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439 lines
14 KiB
C++
439 lines
14 KiB
C++
// 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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#ifndef NL_TESSELLATION_H
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#define NL_TESSELLATION_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/matrix.h"
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#include "nel/misc/uv.h"
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#include "nel/misc/bsphere.h"
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#include "nel/misc/vector_2f.h"
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#include "nel/3d/tess_list.h"
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#include "nel/3d/tess_face_priority_list.h"
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#include "nel/3d/landscape_def.h"
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namespace NL3D
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{
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using NLMISC::CVector;
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using NLMISC::CPlane;
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using NLMISC::CMatrix;
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using NLMISC::CUV;
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class CPatch;
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class CTessFace;
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class CLandscapeVBAllocator;
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class CTessBlock;
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class CPatchRdrPass;
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struct CTileMaterial;
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// ***************************************************************************
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const float OO32768= 1.0f/0x8000;
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// ***************************************************************************
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/**
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* The parametric coordinates of the patch. 0x0000<=>0.0f. 0x8000<=> 1.0f.
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*/
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class CParamCoord
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{
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public:
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uint16 S,T;
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public:
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CParamCoord() {}
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CParamCoord(uint16 s, uint16 t) {S=s; T=t;}
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// Create at middle.
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CParamCoord(CParamCoord a, CParamCoord b)
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{
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S= (uint16) (((uint16)a.S + (uint16)b.S)>>1);
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T= (uint16) (((uint16)a.T + (uint16)b.T)>>1);
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}
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// Get s,t as floats. returned s,t E [0,1].
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float getS() const {return S*OO32768;}
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float getT() const {return T*OO32768;}
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// Set s,t as float. s,t E [0,1].
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void setST(float s, float t) {S= (uint16)(s*32768);T= (uint16)(t*32768);}
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// vertex on the border?
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bool onBorder() const {return (S==0 || S==0x8000 || T==0 || T==0x8000);}
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};
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// ***************************************************************************
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/**
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* A Landscape Vertex
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2000
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*/
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class CTessVertex
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{
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public:
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// The current position, + geomorph.
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CVector Pos;
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CVector StartPos, EndPos;
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// Geomorph Information, for VertexProgram geomorph. NB: no RefineThreshold dependency here.
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float MaxFaceSize; // max(SizeFaceA, SizeFaceB)
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float MaxNearLimit; // max(NearLimitFaceA, NearLimitFaceB) with NearLimitFace= (1<<Patch->TileLimitLevel) / (1<<Level);
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CTessVertex()
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{
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// init to 0, so max always() works.
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MaxFaceSize= 0;
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MaxNearLimit= 0;
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}
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// Compute the geomorphed position, with MaxFaceSize, MaxNearLimit ..., and current globals.
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void computeGeomPos();
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};
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// ***************************************************************************
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struct CTessFarVertex : public CTessNodeList
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{
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CTessBlock *OwnerBlock;
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sint32 Index0; // The index of Far0 in the Far VB.
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sint32 Index1; // The index of Far1 in the Far VB.
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CTessVertex *Src; // The src vertex to copy Pos, and compute alpha.
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CParamCoord PCoord; // The patch coord, to compute far UV.
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};
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// ***************************************************************************
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struct CTessNearVertex : public CTessNodeList
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{
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CTessBlock *OwnerBlock;
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sint32 Index; // The index in the Tile VB.
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CTessVertex *Src; // The src vertex to copy Pos.
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CUV PUv0;
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CUV PUv1;
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// Uv For dynamic lightmap
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CUV PUv2;
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public:
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// Init this near vertex UVs, at middle of a and b.
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void initMiddleUv(CTessNearVertex &a, CTessNearVertex &b)
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{
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PUv0= (a.PUv0+b.PUv0)*0.5;
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PUv1= (a.PUv1+b.PUv1)*0.5;
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PUv2= (a.PUv2+b.PUv2)*0.5;
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}
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};
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// ***************************************************************************
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class CRdrTileId
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{
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public:
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CPatchRdrPass *PatchRdrPass;
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CTileMaterial *TileMaterial;
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CRdrTileId();
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// For list reading.
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CRdrTileId *getNext() {return _Next;}
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private:
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friend class CPatchRdrPass;
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CRdrTileId *_Next;
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};
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// ***************************************************************************
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/** A tileface. There is one TileFace per pass (BUT Lightmap PASS!! same used for RGB0 and LIGHTMAP).
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*
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*/
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struct CTileFace : public CTessNodeList
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{
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CTessNearVertex *V[3];
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};
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// ***************************************************************************
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struct CTileMaterial
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{
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// The coordinates of the tile in the patch.
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uint8 TileS, TileT;
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// The rendering passes materials.
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CRdrTileId Pass[NL3D_MAX_TILE_PASS];
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// Pass are:
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// 0: RGB general Tile.
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// 1: 1st alpha tile. 0: RGB. 1: Alpha.
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// 2: 2nd alpha tile. 0: RGB. 1: Alpha.
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// 3: additive pass.
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// 4: Cloud*Lightmap.
