must init default TileColors of patchs.
//===============================================================
// if(f.isReading() && ver<2) ...
// Deprecated, because ver<3 not supported
}
// ***************************************************************************
void CZone::compile(CLandscape *landscape, TZoneMap &loadedZones)
{
sint i,j;
TZoneMap neighborZones;
//nlinfo("Compile Zone: %d \n", (sint32)getZoneId());
// Can't compile if compiled.
nlassert(!Compiled);
Landscape= landscape;
// Attach this to loadedZones.
//============================
nlassert(loadedZones.find(ZoneId)==loadedZones.end());
loadedZones[ZoneId]= this;
// Create/link the base vertices according to present neigbor zones.
//============================
BaseVertices.clear();
BaseVertices.resize(NumVertices);
// First try to link vertices to other.
for(i=0;i<(sint)BorderVertices.size();i++)
{
sint cur= BorderVertices[i].CurrentVertex;
sint vertto= BorderVertices[i].NeighborVertex;
sint zoneto= BorderVertices[i].NeighborZoneId;
nlassert(curgetBaseVertex(vertto);
}
}
// Else, create unbounded vertices.
for(i=0;i<(sint)BaseVertices.size();i++)
{
if(BaseVertices[i]==NULL)
{
BaseVertices[i]= new CTessBaseVertex;
}
}
// compile() the patchs.
//======================
for(j=0;j<(sint)Patchs.size();j++)
{
CPatch &pa= Patchs[j];
CPatchConnect &pc= PatchConnects[j];
CTessVertex *baseVertices[4];
baseVertices[0]= &(BaseVertices[pc.BaseVertices[0]]->Vert);
baseVertices[1]= &(BaseVertices[pc.BaseVertices[1]]->Vert);
baseVertices[2]= &(BaseVertices[pc.BaseVertices[2]]->Vert);
baseVertices[3]= &(BaseVertices[pc.BaseVertices[3]]->Vert);
pa.compile(this, j, pa.OrderS, pa.OrderT, baseVertices, pc.ErrorSize);
};
// compile() the Clip information for the patchs.
//======================
_PatchBSpheres.resize(Patchs.size());
for(j=0;j<(sint)Patchs.size();j++)
{
CPatch &pa= Patchs[j];
// Buil the BSPhere of the patch.
CAABBox bb= pa.buildBBox();
_PatchBSpheres[j].Center= bb.getCenter();
_PatchBSpheres[j].Radius= bb.getRadius();
}
// bind() the patchs. (after all compiled).
//===================
for(j=0;j<(sint)Patchs.size();j++)
{
CPatch &pa= Patchs[j];
CPatchConnect &pc= PatchConnects[j];
// bind the patch. This is the original bind, not a rebind.
bindPatch(loadedZones, pa, pc, false);
}
// rebindBorder() on neighbor zones.
//==================================
ItZoneMap zoneIt;
// Traverse the neighborood.
for(zoneIt= neighborZones.begin(); zoneIt!=neighborZones.end(); zoneIt++)
{
(*zoneIt).second->rebindBorder(loadedZones);
}
// End!!
Compiled= true;
}
// ***************************************************************************
void CZone::release(TZoneMap &loadedZones)
{
sint i,j;
if(!Compiled)
return;
// detach this zone to loadedZones.
//=================================
nlassert(loadedZones.find(ZoneId)!=loadedZones.end());
loadedZones.erase(ZoneId);
// It doesn't server to unbindPatch(), since patch is not binded to neigbors.
// unbind() the patchs.
//=====================
for(j=0;j<(sint)Patchs.size();j++)
{
CPatch &pa= Patchs[j];
unbindPatch(pa);
}
// rebindBorder() on neighbor zones.
//==================================
// Build the nieghborood.
TZoneMap neighborZones;
for(i=0;i<(sint)BorderVertices.size();i++)
{
sint cur= BorderVertices[i].CurrentVertex;
sint zoneto= BorderVertices[i].NeighborZoneId;
nlassert(currebindBorder(loadedZones);
}
// release() the patchs.
