OgreTerrainQuadTreeNode.h
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1 /*
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3 This source file is part of OGRE
4 (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org/
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7 Copyright (c) 2000-2013 Torus Knot Software Ltd
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28 
29 #ifndef __Ogre_TerrainQuadTreeNode_H__
30 #define __Ogre_TerrainQuadTreeNode_H__
31 
33 #include "OgreCommon.h"
35 #include "OgreMovableObject.h"
36 #include "OgreRenderable.h"
37 
38 
39 
40 namespace Ogre
41 {
42  class HardwareVertexBufferSharedPtr;
43 
86  {
87  public:
98  uint16 xoff, uint16 yoff, uint16 size, uint16 lod, uint16 depth, uint16 quadrant);
100 
102  uint16 getXOffset() const { return mOffsetX; }
104  uint16 getYOffset() const { return mOffsetY; }
106  bool isLeaf() const;
108  uint16 getBaseLod() const { return mBaseLod; }
112  TerrainQuadTreeNode* getChild(unsigned short child) const;
116  Terrain* getTerrain() const;
117 
119  void prepare();
121  void prepare(StreamSerialiser& stream);
123  void load();
125  void load(uint16 depthStart, uint16 depthEnd);
126  void loadSelf();
128  void unload();
130  void unload(uint16 depthStart, uint16 depthEnd);
132  void unprepare();
134  void save(StreamSerialiser& stream);
135 
137  {
150 
151  LodLevel() : batchSize(0), gpuIndexData(0), maxHeightDelta(0), calcMaxHeightDelta(0),
152  lastTransitionDist(0), lastCFactor(0) {}
153  };
155 
162 
167  void preDeltaCalculation(const Rect& rect);
168 
170  void notifyDelta(uint16 x, uint16 y, uint16 lod, Real delta);
171 
174  void postDeltaCalculation(const Rect& rect);
175 
179  void finaliseDeltaValues(const Rect& rect);
180 
187  void assignVertexData(uint16 treeDepthStart, uint16 treeDepthEnd, uint16 resolution, uint sz);
188 
193  void useAncestorVertexData(TerrainQuadTreeNode* owner, uint16 treeDepthEnd, uint16 resolution);
194 
197  void updateVertexData(bool positions, bool deltas, const Rect& rect, bool cpuData);
198 
199 
200 
207  void mergeIntoBounds(long x, long y, const Vector3& pos);
211  void resetBounds(const Rect& rect);
212 
217  bool rectIntersectsNode(const Rect& rect);
222  bool rectContainsNode(const Rect& rect);
227  bool pointIntersectsNode(long x, long y);
228 
230  const AxisAlignedBox& getAABB() const;
234  const Vector3& getLocalCentre() const { return mLocalCentre; }
239 
245  bool calculateCurrentLod(const Camera* cam, Real cFactor);
246 
248  int getCurrentLod() const { return mCurrentLod; }
254  void setCurrentLod(int lod);
256  float getLodTransition() const { return mLodTransition; }
258  void setLodTransition(float t);
259 
261  static unsigned short POSITION_BUFFER;
263  static unsigned short DELTA_BUFFER;
264 
267  protected:
270  TerrainQuadTreeNode* mChildren[4];
272 
273  uint16 mOffsetX, mOffsetY;
274  uint16 mBoundaryX, mBoundaryY;
284  unsigned short mMaterialLodIndex;
289 
291  {
306 
308  : cpuVertexData(0), gpuVertexData(0), resolution(res), size(sz),
309  treeLevels(lvls), numSkirtRowsCols(0),
310  skirtRowColSkip(0), gpuVertexDataDirty(false) {}
311  };
312 
315 
336  {
337  protected:
339  public:
341  virtual ~Movable();
342 
343  // necessary overrides
344  const String& getMovableType(void) const;
345  const AxisAlignedBox& getBoundingBox(void) const;
346  Real getBoundingRadius(void) const;
348  void visitRenderables(Renderable::Visitor* visitor, bool debugRenderables = false);
349  bool isVisible(void) const;
351  uint32 getQueryFlags(void) const;
352  bool getCastShadows(void) const;
353 
354  };
356  friend class Movable;
358 
361  {
362  protected:
364  public:
366  virtual ~Rend();
367 
368  const MaterialPtr& getMaterial(void) const;
369  Technique* getTechnique(void) const;
371  void getWorldTransforms(Matrix4* xform) const;
