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TerrainContext.cpp
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463 lines (420 loc) · 14.8 KB
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// Copyright © 2008-2012 Pioneer Developers. See AUTHORS.txt for details
// Licensed under the terms of the GPL v3. See licenses/GPL-3.txt
#include <cassert>
#include "utils.h"
#include "TerrainContext.h"
#include "GLvbo.h"
#include "vcacheopt.h"
#include "shaderHelper.h"
#include "GLfbo.h"
#include "GLprimitives.h"
// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#if TEST_CASE
#define USE_CPP_HEIGHTMAP_SHADER 1
#else
#define USE_CPP_HEIGHTMAP_SHADER 0
#endif
#if USE_CPP_HEIGHTMAP_SHADER
#include "shader_heightmap.h"
#endif
int TerrainPatchContext::getIndices(std::vector<unsigned short> &pl, const unsigned int edge_hi_flags,
unsigned short *midIndices, unsigned short *loEdgeIndices[4], unsigned short *hiEdgeIndices[4]) const
{
// calculate how many tri's there are
int tri_count = (VBO_COUNT_MID_IDX() / 3);
for( int i=0; i<4; ++i ) {
if( edge_hi_flags & (1 << i) ) {
tri_count += (VBO_COUNT_HI_EDGE() / 3);
} else {
tri_count += (VBO_COUNT_LO_EDGE() / 3);
}
}
// pre-allocate enough space
pl.reserve(tri_count);
// add all of the middle indices
for(int i=0; i<VBO_COUNT_MID_IDX(); ++i) {
pl.push_back(midIndices[i]);
}
// selectively add the HI or LO detail indices
for (int i=0; i<4; i++) {
if( edge_hi_flags & (1 << i) ) {
for(int j=0; j<VBO_COUNT_HI_EDGE(); ++j) {
pl.push_back(hiEdgeIndices[i][j]);
}
} else {
for(int j=0; j<VBO_COUNT_LO_EDGE(); ++j) {
pl.push_back(loEdgeIndices[i][j]);
}
}
}
return tri_count;
}
// constructor
TerrainPatchContext::TerrainPatchContext(const uint32_t edgeLen) :
mEdgeLen(edgeLen), mHalfEdgeLen(edgeLen>>1),
mQuad(false, true), mFBO(edgeLen,edgeLen)//, mVBO(nullptr)
{
mVertexs = new glm::vec3[NUM_MESH_VERTS()];
mNormals = new glm::vec3[NUM_MESH_VERTS()];
mUVs = new GLfloat[NUM_MESH_VERTS()*2];
unsigned short *idx;
unsigned short *midIndices = new unsigned short[VBO_COUNT_MID_IDX()];
unsigned short *loEdgeIndices[4] = {nullptr};
unsigned short *hiEdgeIndices[4] = {nullptr};
for (int i=0; i<4; i++) {
loEdgeIndices[i] = new unsigned short[VBO_COUNT_LO_EDGE()];
hiEdgeIndices[i] = new unsigned short[VBO_COUNT_HI_EDGE()];
}
/* also want vtx indices for tris not touching edge of patch */
idx = midIndices;
for (uint32_t x=1; x<mEdgeLen-2; x++) {
for (uint32_t y=1; y<mEdgeLen-2; y++) {
idx[0] = x + mEdgeLen*y;
idx[1] = x+1 + mEdgeLen*y;
idx[2] = x + mEdgeLen*(y+1);
idx+=3;
idx[0] = x+1 + mEdgeLen*y;
idx[1] = x+1 + mEdgeLen*(y+1);
idx[2] = x + mEdgeLen*(y+1);
idx+=3;
}
}
{
for (uint32_t x=1; x<mEdgeLen-3; x+=2) {
// razor teeth near edge 0
idx[0] = x + mEdgeLen;
idx[1] = x+1;
idx[2] = x+1 + mEdgeLen;
idx+=3;
idx[0] = x+1;
idx[1] = x+2 + mEdgeLen;
