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301 lines
10 KiB
C++
301 lines
10 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include <vector>
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/3d/landscape_model.h"
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#include "nel/3d/landscape.h"
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#include "nel/3d/cluster.h"
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#include "nel/3d/scene.h"
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#include "nel/3d/light_trav.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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void CLandscapeModel::registerBasic()
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{
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CScene::registerModel(LandscapeModelId, TransformId, CLandscapeModel::creator);
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}
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// ***************************************************************************
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CLandscapeModel::CLandscapeModel()
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{
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Landscape.OwnerModel = this;
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Landscape.init();
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_ActiveAdditive=false;
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_Additive=1.f;
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// The model is renderable
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CTransform::setIsRenderable(true);
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// RenderFilter: We are a Landscape
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_RenderFilterType= UScene::FilterLandscape;
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// Mesh support shadow map receiving only
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CTransform::setIsShadowMapReceiver(true);
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_RefineCenterUser= CVector::Null;
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_RefineCenterAuto= true;
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}
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// ***************************************************************************
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void CLandscapeModel::initModel()
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{
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CTransform::initModel();
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// Enable the landscape to be clipped by the Cluster System.
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getOwnerScene()->getRoot()->clipDelChild(this);
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getOwnerScene()->getRootCluster()->clipAddChild(this);
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// After creating the landscape (and so the VegetableManager in the ctor).
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// we must init correclty the VegetableManager.
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Landscape.createVegetableBlendLayersModels(getOwnerScene());
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}
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// ***************************************************************************
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void CLandscapeModel::traverseHrc()
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{
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// Call std method.
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CTransform::traverseHrc();
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/* Compile Animate PointLight here.
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NB: Animated PointLight are important for Dynamic Object lighted by landscape lights.
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The landscape and vegetable are not influenced by thoses animation (as if the light were not animated)
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NB: important to do before the LightTrav. Also even if landscape is hidden, still must animate those light?
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*/
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Landscape.setPointLightFactor(*getOwnerScene());
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}
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// ***************************************************************************
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void CLandscapeModel::traverseClip()
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{
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CClipTrav &clipTrav= getOwnerScene()->getClipTrav();
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/// if already clipped in this frame, This means that we are visible from 2 CCluster.
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if (_ClipDate == clipTrav.CurrentDate)
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{
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// We may set the WorldFrustumPyramid. But do this only if not already set.
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if(!ClusteredPyramidIsFrustum)
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{
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/* If the current pyramid is different from the last stored pyramid, this mean per exemple
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that the player is in a room and look the landscape from 2 windows through portals.
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The other case is that the camera is in 2 clusters, so the clusterSystem start from this 2, and so we arrive
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here 2 times (but through the same portal => same pyramid obviously...)
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*/
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if( ClusteredPyramid!=clipTrav.WorldPyramid )
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{
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// in this rare case take the Whole frustum pyramid (a more correct code is to make an Union of the 2 pyramids...)
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ClusteredPyramid= clipTrav.WorldFrustumPyramid;
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ClusteredPyramidIsFrustum= true;
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}
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}
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}
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else
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{
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// If the camera is in Rootcluster or visible through a protal from one Room Cluster only, use the clustered pyramid.
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ClusteredPyramid= clipTrav.WorldPyramid;
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// We are not sure we are the FrustumPyramid
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ClusteredPyramidIsFrustum= false;
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}
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// Call normal CTransform traverseClip to insert this model in render list etc...
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// NB: CTransform::traverseClip() update _ClipDate...
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CTransform::traverseClip();
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}
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// ***************************************************************************
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void CLandscapeModel::clipAndRenderLandscape()
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{
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/*
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NB: For best Optimisation, it is important that the Clip act at same time as the Render.
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Why? For complex GPU/CPU synchronisation.
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Since the landscape is rendered at end of the opaque pass, the next clip of the next frame will arise
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too early (if we assume no transparent or out-scene rendering), RESULTING IN A LOCK => A CPU STALL!!
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In a "landscape only" program, this is not easily avoidable. But in common programs with other
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opaque meshs, skinning etc... we'll have lot of CPU/GPU Work between this clip and the Landscape Render.
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And since the clip() lock the VB, and stall, all those tasks won't be parralelized.
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I have already seen such a stall (3 ms).
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Therefore, all Landscape VB Lock arise at the same time=> The GPU will render the landscape while the CPU
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will prepare render and do skinning of the next opaque frame for instance.
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*/
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// Clip
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// ********
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// The real Landscape clip is done here, after std clip
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H_AUTO( NL3D_Landscape_Clip );
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// Should be unlocked
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nlassert (!Landscape.isLocked());
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CClipTrav &clipTrav= getOwnerScene()->getClipTrav();
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CRenderTrav &renderTrav= getOwnerScene()->getRenderTrav();
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// Yes, this is ugly, but the clip pass is finished in render(), for clipping TessBlocks.
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// This saves another Landscape patch traversal, so this is faster...
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// Order them in order which clip faster (first horizontal, then vertical).
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// NB: TessBlock are ALWAYS clipped with the frustum pyramid, not the clustered one (faster clip for most common cases).