372  Real getSquaredViewDepth(const Camera* cam) const;
373  const LightList& getLights(void) const;
374  bool getCastsShadows(void) const;
375 
376  };
378  friend class Rend;
379 
380  // actual implementation of MovableObject methods
382  void visitRenderables(Renderable::Visitor* visitor, bool debugRenderables = false);
383  // actual implementations of Renderable methods
384  const MaterialPtr& getMaterial(void) const;
385  Technique* getTechnique(void) const;
387  void getWorldTransforms(Matrix4* xform) const;
388  Real getSquaredViewDepth(const Camera* cam) const;
389  const LightList& getLights(void) const;
390  bool getCastsShadows(void) const;
391 
392 
395  /* Update the vertex buffers - the rect in question is relative to the whole terrain,
396  not the local vertex data (which may use a subset)
397  */
400 
406 
407  void populateIndexData(uint16 batchSize, IndexData* destData);
408  void writePosVertex(bool compress, uint16 x, uint16 y, float height, const Vector3& pos, float uvScale, float** ppPos);
409  void writeDeltaVertex(bool compress, uint16 x, uint16 y, float delta, float deltaThresh, float** ppDelta);
410 
411  uint16 calcSkirtVertexIndex(uint16 mainIndex, bool isCol);
412 
413  };
414 
417 }
418 
419 #endif
#define _OgreTerrainExport
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
A 3D box aligned with the x/y/z axes.
A viewpoint from which the scene will be rendered.
Definition: OgreCamera.h:87
Shared pointer implementation used to share vertex buffers.
Summary class collecting together index data source information.
Class encapsulating a standard 4x4 homogeneous matrix.
Definition: OgreMatrix4.h:79
Abstract class defining a movable object in a scene.
'New' rendering operation using vertex buffers.
Class to manage the scene object rendering queue.
Visitor object that can be used to iterate over a collection of Renderable instances abstractly.
Abstract class defining the interface all renderable objects must implement.
Class representing a node in the scene graph.
Definition: OgreSceneNode.h:59
Utility class providing helper methods for reading / writing structured data held in a DataStream.
Class representing an approach to rendering this particular Material.
Definition: OgreTechnique.h:54
MovableObject implementation to provide the hook to the scene.
const String & getMovableType(void) const
Returns the type name of this object.
Real getBoundingRadius(void) const
Retrieves the radius of the origin-centered bounding sphere for this object.
const AxisAlignedBox & getBoundingBox(void) const
Retrieves the local axis-aligned bounding box for this object.
bool getCastShadows(void) const
Returns whether shadow casting is enabled for this object.
bool isVisible(void) const
Returns whether or not this object is supposed to be visible or not.
Movable(TerrainQuadTreeNode *parent)
uint32 getVisibilityFlags(void) const
Returns the visibility flags relevant for this object.
uint32 getQueryFlags(void) const
Returns the query flags relevant for this object.
void _updateRenderQueue(RenderQueue *queue)
Internal method by which the movable object must add Renderable subclass instances to the rendering q...
void visitRenderables(Renderable::Visitor *visitor, bool debugRenderables=false)
Method to allow a caller to abstractly iterate over the Renderable instances that this MovableObject ...
Technique * getTechnique(void) const
Retrieves a pointer to the Material Technique this renderable object uses.
Rend(TerrainQuadTreeNode *parent)
void getWorldTransforms(Matrix4 *xform) const
Gets the world transform matrix / matrices for this renderable object.
const MaterialPtr & getMaterial(void) const
Retrieves a weak reference to the material this renderable object uses.
const LightList & getLights(void) const
Gets a list of lights, ordered relative to how close they are to this renderable.
