2338 lines
66 KiB
C++
2338 lines
66 KiB
C++
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// 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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#include "std3d.h"
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#include "nel/3d/patch.h"
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#include "nel/3d/tessellation.h"
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#include "nel/3d/bezier_patch.h"
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#include "nel/3d/zone.h"
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#include "nel/3d/landscape.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/common.h"
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#include "nel/3d/patchuv_locator.h"
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#include "nel/3d/vegetable_manager.h"
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#include "nel/misc/fast_floor.h"
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#include "nel/3d/light_influence_interpolator.h"
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#include "nel/3d/patchdlm_context.h"
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/3d/u_landscape.h"
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using namespace std;
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using namespace NLMISC;
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// Define this to remove user color (debug)
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// #define NEL_FORCE_NO_USER_COLOR
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namespace NL3D
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{
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// ***************************************************************************
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CBezierPatch CPatch::CachePatch;
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const CPatch *CPatch::LastPatch= NULL;
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uint32 CPatch::_Version=7;
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// ***************************************************************************
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CPatch::CPatch()
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{
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Zone= NULL;
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OrderS=0;
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OrderT=0;
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Son0=NULL;
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Son1=NULL;
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TessBlockRefCount=0;
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NumRenderableFaces= 0;
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// for Pacs process. By default, false.
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ExcludeFromRefineAll= false;
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// Init Passes.
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// DO NOT FILL Patch here, because of operator= problem. do it in compile().
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// By default, RdrPasses are NULL.
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// To force computation of texture info on next preRender().
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Far0= -1;
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Far1= -1;
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// Default: not binded.
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_BindZoneNeighbor[0]= NULL;
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_BindZoneNeighbor[1]= NULL;
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_BindZoneNeighbor[2]= NULL;
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_BindZoneNeighbor[3]= NULL;
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NoiseRotation= 0;
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// No smooth by default.
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_CornerSmoothFlag= 0;
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// MasterBlock never clipped.
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MasterBlock.resetClip();
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// Init UL circular list to NULL (not compiled)
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_ULNearPrec= NULL;
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_ULNearNext= NULL;
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// Dynamic LightMap
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_DLMContext= NULL;
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_DLMContextRefCount= 0;
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// Render Passes
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_PatchRdrPassFar0= NULL;
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_NextRdrFar0= NULL;
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_PatchRdrPassFar1= NULL;
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_NextRdrFar1= NULL;
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}
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// ***************************************************************************
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CPatch::~CPatch()
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{
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release();
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}
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// ***************************************************************************
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void CPatch::release()
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{
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if(Zone)
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{
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// First, delete the VB if the zone was removed while the patch is visible.
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if(!isRenderClipped())
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{
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// release VertexBuffer.
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deleteVBAndFaceVector();
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// Flag RenderClipped in Zone
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Zone->_PatchRenderClipped.set(PatchId, true);
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}
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// THIS PATCH MSUT BE UNBOUND FIRST!!!!!
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nlassert(Son0 && Son1);
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nlassert(Son0->isLeaf() && Son1->isLeaf());
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nlassert(Son0->FLeft == NULL);
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nlassert(Son0->FRight == NULL);
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nlassert(Son1->FLeft == NULL);
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nlassert(Son1->FRight == NULL);
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// Free renderPass of landscape, and maybe force computation of texture info on next preRender().
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// Must do it here, before deletion of Zone, OrderS/T etc...
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resetRenderFar();
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getLandscape()->deleteTessFace(Son0);
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getLandscape()->deleteTessFace(Son1);
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// Vertices are smartptr/deleted in zone.
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}
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// Flag the fact that this patch can't be rendered.
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OrderS=0;
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OrderT=0;
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Son0=NULL;
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Son1=NULL;
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clearTessBlocks();
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resetMasterBlock();
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// Flag RenderClipped in Zone
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if(Zone)
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{
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Zone->_PatchRenderClipped.set( PatchId, true);
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Zone->_PatchOldRenderClipped.set( PatchId, true);
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}
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// the pathc is uncompiled. must do it after clearTessBlocks(), because may use it
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// for vegetable manager, and for updateLighting
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Zone= NULL;
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// uncompile: reset UpdateLighting circular list to NULL.
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if(_ULNearPrec!= NULL)
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{
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// verify the patch is correctly unlinked from any ciruclar list.
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nlassert(_ULNearPrec==this && _ULNearNext==this);
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}
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_ULNearPrec= NULL;
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_ULNearNext= NULL;
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// DynamciLightMap: release the _DLMContext if still exist.
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if(_DLMContext)
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delete _DLMContext;
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// reset
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_DLMContext= NULL;
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_DLMContextRefCount= 0;
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}
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// ***************************************************************************
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CBezierPatch *CPatch::unpackIntoCache() const
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{
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if(LastPatch!=this)
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{
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unpack(CachePatch);
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LastPatch=this;
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}
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return &CachePatch;
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}
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// ***************************************************************************
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void CPatch::unpack(CBezierPatch &p) const
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{
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sint i;
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const CVector &bias= Zone->getPatchBias();
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float scale= Zone->getPatchScale();
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for(i=0;i<4;i++)
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Vertices[i].unpack(p.Vertices[i], bias, scale);
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for(i=0;i<8;i++)
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Tangents[i].unpack(p.Tangents[i], bias, scale);
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for(i=0;i<4;i++)
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Interiors[i].unpack(p.Interiors[i], bias, scale);
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}
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// ***************************************************************************
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void CPatch::computeDefaultErrorSize()
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{
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CBezierPatch &p= *unpackIntoCache();
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CVector &v0= p.Vertices[0];
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CVector &v1= p.Vertices[1];
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CVector &v2= p.Vertices[2];
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// \todo yoyo: TODO_NOISE: modulate this value with tangents (roundiness of patch), and with the displacement map.
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ErrorSize= ((v1 - v0)^(v2 - v0)).norm();
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}
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// ***************************************************************************
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void CPatch::buildBBoxFromBezierPatch(const CBezierPatch &p, CAABBox &ret) const
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{
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// Because of the structure of CAABBox, extend() is not fast enough for us. first compute bmin, bmax,
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// then compute the bbox.
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CVector bmin= p.Vertices[0];
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CVector bmax= bmin;
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sint i;
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for(i=0;i<4;i++)
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{
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bmin.minof(bmin, p.Vertices[i]);
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bmax.maxof(bmax, p.Vertices[i]);
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}
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for(i=0;i<8;i++)
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{
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bmin.minof(bmin, p.Tangents[i]);
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bmax.maxof(bmax, p.Tangents[i]);
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}
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for(i=0;i<4;i++)
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{
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bmin.minof(bmin, p.Interiors[i]);
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bmax.maxof(bmax, p.Interiors[i]);
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}
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// Modulate with the maximum displacement map (useful for patch clipping).
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static CVector vectorNoiseMax(NL3D_NOISE_MAX, NL3D_NOISE_MAX, NL3D_NOISE_MAX);
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bmin-= vectorNoiseMax;
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bmax+= vectorNoiseMax;
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// NB: this is not very optimal, since the BBox may be very too big. eg: patch 16mx16m => bbox 18mx18m.
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// But remind that tessblocks do not use this BBox, and are computed with the real geometry.
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ret.setMinMax(bmin, bmax);
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}
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// ***************************************************************************
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CAABBox CPatch::buildBBox() const
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{
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CBezierPatch &p= *unpackIntoCache();
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// Compute Bounding Box. (easiest way...)
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CAABBox ret;
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buildBBoxFromBezierPatch(p, ret);
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return ret;
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}
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// ***************************************************************************
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void CPatch::addTrianglesInBBox(CPatchIdent paId, const CAABBox &bbox, std::vector<CTrianglePatch> &triangles, uint8 tileTessLevel) const
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{
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CBezierPatch &bpatch= *unpackIntoCache();
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// call with the whole root patch.
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addTrianglesInBBoxRecurs(paId, bbox, triangles, tileTessLevel, bpatch, 0, OrderS, 0, OrderT);
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}
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// ***************************************************************************
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void CPatch::addTrianglesInBBoxRecurs(CPatchIdent paId, const CAABBox &bbox, std::vector<CTrianglePatch> &triangles, uint8 tessLevel,
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const CBezierPatch &pa, uint8 s0, uint8 s1, uint8 t0, uint8 t1) const
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{
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uint8 lenS=s1-s0, lenT=t1-t0;
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nlassert(lenS>0);
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nlassert(lenT>0);
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// compute and compare bbox of the subdivision patch against request bbox.
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//========================
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// NB: this compute includes possible noise.
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CAABBox paBBox;
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buildBBoxFromBezierPatch(pa, paBBox);
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// if do not intersect, stop here.
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if( !paBBox.intersect(bbox) )
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return;
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// else if at tile level, then just computeTriangles.
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//========================
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else if( lenS==1 && lenT==1 )
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{
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addTileTrianglesInBBox(paId, bbox, triangles, tessLevel, s0, t0);
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}
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// else subdiv and reccurs.
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//========================
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else
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{
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// Subdivide along the bigger side.
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if(lenS>lenT)
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{
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// subdivide.
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CBezierPatch left, right;
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pa.subdivideS(left, right);
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uint8 sMiddle= (uint8)( ((uint)s0+(uint)s1) /2 );
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// recurs left.
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addTrianglesInBBoxRecurs(paId, bbox, triangles, tessLevel, left, s0, sMiddle, t0, t1);
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// recurs right.
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addTrianglesInBBoxRecurs(paId, bbox, triangles, tessLevel, right, sMiddle, s1, t0, t1);
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}
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else
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{
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// subdivide.
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CBezierPatch top, bottom;
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pa.subdivideT(top, bottom);
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uint8 tMiddle= (uint8)( ((uint)t0+(uint)t1) /2 );
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// recurs top.
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addTrianglesInBBoxRecurs(paId, bbox, triangles, tessLevel, top, s0, s1, t0, tMiddle);
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// recurs bottom.
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addTrianglesInBBoxRecurs(paId, bbox, triangles, tessLevel, bottom, s0, s1, tMiddle, t1);
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}
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}
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}
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// ***************************************************************************
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void CPatch::addTileTrianglesInBBox(CPatchIdent paId, const CAABBox &bbox, std::vector<CTrianglePatch> &triangles, uint8 tessLevel, uint8 s0, uint8 t0) const
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{
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nlassert(s0<OrderS);
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nlassert(t0<OrderT);
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nlassert(tessLevel<=2);
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uint tessLen= 1<<tessLevel;
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// some preca.
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float startS0= (float)s0 / (float)(OrderS);
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float startT0= (float)t0 / (float)(OrderT);
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float ds= 1.0f/(float)(OrderS*tessLen);
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float dt= 1.0f/(float)(OrderT*tessLen);
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// Parse all quads.
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uint sl,tl;
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for(tl=0; tl<tessLen; tl++)
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{
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float fs0, fs1, ft0, ft1;
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// compute t patch coordinates.
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ft0= startT0 + (float)tl * dt ;
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ft1= ft0 + dt;
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for(sl=0; sl<tessLen; sl++)
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{
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// compute s patch coordinates.
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fs0= startS0 + (float)sl * ds ;
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fs1= fs0 + ds;
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// Compute Quad vectors (in CCW).
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CVector p0, p1, p2, p3;
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CUV uv0, uv1, uv2, uv3;
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uv0.U= fs0; uv0.V= ft0;
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uv1.U= fs0; uv1.V= ft1;
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uv2.U= fs1; uv2.V= ft1;
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uv3.U= fs1; uv3.V= ft0;
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// evaluate patch (with noise). (NB: because of cache, patch decompression cost nothing).
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p0= computeVertex(uv0.U, uv0.V);
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p1= computeVertex(uv1.U, uv1.V);
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p2= computeVertex(uv2.U, uv2.V);
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p3= computeVertex(uv3.U, uv3.V);
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// build the bbox of this quad, and test with request bbox.
