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OgreTerrainRenderable.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\opt\OgreTerrainRenderable.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ /*************************************************************************** terrainrenderable.h - description ------------------- begin : Sat Oct 5 2002 copyright : (C) 2002 by Jon Anderson email : janders@users.sf.net Enhancements 2003 - 2004 (C) The OGRE Team ***************************************************************************/ #ifndef TERRAINRENDERABLE_H #define TERRAINRENDERABLE_H #include "OgreTerrainPrerequisites.h" #include
#include
#include
#include
#include
#include
#define MORPH_CUSTOM_PARAM_ID 77 namespace Ogre { typedef std::map
IndexMap; typedef std::vector < IndexData* > IndexArray; typedef std::vector < IndexMap* > LevelArray; /** * A cache of TerrainIndexBuffers. Used to keep track of the buffers, and * delete them when the program finishes. */ class TerrainBufferCache { public: void shutdown(void) { for( size_t i=0; i
y ) ? x : y; } /** A simple class for encapsulating parameters which are commonly needed by both TerrainSceneManager and TerrainRenderable. */ class TerrainOptions { public: TerrainOptions() { pageSize = 0; tileSize = 0; tilesPerPage = 0; maxGeoMipMapLevel = 0; scale = Vector3::UNIT_SCALE; maxPixelError = 4; detailTile = 1; lit = false; coloured = false; lodMorph = false; lodMorphStart = 0.5; useTriStrips = false; primaryCamera = 0; terrainMaterial.setNull(); }; /// The size of one edge of a terrain page, in vertices size_t pageSize; /// The size of one edge of a terrain tile, in vertices size_t tileSize; /// Precalculated number of tiles per page size_t tilesPerPage; /// The primary camera, used for error metric calculation and page choice const Camera* primaryCamera; /// The maximum terrain geo-mipmap level size_t maxGeoMipMapLevel; /// The scale factor to apply to the terrain (each vertex is 1 unscaled unit /// away from the next, and height is from 0 to 1) Vector3 scale; /// The maximum pixel error allowed size_t maxPixelError; /// Whether we should use triangle strips bool useTriStrips; /// The number of times to repeat a detail texture over a tile size_t detailTile; /// Whether LOD morphing is enabled bool lodMorph; /// At what point (parametric) should LOD morphing start Real lodMorphStart; /// Whether dynamic lighting is enabled bool lit; /// Whether vertex colours are enabled bool coloured; /// Pointer to the material to use to render the terrain MaterialPtr terrainMaterial; }; #define STITCH_NORTH_SHIFT 0 #define STITCH_SOUTH_SHIFT 8 #define STITCH_WEST_SHIFT 16 #define STITCH_EAST_SHIFT 24 #define STITCH_NORTH 128 << STITCH_NORTH_SHIFT #define STITCH_SOUTH 128 << STITCH_SOUTH_SHIFT #define STITCH_WEST 128 << STITCH_WEST_SHIFT #define STITCH_EAST 128 << STITCH_EAST_SHIFT /** Represents a terrain tile. @remarks A TerrainRenderable represents a tile used to render a block of terrain using the geomipmap approach for LOD. *@author Jon Anderson */ class _OgreOctreePluginExport TerrainRenderable : public Renderable, public MovableObject { public: TerrainRenderable(const String& name, TerrainSceneManager* tsm); ~TerrainRenderable(); void deleteGeometry(); enum Neighbor { NORTH = 0, SOUTH = 1, EAST = 2, WEST = 3, HERE = 4 }; /** Initializes the TerrainRenderable. @param startx, startz The starting points of the top-left of this tile, in terms of the number of vertices. @param pageHeightData The source height data for the entire parent page */ void initialise(int startx, int startz, Real* pageHeightData); //movable object methods /** Returns the type of the movable. */ virtual const String& getMovableType( void ) const { return mType; }; /** Returns the bounding box of this TerrainRenderable */ const AxisAlignedBox& getBoundingBox( void ) const { return mBounds; }; /** Updates the level of detail to be used for rendering this TerrainRenderable based on the passed in Camera */ virtual void _notifyCurrentCamera( Camera* cam ); virtual void _updateRenderQueue( RenderQueue* queue ); /** Constructs a RenderOperation to render the TerrainRenderable. @remarks Each TerrainRenderable has a block of vertices that represent the terrain. Index arrays are dynamically created for mipmap level, and then cached. */ virtual void getRenderOperation( RenderOperation& rend ); virtual const MaterialPtr& getMaterial( void ) const { return mMaterial; }; virtual void getWorldTransforms( Matrix4* xform ) const; virtual const Quaternion& getWorldOrientation(void) const; virtual const Vector3& getWorldPosition(void) const; /** Returns the mipmap level that will be rendered for this frame */ inline int getRenderLevel() const { return mRenderLevel; }; /** Forces the LOD to the given level from this point on */ inline void setForcedRenderLevel( int i ) { mForcedRenderLevel = i; } /** Calculates the normal at the given location */ void _getNormalAt( float x, float y, Vector3 * result ); /** Returns the terrain height at the given coordinates */ float getHeightAt( float x, float y ); /** Intersects the segment witht he terrain tile */ bool intersectSegment( const Vector3 & start, const Vector3 & end, Vector3 * result ); /** Sets the appropriate neighbor for this TerrainRenderable. Neighbors are necessary to know when to bridge between LODs. */ void _setNeighbor( Neighbor n, TerrainRenderable *t ) { mNeighbors[ n ] = t; }; /** Returns the neighbor TerrainRenderable */ TerrainRenderable * _getNeighbor( Neighbor n ) { return mNeighbors[ n ]; } void setMaterial(const MaterialPtr& m ) { mMaterial = m; }; /** Calculates static normals for lighting the terrain */ void _calculateNormals(); /** Generates terrain shadows and lighting using vertex colors */ void _generateVertexLighting( const Vector3 &sunlight, ColourValue ambient ); /** Overridden, see Renderable */ Real getSquaredViewDepth(const Camera* cam) const; /** Overridden from MovableObject */ Real getBoundingRadius(void) const { return mBoundingRadius; } /** @copydoc Renderable::getLights */ const LightList& getLights(void) const; /// Overridden from Renderable to allow the morph LOD entry to be set void _updateCustomGpuParameter( const GpuProgramParameters::AutoConstantEntry& constantEntry, GpuProgramParameters* params) const; /// @see MovableObject uint32 getTypeFlags(void) const; protected: /// Parent SceneManager TerrainSceneManager* mSceneManager; /// Link to shared options const TerrainOptions* mOptions; /** Returns the index into the height array for the given coords. */ inline size_t _index( int x, int z ) const { return ( x + z * mOptions->tileSize ); }; /** Returns the vertex coord for the given coordinates */ inline float _vertex( int x, int z, int n ) { return mPositionBuffer[x * 3 + z * mOptions->tileSize * 3 + n]; }; inline int _numNeighbors() const { int n = 0; for ( int i = 0; i < 4; i++ ) { if ( mNeighbors[ i ] != 0 ) n++; } return n; } inline bool _hasNeighborRenderLevel( int i ) const { for ( int j = 0; j < 4; j++ ) { if ( mNeighbors[ j ] != 0 && mNeighbors[ j ] ->mRenderLevel == i ) return true; } return false; } void _adjustRenderLevel( int i ); bool _checkSize( int n ); void _calculateMinLevelDist2( Real C ); Real _calculateCFactor(); VertexData* mTerrain; /// The current LOD level int mRenderLevel; /// The previous 'next' LOD level down, for frame coherency int mLastNextLevel; /// The morph factor between this and the next LOD level down Real mLODMorphFactor; /// List of squared distances at which LODs change Real *mMinLevelDistSqr; /// Connection to tiles four neighbours TerrainRenderable *mNeighbors [ 4 ]; /// Whether light list need to re-calculate mutable bool mLightListDirty; /// Cached light list mutable LightList mLightList; /// The bounding radius of this tile Real mBoundingRadius; /// Bounding box of this tile AxisAlignedBox mBounds; /// The center point of this tile Vector3 mCenter; /// The MovableObject type static String mType; /// Current material used by this tile MaterialPtr mMaterial; /// Whether this tile has been initialised bool mInit; /// The buffer with all the renderable geometry in it HardwareVertexBufferSharedPtr mMainBuffer; /// Optional set of delta buffers, used to morph from one LOD to the next HardwareVertexBufferSharedPtr* mDeltaBuffers; /// System-memory buffer with just positions in it, for CPU operations float* mPositionBuffer; /// Forced rendering LOD level, optional int mForcedRenderLevel; /// Array of LOD indexes specifying which LOD is the next one down /// (deals with clustered error metrics which cause LODs to be skipped) int mNextLevelDown[10]; /// Gets the index data for this tile based on current settings IndexData* getIndexData(void); /// Internal method for generating stripified terrain indexes IndexData* generateTriStripIndexes(unsigned int stitchFlags); /// Internal method for generating triangle list terrain indexes IndexData* generateTriListIndexes(unsigned int stitchFlags); /** Utility method to generate stitching indexes on the edge of a tile @param neighbor The neighbor direction to stitch @param hiLOD The LOD of this tile @param loLOD The LOD of the neighbor @param omitFirstTri Whether the first tri of the stitch (always clockwise relative to the centre of this tile) is to be omitted because an adjoining edge is also being stitched @param omitLastTri Whether the last tri of the stitch (always clockwise relative to the centre of this tile) is to be omitted because an adjoining edge is also being stitched @param pIdx Pointer to a pointer to the index buffer to push the results into (this pointer will be updated) @returns The number of indexes added */ int stitchEdge(Neighbor neighbor, int hiLOD, int loLOD, bool omitFirstTri, bool omitLastTri, unsigned short** ppIdx); /// Create a blank delta buffer for usein morphing HardwareVertexBufferSharedPtr createDeltaBuffer(void); }; } #endif
OgreTerrainRenderable.h
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