tge/engine/terrain/terrData.h
2017-04-17 06:17:10 -06:00

453 lines
13 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _TERRDATA_H_
#define _TERRDATA_H_
#ifndef _PLATFORM_H_
#include "platform/platform.h"
#endif
#ifndef _MPOINT_H_
#include "math/mPoint.h"
#endif
#ifndef _SCENEOBJECT_H_
#include "sim/sceneObject.h"
#endif
#ifndef _RESMANAGER_H_
#include "core/resManager.h"
#endif
#ifndef _MATERIALLIST_H_
#include "dgl/materialList.h"
#endif
#ifndef _GTEXMANAGER_H_
#include "dgl/gTexManager.h"
#endif
#ifndef _CONVEX_H_
#include "collision/convex.h"
#endif
#include "dgl/gBitmap.h"
class GBitmap;
class TerrainFile;
class TerrainBlock;
class ColorF;
class Blender;
//--------------------------------------------------------------------------
class TerrainConvex: public Convex
{
friend class TerrainBlock;
TerrainConvex *square; ///< Alternate convex if square is concave
bool halfA; ///< Which half of square
bool split45; ///< Square split pattern
U32 squareId; ///< Used to match squares
U32 material;
Point3F point[4]; ///< 3-4 vertices
VectorF normal[2];
Box3F box; ///< Bounding box
public:
TerrainConvex() { mType = TerrainConvexType; }
TerrainConvex(const TerrainConvex& cv) {
mType = TerrainConvexType;
// Only a partial copy...
mObject = cv.mObject;
split45 = cv.split45;
squareId = cv.squareId;
material = cv.material;
point[0] = cv.point[0];
point[1] = cv.point[1];
point[2] = cv.point[2];
point[3] = cv.point[3];
normal[0] = cv.normal[0];
normal[1] = cv.normal[1];
box = cv.box;
}
Box3F getBoundingBox() const;
Box3F getBoundingBox(const MatrixF& mat, const Point3F& scale) const;
Point3F support(const VectorF& v) const;
void getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf);
void getPolyList(AbstractPolyList* list);
};
//--------------------------------------------------------------------------
struct GridSquare
{
U16 minHeight;
U16 maxHeight;
U16 heightDeviance;
U16 flags;
enum {
Split45 = 1,
Empty = 2,
HasEmpty = 4,
MaterialShift = 3,
MaterialStart = 8,
Material0 = 8,
Material1 = 16,
Material2 = 32,
Material3 = 64,
};
};
struct GridChunk
{
U16 heightDeviance[3]; // levels 0-1, 1-2, 2
U16 emptyFlags;
};
//--------------------------------------------------------------------------
class TerrainBlock : public SceneObject
{
typedef SceneObject Parent;
public:
struct Material {
enum Flags {
Plain = 0,
Rotate = 1,
FlipX = 2,
FlipXRotate = 3,
FlipY = 4,
FlipYRotate = 5,
FlipXY = 6,
FlipXYRotate = 7,
RotateMask = 7,
Empty = 8,
Modified = BIT(7),
// must not clobber TerrainFile::MATERIAL_GROUP_MASK bits!
PersistMask = BIT(7)
};
U8 flags;
U8 index;
};
enum {
BlockSize = 256,
BlockShift = 8,
LightmapSize = 512,
LightmapShift = 9,
ChunkSquareWidth = 64,
ChunkSize = 4,
ChunkDownShift = 2,
ChunkShift = BlockShift - ChunkDownShift,
BlockSquareWidth = 256,
SquareMaxPoints = 1024,
BlockMask = 255,
GridMapSize = 0x15555,
FlagMapWidth = 128, ///< Flags that map is for 2x2 squares.
FlagMapMask = 127,
MaxMipLevel = 6,
NumBaseTextures = 16,
MaterialGroups = 8,
MaxEmptyRunPairs = 100
};
enum UpdateMaskBits {
InitMask = 1,
VisibilityMask = 2,
EmptyMask = 4,
};
Blender* mBlender;
TextureHandle baseTextures[NumBaseTextures];
TextureHandle mBaseMaterials[MaterialGroups];
TextureHandle mAlphaMaterials[MaterialGroups];
GBitmap *lightMap;
GBitmap *whiteMap;
TextureHandle lightMapTexture;
void triggerLightmapReload()
{
if(whiteMap)
delete whiteMap;
whiteMap = NULL;
lightMapTexture = NULL;
}
StringTableEntry *mMaterialFileName; ///< Array from the file.
TextureHandle mDynLightTexture;
U8 *mBaseMaterialMap;
Material *materialMap;
// fixed point height values
U16 *heightMap;
U16 *flagMap;
StringTableEntry mDetailTextureName;
TextureHandle mDetailTextureHandle;
// Bumpmapping.