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CurrentPyramid[0]= clipTrav.WorldFrustumPyramid[NL3D_CLIP_PLANE_LEFT];
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CurrentPyramid[1]= clipTrav.WorldFrustumPyramid[NL3D_CLIP_PLANE_RIGHT];
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CurrentPyramid[2]= clipTrav.WorldFrustumPyramid[NL3D_CLIP_PLANE_TOP];
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CurrentPyramid[3]= clipTrav.WorldFrustumPyramid[NL3D_CLIP_PLANE_BOTTOM];
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nlassert(NL3D_TESSBLOCK_NUM_CLIP_PLANE==4);
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// Before Landscape clip, must setup Driver, for good VB allocation.
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Landscape.setDriver(getOwnerScene()->getRenderTrav().getDriver());
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// get the refineCenter.
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CVector refineCenter;
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if(_RefineCenterAuto)
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refineCenter= clipTrav.CamPos;
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else
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refineCenter= _RefineCenterUser;
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Landscape.lockBuffers ();
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// Use the Clustered pyramid for Patch, but Frustum pyramid for TessBlocks.
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// We are sure that pyramid has normalized plane normals.
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Landscape.clip(refineCenter, ClusteredPyramid);
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// Render
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// ********
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// Change the landscape center. All Geomorphed pos (in VertexBuffer only or during VertexProgram)
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// subtract this position.
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Landscape.setPZBModelPosition(renderTrav.CamPos);
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/* setup the model matrix
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ZBuffer Precision: set the modelMatrix to the current landscape PZBModelPosition.
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NB: don't use renderTrav.CamPos directly because setPZBModelPosition() may modify the position
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*/
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_RenderWorldMatrix.identity();
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_RenderWorldMatrix.setPos(Landscape.getPZBModelPosition());
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renderTrav.getDriver()->setupModelMatrix(_RenderWorldMatrix);
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// Scene Time/Lighting Mgt.
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CScene *scene= getOwnerScene();
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nlassert(scene);
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{
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// For vegetable, set the animation Time.
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Landscape.setVegetableTime(scene->getCurrentTime());
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// For vegetable updateLighting, set the system Time.
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Landscape.setVegetableUpdateLightingTime(scene->getCurrentSystemTime());
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// updateLighting
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H_BEFORE( NL3D_Landscape_UpdateLighting );
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Landscape.updateLighting(scene->getCurrentSystemTime());
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H_AFTER( NL3D_Landscape_UpdateLighting );
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// if SceneLighting enabled
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if(scene->isLightingSystemEnabled())
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{
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H_AUTO( NL3D_Landscape_DynamicLighting );
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// For vegetable, set the lighting
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Landscape.setupVegetableLighting(scene->getSunAmbient(), scene->getSunDiffuse(),
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scene->getSunDirection());
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// current visible Dynamic light list are registered in LightTrav::LightingManager
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CLightTrav &lightTrav= scene->getLightTrav();
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// Get all dynamic light list, and light landscape with it.
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Landscape.computeDynamicLighting(lightTrav.LightingManager.getAllDynamicLightList());
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}
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}
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// First, refine.
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H_BEFORE( NL3D_Landscape_Refine );
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Landscape.refine(refineCenter);
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H_AFTER( NL3D_Landscape_Refine );
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// then render.
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H_BEFORE( NL3D_Landscape_Render );
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Landscape.render(refineCenter, renderTrav.CamLook, CurrentPyramid, isAdditive ());
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H_AFTER( NL3D_Landscape_Render );
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// Should be unlocked by render
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nlassert (!Landscape.isLocked());
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}
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// ***************************************************************************
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void CLandscapeModel::traverseRender()
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{
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CRenderTrav &renderTRav= getOwnerScene()->getRenderTrav();
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// No-Op. But delay the clip and render to the end of Opaque Rendering. For VBLock optim
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renderTRav.addRenderLandscape(this);
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// If the landscape receive shadow, then add it.
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if(canReceiveShadowMap())
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renderTRav.getShadowMapManager().addShadowReceiver(this);
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}
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// ***************************************************************************
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void CLandscapeModel::profileRender()
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{
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Landscape.profileRender();
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}
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// ***************************************************************************
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// ***************************************************************************
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// Dynamic ShadowMaping
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CLandscapeModel::getReceiverBBox(CAABBox &bbox)
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{
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// Build a dummy bbox around the TileNear distance.
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bbox.setCenter(Landscape.getOldRefineCenter());
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float hs= Landscape.getTileNear() * 1.5f; // Enlarge a little because may have some triangles outside this dist.
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bbox.setHalfSize(CVector(hs,hs,hs));
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}
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// ***************************************************************************
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void CLandscapeModel::receiveShadowMap(CShadowMap *shadowMap, const CVector &casterPos, const CMaterial &shadowMat)
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{
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IDriver *drv= getOwnerScene()->getRenderTrav().getDriver();
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// Setup the matrix. The same than one used for render (ie PZB included)
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drv->setupModelMatrix(_RenderWorldMatrix);
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// render.
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Landscape.receiveShadowMap(drv, shadowMap, casterPos, shadowMat, Landscape.getPZBModelPosition());
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}
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} // NL3D
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