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-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2011 Torus Knot Software Ltd
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
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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.
-----------------------------------------------------------------------------
*/
#ifndef __Ogre_TerrainQuadTreeNode_H__
#define __Ogre_TerrainQuadTreeNode_H__
#include "OgreTerrainPrerequisites.h"
#include "OgreCommon.h"
#include "OgreHardwareIndexBuffer.h"
#include "OgreMovableObject.h"
#include "OgreRenderable.h"
namespace Ogre
{
class HardwareVertexBufferSharedPtr;
/** \addtogroup Optional Components
* @{
*/
/** \addtogroup Terrain
* Some details on the terrain component
* @{
*/
/** A node in a quad tree used to store a patch of terrain.
@remarks
<b>Algorithm overview:</b>
@par
Our goal is to perform traditional chunked LOD with geomorphing. But,
instead of just dividing the terrain into tiles, we will divide them into
a hierarchy of tiles, a quadtree, where any level of the quadtree can
be a rendered tile (to the exclusion of its children). The idea is to
collect together children into a larger batch with their siblings as LOD
decreases, to improve performance.
@par
The minBatchSize and maxBatchSize parameters on Terrain a key to
defining this behaviour. Both values are expressed in vertices down one axis.
maxBatchSize determines the number of tiles on one side of the terrain,
which is numTiles = (terrainSize-1) / (maxBatchSize-1). This in turn determines the depth
of the quad tree, which is sqrt(numTiles). The minBatchSize determines
the 'floor' of how low the number of vertices can go in a tile before it
has to be grouped together with its siblings to drop any lower. We also do not group
a tile with its siblings unless all of them are at this minimum batch size,
rather than trying to group them when they all end up on the same 'middle' LOD;
this is for several reasons; firstly, tiles hitting the same 'middle' LOD is
less likely and more transient if they have different levels of 'roughness',
and secondly since we're sharing a vertex / index pool between all tiles,
only grouping at the min level means that the number of combinations of
buffer sizes for any one tile is greatly simplified, making it easier to
pool data. To be more specific, any tile / quadtree node can only have
log2(maxBatchSize-1) - log2(minBatchSize-1) + 1 LOD levels (and if you set them
to the same value, LOD can only change by going up/down the quadtree).
The numbers of vertices / indices in each of these levels is constant for
the same (relative) LOD index no matter where you are in the tree, therefore
buffers can potentially be reused more easily.
*/
class _OgreTerrainExport TerrainQuadTreeNode : public TerrainAlloc
{
public:
/** Constructor.
@param terrain The ultimate parent terrain
@param parent Optional parent node (in which case xoff, yoff are 0 and size must be entire terrain)
@param xoff,off Offsets from the start of the terrain data in 2D
@param size The size of the node in vertices at the highest LOD
@param lod The base LOD level
@param depth The depth that this node is at in the tree (or convenience)
@param quadrant The index of the quadrant (0, 1, 2, 3)
*/
TerrainQuadTreeNode(Terrain* terrain, TerrainQuadTreeNode* parent,
uint16 xoff, uint16 yoff, uint16 size, uint16 lod, uint16 depth, uint16 quadrant);
virtual ~TerrainQuadTreeNode();
/// Get the horizontal offset into the main terrain data of this node
uint16 getXOffset() const { return mOffsetX; }
/// Get the vertical offset into the main terrain data of this node
uint16 getYOffset() const { return mOffsetY; }
/// Is this a leaf node (no children)
bool isLeaf() const;
/// Get the base LOD level this node starts at (the highest LOD it handles)
uint16 getBaseLod() const { return mBaseLod; }
/// Get the number of LOD levels this node can represent itself (only > 1 for leaf nodes)
uint16 getLodCount() const;
/// Get child node
TerrainQuadTreeNode* getChild(unsigned short child) const;
/// Get parent node
TerrainQuadTreeNode* getParent() const;
/// Get ultimate parent terrain
Terrain* getTerrain() const;
/// Prepare node and children (perform CPU tasks, may be background thread)
void prepare();
/// Prepare node from a stream
void prepare(StreamSerialiser& stream);
/// Load node and children (perform GPU tasks, will be render thread)
void load();
/// Unload node and children (perform GPU tasks, will be render thread)
void unload();
/// Unprepare node and children (perform CPU tasks, may be background thread)
void unprepare();
/// Save node to a stream
void save(StreamSerialiser& stream);
struct _OgreTerrainExport LodLevel : public TerrainAlloc
{
/// Number of vertices rendered down one side (not including skirts)
uint16 batchSize;
/// Index data on the gpu
IndexData* gpuIndexData;
/// Maximum delta height between this and the next lower lod
Real maxHeightDelta;
/// Temp calc area for max height delta
Real calcMaxHeightDelta;
/// The most recently calculated transition distance
Real lastTransitionDist;
/// The cFactor value used to calculate transitionDist
Real lastCFactor;
LodLevel() : gpuIndexData(0), maxHeightDelta(0), calcMaxHeightDelta(0),
lastTransitionDist(0), lastCFactor(0) {}
};
typedef vector<LodLevel*>::type LodLevelList;
/** Get the LodLevel information for a given lod.