//======================
// unbind() need compiled neigbor patchs, so do the release after all unbind (so after rebindBorder() too...).
for(j=0;j<(sint)Patchs.size();j++)
{
CPatch &pa= Patchs[j];
pa.release();
}
// destroy/unlink the base vertices (internal..), according to present neigbor zones.
//=================================
// Just release the smartptrs (easy!!). Do it after patchs released...
BaseVertices.clear();
// End!!
Compiled= false;
Landscape= NULL;
ClipResult= ClipOut;
}
// ***************************************************************************
// ***************************************************************************
// Private part.
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
void CZone::rebindBorder(TZoneMap &loadedZones)
{
sint j;
// rebind patchs which are on border.
for(j=0;j<(sint)Patchs.size();j++)
{
CPatch &pa= Patchs[j];
CPatchConnect &pc= PatchConnects[j];
if(patchOnBorder(pc))
{
// rebind the patch. This is a rebind.
bindPatch(loadedZones, pa, pc, true);
}
}
}
// ***************************************************************************
CPatch *CZone::getZonePatch(TZoneMap &loadedZones, sint zoneId, sint patch)
{
#ifdef NL3D_DEBUG_DONT_BIND_PATCH
return NULL;
#endif
if(loadedZones.find(zoneId)==loadedZones.end())
return NULL;
else
return (loadedZones[zoneId])->getPatch(patch);
}
// ***************************************************************************
void CZone::buildBindInfo(uint patchId, uint edge, CZone *neighborZone, CPatch::CBindInfo &paBind)
{
nlassert(patchId < Patchs.size());
nlassert(neighborZone);
CPatchConnect &pc= PatchConnects[patchId];
// Get the bind info of this patch to his neighbor on "edge".
CPatchInfo::CBindInfo &pcBind= pc.BindEdges[edge];
nlassert(pcBind.NPatchs==0 || pcBind.NPatchs==1 || pcBind.NPatchs==2 || pcBind.NPatchs==4 || pcBind.NPatchs==5);
// copy zone ptr.
paBind.Zone= neighborZone;
// Special case of a small patch connected to a bigger.
if(pcBind.NPatchs==5)
{
paBind.NPatchs= 1;
paBind.Next[0]= neighborZone->getPatch(pcBind.Next[0]);
paBind.Edge[0]= pcBind.Edge[0];
// Get the twin bindInfo of pcBind.
const CPatchInfo::CBindInfo &pcBindNeighbor=
neighborZone->getPatchConnect(pcBind.Next[0])->BindEdges[pcBind.Edge[0]];
// must have a multiple bind.
nlassert(pcBindNeighbor.NPatchs == 2 || pcBindNeighbor.NPatchs == 4);
// number of bind is stored on the twin bindInfo.
paBind.MultipleBindNum= pcBindNeighbor.NPatchs;
// Search our patchId on neighbor;
paBind.MultipleBindId= 255;
for(sint i=0; igetPatch(pcBind.Next[i]);
paBind.Edge[i]= pcBind.Edge[i];
}
}
}
// ***************************************************************************
void CZone::bindPatch(TZoneMap &loadedZones, CPatch &pa, CPatchConnect &pc, bool rebind)
{
CPatch::CBindInfo edges[4];
// Fill all edges.
for(sint i=0;i<4;i++)
{
CPatchInfo::CBindInfo &pcBind= pc.BindEdges[i];
CPatch::CBindInfo &paBind= edges[i];
nlassert(pcBind.NPatchs==0 || pcBind.NPatchs==1 || pcBind.NPatchs==2 || pcBind.NPatchs==4 || pcBind.NPatchs==5);
paBind.NPatchs= pcBind.NPatchs;
// Find the zone.