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CAABBox quadBBox;
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quadBBox.setCenter(p0);
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quadBBox.extend(p1);
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quadBBox.extend(p2);
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quadBBox.extend(p3);
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// insert only if intersect with the bbox.
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if(quadBBox.intersect(bbox))
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{
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// build triangles (in CCW).
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CTrianglePatch tri;
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tri.PatchId= paId;
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// first tri.
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tri.V0= p0; tri.V1= p1; tri.V2= p2;
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tri.Uv0= uv0; tri.Uv1= uv1; tri.Uv2= uv2;
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triangles.push_back(tri);
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// second tri.
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tri.V0= p2; tri.V1= p3; tri.V2= p0;
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tri.Uv0= uv2; tri.Uv1= uv3; tri.Uv2= uv0;
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triangles.push_back(tri);
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// NB: this is not the same tesselation than in tesselation.cpp.
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// But this looks like Ben's NLPACS::CLocalRetriever tesselation.
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}
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}
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}
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}
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// ***************************************************************************
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void CPatchQuadBlock::buildTileTriangles(uint8 quadId, CTrianglePatch triangles[2]) const
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{
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// copute coordinate of the tile we want.
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uint sd0= quadId&(NL_PATCH_BLOCK_MAX_QUAD-1);
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uint td0= quadId/(NL_PATCH_BLOCK_MAX_QUAD);
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uint sd1= sd0+1;
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uint td1= td0+1;
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uint s= PatchBlockId.S0+sd0;
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uint t= PatchBlockId.T0+td0;
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nlassert(s<PatchBlockId.S1);
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nlassert(t<PatchBlockId.T1);
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// Compute UV coord.
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float fs0= (float)s / (float)(PatchBlockId.OrderS);
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float ft0= (float)t / (float)(PatchBlockId.OrderT);
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float fs1= (float)(s+1) / (float)(PatchBlockId.OrderS);
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float ft1= (float)(t+1) / (float)(PatchBlockId.OrderT);
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CUV uv0, uv1, uv2, uv3;
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uv0.U= fs0; uv0.V= ft0;
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uv1.U= fs0; uv1.V= ft1;
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||
|
uv2.U= fs1; uv2.V= ft1;
|
||
|
uv3.U= fs1; uv3.V= ft0;
|
||
|
|
||
|
// get vertex coord.
|
||
|
const CVector &p0= Vertices[sd0 + td0*NL_PATCH_BLOCK_MAX_VERTEX];
|
||
|
const CVector &p1= Vertices[sd0 + td1*NL_PATCH_BLOCK_MAX_VERTEX];
|
||
|
const CVector &p2= Vertices[sd1 + td1*NL_PATCH_BLOCK_MAX_VERTEX];
|
||
|
const CVector &p3= Vertices[sd1 + td0*NL_PATCH_BLOCK_MAX_VERTEX];
|
||
|
|
||
|
// build triangles.
|
||
|
// first tri.
|
||
|
{
|
||
|
CTrianglePatch &tri= triangles[0];
|
||
|
tri.PatchId= PatchBlockId.PatchId;
|
||
|
tri.V0= p0; tri.V1= p1; tri.V2= p2;
|
||
|
tri.Uv0= uv0; tri.Uv1= uv1; tri.Uv2= uv2;
|
||
|
}
|
||
|
|
||
|
// second tri.
|
||
|
{
|
||
|
CTrianglePatch &tri= triangles[1];
|
||
|
tri.PatchId= PatchBlockId.PatchId;
|
||
|
tri.V0= p2; tri.V1= p3; tri.V2= p0;
|
||
|
tri.Uv0= uv2; tri.Uv1= uv3; tri.Uv2= uv0;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::fillPatchQuadBlock(CPatchQuadBlock &quadBlock) const
|
||
|
{
|
||
|
CPatchBlockIdent &pbId= quadBlock.PatchBlockId;
|
||
|
uint lenS= pbId.S1-pbId.S0;
|
||
|
uint lenT= pbId.T1-pbId.T0;
|
||
|
nlassert( pbId.OrderS==OrderS );
|
||
|
nlassert( pbId.OrderT==OrderT );
|
||
|
nlassert( pbId.S1<=OrderS );
|
||
|
nlassert( pbId.T1<=OrderT );
|
||
|
nlassert( pbId.S0<pbId.S1 );
|
||
|
nlassert( pbId.T0<pbId.T1 );
|
||
|
nlassert( lenS<=NL_PATCH_BLOCK_MAX_QUAD );
|
||
|
nlassert( lenT<=NL_PATCH_BLOCK_MAX_QUAD );
|
||
|
|
||
|
// Fill vertices.
|
||
|
uint s0= pbId.S0;
|
||
|
uint t0= pbId.T0;
|
||
|
// some preca.
|
||
|
float startS0= (float)s0 / (float)(OrderS);
|
||
|
float startT0= (float)t0 / (float)(OrderT);
|
||
|
float ds= 1.0f/(float)(OrderS);
|
||
|
float dt= 1.0f/(float)(OrderT);
|
||
|
|
||
|
// Parse all quads vertices corner.
|
||
|
uint sl,tl;
|
||
|
for(tl=0; tl<lenT+1; tl++)
|
||
|
{
|
||
|
float fs, ft;
|
||
|
// compute t patch coordinates.
|
||
|
ft= startT0 + (float)tl * dt ;
|
||
|
for(sl=0; sl<lenS+1; sl++)
|
||
|
{
|
||
|
// compute s patch coordinates.
|
||
|
fs= startS0 + (float)sl * ds ;
|
||
|
|
||
|
// Must use computeContinousVertex, to ensure continous coordinate on patch edges
|
||
|
quadBlock.Vertices[sl + tl*NL_PATCH_BLOCK_MAX_VERTEX]= computeContinousVertex(fs, ft);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::addPatchBlocksInBBox(CPatchIdent paId, const CAABBox &bbox, std::vector<CPatchBlockIdent> &paBlockIds) const
|
||
|
{
|
||
|
CBezierPatch &bpatch= *unpackIntoCache();
|
||
|
|
||
|
// call with the whole root patch.
|
||
|
addPatchBlocksInBBoxRecurs(paId, bbox, paBlockIds, bpatch, 0, OrderS, 0, OrderT);
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::addPatchBlocksInBBoxRecurs(CPatchIdent paId, const CAABBox &bbox, std::vector<CPatchBlockIdent> &paBlockIds,
|
||
|
const CBezierPatch &pa, uint8 s0, uint8 s1, uint8 t0, uint8 t1) const
|
||
|
{
|
||
|
uint8 lenS=s1-s0, lenT=t1-t0;
|
||
|
nlassert(lenS>0);
|
||
|
nlassert(lenT>0);
|
||
|
|
||
|
// compute and compare bbox of the subdivision patch against request bbox.
|
||
|
//========================
|
||
|
// NB: this compute includes possible noise.
|
||
|
CAABBox paBBox;
|
||
|
buildBBoxFromBezierPatch(pa, paBBox);
|
||
|
// if do not intersect, stop here.
|
||
|
if( !paBBox.intersect(bbox) )
|
||
|
return;
|
||
|
// else if at CPatchQuadBlock tile level, then just add this Id.
|
||
|
//========================
|
||
|
else if( lenS<=NL_PATCH_BLOCK_MAX_QUAD && lenT<=NL_PATCH_BLOCK_MAX_QUAD )
|
||
|
{
|
||
|
// Add this PatchBlock desctiptor to the list.
|
||
|
CPatchBlockIdent pbId;
|
||
|
// Fill struct from this and result of recursion.
|
||
|
pbId.PatchId= paId;
|
||
|
pbId.OrderS= OrderS;
|
||
|
pbId.OrderT= OrderT;
|
||
|
pbId.S0= s0;
|
||
|
pbId.S1= s1;
|
||
|
pbId.T0= t0;
|
||
|
pbId.T1= t1;
|
||
|
// Add to list.
|
||
|
paBlockIds.push_back(pbId);
|
||
|
}
|
||
|
// else subdiv and reccurs.
|
||
|
//========================
|
||
|
else
|
||
|
{
|
||
|
// Subdivide along the bigger side.
|
||
|
if(lenS>lenT)
|
||
|
{
|
||
|
// subdivide.
|
||
|
CBezierPatch left, right;
|
||
|
pa.subdivideS(left, right);
|
||
|
uint8 sMiddle= (uint8)( ((uint)s0+(uint)s1) /2 );
|
||
|
// recurs left.
|
||
|
addPatchBlocksInBBoxRecurs(paId, bbox, paBlockIds, left, s0, sMiddle, t0, t1);
|
||
|
// recurs right.
|
||
|
addPatchBlocksInBBoxRecurs(paId, bbox, paBlockIds, right, sMiddle, s1, t0, t1);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// subdivide.
|
||
|
CBezierPatch top, bottom;
|
||
|
pa.subdivideT(top, bottom);
|
||
|
uint8 tMiddle= (uint8)( ((uint)t0+(uint)t1) /2 );
|
||
|
// recurs top.
|
||
|
addPatchBlocksInBBoxRecurs(paId, bbox, paBlockIds, top, s0, s1, t0, tMiddle);
|
||
|
// recurs bottom.
|
||
|
addPatchBlocksInBBoxRecurs(paId, bbox, paBlockIds, bottom, s0, s1, tMiddle, t1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
CVector CPatch::getTesselatedPos(CUV uv) const
|
||
|
{
|
||
|
// clamp values.
|
||
|
clamp(uv.U, 0, 1);
|
||
|
clamp(uv.V, 0, 1);
|
||
|
// recurs down the 2 sons.
|
||
|
CVector ret= CVector::Null;
|
||
|
Son0->getTesselatedPos(uv, true, ret);
|
||
|
Son1->getTesselatedPos(uv, true, ret);
|
||
|
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
bool CPatch::isRenderClipped() const
|
||
|
{
|
||
|
if(Zone)
|
||
|
return Zone->isPatchRenderClipped(PatchId);
|
||
|
else
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
// ***************************************************************************
|
||
|
// RENDER LIST.
|
||
|
// ***************************************************************************
|
||
|
// ***************************************************************************
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::addRefTessBlocks()
|
||
|
{
|
||
|
uint i;
|
||
|
|
||
|
TessBlockRefCount++;
|
||
|
if(TessBlocks.size()==0)
|
||
|
{
|
||
|
// Allocate the tessblocks.
|
||
|
//==========
|
||
|
|
||
|
nlassert(NL3D_TESSBLOCK_TILESIZE==4);
|
||
|
// A tessblock is 2*2 tiles.
|
||
|
sint os= OrderS>>1;
|
||
|
sint ot= OrderT>>1;
|
||
|
nlassert(os>0);
|
||
|
nlassert(ot>0);
|
||
|
TessBlocks.resize(os*ot);
|
||
|
// init all tessBlocks with the Patch ptr.
|
||
|
for(i=0; i<TessBlocks.size(); i++)
|
||
|
TessBlocks[i].init(this);
|
||
|
|
||
|
|
||
|
// Vegetable management
|
||
|
//==========
|
||
|
CVegetableManager *vegetableManager= getLandscape()->_VegetableManager;
|
||
|
|
||
|
// Create ClipBlocks.
|
||
|
uint nTbPerCb= NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK;
|
||
|
uint wCB= (os + nTbPerCb-1) >> NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK_SHIFT;
|
||
|
uint hCB= (ot + nTbPerCb-1) >> NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK_SHIFT;
|
||
|
VegetableClipBlocks.resize(wCB * hCB);
|
||
|
// allocate ClipBlocks
|
||
|
for(i=0; i<VegetableClipBlocks.size(); i++)
|
||
|
{
|
||
|
VegetableClipBlocks[i]= vegetableManager->createClipBlock();
|
||
|
}
|
||
|
|
||
|
|
||
|
// updateLighting management.