idx[2] = x+1 + mEdgeLen;
idx+=3;
}
for (uint32_t x=1; x<mEdgeLen-3; x+=2) {
// near edge 2
idx[0] = x + mEdgeLen*(mEdgeLen-2);
idx[1] = x+1 + mEdgeLen*(mEdgeLen-2);
idx[2] = x+1 + mEdgeLen*(mEdgeLen-1);
idx+=3;
idx[0] = x+1 + mEdgeLen*(mEdgeLen-2);
idx[1] = x+2 + mEdgeLen*(mEdgeLen-2);
idx[2] = x+1 + mEdgeLen*(mEdgeLen-1);
idx+=3;
}
for (uint32_t y=1; y<mEdgeLen-3; y+=2) {
// near edge 1
idx[0] = mEdgeLen-2 + y*mEdgeLen;
idx[1] = mEdgeLen-1 + (y+1)*mEdgeLen;
idx[2] = mEdgeLen-2 + (y+1)*mEdgeLen;
idx+=3;
idx[0] = mEdgeLen-2 + (y+1)*mEdgeLen;
idx[1] = mEdgeLen-1 + (y+1)*mEdgeLen;
idx[2] = mEdgeLen-2 + (y+2)*mEdgeLen;
idx+=3;
}
for (uint32_t y=1; y<mEdgeLen-3; y+=2) {
// near edge 3
idx[0] = 1 + y*mEdgeLen;
idx[1] = 1 + (y+1)*mEdgeLen;
idx[2] = (y+1)*mEdgeLen;
idx+=3;
idx[0] = 1 + (y+1)*mEdgeLen;
idx[1] = 1 + (y+2)*mEdgeLen;
idx[2] = (y+1)*mEdgeLen;
idx+=3;
}
}
// full detail edge triangles
{
idx = hiEdgeIndices[0];
for (uint32_t x=0; x<mEdgeLen-1; x+=2) {
idx[0] = x; idx[1] = x+1; idx[2] = x+1 + mEdgeLen;
idx+=3;
idx[0] = x+1; idx[1] = x+2; idx[2] = x+1 + mEdgeLen;
idx+=3;
}
idx = hiEdgeIndices[1];
for (uint32_t y=0; y<mEdgeLen-1; y+=2) {
idx[0] = mEdgeLen-1 + y*mEdgeLen;
idx[1] = mEdgeLen-1 + (y+1)*mEdgeLen;
idx[2] = mEdgeLen-2 + (y+1)*mEdgeLen;
idx+=3;
idx[0] = mEdgeLen-1 + (y+1)*mEdgeLen;
idx[1] = mEdgeLen-1 + (y+2)*mEdgeLen;
idx[2] = mEdgeLen-2 + (y+1)*mEdgeLen;
idx+=3;
}
idx = hiEdgeIndices[2];
for (uint32_t x=0; x<mEdgeLen-1; x+=2) {
idx[0] = x + (mEdgeLen-1)*mEdgeLen;
idx[1] = x+1 + (mEdgeLen-2)*mEdgeLen;
idx[2] = x+1 + (mEdgeLen-1)*mEdgeLen;
idx+=3;
idx[0] = x+1 + (mEdgeLen-2)*mEdgeLen;
idx[1] = x+2 + (mEdgeLen-1)*mEdgeLen;
idx[2] = x+1 + (mEdgeLen-1)*mEdgeLen;
idx+=3;
}
idx = hiEdgeIndices[3];
for (uint32_t y=0; y<mEdgeLen-1; y+=2) {
idx[0] = y*mEdgeLen;
idx[1] = 1 + (y+1)*mEdgeLen;
idx[2] = (y+1)*mEdgeLen;
idx+=3;
idx[0] = (y+1)*mEdgeLen;
idx[1] = 1 + (y+1)*mEdgeLen;
idx[2] = (y+2)*mEdgeLen;
idx+=3;
}
}
// these edge indices are for patches with no
// neighbour of equal or greater detail -- they reduce
// their edge complexity by 1 division
{
idx = loEdgeIndices[0];
for (uint32_t x=0; x<mEdgeLen-2; x+=2) {
idx[0] = x;
idx[1] = x+2;
idx[2] = x+1+mEdgeLen;
idx += 3;
}
idx = loEdgeIndices[1];
for (uint32_t y=0; y<mEdgeLen-2; y+=2) {
idx[0] = (mEdgeLen-1) + y*mEdgeLen;
idx[1] = (mEdgeLen-1) + (y+2)*mEdgeLen;
idx[2] = (mEdgeLen-2) + (y+1)*mEdgeLen;
idx += 3;
}
idx = loEdgeIndices[2];
for (uint32_t x=0; x<mEdgeLen-2; x+=2) {
idx[0] = x+mEdgeLen*(mEdgeLen-1);
idx[2] = x+2+mEdgeLen*(mEdgeLen-1);
idx[1] = x+1+mEdgeLen*(mEdgeLen-2);
idx += 3;
}
idx = loEdgeIndices[3];
for (uint32_t y=0; y<mEdgeLen-2; y+=2) {
idx[0] = y*mEdgeLen;
idx[2] = (y+2)*mEdgeLen;
idx[1] = 1 + (y+1)*mEdgeLen;
idx += 3;
}
}
// these will hold the optimised indices
std::vector<unsigned short> pl_short[NUM_INDEX_LISTS];
