/**************************************************************************** This source file is part of OGRE Copyright (c) 2000-2009 Torus Knot Software Ltd Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "stdneb.h" #include "TerrainNodeFrameTraverser.h" #include "terrainfeature/components/TerrainRenderComponent.h" namespace App { //------------------------------------------------------------------------ MarkNodeDrawModeTraverser::MarkNodeDrawModeTraverser(NodeDrawMode drawMode, TerrainNodeTraverser::TraversalMode m ) : TerrainNodeTraverser(m) , m_drawMode(drawMode) { } //------------------------------------------------------------------------ void MarkNodeDrawModeTraverser::Apply(TerrainNode& node) { node.SetNodeDrawMode(m_drawMode); Traverse(node); } //------------------------------------------------------------------------ UpdateTerrainLodLevelTraverser::UpdateTerrainLodLevelTraverser(float cameraFactor, const Math::vector& cameraLocalPos, float squareNodeDistance) : TerrainNodeTraverser(TRAVERSE_CHILDREN) , m_MarkLodParentDrawedTraverser(eNodeDrawParent) { m_CameraFactor = cameraFactor; m_CameraLocalPos = cameraLocalPos; m_LodMaxLevel = 0; m_SquareNodeDistance = squareNodeDistance; } //------------------------------------------------------------------------ void UpdateTerrainLodLevelTraverser::Apply(TerrainNode& node) { /*algorithm: see W. de Boer 2000 calculation don't need to subdivision condition: D >= K*¦Ä/¦Ñ because: CF = K/maxPixError => D >= CF*¦Ä */ float distanceSquared = node.GetLocalBoundingBox().distancesq( m_CameraLocalPos ); float nodeGeoError = node.GetGeometryError(); if ( node.level > 0 && node.HaveHole() ) {// fore split for see hole nodeGeoError = N_FLOAT32_MAX; } float distSquaredTransition = m_CameraFactor * nodeGeoError; distSquaredTransition *= distSquaredTransition; bool bNeedSubdivision = ( node.level > m_LodMaxLevel ) && ( distanceSquared < distSquaredTransition ); if(!bNeedSubdivision) {// don't need to split,then render node.SetNodeDrawMode( eNodeDrawSelf ); node.SetUseBaseMap( distanceSquared > m_SquareNodeDistance ); m_MarkLodParentDrawedTraverser.Traverse(node); } else { // needs split node.SetNodeDrawMode( eNodeDrawChild ); Traverse(node); } } //------------------------------------------------------------------------ LevelupNeighborLODTraverser::LevelupNeighborLODTraverser(const Math::vector& cameraLocalPos, float squareNodeDistance) : TerrainNodeTraverser(TRAVERSE_CHILDREN) , m_MarkLodParentDrawedTraverser(eNodeDrawParent) { m_CameraLocalPos = cameraLocalPos; m_SquareNodeDistance = squareNodeDistance; } //------------------------------------------------------------------------ void LevelupNeighborLODTraverser::Apply(TerrainNode& node) { if (node.GetNodeDrawMode() == eNodeDrawParent ) { return; } else if ( node.GetNodeDrawMode() == eNodeDrawSelf ) { for (int i=eLeftNeighbor;i<=eDownNeighbor;i++) { TerrainNode* neighbor = node.GetNeighborNode(i); if(!neighbor) { continue;; } TerrainNode* neighborParent; int dLevel = 0; for(dLevel=0; dLevel < 4; ++dLevel) { neighborParent = neighbor->GetParentNode(); if (neighborParent && neighborParent->GetNodeDrawMode() == eNodeDrawParent) neighbor = neighborParent; else break; } if(dLevel = 4 && neighborParent && neighborParent->GetNodeDrawMode() == eNodeDrawParent) { // Neighbor node's parent node is eNodeDrawParent, means adjoining render object's Lod level is higher than current node //and difference is bigger than 4, levelIp neighbor LevelUpNode(*neighborParent); } } } else // if (node.m_drawMode == eNodeDrawChild) { Traverse(node); } } //------------------------------------------------------------------------ void LevelupNeighborLODTraverser::LevelUpNode(TerrainNode& node) { TerrainNode* parent = node.GetParentNode(); if ( parent == NULL ) { return; } if (parent->GetNodeDrawMode() == eNodeDrawParent) { // keep find parent LevelUpNode(*parent); } else if ( parent->GetNodeDrawMode() == eNodeDrawSelf ) { for (int i=eLeftUpChild;i<=eRightDownChild;i++) { TerrainNode* childNode = parent->GetChildNode(i); n_assert(childNode); // parent nod must has 4 children childNode->SetNodeDrawMode( eNodeDrawSelf ); Math::scalar dis_sq = node.GetLocalBoundingBox().distancesq( m_CameraLocalPos ); bool useBaseMap = ( dis_sq > m_SquareNodeDistance ); childNode->SetUseBaseMap( useBaseMap ); // set child eNodeDrawParent m_MarkLodParentDrawedTraverser.Traverse(node); } parent->SetNodeDrawMode( eNodeDrawChild ); // parent and child node's status changed, parent must be checked. Traverse(*parent); } /** else if eNodeDrawChild, impossible ensure node pyramid from top to bottom, in eNodeDrawChild -> eNodeDrawSelf -> eNodeDrawParent order¡£ _ForceSplit is from eNodeDrawParent search back. **/ return; } //------------------------------------------------------------------------ BuildEdgeMaskTraverser::BuildEdgeMaskTraverser() : TerrainNodeTraverser(TRAVERSE_CHILDREN) { } //------------------------------------------------------------------------ void BuildEdgeMaskTraverser::Apply(TerrainNode& node) { if ( node.GetNodeDrawMode() == eNodeDrawSelf ) { /// compute and check edge mask int edgeMask = node.ComputeNodeEdgeMask(); if ( edgeMask != node.GetEdgeMask() || node.m_NeedRebuild) { node.SetEdgeMask(edgeMask); node.RequestBuildPritiveHandle(); } } else { Traverse(node); } } //------------------------------------------------------------------------ BuildPrimitiveTraverser::BuildPrimitiveTraverser(const GPtr &terrainDataSource) : TerrainNodeTraverser(TRAVERSE_CHILDREN) , m_TerrainDataSource(terrainDataSource) { n_assert(m_TerrainDataSource); } //------------------------------------------------------------------------ void BuildPrimitiveTraverser::Apply(TerrainNode& node) { if ( node.GetNodeDrawMode() == eNodeDrawSelf ) { /// Rebuild if need if ( node.IsNeedBulidPritiveHandle() ) { node.BuildPrimitiveHandleIfNeed(m_TerrainDataSource); } } else { Traverse(node); } } //------------------------------------------------------------------------ BuildGraphicObjectTraverser::BuildGraphicObjectTraverser(TerrainRenderComponent* comObj) : TerrainNodeTraverser(TRAVERSE_CHILDREN) , m_TerrainComponent(comObj) { n_assert(m_TerrainComponent); } //------------------------------------------------------------------------ void BuildGraphicObjectTraverser::Apply(TerrainNode& node) { if ( node.GetNodeDrawMode() == eNodeDrawSelf ) { if ( !node.GetRenderObject() ) { m_TerrainComponent->AttachNodeToRender(node); } } else { // if has renderNode if ( node.GetRenderObject() ) { m_TerrainComponent->DeattachNodeFromRender(node); } } Traverse(node); } //------------------------------------------------------------------------ RequestBuildNodeAndParentTraverser::RequestBuildNodeAndParentTraverser(const GPtr& terrainDataSource) : TerrainNodeTraverser(TRAVERSE_PARENTS) { m_TerrainDataSource = terrainDataSource; n_assert(m_TerrainDataSource.isvalid()); } //------------------------------------------------------------------------ void RequestBuildNodeAndParentTraverser::Apply(TerrainNode& node) { node.SetGeometryError( m_TerrainDataSource->GetGeometryError(node.x, node.y, node.level) ); bool bHole = m_TerrainDataSource->GetSectorHoleType(node.x, node.y, node.level) == Terrain::eNotHole ? false: true; node.SetHole(bHole); Math::bbox bb = m_TerrainDataSource->GetSectorWorldBBox(node.x, node.y, node.level); node.SetLocalBoundingBox(bb); node.RequestBuildPritiveHandle(); Traverse(node); } }