|
||
|
//==========
|
||
|
// append patch for Near updateLighting, since TessBlock lightmap may/will exist.
|
||
|
getLandscape()->linkPatchToNearUL(this);
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::decRefTessBlocks()
|
||
|
{
|
||
|
TessBlockRefCount--;
|
||
|
// If no loinger need the tessblocks, delete them.
|
||
|
if(TessBlockRefCount==0)
|
||
|
clearTessBlocks();
|
||
|
nlassert(TessBlockRefCount>=0);
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::clearTessBlocks()
|
||
|
{
|
||
|
uint i;
|
||
|
|
||
|
// Vegetable management
|
||
|
//==========
|
||
|
// if compiled.
|
||
|
if(Zone)
|
||
|
{
|
||
|
CVegetableManager *vegetableManager= getLandscape()->_VegetableManager;
|
||
|
|
||
|
// delete still existing vegetable Igs.
|
||
|
deleteAllVegetableIgs();
|
||
|
|
||
|
// delete ClipBlocks.
|
||
|
for(i=0; i<VegetableClipBlocks.size(); i++)
|
||
|
{
|
||
|
vegetableManager->deleteClipBlock(VegetableClipBlocks[i]);
|
||
|
}
|
||
|
contReset(VegetableClipBlocks);
|
||
|
}
|
||
|
|
||
|
|
||
|
// updateLighting management.
|
||
|
//==========
|
||
|
if(Zone)
|
||
|
{
|
||
|
// remove patch from Near updateLighting, since no more TessBlock lightmap can exist.
|
||
|
getLandscape()->unlinkPatchFromNearUL(this);
|
||
|
}
|
||
|
|
||
|
|
||
|
// Delete TessBlocks
|
||
|
//==========
|
||
|
TessBlockRefCount=0;
|
||
|
contReset(TessBlocks);
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::resetMasterBlock()
|
||
|
{
|
||
|
// We should be not visible so FaceVector no more exist.
|
||
|
nlassert(isRenderClipped());
|
||
|
|
||
|
MasterBlock.FarVertexList.clear();
|
||
|
MasterBlock.FarFaceList.clear();
|
||
|
NumRenderableFaces= 0;
|
||
|
// no tiles should be here!!
|
||
|
nlassert(MasterBlock.NearVertexList.size()==0);
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
uint CPatch::getNumTessBlock(CTessFace *face)
|
||
|
{
|
||
|
// To which tessBlocks link the face?
|
||
|
// compute an approx middle of the face.
|
||
|
CParamCoord edgeMid(face->PVLeft, face->PVRight);
|
||
|
CParamCoord middle(edgeMid, face->PVBase);
|
||
|
// Coordinate of the tessblock (2*2 a tile!! so the >>1).
|
||
|
uint ts= ((uint)middle.S * (uint)(OrderS>>1)) / 0x8000;
|
||
|
uint tt= ((uint)middle.T * (uint)(OrderT>>1)) / 0x8000;
|
||
|
uint numtb= tt*(uint)(OrderS>>1) + ts;
|
||
|
|
||
|
return numtb;
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::getNumTessBlock(CParamCoord pc, TFarVertType &type, uint &numtb)
|
||
|
{
|
||
|
uint tboS= (uint)(OrderS>>1);
|
||
|
uint tboT= (uint)(OrderT>>1);
|
||
|
|
||
|
// Coordinate of the tessblock (2*2 a tile!! so the >>1).
|
||
|
uint ts= ((uint)pc.S * tboS) / 0x8000;
|
||
|
uint tt= ((uint)pc.T * tboT) / 0x8000;
|
||
|
numtb= tt*tboS + ts;
|
||
|
|
||
|
bool edgeS= (ts*0x8000) == ((uint)pc.S * tboS);
|
||
|
bool edgeT= (tt*0x8000) == ((uint)pc.T * tboT);
|
||
|
|
||
|
// Does this vertex lies on a corner of a TessBlock?
|
||
|
if(edgeS && edgeT)
|
||
|
type= FVMasterBlock;
|
||
|
// Does this vertex lies on a edge of a TessBlock?
|
||
|
else if(edgeS || edgeT)
|
||
|
type= FVTessBlockEdge;
|
||
|
// Else it lies exclusively IN a TessBlock.
|
||
|
else
|
||
|
type= FVTessBlock;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::extendTessBlockWithEndPos(CTessFace *face)
|
||
|
{
|
||
|
if(face->Level>=TessBlockLimitLevel)
|
||
|
{
|
||
|
// get the tessBlock of the face.
|
||
|
uint numtb= getNumTessBlock(face);
|
||
|
|
||
|
// Must enlarge the BSphere of the tesblock!!
|
||
|
TessBlocks[numtb].extendSphereFirst(face->VBase->EndPos);
|
||
|
TessBlocks[numtb].extendSphereAdd(face->VLeft->EndPos);
|
||
|
TessBlocks[numtb].extendSphereAdd(face->VRight->EndPos);
|
||
|
TessBlocks[numtb].extendSphereCompile();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::dirtTessBlockFaceVector(CTessBlock &tb)
|
||
|
{
|
||
|
// If patch is visible, block's faceVector should exist, but are no more valid.
|
||
|
if(!isRenderClipped())
|
||
|
{
|
||
|
// If this tessBlock not already notified to modification.
|
||
|
if(!tb.isInModifyList())
|
||
|
{
|
||
|
// Then append, and delete all FaceVector.
|
||
|
// NB: delete FaceVector now, because the TessBlock himself may disapear soon.
|
||
|
tb.appendToModifyListAndDeleteFaceVector(getLandscape()->_TessBlockModificationRoot, getLandscape()->_FaceVectorManager);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::appendFaceToRenderList(CTessFace *face)
|
||
|
{
|
||
|
// Update the number of renderable Faces
|
||
|
NumRenderableFaces++;
|
||
|
|
||
|
// Update Gnal render.
|
||
|
//====================
|
||
|
if(face->Level<TessBlockLimitLevel)
|
||
|
{
|
||
|
MasterBlock.FarFaceList.append(face);
|
||
|
MasterBlock.FaceTileMaterialRefCount++;
|
||
|
|
||
|
// The facelist is modified, so we must update the faceVector, if visible.
|
||
|
dirtTessBlockFaceVector(MasterBlock);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Alloc if necessary the TessBlocks.
|
||
|
addRefTessBlocks();
|
||
|
|
||
|
// link the face to the good tessblock.
|
||
|
uint numtb= getNumTessBlock(face);
|
||
|
TessBlocks[numtb].FarFaceList.append(face);
|
||
|
TessBlocks[numtb].FaceTileMaterialRefCount++;
|
||
|
|
||
|
// The facelist is modified, so we must update the faceVector, if visible.
|
||
|
dirtTessBlockFaceVector(TessBlocks[numtb]);
|
||
|
|
||
|
// Must enlarge the BSphere of the tesblock!!
|
||
|
// We must do it on a per-face approach, because of tessblocks 's corners which are outside of tessblocks.
|
||
|
TessBlocks[numtb].extendSphereFirst(face->VBase->EndPos);
|
||
|
TessBlocks[numtb].extendSphereAdd(face->VLeft->EndPos);
|
||
|
TessBlocks[numtb].extendSphereAdd(face->VRight->EndPos);
|
||
|
// I think this should be done too on StartPos, for geomorph (rare??...) problems.
|
||
|
// \todo yoyo: is this necessary???
|
||
|
TessBlocks[numtb].extendSphereAdd(face->VBase->StartPos);
|
||
|
TessBlocks[numtb].extendSphereAdd(face->VLeft->StartPos);
|
||
|
TessBlocks[numtb].extendSphereAdd(face->VRight->StartPos);
|
||
|
TessBlocks[numtb].extendSphereCompile();
|
||
|
|
||
|
|
||
|
// Update Tile render (no need to do it if face not at least at tessblock level).
|
||
|
appendFaceToTileRenderList(face);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::removeFaceFromRenderList(CTessFace *face)
|
||
|
{
|
||
|
// Update the number of renderable Faces
|
||
|
NumRenderableFaces--;
|
||
|
nlassert(NumRenderableFaces>=0);
|
||
|
|
||
|
// Update Gnal render.
|
||
|
//====================
|
||
|
if(face->Level<TessBlockLimitLevel)
|
||
|
{
|
||
|
MasterBlock.FarFaceList.remove(face);
|
||
|
MasterBlock.FaceTileMaterialRefCount--;
|
||
|
|
||
|
// The facelist is modified, so we must update the faceVector, if visible.
|
||
|
dirtTessBlockFaceVector(MasterBlock);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// link the face to the good tessblock.
|
||
|
uint numtb= getNumTessBlock(face);
|
||
|
TessBlocks[numtb].FarFaceList.remove(face);
|
||
|
TessBlocks[numtb].FaceTileMaterialRefCount--;
|
||
|
|
||
|
// The facelist is modified, so we must update the faceVector, if visible.
|
||
|
dirtTessBlockFaceVector(TessBlocks[numtb]);
|
||
|
|
||
|
// Update Tile render (no need to do it if face not at least at tessblock level).
|
||
|
removeFaceFromTileRenderList(face);
|
||
|
|
||
|
// Destroy if necessary the TessBlocks.
|
||
|
decRefTessBlocks();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::appendFaceToTileRenderList(CTessFace *face)
|
||
|
{
|
||
|
if(face->TileMaterial)
|
||
|
{
|
||
|
// For all valid faces, update their links.
|
||
|
// Do not do this for lightmap, since it use same face from RGB0 pass.
|
||
|
for(sint i=0;i<NL3D_MAX_TILE_FACE;i++)
|
||
|
{
|
||
|
CPatchRdrPass *tilePass= face->TileMaterial->Pass[i].PatchRdrPass;
|
||
|
// If tile i enabled.
|
||
|
if(tilePass)
|
||
|
{
|
||
|
// a face should have created for this pass.
|
||
|
nlassert(face->TileFaces[i]);
|
||
|
face->TileMaterial->TileFaceList[i].append(face->TileFaces[i]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// The facelist is modified, so we must update the faceVector, if visible.
|
||
|
uint numtb= getNumTessBlock(face);
|
||
|
dirtTessBlockFaceVector(TessBlocks[numtb]);
|
||
|
|
||
|
// Shadow: append it to the Shadow Triangles.
|
||
|
getLandscape()->appendToShadowPolyReceiver(face);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::removeFaceFromTileRenderList(CTessFace *face)
|
||
|
{
|
||
|
if(face->TileMaterial)
|
||
|
{
|
||
|
// For all valid faces, update their links.
|
||
|
// Do not do this for lightmap, since it use same face from RGB0 pass.
|
||
|
for(sint i=0;i<NL3D_MAX_TILE_FACE;i++)
|
||
|
{
|
||
|
CPatchRdrPass *tilePass= face->TileMaterial->Pass[i].PatchRdrPass;
|
||
|
// If tile i enabled.
|
||
|
if(tilePass)
|
||
|
{
|
||
|
// a face should have created for this pass.
|
||
|
nlassert(face->TileFaces[i]);
|
||
|
face->TileMaterial->TileFaceList[i].remove(face->TileFaces[i]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// The facelist is modified, so we must update the faceVector, if visible.
|
||
|
uint numtb= getNumTessBlock(face);
|
||
|
dirtTessBlockFaceVector(TessBlocks[numtb]);
|
||
|
|
||
|
// Shadow: remove it from the Shadow Triangles.
|
||
|
getLandscape()->removeFromShadowPolyReceiver(face);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::computeTbTm(uint &numtb, uint &numtm, uint ts, uint tt)
|
||
|
{
|
||
|
sint is= ts&1;
|
||
|
sint it= tt&1;
|
||
|
ts>>=1;
|
||
|
tt>>=1;
|
||
|
|
||
|
numtb= tt*(uint)(OrderS>>1) + ts;
|
||
|
numtm= it*2+is;
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::appendTileMaterialToRenderList(CTileMaterial *tm)
|
||
|
{
|
||
|
nlassert(tm);
|
||
|
|
||
|
// Alloc if necessary the TessBlocks.