TZoneMap::iterator itZoneMap;
// If no neighbor, or if zone neighbor not loaded.
if( paBind.NPatchs==0 || (itZoneMap=loadedZones.find(pcBind.ZoneId)) == loadedZones.end() )
paBind.Zone= NULL;
else
paBind.Zone= itZoneMap->second;
// Special case of a small patch connected to a bigger.
if(paBind.NPatchs==5)
{
paBind.Edge[0]= pcBind.Edge[0];
paBind.Next[0]= CZone::getZonePatch(loadedZones, pcBind.ZoneId, pcBind.Next[0]);
// If not loaded, don't bind to this edge.
if(!paBind.Next[0])
paBind.NPatchs=0;
else
{
// pa.bind() will do the job.
// Leave it flagged with NPatchs==5.
continue;
}
}
// Bind 1/1 and 1/2,1/4
if(paBind.NPatchs>=1)
{
paBind.Edge[0]= pcBind.Edge[0];
paBind.Next[0]= CZone::getZonePatch(loadedZones, pcBind.ZoneId, pcBind.Next[0]);
// If not loaded, don't bind to this edge.
if(!paBind.Next[0])
paBind.NPatchs=0;
}
if(paBind.NPatchs>=2)
{
paBind.Edge[1]= pcBind.Edge[1];
paBind.Next[1]= CZone::getZonePatch(loadedZones, pcBind.ZoneId, pcBind.Next[1]);
// If not loaded, don't bind to this edge.
if(!paBind.Next[1])
paBind.NPatchs=0;
}
if(paBind.NPatchs>=4)
{
paBind.Edge[2]= pcBind.Edge[2];
paBind.Edge[3]= pcBind.Edge[3];
paBind.Next[2]= CZone::getZonePatch(loadedZones, pcBind.ZoneId, pcBind.Next[2]);
paBind.Next[3]= CZone::getZonePatch(loadedZones, pcBind.ZoneId, pcBind.Next[3]);
// If not loaded, don't bind to this edge.
if(!paBind.Next[2] || !paBind.Next[3])
paBind.NPatchs=0;
}
}
// First, unbind.
pa.unbind();
// Then bind.
pa.bind(edges, rebind);
}
// ***************************************************************************
void CZone::unbindPatch(CPatch &pa)
{
/*
Remind: the old version with CPatch::unbindFrom*() doesn't work because of CZone::release(). This function
first erase the zone from loadedZones...
Not matter here. We use CPatch::unbind() which should do all the good job correctly (unbind pa from ohters
, and unbind others from pa at same time).
*/
pa.unbind();
}
// ***************************************************************************
bool CZone::patchOnBorder(const CPatchConnect &pc) const
{
// If only one of neighbor patch is not of this zone, we are on a border.
// Test all edges.
for(sint i=0;i<4;i++)
{
const CPatchInfo::CBindInfo &pcBind= pc.BindEdges[i];
nlassert(pcBind.NPatchs==0 || pcBind.NPatchs==1 || pcBind.NPatchs==2 || pcBind.NPatchs==4 || pcBind.NPatchs==5);
if(pcBind.NPatchs>=1)
{
if(pcBind.ZoneId != ZoneId)
return true;
}
}
return false;
}
// ***************************************************************************
// ***************************************************************************
// Render part.
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
const CBSphere &CZone::getPatchBSphere(uint patch) const
{
static CBSphere dummySphere;
if(patch<_PatchBSpheres.size())
return _PatchBSpheres[patch];
else
return dummySphere;
}
// ***************************************************************************
void CZone::clip(const std::vector &pyramid)
{
H_AUTO( NLMISC_ClipZone );
nlassert(Compiled);
// bkup old ClipResult. NB: by default, it is ClipOut (no VB created).
sint oldClipResult= ClipResult;
// Pyramid with only the planes that clip the zone
static std::vector patchPyramid(10);
static std::vector patchPyramidIndex(10);
patchPyramidIndex.clear();
// Compute ClipResult.
//-------------------
ClipResult= ClipIn;
for(sint i=0;i<(sint)pyramid.size();i++)
{
// If entirely out.
if(!ZoneBB.clipBack(pyramid[i]))
{
ClipResult= ClipOut;
// If out of only one plane, out of all.
break;
}
// If partially IN (ie not entirely out, and not entirely IN)
else if(ZoneBB.clipFront(pyramid[i]))
{
// Force ClipResult to be ClipSide, and not ClipIn.