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// NB: BIG TRICK: the pass 0 has 2 Uvs: Uv0: RGB, and Uv1: Lightmap!!!! even, if they are not used at the same pass :o).
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// This simplifies, save memory, and save from copies of v3f.
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// NB: RENDER ORDER: CLOUD*LIGHTMAP is done BEFORE ADDITIVE.
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// The list of faces, for each pass. NB: no faces for lightmaps!! since share same face/vertices from RGB0.
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// The only thing not shared is the renderpass (Pass[0] and Pass[3] are different).
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CTessList<CTileFace> TileFaceList[NL3D_MAX_TILE_FACE];
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// FaceVectors.
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TLandscapeIndexType *TileFaceVectors[NL3D_MAX_TILE_FACE];
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// The global id of the little lightmap part for this tile.
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uint LightMapId;
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// ptrs are Null by default.
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CTileMaterial();
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// For fast Tile clipping, may add only tiles which are visibles in RenderPass. (see preRender()).
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void appendTileToEachRenderPass(uint patchNumRenderableFaces);
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// Render of this tile. code in patch_render.cpp. use pass to acces both Pass[] and TileFaceVectors[].
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// So don't work for lightmap.
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void renderTile(uint pass);
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// For faster render of Pass RGB0 and Lightmap which are always setuped.
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void renderTilePassRGB0();
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void renderTilePassLightmap();
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};
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// ***************************************************************************
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/**
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* A Landscape Triangle.
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* MemSize: 28*4 octets. => for 100K faces, it takes 11.2 Mo.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2000
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*/
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class CTessFace : public CTessNodeList, public CTessFacePListNode
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{
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public:
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/// \name geometric tesselation.
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//@{
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// Can't be global, because of propagated splits.
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CPatch *Patch;
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CTessVertex *VBase, *VLeft, *VRight;
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CTessFace *FBase, *FLeft, *FRight;
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CTessFace *Father, *SonLeft, *SonRight;
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// The parametric coordinates of the patch.
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CParamCoord PVBase, PVLeft, PVRight;
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// To know if we can split or not, and to compute tile errormetric.
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uint8 Level; // Level of Detail of this face. (++ at each split).
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// Mark of recursion (see canMerge() ...).
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bool RecursMarkCanMerge;
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bool RecursMarkForceMerge;
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//@}
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/// \name Tile Material Infos (uvs...).
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// @{
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// The number of the tile relatively to the patch TileMap.
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// We CANNOT store this into CTileMaterial, because of sameTile() test.
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uint8 TileId;
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// The multi-pass tile Material.
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CTileMaterial *TileMaterial;
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// The Tile Faces. There is no Face for lightmap, since use the one from RGB0.
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CTileFace *TileFaces[NL3D_MAX_TILE_FACE];
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// Enum for UVs V[] array in TileFaces
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enum TTileUvId {IdUvBase=0, IdUvLeft, IdUvRight};
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// @}
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/// \name Error metric.
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// @{
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// Size could be computed from TileSize: Size= Patch->BaseSize / (1<<(TileSize-Patch->BaseTileSize)). (or optimized)
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// But used by updateErrorMetric(), and must be as fast as possible.
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sint ErrorMetricDate; // The date of errormetric update.
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float Size; // /2 at each split.
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CVector SplitPoint; // Midle of VLeft/VRight. Used to compute the errorMetric.
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float ErrorMetric; // equal to projected size of face, but greater for the transition Far-Near.
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float MaxDistToSplitPoint; // Max Dist from SplitPoint to each of 3 vertices.
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// @}
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// For Render.
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CTessFarVertex *FVBase, *FVLeft, *FVRight;
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// NB: herit from CTessNodeList to use Prec and Next ptrs.
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// Id For ShadowMap
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sint ShadowMapTriId;
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public:
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CTessFace();
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// do nothing dtor.
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~CTessFace();
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// Utilities.
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bool isLeaf() const {return SonLeft==NULL;}
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bool isRectangular() const;
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bool hasVertex(CTessVertex *v) const {return VBase==v || VLeft==v || VRight==v;}
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bool hasEdge(CTessVertex *v0, CTessVertex *v1) const {return hasVertex(v0) && hasVertex(v1);}
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void changeNeighbor(CTessFace *from, CTessFace *to)
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{
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if(FBase==from) FBase=to;
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if(FLeft==from) FLeft=to;
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if(FRight==from) FRight=to;
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}
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// Fill all Tile Material infos (id, type...), according to CPatch tilemap, and CTessFace paramcoord.
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void computeTileMaterial();
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// Release Tile Uvs.
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void releaseTileMaterial();
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// compute the NearLimit for this face. NearLimit= (1<<Patch->TileLimitLevel) / (1<<Level)
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float computeNearLimit();
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// update the error metric
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void updateErrorMetric();
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// can split leaf only.
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void split(bool propagateSplit=true);
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// can merge "short roots" only (roots which have leafs).
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bool merge();
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/// refine the node, and his sons. Refine all nodes.
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void refineAll();
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// update the refinement of the node, split if necessary (and then updateRefine() his splitted sons),
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// Then re-insert this face in the appropriate CLandscape priority list.