|
||
|
addRefTessBlocks();
|
||
|
|
||
|
uint numtb, numtm;
|
||
|
computeTbTm(numtb, numtm, tm->TileS, tm->TileT);
|
||
|
TessBlocks[numtb].RdrTileRoot[numtm]= tm;
|
||
|
TessBlocks[numtb].FaceTileMaterialRefCount++;
|
||
|
TessBlocks[numtb].TileMaterialRefCount++;
|
||
|
// The master block contains the whole patch TileMaterialRefCount
|
||
|
MasterBlock.TileMaterialRefCount++;
|
||
|
|
||
|
// DynamicLighting. When in near, must compute the context, to have good UVs.
|
||
|
//==========
|
||
|
// inc ref to the context, creating it if needed.
|
||
|
addRefDLMContext();
|
||
|
// NB: do it before creating the vegetableBlock, because vegetables use DLM Uvs.
|
||
|
|
||
|
// if was no tiles before in this tessBlock, create a Vegetable block.
|
||
|
//==========
|
||
|
// one Tile <=> was 0 before
|
||
|
if( TessBlocks[numtb].TileMaterialRefCount == 1 && getLandscape()->isVegetableActive() )
|
||
|
{
|
||
|
createVegetableBlock(numtb, tm->TileS, tm->TileT);
|
||
|
}
|
||
|
const std::vector<ULandscapeTileCallback *> &tc = getLandscape()->getTileCallbacks();
|
||
|
if (!tc.empty())
|
||
|
{
|
||
|
CBezierPatch *bpatch= unpackIntoCache();
|
||
|
CTileAddedInfo tai;
|
||
|
//
|
||
|
tai.Corners[0] = bpatch->eval((float) tm->TileS / OrderS, (float) tm->TileT / OrderT);
|
||
|
tai.Corners[1] = bpatch->eval((tm-> TileS + 1.f) / OrderS, (float) tm->TileT / OrderT);
|
||
|
tai.Corners[2] = bpatch->eval( (tm-> TileS + 1.f) / OrderS, (tm->TileT + 1.f) / OrderT);
|
||
|
tai.Corners[3] = bpatch->eval( (float) tm-> TileS / OrderS, (tm->TileT + 1.f) / OrderT);
|
||
|
tai.Center = bpatch->eval( (tm-> TileS + 0.5f) / OrderS, (tm->TileT + 0.5f) / OrderT);
|
||
|
//
|
||
|
tai.Normal = bpatch->evalNormal( (tm-> TileS + 0.5f) / OrderS, (tm->TileT + 0.5f) / OrderT);
|
||
|
tai.TileID = (uint64) tm; // pointer to tile material serves as a unique identifier
|
||
|
//
|
||
|
for(std::vector<ULandscapeTileCallback *>::const_iterator it = tc.begin(); it != tc.end(); ++it)
|
||
|
{
|
||
|
(*it)->tileAdded(tai);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// ***************************************************************************
|
||
|
void CPatch::removeTileMaterialFromRenderList(CTileMaterial *tm)
|
||
|
{
|
||
|
nlassert(tm);
|
||
|
|
||
|
uint numtb, numtm;
|
||
|
computeTbTm(numtb, numtm, tm->TileS, tm->TileT);
|
||
|
TessBlocks[numtb].RdrTileRoot[numtm]= NULL;
|
||
|
TessBlocks[numtb].FaceTileMaterialRefCount--;
|
||
|
TessBlocks[numtb].TileMaterialRefCount--;
|
||
|
// The master block contains the whole patch TileMaterialRefCount
|
||
|
MasterBlock.TileMaterialRefCount--;
|
||
|
|
||
|
// if no more tiles in this tessBlock, delete the vegetable Block.
|
||
|
//==========
|
||
|
// if no more tiles in this tessBlock
|
||
|
if( TessBlocks[numtb].TileMaterialRefCount==0 )
|
||
|
{
|
||
|
// release the vegetableBlock (if any)
|
||
|
releaseVegetableBlock(numtb);
|
||
|
}
|
||
|
|
||
|
// Destroy if necessary the TessBlocks.
|
||
|
decRefTessBlocks();
|
||
|
|
||
|
// DynamicLighting. When in near, must compute the context, to have good UVs.
|
||
|
//==========
|
||
|
// dec ref the context, deleting it if needed.
|
||
|
decRefDLMContext();
|
||
|
|
||
|
const std::vector<ULandscapeTileCallback *> &tc = getLandscape()->getTileCallbacks();
|
||
|
if (!tc.empty())
|
||
|
{
|
||
|
//
|
||
|
for(std::vector<ULandscapeTileCallback *>::const_iterator it = tc.begin(); it != tc.end(); ++it)
|
||
|
{
|
||
|
(*it)->tileRemoved((uint64) tm); // pointer to tile material serves as a unique identifier
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::appendFarVertexToRenderList(CTessFarVertex *fv)
|
||
|
{
|
||
|
TFarVertType type;
|
||
|
uint numtb;
|
||
|
getNumTessBlock(fv->PCoord, type, numtb);
|
||
|
|
||
|
|
||
|
if(type==FVMasterBlock || type==FVTessBlockEdge)
|
||
|
{
|
||
|
fv->OwnerBlock= &MasterBlock;
|
||
|
MasterBlock.FarVertexList.append(fv);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Alloc if necessary the TessBlocks.
|
||
|
addRefTessBlocks();
|
||
|
|
||
|
fv->OwnerBlock= &TessBlocks[numtb];
|
||
|
TessBlocks[numtb].FarVertexList.append(fv);
|
||
|
}
|
||
|
}
|
||
|
// ***************************************************************************
|
||
|
void CPatch::removeFarVertexFromRenderList(CTessFarVertex *fv)
|
||
|
{
|
||
|
TFarVertType type;
|
||
|
uint numtb;
|
||
|
getNumTessBlock(fv->PCoord, type, numtb);
|
||
|
|
||
|
|
||
|
if(type==FVMasterBlock || type==FVTessBlockEdge)
|
||
|
{
|
||
|
MasterBlock.FarVertexList.remove(fv);
|
||
|
fv->OwnerBlock= NULL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
TessBlocks[numtb].FarVertexList.remove(fv);
|
||
|
fv->OwnerBlock= NULL;
|
||
|
|
||
|
// Destroy if necessary the TessBlocks.
|
||
|
decRefTessBlocks();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::appendNearVertexToRenderList(CTileMaterial *tileMat, CTessNearVertex *nv)
|
||
|
{
|
||
|
nlassert(tileMat);
|
||
|
|
||
|
// Alloc if necessary the TessBlocks.
|
||
|
addRefTessBlocks();
|
||
|
|
||
|
uint numtb, numtm;
|
||
|
computeTbTm(numtb, numtm, tileMat->TileS, tileMat->TileT);
|
||
|
nv->OwnerBlock= &TessBlocks[numtb];
|
||
|
TessBlocks[numtb].NearVertexList.append(nv);
|
||
|
}
|
||
|
// ***************************************************************************
|
||
|
void CPatch::removeNearVertexFromRenderList(CTileMaterial *tileMat, CTessNearVertex *nv)
|
||
|
{
|
||
|
nlassert(tileMat);
|
||
|
|
||
|
uint numtb, numtm;
|
||
|
computeTbTm(numtb, numtm, tileMat->TileS, tileMat->TileT);
|
||
|
TessBlocks[numtb].NearVertexList.remove(nv);
|
||
|
nv->OwnerBlock= NULL;
|
||
|
|
||
|
// Destroy if necessary the TessBlocks.
|
||
|
decRefTessBlocks();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
// ***************************************************************************
|
||
|
// BASIC BUILD.
|
||
|
// ***************************************************************************
|
||
|
// ***************************************************************************
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::makeRoots()
|
||
|
{
|
||
|
CTessVertex *a= BaseVertices[0];
|
||
|
CTessVertex *b= BaseVertices[1];
|
||
|
CTessVertex *c= BaseVertices[2];
|
||
|
CTessVertex *d= BaseVertices[3];
|
||
|
|
||
|
// Set positions.
|
||
|
a->Pos= a->StartPos= a->EndPos= computeVertex(0,0);
|
||
|
b->Pos= b->StartPos= b->EndPos= computeVertex(0,1);
|
||
|
c->Pos= c->StartPos= c->EndPos= computeVertex(1,1);
|
||
|
d->Pos= d->StartPos= d->EndPos= computeVertex(1,0);
|
||
|
|
||
|
// Init Far vetices.
|
||
|
CTessFarVertex *fa= &BaseFarVertices[0];
|
||
|
CTessFarVertex *fb= &BaseFarVertices[1];
|
||
|
CTessFarVertex *fc= &BaseFarVertices[2];
|
||
|
CTessFarVertex *fd= &BaseFarVertices[3];
|
||
|
fa->Src= a;
|
||
|
fa->PCoord.setST(0,0);
|
||
|
fb->Src= b;
|
||
|
fb->PCoord.setST(0,1);
|
||
|
fc->Src= c;
|
||
|
fc->PCoord.setST(1,1);
|
||
|
fd->Src= d;
|
||
|
fd->PCoord.setST(1,0);
|
||
|
|
||
|
// We don't have to fill the Far vertices VB here, because this patch is still not visible.
|
||
|
// NB: we can't because we don't have any driver here.
|
||
|
nlassert(isRenderClipped()==true);
|
||
|
|
||
|
|
||
|
// Make Roots.
|
||
|
/*
|
||
|
Tesselation layout. For Square Face, and if OrderS>=OrderT.
|
||
|
|
||
|
A-------D
|
||
|
|\ Son1 |
|
||
|
| \ |
|
||
|
| \ |
|
||
|
| Son0 \|
|
||
|
B-------C
|
||
|
|
||
|
For rectangles whith OrderT>OrderS. It is VERY IMPORTANT, for splitRectangular() reasons.
|
||
|
|
||
|
A-------D
|
||
|
| Son0 /|
|
||
|
| / |
|
||
|
| / |
|
||
|
|/ Son1 |
|
||
|
B-------C
|
||
|
|
||
|
*/
|
||
|
nlassert(Son0==NULL);
|
||
|
nlassert(Son1==NULL);
|
||
|
Son0= getLandscape()->newTessFace();
|
||
|
Son1= getLandscape()->newTessFace();
|
||
|
|
||
|
// Son0.
|
||
|
Son0->Patch= this;
|
||
|
Son0->Level= 0;
|
||
|
if(OrderS>=OrderT)
|
||
|
{
|
||
|
Son0->VBase= b;
|
||
|
Son0->VLeft= c;
|
||
|
Son0->VRight= a;
|
||
|
Son0->FVBase= fb;
|
||
|
Son0->FVLeft= fc;
|
||
|
Son0->FVRight= fa;
|
||
|
Son0->PVBase.setST(0, 1);
|
||
|
Son0->PVLeft.setST(1, 1);
|
||
|
Son0->PVRight.setST(0, 0);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Son0->VBase= a;
|
||
|
Son0->VLeft= b;
|
||
|
Son0->VRight= d;
|
||
|
Son0->FVBase= fa;
|
||
|
Son0->FVLeft= fb;
|
||
|
Son0->FVRight= fd;
|
||
|
Son0->PVBase.setST(0, 0);
|
||
|
Son0->PVLeft.setST(0, 1);
|
||
|
Son0->PVRight.setST(1, 0);
|
||
|
}
|
||
|
Son0->FBase= Son1;
|
||
|
Son0->FLeft= NULL;
|
||
|
Son0->FRight= NULL;
|
||
|
// No tile info.
|
||
|
Son0->Size= ErrorSize/2;
|
||
|
Son0->computeSplitPoint();
|
||
|
|
||
|
// Son1.