ClipResult=ClipSide;
// Append the plane index to list to test
patchPyramidIndex.push_back(i);
}
}
// Easy Clip :)
if(Patchs.empty())
{
ClipResult= ClipOut;
// don't need to go below...
return;
}
// Clip By Patch Pass.
//--------------------
if(ClipResult==ClipOut)
{
H_AUTO( NLMISC_ClipZone_Out );
// Set All RenderClip flags to true.
_PatchRenderClipped.setAll();
}
else if(ClipResult==ClipIn)
{
H_AUTO( NLMISC_ClipZone_In );
// Set All RenderClip flags to false.
_PatchRenderClipped.clearAll();
}
else
{
H_AUTO( NLMISC_ClipZone_Side );
// Copy only the pyramid planes of interest
patchPyramid.resize(patchPyramidIndex.size());
uint i;
for(i=0;i(&_PatchOldRenderClipped.getVector()[0]);
const uint32 *newRenderClip= &_PatchRenderClipped.getVector()[0];
uint numPatchs= (uint)Patchs.size();
// Then, we must test by patch.
for(uint i=0;i0;maxNumBits--, mask<<=1, i++)
{
// same as: if(_PatchOldRenderClipped[i] != _PatchRenderClipped[i])
if( (oldWord^newWord)&mask )
{
// set the flag.
*oldRenderClip&= ~mask;
*oldRenderClip|= newWord&mask;
// update clip patch
Patchs[i].updateClipPatchVB( (newWord&mask)!=0 );
}
}
}
}
}
// ***************************************************************************
void CZone::clipPatchs(const std::vector &pyramid)
{
// Init all to Not clipped
_PatchRenderClipped.clearAll();
for(uint j=0;j<_PatchBSpheres.size();j++)
{
CBSphere &bSphere= _PatchBSpheres[j];
for(sint i=0;i<(sint)pyramid.size();i++)
{
// If entirely out.
if(!bSphere.clipBack(pyramid[i]))
{
_PatchRenderClipped.set(j, true);
break;
}
}
}
}
// ***************************************************************************
// DebugYoyo.
// Code for Debug test Only.. Do not erase it, may be used later :)
/*
static void cleanTess(CTessFace *face)
{
if(!face->isLeaf())
{
cleanTess(face->SonLeft);
cleanTess(face->SonRight);
}
// If has father, clean it.
if(face->Father)
{
CTessFace *face1=face->Father;
CTessFace *face2=face->Father->FBase;
face1->FLeft= face1->SonLeft->FBase;
face1->FRight= face1->SonRight->FBase;
if(face2!=NULL)
{
face2->FLeft= face2->SonLeft->FBase;
face2->FRight= face2->SonRight->FBase;
}
}
}
static void testTess(CTessFace *face)
{
if(!face->isLeaf())
{
testTess(face->SonLeft);
testTess(face->SonRight);
}
// Test validity.
nlassert(!face->FBase || face->FBase->Patch!=(CPatch*)0xdddddddd);
nlassert(!face->FLeft || face->FLeft->Patch!=(CPatch*)0xdddddddd);
nlassert(!face->FRight || face->FRight->Patch!=(CPatch*)0xdddddddd);
}
static void checkTess()
{
// This test should be inserted at begin of CZone::refine().
// And it needs hacking public/private.