// populate the N indices lists from the arrays built during InitTerrainIndices()
for( int i=0; i<NUM_INDEX_LISTS; ++i ) {
const unsigned int edge_hi_flags = i;
mElementBuffersTriangleCounts[i] = getIndices(pl_short[i], edge_hi_flags, midIndices, loEdgeIndices, hiEdgeIndices);
}
// iterate over each index list and optimize it
for( int i=0; i<NUM_INDEX_LISTS; ++i ) {
const int tri_count = mElementBuffersTriangleCounts[i];
VertexCacheOptimizerUShort vco;
VertexCacheOptimizerUShort::Result res = vco.Optimize(&pl_short[i][0], tri_count);
assert(0 == res);
}
// everything should be hunky-dory for setting up as OpenGL index buffers now.
for( int i=0; i<NUM_INDEX_LISTS; ++i ) {
glGenBuffersARB(1, &mElementBuffers[i]);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, mElementBuffers[i]);
glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mElementBuffersTriangleCounts[i]*3, &(pl_short[i][0]), GL_STATIC_DRAW);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
}
// delete temporary buffers
if (midIndices) {
delete [] midIndices;
for (int i=0; i<4; i++) {
delete [] loEdgeIndices[i];
delete [] hiEdgeIndices[i];
}
}
////////////////////////////////////////////////////////////////
// load the quad terrain shader(s)
static const std::string shaderFilenames[] = {
"terrains/Warping.glsl",
"terrains/TerrainHeightShaderFun.glsl",
"terrains/TerrainHeightAsteroid.glsl",
"terrains/TerrainHeightAsteroid2.glsl",
"terrains/TerrainHeightAsteroid3.glsl",
"terrains/TerrainHeightAsteroid4.glsl",
"terrains/TerrainHeightBarrenRock.glsl",
"terrains/TerrainHeightBarrenRock2.glsl",
"terrains/TerrainHeightBarrenRock3.glsl",
"terrains/TerrainHeightFlat.glsl",
"terrains/TerrainHeightHillsCraters.glsl",
"terrains/TerrainHeightHillsCraters2.glsl",
"terrains/TerrainHeightHillsDunes.glsl",
"terrains/TerrainHeightHillsNormal.glsl",
"terrains/TerrainHeightHillsRidged.glsl",
"terrains/TerrainHeightHillsRivers.glsl",
"terrains/TerrainHeightMountainsCraters.glsl",
"terrains/TerrainHeightMountainsCraters2.glsl",
"terrains/TerrainHeightMountainsNormal.glsl",
"terrains/TerrainHeightMountainsRidged.glsl",
"terrains/TerrainHeightMountainsRivers.glsl",
"terrains/TerrainHeightMountainsRiversVolcano.glsl",
"terrains/TerrainHeightMountainsVolcano.glsl",
"terrains/TerrainHeightRuggedDesert.glsl",
"terrains/TerrainHeightRuggedLava.glsl",
"terrains/TerrainHeightShaderFun.glsl",
"terrains/TerrainHeightWaterSolid.glsl",
"terrains/TerrainHeightWaterSolidCanyons.glsl",
""
};
vecBindings noiseyBinding;
noiseyBinding.push_back( ShaderBindPair("noise_lib.glsl",eFragShader) );
noiseyBinding.push_back( ShaderBindPair("noise_feature_lib.glsl",eFragShader) );
int shdFnameIdx=0;
mCurrentHeightmapProg = 0xFFFFFFFFFFFFFFFF;
const std::string hmap_gen_vert_program("heightmap_gen.vert");
const std::string hmap_gen_frag_program("heightmap_gen.frag");