|
||
|
Son1->Patch= this;
|
||
|
Son1->Level= 0;
|
||
|
if(OrderS>=OrderT)
|
||
|
{
|
||
|
Son1->VBase= d;
|
||
|
Son1->VLeft= a;
|
||
|
Son1->VRight= c;
|
||
|
Son1->FVBase= fd;
|
||
|
Son1->FVLeft= fa;
|
||
|
Son1->FVRight= fc;
|
||
|
Son1->PVBase.setST(1, 0);
|
||
|
Son1->PVLeft.setST(0, 0);
|
||
|
Son1->PVRight.setST(1, 1);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Son1->VBase= c;
|
||
|
Son1->VLeft= d;
|
||
|
Son1->VRight= b;
|
||
|
Son1->FVBase= fc;
|
||
|
Son1->FVLeft= fd;
|
||
|
Son1->FVRight= fb;
|
||
|
Son1->PVBase.setST(1, 1);
|
||
|
Son1->PVLeft.setST(1, 0);
|
||
|
Son1->PVRight.setST(0, 1);
|
||
|
}
|
||
|
Son1->FBase= Son0;
|
||
|
Son1->FLeft= NULL;
|
||
|
Son1->FRight= NULL;
|
||
|
// No tile info.
|
||
|
Son1->Size= ErrorSize/2;
|
||
|
Son1->computeSplitPoint();
|
||
|
|
||
|
|
||
|
// Prepare the render list...
|
||
|
clearTessBlocks();
|
||
|
resetMasterBlock();
|
||
|
appendFarVertexToRenderList(fa);
|
||
|
appendFarVertexToRenderList(fb);
|
||
|
appendFarVertexToRenderList(fc);
|
||
|
appendFarVertexToRenderList(fd);
|
||
|
appendFaceToRenderList(Son0);
|
||
|
appendFaceToRenderList(Son1);
|
||
|
|
||
|
// Useful for geomorph: Init 2 root faces MaxNearLimit, and MaxFaceSize
|
||
|
// NB: since no geomorph is made on endpoints (StartPos==EndPos) of patchs, this is not useful.
|
||
|
// but it is important to ensure the VP or software geomorph won't crash with bad float values.
|
||
|
// Init MaxFaceSize.
|
||
|
Son0->VBase->MaxFaceSize= 1;
|
||
|
Son0->VLeft->MaxFaceSize= 1;
|
||
|
Son0->VRight->MaxFaceSize= 1;
|
||
|
Son1->VBase->MaxFaceSize= 1;
|
||
|
Son1->VLeft->MaxFaceSize= 1;
|
||
|
Son1->VRight->MaxFaceSize= 1;
|
||
|
// Init MaxNearLimit.
|
||
|
Son0->VBase->MaxNearLimit= 1;
|
||
|
Son0->VLeft->MaxNearLimit= 1;
|
||
|
Son0->VRight->MaxNearLimit= 1;
|
||
|
Son1->VBase->MaxNearLimit= 1;
|
||
|
Son1->VLeft->MaxNearLimit= 1;
|
||
|
Son1->VRight->MaxNearLimit= 1;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::compile(CZone *z, uint patchId, uint8 orderS, uint8 orderT, CTessVertex *baseVertices[4], float errorSize)
|
||
|
{
|
||
|
nlassert(z);
|
||
|
Zone= z;
|
||
|
|
||
|
// For updateLighting, get the correct pointer now.
|
||
|
// Init UL circular list to me
|
||
|
_ULNearPrec= this;
|
||
|
_ULNearNext= this;
|
||
|
|
||
|
|
||
|
// Once the patch is inserted and compiled in a zone, it is ready to be rendered.
|
||
|
// init the MasterBlock.
|
||
|
MasterBlock.init(this);
|
||
|
|
||
|
// only 65536 patch per zone allowed.
|
||
|
nlassert(patchId<0x10000);
|
||
|
PatchId= (uint16)patchId;
|
||
|
|
||
|
if(errorSize==0)
|
||
|
computeDefaultErrorSize();
|
||
|
else
|
||
|
ErrorSize= errorSize;
|
||
|
|
||
|
nlassert(orderS==2 || orderS==4 || orderS==8 || orderS==16);
|
||
|
nlassert(orderT==2 || orderT==4 || orderT==8 || orderT==16);
|
||
|
nlassert (OrderS==orderS);
|
||
|
nlassert (OrderT==orderT);
|
||
|
|
||
|
// Compile additional infos.
|
||
|
sint ps= getPowerOf2(orderS) , pt= getPowerOf2(orderT);
|
||
|
sint pmin= min(ps,pt);
|
||
|
sint pmax= max(ps,pt);
|
||
|
// Rectangular patch OK.
|
||
|
// Work, since patch 1xX are illegal. => The TileLimitLevel is at least 2 level distant from the time where
|
||
|
// the rectangular patch is said "un-rectangular-ed" (tesselation looks like square). Hence, there is no problem
|
||
|
// with rectangular UV geomorph (well don't bother me, make a draw :) ).
|
||
|
TileLimitLevel= pmin*2 + pmax-pmin;
|
||
|
// A TessBlock is a 2*2 tile. This simple formula works because patch 1xX are illegal.
|
||
|
TessBlockLimitLevel= TileLimitLevel-2;
|
||
|
// This tell us when the tess face is "un-rectangular-ed" (to say a square). Before, it is a "rectangular" face,
|
||
|
// which has a strange fxxxxxg split.
|
||
|
// If patch is square, then SquareLimitLevel=0 (ok!!).
|
||
|
SquareLimitLevel= pmax-pmin;
|
||
|
|
||
|
// Bind vertices, to zone base vertices.
|
||
|
BaseVertices[0]= baseVertices[0];
|
||
|
BaseVertices[1]= baseVertices[1];
|
||
|
BaseVertices[2]= baseVertices[2];
|
||
|
BaseVertices[3]= baseVertices[3];
|
||
|
|
||
|
// build Sons.
|
||
|
makeRoots();
|
||
|
}
|
||
|
// ***************************************************************************
|
||
|
CVector CPatch::computeVertex(float s, float t) const
|
||
|
{
|
||
|
// \todo yoyo: TODO_UVCORRECT: use UV correction.
|
||
|
|
||
|
if(getLandscape()->getNoiseMode())
|
||
|
{
|
||
|
// compute displacement map to disturb result.
|
||
|
CVector displace;
|
||
|
computeNoise(s,t, displace);
|
||
|
|
||
|
// return patch(s,t) + dispalcement result.
|
||
|
// unpack. Do it after computeNoise(), because this last may change the cache.
|
||
|
CBezierPatch *patch= unpackIntoCache();
|
||
|
return patch->eval(s,t) + displace;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// unpack and return patch(s,t).
|
||
|
CBezierPatch *patch= unpackIntoCache();
|
||
|
return patch->eval(s,t);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
CVector CPatch::computeContinousVertex(float s, float t) const
|
||
|
{
|
||
|
// must be compiled
|
||
|
nlassert(Zone);
|
||
|
|
||
|
// Test is on a edge/corner of the patch
|
||
|
sint edgeIdS= -1;
|
||
|
sint edgeIdT= -1;
|
||
|
if(s==0) edgeIdS= 0;
|
||
|
else if(s==1) edgeIdS= 2;
|
||
|
if(t==0) edgeIdT= 3;
|
||
|
else if(t==1) edgeIdT= 1;
|
||
|
|
||
|
// test if on a corner
|
||
|
if(edgeIdS>=0 && edgeIdT>=0)
|
||
|
{
|
||
|
// return the baseVertex according to edge falgs
|
||
|
if(edgeIdS==0 && edgeIdT==3) return BaseVertices[0]->EndPos;
|
||
|
if(edgeIdS==0 && edgeIdT==1) return BaseVertices[1]->EndPos;
|
||
|
if(edgeIdS==2 && edgeIdT==1) return BaseVertices[2]->EndPos;
|
||
|
if(edgeIdS==2 && edgeIdT==3) return BaseVertices[3]->EndPos;
|
||
|
nlstop;
|
||
|
// Error, but Avoid warning
|
||
|
return CVector::Null;
|
||
|
}
|
||
|
// test if on an edge
|
||
|
else if(edgeIdS>=0 || edgeIdT>=0)
|
||
|
{
|
||
|
// Yes, must compute myslef
|
||
|
CVector vertexOnMe= computeVertex(s,t);
|
||
|
|
||
|
// Then, must compute my neighbor.
|
||
|
sint edgeId;
|
||
|
if(edgeIdS>=0)
|
||
|
edgeId= edgeIdS;
|
||
|
else
|
||
|
edgeId= edgeIdT;
|
||
|
|
||
|
// Get my neighbor, if any.
|
||
|
CBindInfo bindInfo;
|
||
|
getBindNeighbor(edgeId, bindInfo);
|
||
|
// Fast reject: if no neighbor on the edge, just return my pos.
|
||
|
if(!bindInfo.Zone)
|
||
|
{
|
||
|
return vertexOnMe;
|
||
|
}
|
||
|
// else must get vertex pos of my neighbor, and average.
|
||
|
else
|
||
|
{
|
||
|
// use a CPatchUVLocator to get UV in neighbor patch
|
||
|
CPatchUVLocator uvLocator;
|
||
|
uvLocator.build(this, edgeId, bindInfo);
|
||
|
|
||
|
// UVlocator use OrderS/OrderT coordinate system.
|
||
|
CVector2f stTileIn, stTileOut;
|
||
|
stTileIn.x= s * getOrderS();
|
||
|
stTileIn.y= t * getOrderT();
|
||
|
|
||
|
// transform coordinate to get into the neigbhor patch
|
||
|
uint pid= uvLocator.selectPatch(stTileIn);
|
||
|
CPatch *nebPatch;
|
||
|
uvLocator.locateUV(stTileIn, pid, nebPatch, stTileOut);
|
||
|
|
||
|
// transform neigbhor coord in 0..1 coordinate space.
|
||
|
stTileOut.x/= nebPatch->getOrderS();
|
||
|
stTileOut.y/= nebPatch->getOrderT();
|
||
|
|
||
|
// and compute vertex. NB: if binded on 2 or 4 patch, it is then possible that stTileOut is on a
|
||
|
// a corner ( (0,0), (0,1) ...).
|
||
|
// In this case, we must use the precomputed Vertex pos, for completeness.
|
||
|
bool onCorner;
|
||
|
CVector vertexOnNeb= nebPatch->computeVertexButCorner(stTileOut.x, stTileOut.y, onCorner);
|
||
|
|
||
|
// If the neighbor is on a corner, then use its corner value.
|
||
|
if(onCorner)
|
||
|
return vertexOnNeb;
|
||
|
else
|
||
|
{
|
||
|
// Average the 2 and return this result.
|
||
|
vertexOnMe+= vertexOnNeb;
|
||
|
vertexOnMe/= 2;
|
||
|
return vertexOnMe;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
// else, std case
|
||
|
else
|
||
|
return computeVertex(s, t);
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
CVector CPatch::computeVertexButCorner(float s, float t, bool &onCorner) const
|
||
|
{
|
||
|
// must be compiled
|
||
|
nlassert(Zone);
|
||
|
|
||
|
// Test is on a edge/corner of the patch
|
||
|
sint edgeIdS= -1;
|
||
|
sint edgeIdT= -1;
|
||
|
if(s==0) edgeIdS= 0;
|
||
|
else if(s==1) edgeIdS= 2;
|
||
|
if(t==0) edgeIdT= 3;
|
||
|
else if(t==1) edgeIdT= 1;
|
||
|
|
||
|
// test if on a corner
|
||
|
if(edgeIdS>=0 && edgeIdT>=0)
|
||
|
{
|
||
|
// indicate that yes, we are on a corner
|
||
|
onCorner= true;
|
||
|
// return the baseVertex according to edge falgs
|
||
|
if(edgeIdS==0 && edgeIdT==3) return BaseVertices[0]->EndPos;
|
||
|
if(edgeIdS==0 && edgeIdT==1) return BaseVertices[1]->EndPos;
|
||
|
if(edgeIdS==2 && edgeIdT==1) return BaseVertices[2]->EndPos;
|
||
|
if(edgeIdS==2 && edgeIdT==3) return BaseVertices[3]->EndPos;
|
||
|
nlstop;
|
||
|
// Error, but Avoid warning
|
||
|
return CVector::Null;
|
||
|
}
|
||
|
// else, std case
|
||
|
else
|
||
|
{
|
||
|
onCorner= false;
|
||
|
return computeVertex(s, t);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::refineAll()
|
||
|
{
|
||
|
// refineAll.