Real getSquaredViewDepth(const Camera *cam) const
Returns the camera-relative squared depth of this renderable.
void getRenderOperation(RenderOperation &op)
Gets the render operation required to send this object to the frame buffer.
bool getCastsShadows(void) const
Method which reports whether this renderable would normally cast a shadow.
A node in a quad tree used to store a patch of terrain.
Renderable * _getRenderable()
Returns the internal renderable object for this node.
void unload()
Unload node and children (perform GPU tasks, will be render thread)
void load(uint16 depthStart, uint16 depthEnd)
Load node and children in a depth range (perform GPU tasks, will be render thread)
void writeDeltaVertex(bool compress, uint16 x, uint16 y, float delta, float deltaThresh, float **ppDelta)
TerrainQuadTreeNode(Terrain *terrain, TerrainQuadTreeNode *parent, uint16 xoff, uint16 yoff, uint16 size, uint16 lod, uint16 depth, uint16 quadrant)
Constructor.
bool isSelfOrChildRenderedAtCurrentLod() const
Returns whether this node or its children are being rendered at the current LOD level.
const LodLevel * getLodLevel(uint16 lod)
Get the LodLevel information for a given lod.
void preDeltaCalculation(const Rect &rect)
Notify the node (and children) that deltas are going to be calculated for a given range.
Real getMaxHeight() const
Get the maximum height of the node.
const MaterialPtr & getMaterial(void) const
void useAncestorVertexData(TerrainQuadTreeNode *owner, uint16 treeDepthEnd, uint16 resolution)
Tell a node that it should use an anscestor's vertex data.
uint16 getXOffset() const
Get the horizontal offset into the main terrain data of this node.
void postDeltaCalculation(const Rect &rect)
Notify the node (and children) that deltas have finished being calculated.
TerrainQuadTreeNode * mNodeWithVertexData
TerrainQuadTreeNode * mChildWithMaxHeightDelta
0-1 transition to lower LOD
void populateIndexData(uint16 batchSize, IndexData *destData)
bool isRenderedAtCurrentLod() const
Returns whether this node is rendering itself at the current LOD level.
Terrain * getTerrain() const
Get ultimate parent terrain.
void prepare()
Prepare node and children (perform CPU tasks, may be background thread)
void visitRenderables(Renderable::Visitor *visitor, bool debugRenderables=false)
vector< LodLevel * >::type LodLevelList
bool getCastsShadows(void) const
static unsigned short DELTA_BUFFER
Buffer binding used for holding delta values.
unsigned short mMaterialLodIndex
-1 = none (do not render)
void updateRenderQueue(RenderQueue *queue)
void getRenderOperation(RenderOperation &op)
int mCurrentLod
Relative to mLocalCentre.
TerrainQuadTreeNode * getParent() const
Get parent node.
bool calculateCurrentLod(const Camera *cam, Real cFactor)
Calculate appropriate LOD for this node and children.
void setCurrentLod(int lod)
Manually set the current LOD, intended for internal use only.
void load()
Load node and children (perform GPU tasks, will be render thread)
const Vector3 & getLocalCentre() const
Get the local centre of this node, relative to parent terrain centre.
uint16 getLodCount() const
Get the number of LOD levels this node can represent itself (only > 1 for leaf nodes)
bool pointIntersectsNode(long x, long y)
Returns true if the given point is in the terrain area that this node references.
void prepare(StreamSerialiser &stream)
Prepare node from a stream.
Real getSquaredViewDepth(const Camera *cam) const
int getCurrentLod() const
Get the current LOD index (only valid after calculateCurrentLod)
void writePosVertex(bool compress, uint16 x, uint16 y, float height, const Vector3 &pos, float uvScale, float **ppPos)
AxisAlignedBox mAABB
Relative to terrain centre.
void updateVertexData(bool positions, bool deltas, const Rect &rect, bool cpuData)
Tell the node to update its vertex data for a given region.
const AxisAlignedBox & getAABB() const
Get the AABB (local coords) of this node.
uint16 mSize
The number of vertices at the original terrain resolution this node encompasses.
void mergeIntoBounds(long x, long y, const Vector3 &pos)
Merge a point (relative to terrain node) into the local bounds, and that of children if applicable.
