mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-15 12:09:06 +00:00
301 lines
11 KiB
C++
301 lines
11 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// 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 <http://www.gnu.org/licenses/>.
|
|
|
|
#include "std3d.h"
|
|
|
|
#include <vector>
|
|
#include "nel/misc/hierarchical_timer.h"
|
|
#include "nel/3d/landscape_model.h"
|
|
#include "nel/3d/landscape.h"
|
|
#include "nel/3d/cluster.h"
|
|
#include "nel/3d/scene.h"
|
|
#include "nel/3d/light_trav.h"
|
|
using namespace std;
|
|
using namespace NLMISC;
|
|
|
|
namespace NL3D
|
|
{
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
void CLandscapeModel::registerBasic()
|
|
{
|
|
CScene::registerModel(LandscapeModelId, TransformId, CLandscapeModel::creator);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
CLandscapeModel::CLandscapeModel()
|
|
{
|
|
Landscape.OwnerModel = this;
|
|
Landscape.init();
|
|
_ActiveAdditive=false;
|
|
_Additive=1.f;
|
|
|
|
// The model is renderable
|
|
CTransform::setIsRenderable(true);
|
|
|
|
// RenderFilter: We are a Landscape
|
|
_RenderFilterType= UScene::FilterLandscape;
|
|
|
|
// Mesh support shadow map receiving only
|
|
CTransform::setIsShadowMapReceiver(true);
|
|
|
|
_RefineCenterUser= CVector::Null;
|
|
_RefineCenterAuto= true;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CLandscapeModel::initModel()
|
|
{
|
|
CTransform::initModel();
|
|
|
|
// Enable the landscape to be clipped by the Cluster System.
|
|
getOwnerScene()->getRoot()->clipDelChild(this);
|
|
getOwnerScene()->getRootCluster()->clipAddChild(this);
|
|
|
|
// After creating the landscape (and so the VegetableManager in the ctor).
|
|
// we must init correclty the VegetableManager.
|
|
Landscape.createVegetableBlendLayersModels(getOwnerScene());
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CLandscapeModel::traverseHrc()
|
|
{
|
|
// Call std method.
|
|
CTransform::traverseHrc();
|
|
|
|
/* Compile Animate PointLight here.
|
|
NB: Animated PointLight are important for Dynamic Object lighted by landscape lights.
|
|
The landscape and vegetable are not influenced by thoses animation (as if the light were not animated)
|
|
NB: important to do before the LightTrav. Also even if landscape is hidden, still must animate those light?
|
|
*/
|
|
Landscape.setPointLightFactor(*getOwnerScene());
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CLandscapeModel::traverseClip()
|
|
{
|
|
CClipTrav &clipTrav= getOwnerScene()->getClipTrav();
|
|
|
|
/// if already clipped in this frame, This means that we are visible from 2 CCluster.
|
|
if (_ClipDate == clipTrav.CurrentDate)
|
|
{
|
|
// We may set the WorldFrustumPyramid. But do this only if not already set.
|
|
if(!ClusteredPyramidIsFrustum)
|
|
{
|
|
/* If the current pyramid is different from the last stored pyramid, this mean per exemple
|
|
that the player is in a room and look the landscape from 2 windows through portals.
|
|
The other case is that the camera is in 2 clusters, so the clusterSystem start from this 2, and so we arrive
|
|
here 2 times (but through the same portal => same pyramid obviously...)
|
|
*/
|
|
if( ClusteredPyramid!=clipTrav.WorldPyramid )
|
|
{
|
|
// in this rare case take the Whole frustum pyramid (a more correct code is to make an Union of the 2 pyramids...)
|
|
ClusteredPyramid= clipTrav.WorldFrustumPyramid;
|
|
ClusteredPyramidIsFrustum= true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If the camera is in Rootcluster or visible through a protal from one Room Cluster only, use the clustered pyramid.
|
|
ClusteredPyramid= clipTrav.WorldPyramid;
|
|
// We are not sure we are the FrustumPyramid
|
|
ClusteredPyramidIsFrustum= false;
|
|
}
|
|
|
|
// Call normal CTransform traverseClip to insert this model in render list etc...
