1 /*
2 -----------------------------------------------------------------------------
3 This source file is part of OGRE
4 (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org/
6 
7 Copyright (c) 2000-2013 Torus Knot Software Ltd
8 
9 Permission is hereby granted, free of charge, to any person obtaining a copy
10 of this software and associated documentation files (the "Software"), to deal
11 in the Software without restriction, including without limitation the rights
12 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13 copies of the Software, and to permit persons to whom the Software is
14 furnished to do so, subject to the following conditions:
15 
16 The above copyright notice and this permission notice shall be included in
17 all copies or substantial portions of the Software.
18 
19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25 THE SOFTWARE.
26 -----------------------------------------------------------------------------
27 */
28 
29 #ifndef __Ogre_TerrainQuadTreeNode_H__
30 #define __Ogre_TerrainQuadTreeNode_H__
31 
32 #include "OgreTerrainPrerequisites.h"
33 #include "OgreCommon.h"
34 #include "OgreHardwareIndexBuffer.h"
35 #include "OgreMovableObject.h"
36 #include "OgreRenderable.h"
37 
38 
39 
40 namespace Ogre
41 {
42 	class HardwareVertexBufferSharedPtr;
43 
44 	/** \addtogroup Optional Components
45 	*  @{
46 	*/
47 	/** \addtogroup Terrain
48 	*  Some details on the terrain component
49 	*  @{
50 	*/
51 
52 
53 	/** A node in a quad tree used to store a patch of terrain.
54 	@remarks
55 		<b>Algorithm overview:</b>
56 	@par
57 		Our goal is to perform traditional chunked LOD with geomorphing. But,
58 		instead of just dividing the terrain into tiles, we will divide them into
59 		a hierarchy of tiles, a quadtree, where any level of the quadtree can
60 		be a rendered tile (to the exclusion of its children). The idea is to
61 		collect together children into a larger batch with their siblings as LOD
62 		decreases, to improve performance.
63 	@par
64 		The minBatchSize and maxBatchSize parameters on Terrain a key to
65 		defining this behaviour. Both values are expressed in vertices down one axis.
66 		maxBatchSize determines the number of tiles on one side of the terrain,
67 		which is numTiles = (terrainSize-1) / (maxBatchSize-1). This in turn determines the depth
68 		of the quad tree, which is sqrt(numTiles). The minBatchSize determines
69 		the 'floor' of how low the number of vertices can go in a tile before it
70 		has to be grouped together with its siblings to drop any lower. We also do not group
71 		a tile with its siblings unless all of them are at this minimum batch size,
72 		rather than trying to group them when they all end up on the same 'middle' LOD;
73 		this is for several reasons; firstly, tiles hitting the same 'middle' LOD is
74 		less likely and more transient if they have different levels of 'roughness',
75 		and secondly since we're sharing a vertex / index pool between all tiles,
76 		only grouping at the min level means that the number of combinations of
77 		buffer sizes for any one tile is greatly simplified, making it easier to
78 		pool data. To be more specific, any tile / quadtree node can only have
79 		log2(maxBatchSize-1) - log2(minBatchSize-1) + 1 LOD levels (and if you set them
80 		to the same value, LOD can only change by going up/down the quadtree).
81 		The numbers of vertices / indices in each of these levels is constant for
82 		the same (relative) LOD index no matter where you are in the tree, therefore
83 		buffers can potentially be reused more easily.
84 	*/
85 	class _OgreTerrainExport TerrainQuadTreeNode : public TerrainAlloc
86 	{
87 	public:
88 		/** Constructor.