|
||
|
nlassert(Son0);
|
||
|
nlassert(Son1);
|
||
|
Son0->refineAll();
|
||
|
Son1->refineAll();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::averageTesselationVertices()
|
||
|
{
|
||
|
nlassert(Son0);
|
||
|
nlassert(Son1);
|
||
|
|
||
|
// Recompute the BaseVertices. This is useful for Pacs.
|
||
|
// Because CLandscape::averageTesselationVertices() is made on a strict order for patchs (map of zones, then
|
||
|
// array of patchs), we are sure to overwrite BaseVertices in this order.
|
||
|
CTessVertex *a= BaseVertices[0];
|
||
|
CTessVertex *b= BaseVertices[1];
|
||
|
CTessVertex *c= BaseVertices[2];
|
||
|
CTessVertex *d= BaseVertices[3];
|
||
|
// Set positions.
|
||
|
a->Pos= a->StartPos= a->EndPos= computeVertex(0,0);
|
||
|
b->Pos= b->StartPos= b->EndPos= computeVertex(0,1);
|
||
|
c->Pos= c->StartPos= c->EndPos= computeVertex(1,1);
|
||
|
d->Pos= d->StartPos= d->EndPos= computeVertex(1,0);
|
||
|
|
||
|
|
||
|
// Average the tesselation of sons.
|
||
|
Son0->averageTesselationVertices();
|
||
|
Son1->averageTesselationVertices();
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::refreshTesselationGeometry()
|
||
|
{
|
||
|
nlassert(Son0);
|
||
|
nlassert(Son1);
|
||
|
|
||
|
// Recompute the BaseVertices.
|
||
|
CTessVertex *a= BaseVertices[0];
|
||
|
CTessVertex *b= BaseVertices[1];
|
||
|
CTessVertex *c= BaseVertices[2];
|
||
|
CTessVertex *d= BaseVertices[3];
|
||
|
// Set positions.
|
||
|
a->Pos= a->StartPos= a->EndPos= computeVertex(0,0);
|
||
|
b->Pos= b->StartPos= b->EndPos= computeVertex(0,1);
|
||
|
c->Pos= c->StartPos= c->EndPos= computeVertex(1,1);
|
||
|
d->Pos= d->StartPos= d->EndPos= computeVertex(1,0);
|
||
|
|
||
|
|
||
|
// refresh the tesselation of sons.
|
||
|
Son0->refreshTesselationGeometry();
|
||
|
Son1->refreshTesselationGeometry();
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::resetRenderFar()
|
||
|
{
|
||
|
if (_PatchRdrPassFar0)
|
||
|
{
|
||
|
// free the render pass.
|
||
|
Zone->Landscape->freeFarRenderPass (this, _PatchRdrPassFar0, Far0);
|
||
|
_PatchRdrPassFar0= NULL;
|
||
|
}
|
||
|
if (_PatchRdrPassFar1)
|
||
|
{
|
||
|
// free the render pass.
|
||
|
Zone->Landscape->freeFarRenderPass (this, _PatchRdrPassFar1, Far1);
|
||
|
_PatchRdrPassFar1= NULL;
|
||
|
}
|
||
|
|
||
|
Far0= -1;
|
||
|
Far1= -1;
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::serial(NLMISC::IStream &f)
|
||
|
{
|
||
|
/*
|
||
|
Version 7:
|
||
|
- remove unused information from CTileColor. just keep 565 color
|
||
|
Version 6:
|
||
|
- default UnderWater flags for tileElements before version 6.
|
||
|
Version 5:
|
||
|
- TileLightInfluences serialized.
|
||
|
Version 4:
|
||
|
- Smooth flag serialized
|
||
|
Version 3:
|
||
|
- NoiseRotation.
|
||
|
- NoiseSmooth.
|
||
|
Version 2:
|
||
|
- Lumels.
|
||
|
Version 1:
|
||
|
- Tile color.
|
||
|
Version 0:
|
||
|
- base version.
|
||
|
*/
|
||
|
uint ver= f.serialVersion(_Version);
|
||
|
|
||
|
// No more compatibility before version 2, because OrderS / OrderT not serialized in preceding version
|
||
|
// Doens't matter since CZone::serial() do not support it too.
|
||
|
if (ver<2)
|
||
|
{
|
||
|
throw EOlderStream(f);
|
||
|
}
|
||
|
|
||
|
f.xmlSerial (Vertices[0], Vertices[1], Vertices[2], Vertices[3], "VERTICIES");
|
||
|
|
||
|
f.xmlPush ("TANGENTS");
|
||
|
f.serial (Tangents[0], Tangents[1], Tangents[2], Tangents[3]);
|
||
|
f.serial (Tangents[4], Tangents[5], Tangents[6], Tangents[7]);
|
||
|
f.xmlPop ();
|
||
|
|
||
|
f.xmlSerial (Interiors[0], Interiors[1], Interiors[2], Interiors[3], "INTERIORS");
|
||
|
|
||
|
f.xmlPush ("TILES");
|
||
|
f.serialCont(Tiles);
|
||
|
f.xmlPop ();
|
||
|
|
||
|
if(ver>=1)
|
||
|
{
|
||
|
// Read/Write TileColors.
|
||
|
if(ver<=6)
|
||
|
{
|
||
|
nlassert(f.isReading());
|
||
|
|
||
|
// read old version of tilesColors (ie with LightX/LightY/LightZ, which are deprecated now)
|
||
|
vector<CTileColorOldPatchVersion6> tmpArray;
|
||
|
f.xmlPush ("TILE_COLORS");
|
||
|
f.serialCont(tmpArray);
|
||
|
f.xmlPop ();
|
||
|
|
||
|
// then just copy to TileColors.
|
||
|
TileColors.resize(tmpArray.size());
|
||
|
if(TileColors.size()>0)
|
||
|
{
|
||
|
memcpy(&TileColors[0], &tmpArray[0], TileColors.size()*sizeof(CTileColor));
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// version >=7, just serial array of TileColors (16 bits TileColor only)
|
||
|
f.xmlPush ("TILE_COLORS");
|
||
|
f.serialCont(TileColors);
|
||
|
#ifdef NEL_FORCE_NO_USER_COLOR
|
||
|
CTileColor color;
|
||
|
color.Color565 = 0xffff;
|
||
|
uint size = TileColors.size ();
|
||
|
TileColors.resize (0);
|
||
|
TileColors.resize (size, color);
|
||
|
#endif // NEL_FORCE_NO_USER_COLOR
|
||
|
f.xmlPop ();
|
||
|
}
|
||
|
}
|
||
|
if(ver>=2)
|
||
|
{
|
||
|
f.xmlSerial (OrderS, "ORDER_S");
|
||
|
f.xmlSerial (OrderT, "ORDER_T");
|
||
|
|
||
|
f.xmlPush ("COMPRESSED_LUMELS");
|
||
|
f.serialCont(CompressedLumels);
|
||
|
f.xmlPop ();
|
||
|
}
|
||
|
// Else cannot create here the TileColors, because we need the OrderS/OrderT information... Done into CZone serial.
|
||
|
if(ver>=3)
|
||
|
{
|
||
|
f.xmlSerial (NoiseRotation, "NOISE_ROTATION");
|
||
|
f.xmlSerial (_CornerSmoothFlag, "CORNER_SMOOTH_FLAG");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// No Rotation / not smooth by default.
|
||
|
NoiseRotation= 0;
|
||
|
_CornerSmoothFlag= 0;
|
||
|
}
|
||
|
if(ver>=4)
|
||
|
{
|
||
|
f.xmlSerial(Flags, "FLAGS");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Flags=NL_PATCH_SMOOTH_FLAG_MASK;
|
||
|
}
|
||
|
|
||
|
// Serialize TileLightInfluences
|
||
|
if(ver>=5)
|
||
|
{
|
||
|
f.xmlPush ("TILE_LIGHT_INFLUENCES");
|
||
|
f.serialCont(TileLightInfluences);
|
||
|
f.xmlPop ();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if(f.isReading())
|
||
|
{
|
||
|
// Fill default.
|
||
|
resetTileLightInfluences();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if read a too old version,
|
||
|
if(ver<6 && f.isReading())
|
||
|
{
|
||
|
// reset tileElements vegetableState to AboveWater.
|
||
|
for(uint i=0; i<Tiles.size(); i++)
|
||
|
{
|
||
|
Tiles[i].setVegetableState(CTileElement::AboveWater);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
// ***************************************************************************
|
||
|
// Bind / UnBind.
|
||
|
// ***************************************************************************
|
||
|
// ***************************************************************************
|
||
|
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::unbind()
|
||
|
{
|
||
|
nlassert(Son0 && Son1);
|
||
|
|
||
|
Son0->unbind();
|
||
|
Son1->unbind();
|
||
|
Son0->forceMerge();
|
||
|
Son1->forceMerge();
|
||
|
// forcemerge should have be completed.
|
||
|
nlassert(Son0->isLeaf() && Son1->isLeaf());
|
||
|
// unbind should have be completed.
|
||
|
nlassert(Son0->FLeft == NULL);
|
||
|
nlassert(Son0->FRight == NULL);
|
||
|
nlassert(Son1->FLeft == NULL);
|
||
|
nlassert(Son1->FRight == NULL);
|
||
|
|
||
|
|
||
|
// unbind Noise.
|
||
|
_BindZoneNeighbor[0]= NULL;
|
||
|
_BindZoneNeighbor[1]= NULL;
|
||
|
_BindZoneNeighbor[2]= NULL;
|
||
|
_BindZoneNeighbor[3]= NULL;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
CTessFace *CPatch::getRootFaceForEdge(sint edge) const
|
||
|
{
|
||
|
nlassert(edge>=0 && edge<=3);
|
||
|
|
||
|
// See tessellation rules.
|
||
|
if(OrderS>=OrderT)
|
||
|
{
|
||
|
if(edge==0 || edge==1)
|
||
|
return Son0;
|
||
|
else
|
||
|
return Son1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if(edge==0 || edge==3)
|
||
|
return Son0;
|
||
|
else
|
||
|
return Son1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
CTessVertex *CPatch::getRootVertexForEdge(sint edge) const
|
||
|
{
|
||
|
// Return the vertex which is the start of edge.
|
||
|
nlassert(edge>=0 && edge<=3);
|
||
|
|
||
|
// See tessellation rules.
|
||
|
if(OrderS>=OrderT)
|
||
|
{
|
||
|
switch(edge)
|
||
|
{
|
||
|
case 0: return Son0->VRight;
|
||
|
case 1: return Son0->VBase;
|
||
|
case 2: return Son0->VLeft;
|
||
|
case 3: return Son1->VBase;
|
||
|
default: return NULL;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
switch(edge)
|
||
|
{
|
||
|
case 0: return Son0->VBase;
|
||
|
case 1: return Son0->VLeft;
|
||
|
case 2: return Son1->VBase;
|
||
|
case 3: return Son0->VRight;
|
||
|
default: return NULL;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::changeEdgeNeighbor(sint edge, CTessFace *to)
|
||
|
{
|
||
|
nlassert(edge>=0 && edge<=3);
|
||
|
|
||
|
// See tessellation rules.