@param lod The lod level index relative to this classes own list; if you
want to use a global lod level, subtract getBaseLod() first. Higher
LOD levels are lower detail.
*/
const LodLevel* getLodLevel(uint16 lod);
/** Notify the node (and children) that deltas are going to be calculated for a given range.
@remarks
Based on this call, we can know whether or not to reset the max height.
*/
void preDeltaCalculation(const Rect& rect);
/** Notify the node (and children) of a height delta value. */
void notifyDelta(uint16 x, uint16 y, uint16 lod, Real delta);
/** Notify the node (and children) that deltas have finished being calculated.
*/
void postDeltaCalculation(const Rect& rect);
/** Promote the delta values calculated to the runtime ones (this must
be called in the main thread).
*/
void finaliseDeltaValues(const Rect& rect);
/** Assign vertex data to the tree, from a depth and at a given resolution.
@param treeDepthStart The first depth of tree that should use this data, owns the data
@param treeDepthEnd The end of the depth that should use this data (exclusive)
@param resolution The resolution of the data to use (compared to full terrain)
@param sz The size of the data along one edge
*/
void assignVertexData(uint16 treeDepthStart, uint16 treeDepthEnd, uint16 resolution, uint sz);
/** Tell a node that it should use an anscestor's vertex data.
@param treeDepthEnd The end of the depth that should use this data (exclusive)
@param resolution The resolution of the data to use
*/
void useAncestorVertexData(TerrainQuadTreeNode* owner, uint16 treeDepthEnd, uint16 resolution);
/** Tell the node to update its vertex data for a given region.
*/
void updateVertexData(bool positions, bool deltas, const Rect& rect, bool cpuData);
/** Merge a point (relative to terrain node) into the local bounds,
and that of children if applicable.
@param x,y The point on the terrain to which this position corresponds
(affects which nodes update their bounds)
@param pos The position relative to the terrain centre
*/
void mergeIntoBounds(long x, long y, const Vector3& pos);
/** Reset the bounds of this node and all its children for the region given.
@param rect The region for which bounds should be reset, in top-level terrain coords
*/
void resetBounds(const Rect& rect);
/** Returns true if the given rectangle overlaps the terrain area that
this node references.
@param rect The region in top-level terrain coords
*/
bool rectIntersectsNode(const Rect& rect);
/** Returns true if the given rectangle completely contains the terrain area that
this node references.
@param rect The region in top-level terrain coords
*/
bool rectContainsNode(const Rect& rect);
/** Returns true if the given point is in the terrain area that
this node references.
@param x,y The point in top-level terrain coords
*/
bool pointIntersectsNode(long x, long y);
/// Get the AABB (local coords) of this node
const AxisAlignedBox& getAABB() const;
/// Get the bounding radius of this node
Real getBoundingRadius() const;
/// Get the local centre of this node, relative to parent terrain centre
const Vector3& getLocalCentre() const { return mLocalCentre; }
/// Get the minimum height of the node
Real getMinHeight() const;
/// Get the maximum height of the node
Real getMaxHeight() const;
/** Calculate appropriate LOD for this node and children
@param cam The camera to be used (this should already be the LOD camera)
@param cFactor The cFactor which incorporates the viewport size, max pixel error and lod bias
@returns true if this node or any of its children were selected for rendering
*/
bool calculateCurrentLod(const Camera* cam, Real cFactor);
/// Get the current LOD index (only valid after calculateCurrentLod)
int getCurrentLod() const { return mCurrentLod; }
/// Returns whether this node is rendering itself at the current LOD level
bool isRenderedAtCurrentLod() const;
/// Returns whether this node or its children are being rendered at the current LOD level
bool isSelfOrChildRenderedAtCurrentLod() const;
/// Manually set the current LOD, intended for internal use only
void setCurrentLod(int lod);
/// Get the transition state between the current LOD and the next lower one (only valid after calculateCurrentLod)
float getLodTransition() const { return mLodTransition; }
/// Manually set the current LOD transition state, intended for internal use only
void setLodTransition(float t);
/// Buffer binding used for holding positions
static unsigned short POSITION_BUFFER;
/// Buffer binding used for holding delta values
static unsigned short DELTA_BUFFER;
protected:
Terrain* mTerrain;
TerrainQuadTreeNode* mParent;
TerrainQuadTreeNode* mChildren[4];
LodLevelList mLodLevels;
uint16 mOffsetX, mOffsetY;
uint16 mBoundaryX, mBoundaryY;
/// the number of vertices at the original terrain resolution this node encompasses
uint16 mSize;
uint16 mBaseLod;
uint16 mDepth;
uint16 mQuadrant;
Vector3 mLocalCentre; // relative to terrain centre
AxisAlignedBox mAABB; //relative to mLocalCentre
Real mBoundingRadius; //relative to mLocalCentre
int mCurrentLod; // -1 = none (do not render)
unsigned short mMaterialLodIndex;
float mLodTransition; // 0-1 transition to lower LOD
/// The child with the largest height delta
TerrainQuadTreeNode* mChildWithMaxHeightDelta;
bool mSelfOrChildRendered;
struct VertexDataRecord : public TerrainAlloc
{
VertexData* cpuVertexData;
VertexData* gpuVertexData;
/// resolution of the data compared to the base terrain data (NOT number of vertices!)