|
|
// NB: CTransform::traverseClip() update _ClipDate...
|
|
CTransform::traverseClip();
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CLandscapeModel::clipAndRenderLandscape()
|
|
{
|
|
/*
|
|
NB: For best Optimisation, it is important that the Clip act at same time as the Render.
|
|
Why? For complex GPU/CPU synchronisation.
|
|
|
|
Since the landscape is rendered at end of the opaque pass, the next clip of the next frame will arise
|
|
too early (if we assume no transparent or out-scene rendering), RESULTING IN A LOCK => A CPU STALL!!
|
|
|
|
In a "landscape only" program, this is not easily avoidable. But in common programs with other
|
|
opaque meshs, skinning etc... we'll have lot of CPU/GPU Work between this clip and the Landscape Render.
|
|
And since the clip() lock the VB, and stall, all those tasks won't be parralelized.
|
|
|
|
I have already seen such a stall (3 ms).
|
|
|
|
Therefore, all Landscape VB Lock arise at the same time=> The GPU will render the landscape while the CPU
|
|
will prepare render and do skinning of the next opaque frame for instance.
|
|
*/
|
|
|
|
// Clip
|
|
// ********
|
|
|
|
// The real Landscape clip is done here, after std clip
|
|
H_AUTO( NL3D_Landscape_Clip );
|
|
|
|
// Should be unlocked
|
|
nlassert (!Landscape.isLocked());
|
|
|
|
CClipTrav &clipTrav= getOwnerScene()->getClipTrav();
|
|
CRenderTrav &renderTrav= getOwnerScene()->getRenderTrav();
|
|
|
|
// Yes, this is ugly, but the clip pass is finished in render(), for clipping TessBlocks.
|
|
// This saves another Landscape patch traversal, so this is faster...
|
|
// Order them in order which clip faster (first horizontal, then vertical).
|
|
// NB: TessBlock are ALWAYS clipped with the frustum pyramid, not the clustered one (faster clip for most common cases).
|
|
CurrentPyramid[0]= clipTrav.WorldFrustumPyramid[NL3D_CLIP_PLANE_LEFT];
|
|
CurrentPyramid[1]= clipTrav.WorldFrustumPyramid[NL3D_CLIP_PLANE_RIGHT];
|
|
CurrentPyramid[2]= clipTrav.WorldFrustumPyramid[NL3D_CLIP_PLANE_TOP];
|
|
CurrentPyramid[3]= clipTrav.WorldFrustumPyramid[NL3D_CLIP_PLANE_BOTTOM];
|
|
nlassert(NL3D_TESSBLOCK_NUM_CLIP_PLANE==4);
|
|
|
|
// Before Landscape clip, must setup Driver, for good VB allocation.
|
|
Landscape.setDriver(getOwnerScene()->getRenderTrav().getDriver());
|
|
|
|
// get the refineCenter.
|
|
CVector refineCenter;
|
|
if(_RefineCenterAuto)
|
|
refineCenter= clipTrav.CamPos;
|
|
else
|
|
refineCenter= _RefineCenterUser;
|
|
|
|
Landscape.lockBuffers ();
|
|
|
|
// Use the Clustered pyramid for Patch, but Frustum pyramid for TessBlocks.
|
|
// We are sure that pyramid has normalized plane normals.
|
|
Landscape.clip(refineCenter, ClusteredPyramid);
|
|
|
|
|
|
// Render
|
|
// ********
|
|
|
|
// Change the landscape center. All Geomorphed pos (in VertexBuffer only or during VertexProgram)
|
|
// subtract this position.
|
|
Landscape.setPZBModelPosition(renderTrav.CamPos);
|
|
|
|
/* setup the model matrix
|
|
ZBuffer Precision: set the modelMatrix to the current landscape PZBModelPosition.