|
||
|
if(OrderS>=OrderT)
|
||
|
{
|
||
|
switch(edge)
|
||
|
{
|
||
|
case 0: Son0->FRight= to; break;
|
||
|
case 1: Son0->FLeft= to; break;
|
||
|
case 2: Son1->FRight= to; break;
|
||
|
case 3: Son1->FLeft= to; break;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
switch(edge)
|
||
|
{
|
||
|
case 0: Son0->FLeft= to; break;
|
||
|
case 1: Son1->FRight= to; break;
|
||
|
case 2: Son1->FLeft= to; break;
|
||
|
case 3: Son0->FRight= to; break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
CTessFace *CPatch::linkTessFaceWithEdge(const CVector2f &uv0, const CVector2f &uv1, CTessFace *linkTo)
|
||
|
{
|
||
|
nlassert(Son0 && Son1);
|
||
|
// Try to link with Root Son0
|
||
|
CTessFace *face= Son0->linkTessFaceWithEdge(uv0, uv1, linkTo);
|
||
|
// if Failed Try to link with Root Son1
|
||
|
if(!face)
|
||
|
face= Son1->linkTessFaceWithEdge(uv0, uv1, linkTo);
|
||
|
return face;
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::bind(CBindInfo Edges[4], bool rebind)
|
||
|
{
|
||
|
// The multiple Patch Face.
|
||
|
// By default, Patch==NULL, FLeft, FRight and FBase==NULL so ok!
|
||
|
static CTessFace bind1_2[4];
|
||
|
static CTessFace bind1_4[8];
|
||
|
|
||
|
|
||
|
// THIS PATCH MUST BE UNBOUND FIRST!!!!!
|
||
|
nlassert(Son0 && Son1);
|
||
|
nlassert(Son0->isLeaf() && Son1->isLeaf());
|
||
|
nlassert(Son0->FLeft == NULL);
|
||
|
nlassert(Son0->FRight == NULL);
|
||
|
nlassert(Son1->FLeft == NULL);
|
||
|
nlassert(Son1->FRight == NULL);
|
||
|
|
||
|
|
||
|
// bind the Realtime bind info here (before any computeVertex, and before bind too).
|
||
|
sint i;
|
||
|
for(i=0;i<4;i++)
|
||
|
{
|
||
|
// just Copy zone (if not NULL).
|
||
|
_BindZoneNeighbor[i]= Edges[i].Zone;
|
||
|
}
|
||
|
|
||
|
|
||
|
if(!rebind)
|
||
|
{
|
||
|
// Just recompute base vertices.
|
||
|
CTessVertex *a= BaseVertices[0];
|
||
|
CTessVertex *b= BaseVertices[1];
|
||
|
CTessVertex *c= BaseVertices[2];
|
||
|
CTessVertex *d= BaseVertices[3];
|
||
|
// Set positions.
|
||
|
a->Pos= a->StartPos= a->EndPos= computeVertex(0,0);
|
||
|
b->Pos= b->StartPos= b->EndPos= computeVertex(0,1);
|
||
|
c->Pos= c->StartPos= c->EndPos= computeVertex(1,1);
|
||
|
d->Pos= d->StartPos= d->EndPos= computeVertex(1,0);
|
||
|
// NB: no propagation problem, since the patch has root only (since has to be unbound!!!)
|
||
|
// Recompute centers.
|
||
|
Son0->computeSplitPoint();
|
||
|
Son1->computeSplitPoint();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Keep old Vertices as computed from neighbors, but reFill the 4 FarVertices.
|
||
|
// NB: don't do it on NearVertices because suppose that Near is Off when a bind occurs (often far away).
|
||
|
checkFillVertexVBFar(Son0->FVBase);
|
||
|
checkFillVertexVBFar(Son0->FVLeft);
|
||
|
checkFillVertexVBFar(Son0->FVRight);
|
||
|
checkFillVertexVBFar(Son1->FVBase);
|
||
|
}
|
||
|
|
||
|
|
||
|
// Bind the roots.
|
||
|
for(i=0;i<4;i++)
|
||
|
{
|
||
|
CBindInfo &bind= Edges[i];
|
||
|
|
||
|
nlassert(bind.NPatchs==0 || bind.NPatchs==1 || bind.NPatchs==2 || bind.NPatchs==4 || bind.NPatchs==5);
|
||
|
if(bind.NPatchs==1)
|
||
|
{
|
||
|
// Bind me on Next.
|
||
|
this->changeEdgeNeighbor(i, bind.Next[0]->getRootFaceForEdge(bind.Edge[0]));
|
||
|
// Bind Next on me.
|
||
|
bind.Next[0]->changeEdgeNeighbor(bind.Edge[0], this->getRootFaceForEdge(i));
|
||
|
}
|
||
|
else if(bind.NPatchs==2)
|
||
|
{
|
||
|
// Setup multiple bind.
|
||
|
this->changeEdgeNeighbor(i, bind1_2+i);
|
||
|
bind1_2[i].FBase= this->getRootFaceForEdge(i);
|
||
|
// Setup the multiple face.
|
||
|
// Follow the conventions! Make a draw for understand. Small Patchs are numbered in CCW.
|
||
|
bind1_2[i].SonRight= bind.Next[0]->getRootFaceForEdge(bind.Edge[0]);
|
||
|
bind1_2[i].SonLeft= bind.Next[1]->getRootFaceForEdge(bind.Edge[1]);
|
||
|
bind1_2[i].VBase= bind.Next[0]->getRootVertexForEdge(bind.Edge[0]);
|
||
|
// Set a "flag" to neighbors, so they know what edge is to be bind on me.
|
||
|
bind.Next[0]->changeEdgeNeighbor(bind.Edge[0], &CTessFace::MultipleBindFace);
|
||
|
bind.Next[1]->changeEdgeNeighbor(bind.Edge[1], &CTessFace::MultipleBindFace);
|
||
|
}
|
||
|
else if(bind.NPatchs==4)
|
||
|
{
|
||
|
// Setup multiple bind level 0.
|
||
|
this->changeEdgeNeighbor(i, bind1_2+i);
|
||
|
bind1_2[i].FBase= this->getRootFaceForEdge(i);
|
||
|
|
||
|
// Setup multiple bind level 1.
|
||
|
// Follow the conventions! Make a draw for understand. Small Patchs are numbered in CCW.
|
||
|
bind1_2[i].SonRight= bind1_4 + 2*i+0;
|
||
|
bind1_2[i].SonLeft= bind1_4 + 2*i+1;
|
||
|
bind1_2[i].VBase= bind.Next[1]->getRootVertexForEdge(bind.Edge[1]);
|
||
|
// Make first multiple face bind level1.
|
||
|
bind1_4[2*i+0].FBase= &CTessFace::MultipleBindFace; // to link correctly when the root face will be splitted.
|
||
|
bind1_4[2*i+0].SonRight= bind.Next[0]->getRootFaceForEdge(bind.Edge[0]);
|
||
|
bind1_4[2*i+0].SonLeft= bind.Next[1]->getRootFaceForEdge(bind.Edge[1]);
|
||
|
bind1_4[2*i+0].VBase= bind.Next[0]->getRootVertexForEdge(bind.Edge[0]);
|
||
|
// Make second multiple face bind level1.
|
||
|
bind1_4[2*i+1].FBase= &CTessFace::MultipleBindFace; // to link correctly when the root face will be splitted.
|
||
|
bind1_4[2*i+1].SonRight= bind.Next[2]->getRootFaceForEdge(bind.Edge[2]);
|
||
|
bind1_4[2*i+1].SonLeft= bind.Next[3]->getRootFaceForEdge(bind.Edge[3]);
|
||
|
bind1_4[2*i+1].VBase= bind.Next[2]->getRootVertexForEdge(bind.Edge[2]);
|
||
|
|
||
|
// Set a "flag" to neighbors, so they know what edge is to be bind on me.
|
||
|
bind.Next[0]->changeEdgeNeighbor(bind.Edge[0], &CTessFace::MultipleBindFace);
|
||
|
bind.Next[1]->changeEdgeNeighbor(bind.Edge[1], &CTessFace::MultipleBindFace);
|
||
|
bind.Next[2]->changeEdgeNeighbor(bind.Edge[2], &CTessFace::MultipleBindFace);
|
||
|
bind.Next[3]->changeEdgeNeighbor(bind.Edge[3], &CTessFace::MultipleBindFace);
|
||
|
}
|
||
|
else if(bind.NPatchs==5)
|
||
|
{
|
||
|
/* I am binded to a bigger patch. There is 2 cases:
|
||
|
- rebind=false. This is an original Bind of all patch of a zone.
|
||
|
If my bigger patch has not be bound, I CANNOT do rebind faces, since my bigger neighbor patch is not
|
||
|
correctly tesselated.
|
||
|
Wait for the BiggerPatch do the correct bind (see above)
|
||
|
- rebind=true. This is possible for a patch in border of zone to have some bind 1/X (even if Bind 1/X
|
||
|
is not possible across zone, it IS possible that a patch containing a bind 1/X NOT ON EDGE OF ZONE
|
||
|
exist (and they do exist...))
|
||
|
|
||
|
If neighbor bind has been done (must be the case for rebind), MUST do the rebind
|
||
|
(because of CZoneBindPatch() which first unbind() this, then bind())
|
||
|
*/
|
||
|
// if rebind, my neigbhor bind should be done
|
||
|
if(rebind==true)
|
||
|
{
|
||
|
nlassert(bind.Next[0]->_BindZoneNeighbor[bind.Edge[0]]);
|
||
|
}
|
||
|
// if my neighbor is bound, i have to do the bind (since CZoneBindPatch() had call unbind)
|
||
|
if(bind.Next[0]->_BindZoneNeighbor[bind.Edge[0]])
|
||
|
{
|
||
|
// First, make the link with the face to which I must connect.
|
||
|
// -----------------
|
||
|
|
||
|
// Get the coordinate of the current edge of this patch
|
||
|
CVector2f uvi0, uvi1;
|
||
|
switch(i)
|
||
|
{
|
||
|
case 0: uvi0.set(0,0); uvi1.set(0,1); break;
|
||
|
case 1: uvi0.set(0,1); uvi1.set(1,1); break;
|
||
|
case 2: uvi0.set(1,1); uvi1.set(1,0); break;
|
||
|
case 3: uvi0.set(1,0); uvi1.set(0,0); break;
|
||
|
};
|
||
|
// mul by OrderS/OrderT for CPatchUVLocator
|
||
|
uvi0.x*= OrderS;
|
||
|
uvi0.y*= OrderT;
|
||
|
uvi1.x*= OrderS;
|
||
|
uvi1.y*= OrderT;
|
||
|
// build a CPatchUVLocator to transpose coorindate ot this edge in coordinate on the bigger Neighbor patch.
|
||
|
CBindInfo bindInfo;
|
||
|
getBindNeighbor(i, bindInfo);
|
||
|
nlassert(bindInfo.Zone!=NULL && bindInfo.NPatchs==1);
|
||
|
CPatchUVLocator puvloc;
|
||
|
puvloc.build(this, i, bindInfo);
|
||
|
|
||
|
// transpose from this patch coord in neighbor patch coord.
|
||
|
CVector2f uvo0, uvo1;
|
||
|
uint pid;
|
||
|
CPatch *patchNeighbor;
|
||
|
// Do it for uvi0
|
||
|
pid= puvloc.selectPatch(uvi0);
|
||
|
puvloc.locateUV(uvi0, pid, patchNeighbor, uvo0);
|
||
|
nlassert(patchNeighbor == bindInfo.Next[0]);
|
||
|
// Do it for uvi1
|
||
|
pid= puvloc.selectPatch(uvi1);
|
||
|
puvloc.locateUV(uvi1, pid, patchNeighbor, uvo1);
|
||
|
nlassert(patchNeighbor == bindInfo.Next[0]);
|
||
|
// Rescale to have uv in 0,1 basis.