Real getMinHeight() const
Get the minimum height of the node.
bool isLeaf() const
Is this a leaf node (no children)
void resetBounds(const Rect &rect)
Reset the bounds of this node and all its children for the region given.
bool rectContainsNode(const Rect &rect)
Returns true if the given rectangle completely contains the terrain area that this node references.
TerrainQuadTreeNode * getChild(unsigned short child) const
Get child node.
uint16 getBaseLod() const
Get the base LOD level this node starts at (the highest LOD it handles)
void assignVertexData(uint16 treeDepthStart, uint16 treeDepthEnd, uint16 resolution, uint sz)
Assign vertex data to the tree, from a depth and at a given resolution.
void finaliseDeltaValues(const Rect &rect)
Promote the delta values calculated to the runtime ones (this must be called in the main thread).
void save(StreamSerialiser &stream)
Save node to a stream.
void updateVertexBuffer(HardwareVertexBufferSharedPtr &posbuf, HardwareVertexBufferSharedPtr &deltabuf, const Rect &rect)
uint16 getYOffset() const
Get the vertical offset into the main terrain data of this node.
uint16 calcSkirtVertexIndex(uint16 mainIndex, bool isCol)
static unsigned short POSITION_BUFFER
Buffer binding used for holding positions.
void notifyDelta(uint16 x, uint16 y, uint16 lod, Real delta)
Notify the node (and children) of a height delta value.
void unprepare()
Unprepare node and children (perform CPU tasks, may be background thread)
Real mBoundingRadius
Relative to mLocalCentre.
float getLodTransition() const
Get the transition state between the current LOD and the next lower one (only valid after calculateCu...
const VertexDataRecord * getVertexDataRecord() const
void unload(uint16 depthStart, uint16 depthEnd)
Unload node and children in a depth range (perform GPU tasks, will be render thread)
Technique * getTechnique(void) const
void setLodTransition(float t)
Manually set the current LOD transition state, intended for internal use only.
bool rectIntersectsNode(const Rect &rect)
Returns true if the given rectangle overlaps the terrain area that this node references.
const LightList & getLights(void) const
Real getBoundingRadius() const
Get the bounding radius of this node.
void getWorldTransforms(Matrix4 *xform) const
The main containing class for a chunk of terrain.
Definition: OgreTerrain.h:264
Standard 3-dimensional vector.
Definition: OgreVector3.h:52
Summary class collecting together vertex source information.
float Real
Software floating point type.
unsigned short uint16
Definition: OgrePlatform.h:360
unsigned int uint
unsigned int uint32
Definition: OgrePlatform.h:359
_StringBase String
Real maxHeightDelta
Maximum delta height between this and the next lower lod.
uint16 batchSize
Number of vertices rendered down one side (not including skirts)
Real calcMaxHeightDelta
Temp calc area for max height delta.
IndexData * gpuIndexData
Index data on the gpu.
Real lastTransitionDist
The most recently calculated transition distance.
Real lastCFactor
The cFactor value used to calculate transitionDist.
VertexDataRecord(uint16 res, uint16 sz, uint16 lvls)
uint16 resolution
Resolution of the data compared to the base terrain data (NOT number of vertices!)
uint16 numSkirtRowsCols
Number of rows and columns of skirts.
bool gpuVertexDataDirty
Is the GPU vertex data out of date?
uint16 treeLevels
Number of quadtree levels (including this one) this data applies to.
uint16 skirtRowColSkip
The number of rows / cols to skip in between skirts.
uint16 size
Size of the data along one edge.

Copyright © 2012 Torus Knot Software Ltd
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