StringTableEntry mBumpTextureName;
TextureHandle mBumpTextureHandle;
TextureHandle mInvertedBumpTextureHandle;
F32 mBumpScale;
F32 mBumpOffset;
U32 mZeroBumpScale;
StringTableEntry mTerrFileName;
Vector<S32> mEmptySquareRuns;
U32 mTextureCallbackKey;
void processTextureEvent(const U32 eventCode);
S32 mMPMIndex[TerrainBlock::MaterialGroups];
S32 mVertexBuffer;
/// If true, we tile infinitely.
bool mTile;
private:
Resource<TerrainFile> mFile;
GridSquare *gridMap[BlockShift+1];
GridChunk *mChunkMap;
U32 mCRC;
public:
TerrainBlock();
~TerrainBlock();
void buildChunkDeviance(S32 x, S32 y);
void buildGridMap();
U32 getCRC() { return(mCRC); }
Resource<TerrainFile> getFile() { return mFile; };
bool onAdd();
void onRemove();
void refreshMaterialLists();
void onEditorEnable();
void onEditorDisable();
void rebuildEmptyFlags();
bool unpackEmptySquares();
void packEmptySquares();
TextureHandle getDetailTextureHandle();
TextureHandle getBumpTextureHandle();
TextureHandle getInvertedBumpTextureHandle();
Material *getMaterial(U32 x, U32 y);
GridSquare *findSquare(U32 level, Point2I pos);
GridSquare *findSquare(U32 level, S32 x, S32 y);
GridChunk *findChunk(Point2I pos);
void setHeight(const Point2I & pos, float height);
void updateGrid(Point2I min, Point2I max);
void updateGridMaterials(Point2I min, Point2I max);
U16 getHeight(U32 x, U32 y) { return heightMap[(x & BlockMask) + ((y & BlockMask) << BlockShift)]; }
U16 *getHeightAddress(U32 x, U32 y) { return &heightMap[(x & BlockMask) + ((y & BlockMask) << BlockShift)]; }
void setBaseMaterial(U32 x, U32 y, U8 matGroup);
S32 getTerrainMapIndex(Point3F& pt);
U8 *getMaterialAlphaMap(U32 matIndex);
U8* getBaseMaterialAddress(U32 x, U32 y);
U8 getBaseMaterial(U32 x, U32 y);
U16 *getFlagMapPtr(S32 x, S32 y);
void getMaterialAlpha(Point2I pos, U8 alphas[MaterialGroups]);
void setMaterialAlpha(Point2I pos, const U8 alphas[MaterialGroups]);
// a more useful getHeight for the public...
bool getHeight(const Point2F & pos, F32 * height);
bool getNormal(const Point2F & pos, Point3F * normal, bool normalize = true);
bool getNormalAndHeight(const Point2F & pos, Point3F * normal, F32 * height, bool normalize = true);
// only the editor currently uses this method - should always be using a ray to collide with
bool collideBox(const Point3F &start, const Point3F &end, RayInfo* info){return(castRay(start,end,info));}
S32 getMaterialAlphaIndex(const char *materialName);
private:
S32 squareSize;
public:
void setFile(Resource<TerrainFile> file);
bool save(const char* filename);
static void flushCache();
void relight(const ColorF &lightColor, const ColorF &ambient, const Point3F &lightDir);
S32 getSquareSize();
//--------------------------------------
// SceneGraph functions...
protected:
void setTransform (const MatrixF &mat);
bool prepRenderImage ( SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState=false);
void renderObject ( SceneState *state, SceneRenderImage *image);
//--------------------------------------
// collision info
private:
BSPTree *mTree;
S32 mHeightMin;
S32 mHeightMax;
public:
void buildConvex(const Box3F& box,Convex* convex);
bool buildPolyList(AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere);
BSPNode *buildCollisionBSP(BSPTree *tree, const Box3F &box, const SphereF &sphere);
bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
bool castRayI(const Point3F &start, const Point3F &end, RayInfo* info, bool emptyCollide);
bool castRayBlock(const Point3F &pStart, const Point3F &pEnd, const Point2I &blockPos, U32 level, F32 invDeltaX, F32 invDeltaY, F32 startT, F32 endT, RayInfo *info, bool);
private:
BSPNode *buildSquareTree(S32 y, S32 x);
BSPNode *buildXTree(S32 y, S32 xStart, S32 xEnd);
public:
bool buildMaterialMap();
void buildMipMap();
void setBaseMaterials(S32 argc, const char *argv[]);
bool initMMXBlender();
// private helper
private:
bool mCollideEmpty;
public:
DECLARE_CONOBJECT(TerrainBlock);
static void initPersistFields();
void inspectPostApply();
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
};
//--------------------------------------
class TerrainFile : public ResourceInstance
{
public:
enum Constants {
FILE_VERSION = 3,
MATERIAL_GROUP_MASK = 0x7
};
TerrainFile();
~TerrainFile();
U16 mHeightMap[TerrainBlock::BlockSize * TerrainBlock::BlockSize];
U8 mBaseMaterialMap[TerrainBlock::BlockSize * TerrainBlock::BlockSize];
GridSquare mGridMapBase[TerrainBlock::GridMapSize];
GridSquare *mGridMap[TerrainBlock::BlockShift+1];
GridChunk mChunkMap[TerrainBlock::ChunkSquareWidth * TerrainBlock::ChunkSquareWidth];
U16 mFlagMap[TerrainBlock::FlagMapWidth * TerrainBlock::FlagMapWidth];
char *mTextureScript;
char *mHeightfieldScript;
TerrainBlock::Material mMaterialMap[TerrainBlock::BlockSquareWidth * TerrainBlock::BlockSquareWidth];
// DMMNOTE: This loads all the alpha maps, whether or not they are used. Possible to
// restrict to only the used versions?