while(shaderFilenames[shdFnameIdx][0] != '\0')
{
noiseyBinding.push_back( ShaderBindPair(shaderFilenames[shdFnameIdx],eFragShader) );
SHeightmapGen hProg;
const bool success = LoadShader(hProg.prog, hmap_gen_vert_program, hmap_gen_frag_program, noiseyBinding);
if(success && (0xFFFFFFFFFFFFFFFF == mCurrentHeightmapProg)) {
mCurrentHeightmapProg = shdFnameIdx;
}
hProg.v0 = glGetUniformLocation(hProg.prog, "v0");
hProg.v1 = glGetUniformLocation(hProg.prog, "v1");
hProg.v2 = glGetUniformLocation(hProg.prog, "v2");
hProg.v3 = glGetUniformLocation(hProg.prog, "v3");
hProg.fracStep = glGetUniformLocation(hProg.prog, "fracStep");
hProg.maxHeight = glGetUniformLocation(hProg.prog, "maxHeight");
hProg.seaLevel = glGetUniformLocation(hProg.prog, "seaLevel");
hProg.fracnum = glGetUniformLocation(hProg.prog, "fracnum");
hProg.octaves = glGetUniformLocation(hProg.prog, "octaves");
hProg.amplitude = glGetUniformLocation(hProg.prog, "amplitude");
hProg.lacunarity = glGetUniformLocation(hProg.prog, "lacunarity");
hProg.frequency = glGetUniformLocation(hProg.prog, "frequency");
hProg.heightmap = glGetUniformLocation(hProg.prog, "texHeightmap");
hProg.usesHeightmap = ((-1)!=hProg.heightmap);
checkGLError();
mHeightmapProgs.push_back(hProg);
noiseyBinding.pop_back();
shdFnameIdx++;
}
////////////////////////////////////////////////////////////////
// load the patch terrain shader
LoadShader(patch_prog, "patch.vert", "patch.frag");
// Get a handle for our "MVP" uniform(s)
patch_MatrixID = glGetUniformLocation(patch_prog, "MVP");
patch_ViewMatrixID = glGetUniformLocation(patch_prog, "V");
patch_ModelMatrixID = glGetUniformLocation(patch_prog, "M");
patch_radius = glGetUniformLocation(patch_prog, "radius");
patch_heightscale = glGetUniformLocation(patch_prog, "heightscale");
patch_v0 = glGetUniformLocation(patch_prog, "v0");
patch_v1 = glGetUniformLocation(patch_prog, "v1");
patch_v2 = glGetUniformLocation(patch_prog, "v2");
patch_v3 = glGetUniformLocation(patch_prog, "v3");
patch_fracStep = glGetUniformLocation(patch_prog, "fracStep");
patch_colour = glGetUniformLocation(patch_prog, "in_colour");
patch_texHeightmap = glGetUniformLocation(patch_prog, "texHeightmap");
////////////////////////////////////////////////////////////////
// create a dummy set of verts, the UVs are the only important part
//glm::vec3 *vts = vertexs();
//GLfloat *pUV = uvs();
//assert(nullptr!=vts);
//float xfrac = 0.0f;
//float yfrac = 0.0f;
//for (uint32_t y=0; y<mEdgeLen; y++) {
// xfrac = 0.0f;
// for (uint32_t x=0; x<mEdgeLen; x++) {
// *(vts++) = glm::vec3(1.0f,1.0f,1.0f);
// *(pUV++) = xfrac;
// *(pUV++) = yfrac;
// xfrac += reciprocalEdgeLen();
// }
// yfrac += reciprocalEdgeLen();
//}
//assert(vts == &vertexs()[NUM_MESH_VERTS()]);
//// now create the VBO
//assert(nullptr==mVBO);