89 		@param terrain The ultimate parent terrain
90 		@param parent Optional parent node (in which case xoff, yoff are 0 and size must be entire terrain)
91 		@param xoff, yoff Offsets from the start of the terrain data in 2D
92 		@param size The size of the node in vertices at the highest LOD
93 		@param lod The base LOD level
94 		@param depth The depth that this node is at in the tree (or convenience)
95 		@param quadrant The index of the quadrant (0, 1, 2, 3)
96 		*/
97 		TerrainQuadTreeNode(Terrain* terrain, TerrainQuadTreeNode* parent,
98 			uint16 xoff, uint16 yoff, uint16 size, uint16 lod, uint16 depth, uint16 quadrant);
99 		virtual ~TerrainQuadTreeNode();
100 
101 		/// Get the horizontal offset into the main terrain data of this node
getXOffset()102 		uint16 getXOffset() const { return mOffsetX; }
103 		/// Get the vertical offset into the main terrain data of this node
getYOffset()104 		uint16 getYOffset() const { return mOffsetY; }
105 		/// Is this a leaf node (no children)
106 		bool isLeaf() const;
107 		/// Get the base LOD level this node starts at (the highest LOD it handles)
getBaseLod()108 		uint16 getBaseLod() const { return mBaseLod; }
109 		/// Get the number of LOD levels this node can represent itself (only > 1 for leaf nodes)
110 		uint16 getLodCount() const;
111 		/// Get child node
112 		TerrainQuadTreeNode* getChild(unsigned short child) const;
113 		/// Get parent node
114 		TerrainQuadTreeNode* getParent() const;
115 		/// Get ultimate parent terrain
116 		Terrain* getTerrain() const;
117 
118 		/// Prepare node and children (perform CPU tasks, may be background thread)
119 		void prepare();
120 		/// Prepare node from a stream
121 		void prepare(StreamSerialiser& stream);
122 		/// Load node and children (perform GPU tasks, will be render thread)
123 		void load();
124 		/// Load node and children in a depth range (perform GPU tasks, will be render thread)
125 		void load(uint16 depthStart, uint16 depthEnd);
126 		void loadSelf();
127 		/// Unload node and children (perform GPU tasks, will be render thread)
128 		void unload();
129 		/// Unload node and children in a depth range (perform GPU tasks, will be render thread)
130 		void unload(uint16 depthStart, uint16 depthEnd);
131 		/// Unprepare node and children (perform CPU tasks, may be background thread)
132 		void unprepare();
133 		/// Save node to a stream
134 		void save(StreamSerialiser& stream);
135 
136 		struct _OgreTerrainExport LodLevel : public TerrainAlloc
137 		{
138 			/// Number of vertices rendered down one side (not including skirts)
139 			uint16 batchSize;
140 			/// Index data on the gpu
141 			IndexData* gpuIndexData;
142 			/// Maximum delta height between this and the next lower lod
143 			Real maxHeightDelta;
144 			/// Temp calc area for max height delta
145 			Real calcMaxHeightDelta;
146 			/// The most recently calculated transition distance
147 			Real lastTransitionDist;
148 			/// The cFactor value used to calculate transitionDist
149 			Real lastCFactor;
150 
LodLevelLodLevel151 			LodLevel() : batchSize(0), gpuIndexData(0), maxHeightDelta(0), calcMaxHeightDelta(0),
152 				lastTransitionDist(0), lastCFactor(0) {}
153 		};
154 		typedef vector<LodLevel*>::type LodLevelList;
155 
156 		/** Get the LodLevel information for a given lod.
157 		@param lod The lod level index relative to this classes own list; if you
158 			want to use a global lod level, subtract getBaseLod() first. Higher
159 			LOD levels are lower detail.
160 		*/
161 		const LodLevel* getLodLevel(uint16 lod);
162 
163 		/** Notify the node (and children) that deltas are going to be calculated for a given range.
164 		@remarks
165 			Based on this call, we can know whether or not to reset the max height.
166 		*/
167 		void preDeltaCalculation(const Rect& rect);
168 
169 		/** Notify the node (and children) of a height delta value. */
170 		void notifyDelta(uint16 x, uint16 y, uint16 lod, Real delta);
171 
172 		/** Notify the node (and children) that deltas have finished being calculated.
173 		*/
174 		void postDeltaCalculation(const Rect& rect);
175 
176 		/** Promote the delta values calculated to the runtime ones (this must
177 			be called in the main thread).
178 		*/
179 		void finaliseDeltaValues(const Rect& rect);
180 
181 		/** Assign vertex data to the tree, from a depth and at a given resolution.
182 		@param treeDepthStart The first depth of tree that should use this data, owns the data
183 		@param treeDepthEnd The end of the depth that should use this data (exclusive)
184 		@param resolution The resolution of the data to use (compared to full terrain)
185 		@param sz The size of the data along one edge
186 		*/
187 		void assignVertexData(uint16 treeDepthStart, uint16 treeDepthEnd, uint16 resolution, uint sz);
188 
189 		/** Tell a node that it should use an anscestor's vertex data.
190 		@param treeDepthEnd The end of the depth that should use this data (exclusive)
191 		@param resolution The resolution of the data to use
192 		*/
193 		void useAncestorVertexData(TerrainQuadTreeNode* owner, uint16 treeDepthEnd, uint16 resolution);
194 
195 		/** Tell the node to update its vertex data for a given region.