uint16 resolution;
/// size of the data along one edge
uint16 size;
/// Number of quadtree levels (including this one) this data applies to
uint16 treeLevels;
/// Number of rows and columns of skirts
uint16 numSkirtRowsCols;
/// The number of rows / cols to skip in between skirts
uint16 skirtRowColSkip;
/// Is the GPU vertex data out of date?
bool gpuVertexDataDirty;
VertexDataRecord(uint16 res, uint16 sz, uint16 lvls)
: cpuVertexData(0), gpuVertexData(0), resolution(res), size(sz),
treeLevels(lvls), gpuVertexDataDirty(false) {}
};
TerrainQuadTreeNode* mNodeWithVertexData;
VertexDataRecord* mVertexDataRecord;
/** MovableObject implementation to provide the hook to the scene.
@remarks
In one sense, it would be most convenient to have a single MovableObject
to represent the whole Terrain object, and then internally perform
some quadtree frustum culling to narrow down which specific tiles are rendered.
However, the one major flaw with that is that exposing the bounds to
the SceneManager at that level prevents it from doing anything smarter
in terms of culling - for example a portal or occlusion culling SceneManager
would have no opportunity to process the leaf nodes in those terms, and
a simple frustum cull may give significantly poorer results.
@par
Therefore, we in fact register a MovableObject at every node, and
use the LOD factor to determine which one is currently active. LODs
must be mutually exclusive and to deal with precision errors, we really
need to evaluate them all at once, rather than as part of the
_notifyCurrentCamera function. Therefore the root Terrain registers
a SceneManager::Listener to precalculate which nodes will be displayed
when it comes to purely a LOD basis.
*/
class _OgreTerrainExport Movable : public MovableObject
{
protected:
TerrainQuadTreeNode* mParent;
public:
Movable(TerrainQuadTreeNode* parent);
~Movable();
// necessary overrides
const String& getMovableType(void) const;
const AxisAlignedBox& getBoundingBox(void) const;
Real getBoundingRadius(void) const;
void _updateRenderQueue(RenderQueue* queue);
void visitRenderables(Renderable::Visitor* visitor, bool debugRenderables = false);
bool isVisible(void) const;
uint32 getVisibilityFlags(void) const;
uint32 getQueryFlags(void) const;
bool getCastShadows(void) const;
};
Movable* mMovable;
friend class Movable;
SceneNode* mLocalNode;
/// Hook to the render queue
class _OgreTerrainExport Rend : public Renderable, public TerrainAlloc
{
protected:
TerrainQuadTreeNode* mParent;
public:
Rend(TerrainQuadTreeNode* parent);
~Rend();
const MaterialPtr& getMaterial(void) const;
Technique* getTechnique(void) const;
void getRenderOperation(RenderOperation& op);
void getWorldTransforms(Matrix4* xform) const;
Real getSquaredViewDepth(const Camera* cam) const;
const LightList& getLights(void) const;
bool getCastsShadows(void) const;
};
Rend* mRend;
friend class Rend;
// actual implementation of MovableObject methods
void updateRenderQueue(RenderQueue* queue);
void visitRenderables(Renderable::Visitor* visitor, bool debugRenderables = false);
// actual implementations of Renderable methods
const MaterialPtr& getMaterial(void) const;
Technique* getTechnique(void) const;
void getRenderOperation(RenderOperation& op);
void getWorldTransforms(Matrix4* xform) const;
Real getSquaredViewDepth(const Camera* cam) const;
const LightList& getLights(void) const;
bool getCastsShadows(void) const;
const VertexDataRecord* getVertexDataRecord() const;
void createCpuVertexData();
/* Update the vertex buffers - the rect in question is relative to the whole terrain,
not the local vertex data (which may use a subset)
*/
void updateVertexBuffer(HardwareVertexBufferSharedPtr& posbuf, HardwareVertexBufferSharedPtr& deltabuf, const Rect& rect);
void destroyCpuVertexData();
void createGpuVertexData();
void destroyGpuVertexData();
void updateGpuVertexData();
void createGpuIndexData();
void destroyGpuIndexData();
void populateIndexData(uint16 batchSize, IndexData* destData);
uint16 calcSkirtVertexIndex(uint16 mainIndex, bool isCol);
};
/** @} */
/** @} */
}
#endif
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