|
|
NB: don't use renderTrav.CamPos directly because setPZBModelPosition() may modify the position
|
|
*/
|
|
_RenderWorldMatrix.identity();
|
|
_RenderWorldMatrix.setPos(Landscape.getPZBModelPosition());
|
|
renderTrav.getDriver()->setupModelMatrix(_RenderWorldMatrix);
|
|
|
|
|
|
// Scene Time/Lighting Mgt.
|
|
CScene *scene= getOwnerScene();
|
|
nlassert(scene);
|
|
{
|
|
// For vegetable, set the animation Time.
|
|
Landscape.setVegetableTime(scene->getCurrentTime());
|
|
|
|
// For vegetable updateLighting, set the system Time.
|
|
Landscape.setVegetableUpdateLightingTime(scene->getCurrentSystemTime());
|
|
|
|
// updateLighting
|
|
H_BEFORE( NL3D_Landscape_UpdateLighting );
|
|
Landscape.updateLighting(scene->getCurrentSystemTime());
|
|
H_AFTER( NL3D_Landscape_UpdateLighting );
|
|
|
|
// if SceneLighting enabled
|
|
if(scene->isLightingSystemEnabled())
|
|
{
|
|
H_AUTO( NL3D_Landscape_DynamicLighting );
|
|
|
|
// For vegetable, set the lighting
|
|
Landscape.setupVegetableLighting(scene->getSunAmbient(), scene->getSunDiffuse(),
|
|
scene->getSunDirection());
|
|
|
|
// current visible Dynamic light list are registered in LightTrav::LightingManager
|
|
CLightTrav &lightTrav= scene->getLightTrav();
|
|
// Get all dynamic light list, and light landscape with it.
|
|
Landscape.computeDynamicLighting(lightTrav.LightingManager.getAllDynamicLightList());
|
|
}
|
|
}
|
|
|
|
// First, refine.
|
|
H_BEFORE( NL3D_Landscape_Refine );
|
|
Landscape.refine(refineCenter);
|
|
H_AFTER( NL3D_Landscape_Refine );
|
|
|
|
// then render.
|
|
H_BEFORE( NL3D_Landscape_Render );
|
|
Landscape.render(refineCenter, renderTrav.CamLook, CurrentPyramid, isAdditive ());
|
|
H_AFTER( NL3D_Landscape_Render );
|
|
|
|
// Should be unlocked by render
|
|
nlassert (!Landscape.isLocked());
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CLandscapeModel::traverseRender()
|
|
{
|
|
CRenderTrav &renderTRav= getOwnerScene()->getRenderTrav();
|
|
|
|
// No-Op. But delay the clip and render to the end of Opaque Rendering. For VBLock optim
|
|
renderTRav.addRenderLandscape(this);
|
|
|
|
// If the landscape receive shadow, then add it.
|
|
if(canReceiveShadowMap())
|
|
renderTRav.getShadowMapManager().addShadowReceiver(this);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CLandscapeModel::profileRender()
|
|
{
|
|
Landscape.profileRender();
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// Dynamic ShadowMaping
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
void CLandscapeModel::getReceiverBBox(CAABBox &bbox)
|
|
{
|
|
// Build a dummy bbox around the TileNear distance.
|
|
bbox.setCenter(Landscape.getOldRefineCenter());
|
|
float hs= Landscape.getTileNear() * 1.5f; // Enlarge a little because may have some triangles outside this dist.
|
|
bbox.setHalfSize(CVector(hs,hs,hs));
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CLandscapeModel::receiveShadowMap(CShadowMap *shadowMap, const CVector &casterPos, const CMaterial &shadowMat)
|
|
{
|
|
IDriver *drv= getOwnerScene()->getRenderTrav().getDriver();
|
|
|
|
// Setup the matrix. The same than one used for render (ie PZB included)
|
|
drv->setupModelMatrix(_RenderWorldMatrix);
|
|
|
|
// render.
|
|
Landscape.receiveShadowMap(drv, shadowMap, casterPos, shadowMat, Landscape.getPZBModelPosition());
|
|
}
|
|
|
|
|
|
|
|
} // NL3D
|