196 		*/
197 		void updateVertexData(bool positions, bool deltas, const Rect& rect, bool cpuData);
198 
199 
200 
201 		/** Merge a point (relative to terrain node) into the local bounds,
202 			and that of children if applicable.
203 		@param x,y The point on the terrain to which this position corresponds
204 			(affects which nodes update their bounds)
205 		@param pos The position relative to the terrain centre
206 		*/
207 		void mergeIntoBounds(long x, long y, const Vector3& pos);
208 		/** Reset the bounds of this node and all its children for the region given.
209 		@param rect The region for which bounds should be reset, in top-level terrain coords
210 		*/
211 		void resetBounds(const Rect& rect);
212 
213 		/** Returns true if the given rectangle overlaps the terrain area that
214 			this node references.
215 		 @param rect The region in top-level terrain coords
216 		*/
217 		bool rectIntersectsNode(const Rect& rect);
218 		/** Returns true if the given rectangle completely contains the terrain area that
219 		this node references.
220 		@param rect The region in top-level terrain coords
221 		*/
222 		bool rectContainsNode(const Rect& rect);
223 		/** Returns true if the given point is in the terrain area that
224 		 this node references.
225 		 @param x,y The point in top-level terrain coords
226 		 */
227 		bool pointIntersectsNode(long x, long y);
228 
229 		/// Get the AABB (local coords) of this node
230 		const AxisAlignedBox& getAABB() const;
231 		/// Get the bounding radius of this node
232 		Real getBoundingRadius() const;
233 		/// Get the local centre of this node, relative to parent terrain centre
getLocalCentre()234 		const Vector3& getLocalCentre() const { return mLocalCentre; }
235 		/// Get the minimum height of the node
236 		Real getMinHeight() const;
237 		/// Get the maximum height of the node
238 		Real getMaxHeight() const;
239 
240 		/** Calculate appropriate LOD for this node and children
241 		@param cam The camera to be used (this should already be the LOD camera)
242 		@param cFactor The cFactor which incorporates the viewport size, max pixel error and lod bias
243 		@return true if this node or any of its children were selected for rendering
244 		*/
245 		bool calculateCurrentLod(const Camera* cam, Real cFactor);
246 
247 		/// Get the current LOD index (only valid after calculateCurrentLod)
getCurrentLod()248 		int getCurrentLod() const { return mCurrentLod; }
249 		/// Returns whether this node is rendering itself at the current LOD level
250 		bool isRenderedAtCurrentLod() const;
251 		/// Returns whether this node or its children are being rendered at the current LOD level
252 		bool isSelfOrChildRenderedAtCurrentLod() const;
253 		/// Manually set the current LOD, intended for internal use only
254 		void setCurrentLod(int lod);
255 		/// Get the transition state between the current LOD and the next lower one (only valid after calculateCurrentLod)
getLodTransition()256 		float getLodTransition() const { return mLodTransition; }
257 		/// Manually set the current LOD transition state, intended for internal use only
258 		void setLodTransition(float t);
259 
260 		/// Buffer binding used for holding positions
261 		static unsigned short POSITION_BUFFER;
262 		/// Buffer binding used for holding delta values
263 		static unsigned short DELTA_BUFFER;
264 
265 		/// Returns the internal renderable object for this node
266 		Renderable *_getRenderable();
267 	protected:
268 		Terrain* mTerrain;
269 		TerrainQuadTreeNode* mParent;
270 		TerrainQuadTreeNode* mChildren[4];
271 		LodLevelList mLodLevels;
272 
273 		uint16 mOffsetX, mOffsetY;
274 		uint16 mBoundaryX, mBoundaryY;
275 		/// The number of vertices at the original terrain resolution this node encompasses
276 		uint16 mSize;
277 		uint16 mBaseLod;
278 		uint16 mDepth;
279 		uint16 mQuadrant;
280 		Vector3 mLocalCentre; /// Relative to terrain centre
281 		AxisAlignedBox mAABB; /// Relative to mLocalCentre
282 		Real mBoundingRadius; /// Relative to mLocalCentre
283 		int mCurrentLod; /// -1 = none (do not render)
284 		unsigned short mMaterialLodIndex;
285 		float mLodTransition; /// 0-1 transition to lower LOD
286 		/// The child with the largest height delta
287 		TerrainQuadTreeNode* mChildWithMaxHeightDelta;
288 		bool mSelfOrChildRendered;
289 
290 		struct VertexDataRecord : public TerrainAlloc
291 		{
292 			VertexData* cpuVertexData;
293 			VertexData* gpuVertexData;
294 			/// Resolution of the data compared to the base terrain data (NOT number of vertices!)