CPatch *pPatch;
sint n;
pPatch= &(*Patchs.begin());
for(n=(sint)Patchs.size();n>0;n--, pPatch++)
{
cleanTess(pPatch->Son0);
cleanTess(pPatch->Son1);
}
pPatch= &(*Patchs.begin());
for(n=(sint)Patchs.size();n>0;n--, pPatch++)
{
testTess(pPatch->Son0);
testTess(pPatch->Son1);
}
}
*/
// ***************************************************************************
void CZone::excludePatchFromRefineAll(uint patch, bool exclude)
{
nlassert(Compiled);
nlassert(patch=Patchs.size())
return;
Patchs[patch].ExcludeFromRefineAll= exclude;
}
// ***************************************************************************
void CZone::refineAll()
{
nlassert(Compiled);
if(Patchs.size()==0)
return;
// DO NOT do a forceNoRenderClip(), to avoid big allocation of Near/Far VB vertices in driver.
// DO NOT modify ClipResult, to avoid big allocation of Near/Far VB vertices in driver.
// refine ALL patchs (even those which may be invisible).
CPatch *pPatch= &(*Patchs.begin());
sint n;
for(n=(sint)Patchs.size();n>0;n--, pPatch++)
{
// For Pacs construction: may exclude some patch from refineAll (for speed improvement).
if(!pPatch->ExcludeFromRefineAll)
pPatch->refineAll();
}
}
// ***************************************************************************
void CZone::averageTesselationVertices()
{
nlassert(Compiled);
if(Patchs.size()==0)
return;
// averageTesselationVertices of ALL patchs.
CPatch *pPatch= &(*Patchs.begin());
for(sint n=(sint)Patchs.size();n>0;n--, pPatch++)
{
pPatch->averageTesselationVertices();
}
}
// ***************************************************************************
void CZone::preRender()
{
nlassert(Compiled);
// Must be 2^X-1.
static const uint updateFarRefineFreq= 15;
// Take the renderDate here.
uint curDateMod= CLandscapeGlobals::CurrentRenderDate & updateFarRefineFreq;
// If no patchs, do nothing.
if(Patchs.empty())
return;
/* If patchs invisible, must still update their Far Textures,
else, there may be slowdown when we turn the head.
*/
// If all the zone is invisible.
if(ClipResult==ClipOut)
{
// No patchs are visible, but maybe update the far textures.
if( curDateMod==(ZoneId & updateFarRefineFreq) )
{
// updateTextureFarOnly for all patchs.
for(uint i=0;i0)
pPatch= &(*Patchs.begin());
for(sint n=(sint)Patchs.size();n>0;n--, pPatch++)
{
pPatch->forceMergeAtTileLevel();
}
}
// ***************************************************************************
// ***************************************************************************
// Misc part.
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
void CZone::changePatchTextureAndColor (sint numPatch, const std::vector *tiles, const std::vector *colors)
{
nlassert(numPatch>=0);
nlassert(numPatchsize() );
Patchs[numPatch].Tiles = *tiles;
}
// Update the patch colors.
if (colors)
{
nlassert( Patchs[numPatch].TileColors.size() == colors->size() );
Patchs[numPatch].TileColors = *colors;
}
if (Compiled)
{
// If the patch is visible, then we must LockBuffers, because new VertexVB may be created.
if(!_PatchRenderClipped[numPatch])
Landscape->updateGlobalsAndLockBuffers(CVector::Null);
// Recompute UVs for new setup of Tiles.
Patchs[numPatch].deleteTileUvs();
Patchs[numPatch].recreateTileUvs();
// unlockBuffers() if necessary.
if(!_PatchRenderClipped[numPatch])
{
Landscape->unlockBuffers();
// This patch is visible, and TileFaces have been deleted / added.
// So must update TessBlock.