StringTableEntry mMaterialFileName[TerrainBlock::MaterialGroups];
U8* mMaterialAlphaMap[TerrainBlock::MaterialGroups];
bool save(const char *filename);
void buildChunkDeviance(S32 x, S32 y);
void buildGridMap();
void heightDevLine(U32 p1x, U32 p1y, U32 p2x, U32 p2y, U32 pmx, U32 pmy, U16 *devPtr);
inline GridSquare *findSquare(U32 level, Point2I pos)
{
return mGridMap[level] + (pos.x >> level) + ((pos.y>>level) << (TerrainBlock::BlockShift - level));
}
inline U16 getHeight(U32 x, U32 y)
{
return mHeightMap[(x & TerrainBlock::BlockMask) + ((y & TerrainBlock::BlockMask) << TerrainBlock::BlockShift)];
}
inline TerrainBlock::Material *getMaterial(U32 x, U32 y)
{
return &mMaterialMap[(x & TerrainBlock::BlockMask) + ((y & TerrainBlock::BlockMask) << TerrainBlock::BlockShift)];
}
void setTextureScript(const char *script);
void setHeightfieldScript(const char *script);
const char *getTextureScript();
const char *getHeightfieldScript();
};
//--------------------------------------------------------------------------
inline U16 *TerrainBlock::getFlagMapPtr(S32 x, S32 y)
{
return flagMap + ((x >> 1) & TerrainBlock::FlagMapMask) +
((y >> 1) & TerrainBlock::FlagMapMask) * TerrainBlock::FlagMapWidth;
}
inline GridSquare *TerrainBlock::findSquare(U32 level, S32 x, S32 y)
{
return gridMap[level] + ((x & TerrainBlock::BlockMask) >> level) + (((y & TerrainBlock::BlockMask) >> level) << (TerrainBlock::BlockShift - level));
}
inline GridSquare *TerrainBlock::findSquare(U32 level, Point2I pos)
{
return gridMap[level] + (pos.x >> level) + ((pos.y>>level) << (BlockShift - level));
}
inline GridChunk *TerrainBlock::findChunk(Point2I pos)
{
return mChunkMap + (pos.x >> ChunkDownShift) + ((pos.y>>ChunkDownShift) << ChunkShift);
}
inline TerrainBlock::Material *TerrainBlock::getMaterial(U32 x, U32 y)
{
return materialMap + x + (y << BlockShift);
}
inline TextureHandle TerrainBlock::getDetailTextureHandle()
{
return mDetailTextureHandle;
}
inline S32 TerrainBlock::getSquareSize()
{
return squareSize;
}
inline U8 TerrainBlock::getBaseMaterial(U32 x, U32 y)
{
return mBaseMaterialMap[(x & BlockMask) + ((y & BlockMask) << BlockShift)];
}
inline U8* TerrainBlock::getBaseMaterialAddress(U32 x, U32 y)
{
return &mBaseMaterialMap[(x & BlockMask) + ((y & BlockMask) << BlockShift)];
}
inline U8* TerrainBlock::getMaterialAlphaMap(U32 matIndex)
{
if (mFile->mMaterialAlphaMap[matIndex] == NULL) {
mFile->mMaterialAlphaMap[matIndex] = new U8[TerrainBlock::BlockSize * TerrainBlock::BlockSize];
dMemset(mFile->mMaterialAlphaMap[matIndex], 0, TerrainBlock::BlockSize * TerrainBlock::BlockSize);
}
return mFile->mMaterialAlphaMap[matIndex];
}
// 11.5 fixed point - gives us a height range from 0->2048 in 1/32 inc
inline F32 fixedToFloat(U16 val)
{
return F32(val) * 0.03125f;
}
inline U16 floatToFixed(F32 val)
{
return U16(val * 32.0);
}
extern ResourceInstance *constructTerrainFile(Stream &stream);
#endif