//mVBO = new CGLvbo( NUM_MESH_VERTS(), &vertexs()[0], nullptr, uvs() );
}
// destructor
TerrainPatchContext::~TerrainPatchContext() {
delete [] mVertexs;
delete [] mNormals;
delete [] mUVs;
}
// render the heightmap to a framebuffer
void TerrainPatchContext::renderHeightmap(
const glm::vec3 &v0, const glm::vec3 &v1, const glm::vec3 &v2, const glm::vec3 &v3,
const uint32_t targetTex) const
{
#if USE_CPP_HEIGHTMAP_SHADER
const float fracStep = textureLerpStep();
NCppHeightmapShader::setUniforms(v0, v1, v2, v3, fracStep);
for (uint32_t y=0; y<mEdgeLen; y++) {
for (uint32_t x=0; x<mEdgeLen; x++) {
const float xfrac = float(x) * fracStep;
const float yfrac = float(y) * fracStep;
const float blah = NCppHeightmapShader::shader_heightmap_frag(glm::vec2(float(x) + 0.5f, float(y) + 0.5f));
mpHeightmapData[x + (y * mEdgeLen)] = blah;
}
}
#else
// bind the framebuffer
ScopedBindRelease<CGLfbo> fbo(mFBO);
// setup to render to the fbo
glViewport(0, 0, mFBO.Width(), mFBO.Height());
checkGLError();
mFBO.SetTexture(targetTex);
checkGLError();
// Clear the fbo
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
checkGLError();
const SHeightmapGen& rHGD = GetHeightmapGenData();
// Use our fbo shader
glUseProgram(rHGD.prog);
checkGLError();
glUniform3fv(rHGD.v0, 1, &v0[0]);
glUniform3fv(rHGD.v1, 1, &v1[0]);
glUniform3fv(rHGD.v2, 1, &v2[0]);
glUniform3fv(rHGD.v3, 1, &v3[0]);
const float reciprocalFBOWidth = textureLerpStep();
glUniform1f(rHGD.fracStep, reciprocalFBOWidth);
glUniform1f(rHGD.maxHeight, 0.1f);
glUniform1f(rHGD.seaLevel, 0.01f);
glUniform1i(rHGD.fracnum, 3);
int octaves[10] = {3};
float amplitude[10] = {3.0f};
float lacunarity[10] = {3.0f};
float frequency[10] = {3.0f};
glUniform1iv(rHGD.octaves, 10, &octaves[0]);
glUniform1fv(rHGD.amplitude, 10, &litude[0]);
glUniform1fv(rHGD.lacunarity, 10, &lacunarity[0]);
glUniform1fv(rHGD.frequency, 10, &frequency[0]);
// rendering our quad now should fill the render texture with the heightmap shaders output
renderQuad();
//mFBO.CopyTexture(targetTex);
mFBO.SetTexture(0);
// the framebuffer is automatically released
#endif
}
void TerrainPatchContext::renderQuad() const
{
mQuad.Render();
checkGLError();
}
void TerrainPatchContext::UsePatchShader(const glm::mat4 &ViewMatrix, const glm::mat4 &ModelMatrix, const glm::mat4 &MVP) const {
assert(patch_prog!=UINT_MAX);
glUseProgram(patch_prog);
checkGLError();
// Send our transformation to the currently bound shader,
// in the "MVP" uniform
glUniformMatrix4fv(patch_MatrixID, 1, GL_FALSE, &MVP[0][0]);
glUniformMatrix4fv(patch_ModelMatrixID, 1, GL_FALSE, &ModelMatrix[0][0]);
glUniformMatrix4fv(patch_ViewMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]);
const float fracStep = textureLerpStep();
glUniform1f(patch_fracStep, fracStep);
glUniform1f(patch_radius, 25.0f);
glUniform1f(patch_heightscale, 0.005f);
checkGLError();
}