Landscape->updateTessBlocksFaceVector();
}
}
}
// ***************************************************************************
void CZone::refreshTesselationGeometry(sint numPatch)
{
nlassert(numPatch>=0);
nlassert(numPatch_RenderMustRefillVB= true;
Patchs[numPatch].refreshTesselationGeometry();
}
// ***************************************************************************
const std::vector &CZone::getPatchTexture(sint numPatch) const
{
nlassert(numPatch>=0);
nlassert(numPatch &CZone::getPatchColor(sint numPatch) const
{
nlassert(numPatch>=0);
nlassert(numPatch= 0.0f); // factor must not be negative as its a multiplier
if (monochrome)
{
for (uint32 i = 0; i < Patchs.size(); ++i)
{
vector &rTC = Patchs[i].TileColors;
for (uint32 j = 0; j < rTC.size(); ++j)
{
float fR = (rTC[j].Color565 & 31) / 32.0f;
float fG = ((rTC[j].Color565 >> 5) & 63) / 64.0f;
float fB = ((rTC[j].Color565 >> 11) & 31) / 32.0f;
fR = 0.28f * fR + 0.59f * fG + 0.13f * fB;
nlassert(fR < 0.99f);
fR *= factor;
if (fR > 0.99f) fR = 0.99f; // Avoid reaching 1
uint16 nR = (uint16)(fR * 32.0f);
uint16 nG = (uint16)(fR * 64.0f);
uint16 nB = (uint16)(fR * 32.0f);
rTC[j].Color565 = nR + (nG << 5) + (nB << 11);
}
}
}
else
{
if (factor != 1.0f)
{
for (uint32 i = 0; i < Patchs.size(); ++i)
{
vector &rTC = Patchs[i].TileColors;
for (uint32 j = 0; j < rTC.size(); ++j)
{
float fR = (rTC[j].Color565 & 31) / 32.0f;
float fG = ((rTC[j].Color565 >> 5) & 63) / 64.0f;
float fB = ((rTC[j].Color565 >> 11) & 31) / 32.0f;
fR *= factor;
fG *= factor;
fB *= factor;
if (fR > 0.99f) fR = 0.99f;
if (fG > 0.99f) fG = 0.99f;
if (fB > 0.99f) fB = 0.99f;
uint16 nR = (uint16)(fR * 32.0f);
uint16 nG = (uint16)(fG * 64.0f);
uint16 nB = (uint16)(fB * 32.0f);
rTC[j].Color565 = nR + (nG << 5) + (nB << 11);
}
}
}
}
}
// ***************************************************************************
void CZone::debugBinds(FILE *f)
{
fprintf(f, "*****************************\n");
fprintf(f, "ZoneId: %d. NPatchs:%u\n", ZoneId, (uint)PatchConnects.size());
sint i;
for(i=0;i<(sint)PatchConnects.size();i++)
{
CPatchConnect &pc= PatchConnects[i];
fprintf(f, "patch%d:\n", i);
for(sint j=0;j<4;j++)
{
CPatchInfo::CBindInfo &bd= pc.BindEdges[j];
fprintf(f, " edge%d: Zone:%u. NPatchs:%u. ", j, (uint)bd.ZoneId, (uint)bd.NPatchs);
for(sint k=0;k (zone %u) vertex %u\n", (uint)BorderVertices[i].CurrentVertex,
(uint)BorderVertices[i].NeighborZoneId,
(uint)BorderVertices[i].NeighborVertex);
}
}
// ***************************************************************************
void CZone::applyHeightField(const CLandscape &landScape)
{
sint i,j;
vector patchs;
// no patch, do nothing.
if(Patchs.size()==0)
return;
// 0. Unpack patchs to Bezier Patchs.
//===================================
patchs.resize(Patchs.size());
for(j=0;j<(sint)patchs.size();j++)
{
CBezierPatch &p= patchs[j];
CPatch &pa= Patchs[j];
// re-Build the uncompressed bezier patch.
for(i=0;i<4;i++)
pa.Vertices[i].unpack(p.Vertices[i], PatchBias, PatchScale);
for(i=0;i<8;i++)
pa.Tangents[i].unpack(p.Tangents[i], PatchBias, PatchScale);
for(i=0;i<4;i++)
pa.Interiors[i].unpack(p.Interiors[i], PatchBias, PatchScale);
}
// 1. apply heightfield on bezier patchs.