|
||
|
uvo0.x/= patchNeighbor->OrderS;
|
||
|
uvo0.y/= patchNeighbor->OrderT;
|
||
|
uvo1.x/= patchNeighbor->OrderS;
|
||
|
uvo1.y/= patchNeighbor->OrderT;
|
||
|
|
||
|
// Now, traverse the tesselation and find the first CTessFace which use this edge.
|
||
|
CTessFace *faceNeighbor;
|
||
|
faceNeighbor= patchNeighbor->linkTessFaceWithEdge(uvo0, uvo1, this->getRootFaceForEdge(i));
|
||
|
nlassert(faceNeighbor);
|
||
|
// Bind me on Next.
|
||
|
this->changeEdgeNeighbor(i, faceNeighbor);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// Propagate the binds to sons.
|
||
|
Son0->updateBind();
|
||
|
Son1->updateBind();
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::forceMergeAtTileLevel()
|
||
|
{
|
||
|
nlassert(Son0 && Son1);
|
||
|
|
||
|
Son0->forceMergeAtTileLevel();
|
||
|
Son1->forceMergeAtTileLevel();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
// ***************************************************************************
|
||
|
// Texturing.
|
||
|
// ***************************************************************************
|
||
|
// ***************************************************************************
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
CPatchRdrPass *CPatch::getTileRenderPass(sint tileId, sint pass)
|
||
|
{
|
||
|
// All but lightmap.
|
||
|
nlassert(pass==NL3D_TILE_PASS_RGB0 || pass==NL3D_TILE_PASS_RGB1 || pass==NL3D_TILE_PASS_RGB2 ||
|
||
|
pass==NL3D_TILE_PASS_ADD);
|
||
|
|
||
|
bool additive= (pass==NL3D_TILE_PASS_ADD);
|
||
|
sint passNum= pass-NL3D_TILE_PASS_RGB0;
|
||
|
// If additive, take the additve tile of bigger existing pass.
|
||
|
if(additive)
|
||
|
{
|
||
|
// Default: take addtive of pass 0.
|
||
|
passNum= 0;
|
||
|
// If the pass1 is not empty, may take its tile.
|
||
|
if(Tiles[tileId].Tile[1]!=0xFFFF)
|
||
|
{
|
||
|
passNum= 1;
|
||
|
// If the pass2 is not empty, take its tile.
|
||
|
if(Tiles[tileId].Tile[2]!=0xFFFF)
|
||
|
passNum= 2;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
sint tileNumber= Tiles[tileId].Tile[passNum];
|
||
|
if(tileNumber==0xFFFF)
|
||
|
{
|
||
|
// Display a "fake" only if pass 0.
|
||
|
if(pass==NL3D_TILE_PASS_RGB0)
|
||
|
return Zone->Landscape->getTileRenderPass(0xFFFF, false);
|
||
|
// Else, this tile do not have such a pass (not a transition).
|
||
|
return NULL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// return still may be NULL, in additive case.
|
||
|
return Zone->Landscape->getTileRenderPass(uint16(tileNumber), additive);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::getTileUvInfo(sint tileId, sint pass, bool alpha, uint8 &orient, CVector &uvScaleBias, bool &is256x256, uint8 &uvOff)
|
||
|
{
|
||
|
// All but lightmap.
|
||
|
nlassert(pass==NL3D_TILE_PASS_RGB0 || pass==NL3D_TILE_PASS_RGB1 || pass==NL3D_TILE_PASS_RGB2 ||
|
||
|
pass==NL3D_TILE_PASS_ADD);
|
||
|
|
||
|
bool additive= (pass==NL3D_TILE_PASS_ADD);
|
||
|
sint passNum= pass-NL3D_TILE_PASS_RGB0;
|
||
|
// If additive, take the additve tile of bigger existing pass.
|
||
|
if(additive)
|
||
|
{
|
||
|
// Default: take addtive of pass 0.
|
||
|
passNum= 0;
|
||
|
// If the pass1 is not empty, may take its tile.
|
||
|
if(Tiles[tileId].Tile[1]!=0xFFFF)
|
||
|
{
|
||
|
passNum= 1;
|
||
|
// If the pass2 is not empty, take its tile.
|
||
|
if(Tiles[tileId].Tile[2]!=0xFFFF)
|
||
|
passNum= 2;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
sint tileNumber= Tiles[tileId].Tile[passNum];
|
||
|
if(tileNumber==0xFFFF)
|
||
|
{
|
||
|
// dummy... Should not be called here.
|
||
|
orient= 0;
|
||
|
uvScaleBias.x=0;
|
||
|
uvScaleBias.y=0;
|
||
|
uvScaleBias.z=1;
|
||
|
is256x256=false;
|
||
|
uvOff=0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
orient= Tiles[tileId].getTileOrient(passNum);
|
||
|
Tiles[tileId].getTile256Info(is256x256, uvOff);
|
||
|
CTile::TBitmap type;
|
||
|
// If alpha wanted, return its UV info (works either for Alpha in Diffuse Pass and Alpha in Additive Pass)
|
||
|
if(alpha)
|
||
|
type= CTile::alpha;
|
||
|
else
|
||
|
{
|
||
|
if(additive)
|
||
|
type= CTile::additive;
|
||
|
else
|
||
|
type= CTile::diffuse;
|
||
|
}
|
||
|
|
||
|
uint8 rotalpha;
|
||
|
Zone->Landscape->getTileUvScaleBiasRot(uint16(tileNumber), type, uvScaleBias, rotalpha);
|
||
|
|
||
|
// Add the special rotation of alpha.
|
||
|
if(alpha)
|
||
|
orient= (orient+rotalpha)&3;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::deleteTileUvs()
|
||
|
{
|
||
|
Son0->deleteTileUvs();
|
||
|
Son1->deleteTileUvs();
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::recreateTileUvs()
|
||
|
{
|
||
|
// Reset the Tile rdr list.
|
||
|
for(sint tb=0; tb<(sint)TessBlocks.size();tb++)
|
||
|
{
|
||
|
// Vertices must all be reseted.
|
||
|
TessBlocks[tb].NearVertexList.clear();
|
||
|
for(sint i=0;i<NL3D_TESSBLOCK_TILESIZE;i++)
|
||
|
{
|
||
|
CTileMaterial *tm= TessBlocks[tb].RdrTileRoot[i];
|
||
|
if(tm)
|
||
|
{
|
||
|
for(sint pass=0;pass<NL3D_MAX_TILE_FACE;pass++)
|
||
|
{
|
||
|
tm->TileFaceList[pass].clear();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Son0->recreateTileUvs();
|
||
|
Son1->recreateTileUvs();
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::appendTessellationLeaves(std::vector<const CTessFace*> &leaves) const
|
||
|
{
|
||
|
nlassert(Son0);
|
||
|
nlassert(Son1);
|
||
|
Son0->appendTessellationLeaves(leaves);
|
||
|
Son1->appendTessellationLeaves(leaves);
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
CLandscape *CPatch::getLandscape () const
|
||
|
{
|
||
|
return Zone->getLandscape();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
uint8 CPatch::getOrderForEdge(sint8 edge) const
|
||
|
{
|
||
|
uint e= ((sint)edge + 256)&3;
|
||
|
// If an horizontal edge.
|
||
|
if( e&1 ) return OrderS;
|
||
|
else return OrderT;
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
// ***************************************************************************
|
||
|
// Realtime Bind info.
|
||
|
// ***************************************************************************
|
||
|
// ***************************************************************************
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::getBindNeighbor(uint edge, CBindInfo &neighborEdge) const
|
||
|
{
|
||
|
nlassert(edge<4);
|
||
|
|
||
|
if(_BindZoneNeighbor[edge]!=NULL)
|
||
|
{
|
||
|
getZone()->buildBindInfo(PatchId, edge, _BindZoneNeighbor[edge], neighborEdge);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
neighborEdge.Zone= NULL;
|
||
|
neighborEdge.NPatchs= 0;
|
||
|
neighborEdge.MultipleBindNum= 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
/// debug coloring
|
||
|
void CPatch::setupColorsFromTileFlags(const NLMISC::CRGBA colors[4])
|
||
|
{
|
||
|
for (uint s = 0; s <= OrderS; ++s)
|
||
|
{
|
||
|
for (uint t = 0; t <= OrderT; ++t)
|
||
|
{
|
||
|
uint index = std::min(t, (uint) (OrderT - 1)) * OrderS
|
||
|
+ std::min(s, (uint) (OrderS - 1));
|
||
|
TileColors[s + t * (OrderS + 1)].Color565 = colors[(uint) (Tiles[index].getVegetableState())].get565();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CPatch::copyTileFlagsFromPatch(const CPatch *src)
|
||
|
{
|
||
|
nlassert(OrderS == src->OrderS
|
||
|
&& OrderT == src->OrderT);
|
||
|
|
||
|
for (uint k = 0; k < Tiles.size(); ++k)
|
||
|
{
|
||
|
Tiles[k].copyFlagsFromOther(src->Tiles[k]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
// ***************************************************************************
|
||
|
// Tiles get interface.
|
||
|
// ***************************************************************************
|
||
|
// ***************************************************************************
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
CTileElement *CPatch::getTileElement(const CUV &uv)
|
||
|
{
|
||
|
// compute tile coord and lumel coord.
|
||
|
sint ts, tt;
|
||
|
|
||
|
// fastFloor: use a precision of 256 to avoid doing OptFastFloorBegin.
|
||
|
// add 128, to round and get cneter of lumel.
|
||
|
ts= NLMISC::OptFastFloor(uv.U* (OrderS<<8) + 128); ts>>=8;
|
||
|
tt= NLMISC::OptFastFloor(uv.V* (OrderT<<8) + 128); tt>>=8;
|
||
|
clamp(ts, 0, OrderS-1);
|
||
|
clamp(tt, 0, OrderT-1);
|
||
|
|
||
|
// get the lumel
|
||
|
return &(Tiles[ts+tt*OrderS]);
|
||
|
}
|
||
|
|
||
|
//***************************************************************
|
||
|
uint32 CPatch::countNumTriFar0() const
|
||
|
{
|
||
|
uint32 numIndex = MasterBlock.Far0FaceVector ? *MasterBlock.Far0FaceVector : 0;
|
||
|
uint nTessBlock= TessBlocks.size();
|
||
|
const CTessBlock *pTessBlock= nTessBlock>0? &TessBlocks[0]: NULL;
|
||
|
for(; nTessBlock>0; pTessBlock++, nTessBlock--)
|
||
|
{
|
||
|
const CTessBlock &tblock= *pTessBlock;
|
||
|
// if block visible, render
|
||
|
if( tblock.visibleFar0() )
|
||
|
{
|
||
|
numIndex += *(tblock.Far0FaceVector);
|
||
|
}
|
||
|
}
|
||
|
return numIndex;
|
||
|
}
|
||
|
|
||
|
//***************************************************************
|
||
|
uint32 CPatch::countNumTriFar1() const
|
||
|
{
|
||
|
uint32 numIndex = MasterBlock.Far1FaceVector ? *MasterBlock.Far1FaceVector : 0;
|
||
|
uint nTessBlock= TessBlocks.size();
|
||
|
const CTessBlock *pTessBlock= nTessBlock>0? &TessBlocks[0]: NULL;
|
||
|
for(; nTessBlock>0; pTessBlock++, nTessBlock--)
|
||
|
{
|
||
|
const CTessBlock &tblock= *pTessBlock;
|
||
|
// if block visible, render
|
||
|
if( tblock.visibleFar1() )
|
||
|
{
|
||
|
numIndex += *(tblock.Far1FaceVector);
|
||
|
}
|
||
|
}
|
||
|
return numIndex;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
} // NL3D
|
||
|
|