295 			uint16 resolution;
296 			/// Size of the data along one edge
297 			uint16 size;
298 			/// Number of quadtree levels (including this one) this data applies to
299 			uint16 treeLevels;
300 			/// Number of rows and columns of skirts
301 			uint16 numSkirtRowsCols;
302 			/// The number of rows / cols to skip in between skirts
303 			uint16 skirtRowColSkip;
304 			/// Is the GPU vertex data out of date?
305 			bool gpuVertexDataDirty;
306 
VertexDataRecordVertexDataRecord307 			VertexDataRecord(uint16 res, uint16 sz, uint16 lvls)
308 				: cpuVertexData(0), gpuVertexData(0), resolution(res), size(sz),
309 				treeLevels(lvls), numSkirtRowsCols(0),
310                 skirtRowColSkip(0), gpuVertexDataDirty(false) {}
311 		};
312 
313 		TerrainQuadTreeNode* mNodeWithVertexData;
314 		VertexDataRecord* mVertexDataRecord;
315 
316 		/** MovableObject implementation to provide the hook to the scene.
317 		@remarks
318 			In one sense, it would be most convenient to have a single MovableObject
319 			to represent the whole Terrain object, and then internally perform
320 			some quadtree frustum culling to narrow down which specific tiles are rendered.
321 			However, the one major flaw with that is that exposing the bounds to
322 			the SceneManager at that level prevents it from doing anything smarter
323 			in terms of culling - for example a portal or occlusion culling SceneManager
324 			would have no opportunity to process the leaf nodes in those terms, and
325 			a simple frustum cull may give significantly poorer results.
326 		@par
327 			Therefore, we in fact register a MovableObject at every node, and
328 			use the LOD factor to determine which one is currently active. LODs
329 			must be mutually exclusive and to deal with precision errors, we really
330 			need to evaluate them all at once, rather than as part of the
331 			_notifyCurrentCamera function. Therefore the root Terrain registers
332 			a SceneManager::Listener to precalculate which nodes will be displayed
333 			when it comes to purely a LOD basis.
334 		*/
335 		class _OgreTerrainExport Movable : public MovableObject
336 		{
337 		protected:
338 			TerrainQuadTreeNode* mParent;
339 		public:
340 			Movable(TerrainQuadTreeNode* parent);
341 			virtual ~Movable();
342 
343 	        // necessary overrides
344 			const String& getMovableType(void) const;
345 			const AxisAlignedBox& getBoundingBox(void) const;
346 			Real getBoundingRadius(void) const;
347 			void _updateRenderQueue(RenderQueue* queue);
348 			void visitRenderables(Renderable::Visitor* visitor,  bool debugRenderables = false);
349 			bool isVisible(void) const;
350 			uint32 getVisibilityFlags(void) const;
351 			uint32 getQueryFlags(void) const;
352 			bool getCastShadows(void) const;
353 
354 		};
355 		Movable* mMovable;
356 		friend class Movable;
357 		SceneNode* mLocalNode;
358 
359 		/// Hook to the render queue
360 		class _OgreTerrainExport Rend : public Renderable, public TerrainAlloc
361 		{
362 		protected:
363 			TerrainQuadTreeNode* mParent;
364 		public:
365 			Rend(TerrainQuadTreeNode* parent);
366 			virtual ~Rend();
367 
368 			const MaterialPtr& getMaterial(void) const;
369 			Technique* getTechnique(void) const;
370 			void getRenderOperation(RenderOperation& op);
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 		};
377 		Rend* mRend;
378 		friend class Rend;
379 
380 		// actual implementation of MovableObject methods
381 		void updateRenderQueue(RenderQueue* queue);
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;
386 		void getRenderOperation(RenderOperation& op);
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 
393 		const VertexDataRecord* getVertexDataRecord() const;
394 		void createCpuVertexData();
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 		*/
398 		void updateVertexBuffer(HardwareVertexBufferSharedPtr& posbuf, HardwareVertexBufferSharedPtr& deltabuf, const Rect& rect);
399 		void destroyCpuVertexData();
400 
401 		void createGpuVertexData();
402 		void destroyGpuVertexData();
403 		void updateGpuVertexData();
404 		void createGpuIndexData();
405 		void destroyGpuIndexData();
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 
415 	/** @} */
416 	/** @} */
417 }
418 
419 #endif
420