//===================================
for(j=0;j<(sint)patchs.size();j++)
{
CBezierPatch &p= patchs[j];
// apply delta.
for(i=0;i<4;i++)
p.Vertices[i]+= landScape.getHeightFieldDeltaZ(p.Vertices[i].x, p.Vertices[i].y);
for(i=0;i<8;i++)
p.Tangents[i]+= landScape.getHeightFieldDeltaZ(p.Tangents[i].x, p.Tangents[i].y);
for(i=0;i<4;i++)
p.Interiors[i]+= landScape.getHeightFieldDeltaZ(p.Interiors[i].x, p.Interiors[i].y);
}
// 2. Re-compute Patch Scale/Bias, and Zone BBox.
//===================================
CAABBox bb;
bb.setCenter(patchs[0].Vertices[0]);
bb.setHalfSize(CVector::Null);
for(j=0;j<(sint)patchs.size();j++)
{
// extend bbox.
const CBezierPatch &p= patchs[j];
for(i=0;i<4;i++)
bb.extend(p.Vertices[i]);
for(i=0;i<8;i++)
bb.extend(p.Tangents[i]);
for(i=0;i<4;i++)
bb.extend(p.Interiors[i]);
}
// Compute BBox, and Patch Scale Bias, according to Noise.
computeBBScaleBias(bb);
// 3. Re-pack patchs.
//===================================
for(j=0;j<(sint)patchs.size();j++)
{
CBezierPatch &p= patchs[j];
CPatch &pa= Patchs[j];
// Build the packed patch.
for(i=0;i<4;i++)
pa.Vertices[i].pack(p.Vertices[i], PatchBias, PatchScale);
for(i=0;i<8;i++)
pa.Tangents[i].pack(p.Tangents[i], PatchBias, PatchScale);
for(i=0;i<4;i++)
pa.Interiors[i].pack(p.Interiors[i], PatchBias, PatchScale);
}
}
// ***************************************************************************
void CZone::setupColorsFromTileFlags(const NLMISC::CRGBA colors[4])
{
for (uint k = 0; k < Patchs.size(); ++k)
{
Patchs[k].setupColorsFromTileFlags(colors);
}
}
// ***************************************************************************
void CZone::copyTilesFlags(sint destPatchId, const CPatch *srcPatch)
{
CPatch *destPatch = getPatch(destPatchId);
destPatch->copyTileFlagsFromPatch(srcPatch);
}
// ***************************************************************************
bool CPatchInfo::getNeighborTile (uint patchId, uint edge, sint position, uint &patchOut, sint &sOut, sint &tOut,
const vector &patchInfos) const
{
nlassert (edge<4);
// S or T ?
uint length = (edge&1) ? OrderS : OrderT;
nlassert ((uint)position= bank.getTileSetCount()))
{
nlwarning("tile %d has an unknown tileSet (%d)",tile, tileSet);
return false;
}
// Is it an oriented tile ?
if (bank.getTileSet (tileSet)->getOriented())
{
// New rotation value
rotate = 0;
}
// Ok
return true;
}
return false;
}
else
return true;
}
// ***************************************************************************
bool CPatchInfo::transformTile (const CTileBank &bank, uint &tile, uint &tileRotation, bool symmetry, uint rotate, bool goofy)
{
// Tile exist ?
if ( (rotate!=0) || symmetry )
{
if (tile < (uint)bank.getTileCount())
{
// Get xref
int tileSet;
int number;
CTileBank::TTileType type;
// Get tile xref
bank.getTileXRef ((int)tile, tileSet, number, type);
// Transition ?
if (type == CTileBank::transition)
{
// Rotation for transition
uint transRotate = rotate;
// Number should be ok
nlassert (number>=0);
nlassert (numbergetOrientedBorder (CTileSet::left, CTileSet::getEdgeType ((CTileSet::TTransition)number, CTileSet::left)),
pTileSet->getOrientedBorder (CTileSet::bottom, CTileSet::getEdgeType ((CTileSet::TTransition)number, CTileSet::bottom)),
pTileSet->getOrientedBorder (CTileSet::right, CTileSet::getEdgeType ((CTileSet::TTransition)number, CTileSet::right)),
pTileSet->getOrientedBorder (CTileSet::top, CTileSet::getEdgeType ((CTileSet::TTransition)number, CTileSet::top))
};
// Symmetry ?