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void updateRefineSplit();
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// Same for merge.
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void updateRefineMerge();
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/** compute the SplitPoint. VBase / VLeft and VRight must be valid.
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* Also compute MaxDistToSplitPoint.
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*/
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void computeSplitPoint();
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// Used by CPatch::unbind(). isolate the tesselation from other patchs.
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void unbind();
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// Used by CPatch::unbind(). force the merging of face.
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void forceMerge();
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// Used by CPatch::linkTessFaceWithEdge(). See it. NB: it assert if the link is NULL.
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CTessFace *linkTessFaceWithEdge(const NLMISC::CVector2f &uv0, const NLMISC::CVector2f &uv1, CTessFace *linkTo);
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// Used by CPatch::bind(). Split if necessary, according to neighbors.
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bool updateBindEdge(CTessFace *&edgeFace, bool &splitWanted);
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void updateBind();
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void updateBindAndSplit();
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// Used by CPatch::forceMergeAtTileLevel(). force the merging of face (as possible).
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void forceMergeAtTileLevel();
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// Used by CPatch::averageTesselationVertices(). See CLandscape doc. recurs call.
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void averageTesselationVertices();
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// For CZone::refreshTesselationGeometry() only. recurs call.
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void refreshTesselationGeometry();
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// Used by CZone::changePatchTexture().
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void deleteTileUvs();
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void recreateTileUvs();
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// Used by CPatch::getTesselatedPos(). recurs call.
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void getTesselatedPos(const CUV &uv, bool verifInclusion, CVector &ret);
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// Used by CPatch::appendTessellationLeaves(). recurs call.
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void appendTessellationLeaves(std::vector<const CTessFace*> &leaves) const;
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private:
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// Faces have the same tile???
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static bool sameTile(const CTessFace *a, const CTessFace *b)
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{
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// WE CANNOT do this test, testing TileMaterial, because this one may be releleased by releaseMaterial() !!
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return (a->Patch==b->Patch && a->TileId==b->TileId);
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}
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/// \name UV mgt.
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// @{
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// Allocate a CTessNearVertex "id" (base, left or right) for each not NULL TileFace of "this" face.
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// Init with good CTessVertex::Src, and then, insert it into Patch RenderList.
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void allocTileUv(TTileUvId id);
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// delete a CTessNearVertex "id", removing it from Patch RenderList, for each not NULL TileFace of "this" face.
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void deleteTileUv(TTileUvId id);
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// Just ptr-copy a CTessNearVertex "id" from an other face/vertex id. Do this for each not NULL TileFace.
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void copyTileUv(TTileUvId id, CTessFace *srcFace, TTileUvId srcId);
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// The Base NearVertex must be allocated before.
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// for each not NULL TileFace of "this" face, make the Base NearVertex the middle of baseFace TileUvLeft, and
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// baseFace TileUvRight.
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void heritTileUv(CTessFace *baseFace);
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// If patch !isRenderClipped(), and other state, create and fill VB for the vertex id of all faces of this tileFace.
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void checkCreateFillTileVB(TTileUvId id);
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// If patch !isRenderClipped(), and other state, fill VB only for the vertex id of all faces of this tileFace.
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void checkFillTileVB(TTileUvId id);
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// create The TileFaces, according to the TileMaterial passes. NO INSERTION IN RENDERLIST!!
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void buildTileFaces();
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// delete The TileFaces, according to the TileMaterial passes. NO REMOVAL FROM RENDERLIST!!
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void deleteTileFaces();
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// return true iff TileFaces are all NULL.
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bool emptyTileFaces();
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// @}
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// see updateErrorMetric.
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void computeTileErrorMetric();
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// see updateRefine().
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float computeTileEMForUpdateRefine(float distSplitPoint, float distMinFace, float nearLimit);
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// See updateRefine() and merge().
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bool canMerge(bool testEm);
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// see split().
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void splitRectangular(bool propagateSplit);
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void doMerge();
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void heritTileMaterial();
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// see computeTileMaterial().
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void initTileUvRGBA(sint pass, bool alpha, CParamCoord pointCoord, CParamCoord middleCoord, CUV &uv);
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// The same, but for the lightmap pass.
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void initTileUvLightmap(CParamCoord pointCoord, CParamCoord middleCoord, CUV &uv);
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// The same, but for the dynamic lightmap (DLM) pass.
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void initTileUvDLM(CParamCoord pointCoord, CUV &uv);
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// Far Vertices: update info (ptr, and PCoord).
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void updateNearFarVertices();
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// Final copmute the 3D pos in a face, according to UV (with gradients).
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void computeTesselatedPos(const CUV &uv, CVector &ret);
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private:
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// Fake face are the only ones which have a NULL patch ptr (with mult face).
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// The fake face which indicates a "can't merge". Useful for bind 2/4 or 1/4.
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static CTessFace CantMergeFace;
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public:
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// The fake face which indicates a multiple patch face. Used in updateBind(), for multiple bind.
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static CTessFace MultipleBindFace;
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};
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} // NL3D
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#endif // NL_TESSELLATION_H
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/* End of tessellation.h */
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