if (symmetry)
{
if ( (tileRotation & 1) ^ goofy )
{
CTileSet::TFlagBorder tmp = oriented[1];
oriented[1] = CTileSet::getInvertBorder (oriented[3]);
oriented[3] = CTileSet::getInvertBorder (tmp);
oriented[2] = CTileSet::getInvertBorder (oriented[2]);
oriented[0] = CTileSet::getInvertBorder (oriented[0]);
}
else
{
CTileSet::TFlagBorder tmp = oriented[0];
oriented[0] = CTileSet::getInvertBorder (oriented[2]);
oriented[2] = CTileSet::getInvertBorder (tmp);
oriented[1] = CTileSet::getInvertBorder (oriented[1]);
oriented[3] = CTileSet::getInvertBorder (oriented[3]);
}
}
// Rotation
CTileSet::TFlagBorder edges[4];
edges[0] = pTileSet->getOrientedBorder (CTileSet::left, oriented[(0 + transRotate )&3]);
edges[1] = pTileSet->getOrientedBorder (CTileSet::bottom, oriented[(1 + transRotate )&3]);
edges[2] = pTileSet->getOrientedBorder (CTileSet::right, oriented[(2 + transRotate )&3]);
edges[3] = pTileSet->getOrientedBorder (CTileSet::top, oriented[(3 + transRotate )&3]);
// Get the good tile number
CTileSet::TTransition transition = pTileSet->getTransitionTile (edges[3], edges[1], edges[0], edges[2]);
nlassert ((CTileSet::TTransition)transition != CTileSet::notfound);
tile = (uint)(pTileSet->getTransition (transition)->getTile ());
}
// Transform rotation: invert rotation
tileRotation += rotate;
// If goofy, add +2
if (goofy && symmetry)
tileRotation += 2;
// Mask the rotation
tileRotation &= 3;
}
else
return false;
}
// Ok
return true;
}
// ***************************************************************************
void CPatchInfo::transform256Case (const CTileBank &bank, uint8 &case256, uint tileRotation, bool symmetry, uint rotate, bool goofy)
{
// Tile exist ?
if ( (rotate!=0) || symmetry )
{
// Symmetry ?
if (symmetry)
{
// Take the symmetry
uint symArray[4] = {3, 2, 1, 0};
case256 = symArray[case256];
if (goofy && ((tileRotation & 1) ==0))
case256 += 2;
if ((!goofy) && (tileRotation & 1))
case256 += 2;
}
// Rotation ?
case256 -= rotate;
case256 &= 3;
}
}
// ***************************************************************************
bool CPatchInfo::transform (std::vector &patchInfo, NL3D::CZoneSymmetrisation &zoneSymmetry, const NL3D::CTileBank &bank, bool symmetry, uint rotate, float snapCell, float weldThreshold, const NLMISC::CMatrix &toOriginalSpace)
{
uint patchCount = (uint)patchInfo.size ();
uint i;
// --- Export tile info Symmetry of the bind info.
// --- Parse each patch and each edge
// For each patches
NL3D::CZoneSymmetrisation::CError error;
// Build the structure
if (!zoneSymmetry.build (patchInfo, snapCell, weldThreshold, bank, error, toOriginalSpace))
{
return false;
}
// Symmetry ?
if (symmetry)
{
for(i=0 ; i1) && (bindEdge.NPatchs!=5) )
{
for (next=0; next<(uint)bindEdge.NPatchs/2; next++)
{
swap (bindEdge.Next[bindEdge.NPatchs - next - 1], bindEdge.Next[next]);
swap (bindEdge.Edge[bindEdge.NPatchs - next - 1], bindEdge.Edge[next]);
}
}
// Look if we are binded on a reversed edge
uint bindCount = (bindEdge.NPatchs==5) ? 1 : bindEdge.NPatchs;
for (next=0; next tiles = pi.Tiles;
int u,v;
for (v=0; v