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0ad/source/graphics/Terrain.cpp

832 lines
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C++

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "graphics/Terrain.h"
#include "graphics/Patch.h"
#include "graphics/TerrainProperties.h"
#include "graphics/TerrainTextureEntry.h"
#include "graphics/TerrainTextureManager.h"
#include "lib/sysdep/cpu.h"
#include "maths/FixedVector3D.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "renderer/Renderer.h"
#include "simulation2/helpers/Pathfinding.h"
#include <string.h>
///////////////////////////////////////////////////////////////////////////////
// CTerrain constructor
CTerrain::CTerrain()
: m_Heightmap(0), m_Patches(0), m_MapSize(0), m_MapSizePatches(0),
m_BaseColor(255, 255, 255, 255)
{
}
///////////////////////////////////////////////////////////////////////////////
// CTerrain constructor
CTerrain::~CTerrain()
{
ReleaseData();
}
///////////////////////////////////////////////////////////////////////////////
// ReleaseData: delete any data allocated by this terrain
void CTerrain::ReleaseData()
{
m_HeightMipmap.ReleaseData();
delete[] m_Heightmap;
delete[] m_Patches;
}
///////////////////////////////////////////////////////////////////////////////
// Initialise: initialise this terrain to the given size
// using given heightmap to setup elevation data
bool CTerrain::Initialize(ssize_t patchesPerSide, const u16* data)
{
// clean up any previous terrain
ReleaseData();
// store terrain size
m_MapSize = patchesPerSide * PATCH_SIZE + 1;
m_MapSizePatches = patchesPerSide;
// allocate data for new terrain
m_Heightmap = new u16[m_MapSize * m_MapSize];
m_Patches = new CPatch[m_MapSizePatches * m_MapSizePatches];
// given a heightmap?
if (data)
{
// yes; keep a copy of it
memcpy(m_Heightmap, data, m_MapSize*m_MapSize*sizeof(u16));
}
else
{
// build a flat terrain
memset(m_Heightmap, 0, m_MapSize*m_MapSize*sizeof(u16));
}
// setup patch parents, indices etc
InitialisePatches();
// initialise mipmap
m_HeightMipmap.Initialize(m_MapSize, m_Heightmap);
return true;
}
///////////////////////////////////////////////////////////////////////////////
// CalcPosition: calculate the world space position of the vertex at (i,j)
// If i,j is off the map, it acts as if the edges of the terrain are extended
// outwards to infinity
void CTerrain::CalcPosition(ssize_t i, ssize_t j, CVector3D& pos) const
{
ssize_t hi = Clamp<ssize_t>(i, 0, m_MapSize - 1);
ssize_t hj = Clamp<ssize_t>(j, 0, m_MapSize - 1);
u16 height = m_Heightmap[hj*m_MapSize + hi];
pos.X = float(i*TERRAIN_TILE_SIZE);
pos.Y = float(height*HEIGHT_SCALE);
pos.Z = float(j*TERRAIN_TILE_SIZE);
}
///////////////////////////////////////////////////////////////////////////////
// CalcPositionFixed: calculate the world space position of the vertex at (i,j)
void CTerrain::CalcPositionFixed(ssize_t i, ssize_t j, CFixedVector3D& pos) const
{
ssize_t hi = Clamp<ssize_t>(i, 0, m_MapSize - 1);
ssize_t hj = Clamp<ssize_t>(j, 0, m_MapSize - 1);
u16 height = m_Heightmap[hj*m_MapSize + hi];
pos.X = fixed::FromInt(i) * (int)TERRAIN_TILE_SIZE;
// fixed max value is 32767, but height is a u16, so divide by two to avoid overflow
pos.Y = fixed::FromInt(height/ 2 ) / ((int)HEIGHT_UNITS_PER_METRE / 2);
pos.Z = fixed::FromInt(j) * (int)TERRAIN_TILE_SIZE;
}
///////////////////////////////////////////////////////////////////////////////
// CalcNormal: calculate the world space normal of the vertex at (i,j)
void CTerrain::CalcNormal(ssize_t i, ssize_t j, CVector3D& normal) const
{
CVector3D left, right, up, down;
// Calculate normals of the four half-tile triangles surrounding this vertex:
// get position of vertex where normal is being evaluated
CVector3D basepos;
CalcPosition(i, j, basepos);
if (i > 0) {
CalcPosition(i-1, j, left);
left -= basepos;
left.Normalize();
}
if (i < m_MapSize-1) {
CalcPosition(i+1, j, right);
right -= basepos;
right.Normalize();
}
if (j > 0) {
CalcPosition(i, j-1, up);
up -= basepos;
up.Normalize();
}
if (j < m_MapSize-1) {
CalcPosition(i, j+1, down);
down -= basepos;
down.Normalize();
}
CVector3D n0 = up.Cross(left);
CVector3D n1 = left.Cross(down);
CVector3D n2 = down.Cross(right);
CVector3D n3 = right.Cross(up);
// Compute the mean of the normals
normal = n0 + n1 + n2 + n3;
float nlen=normal.Length();
if (nlen>0.00001f) normal*=1.0f/nlen;
}
///////////////////////////////////////////////////////////////////////////////
// CalcNormalFixed: calculate the world space normal of the vertex at (i,j)
void CTerrain::CalcNormalFixed(ssize_t i, ssize_t j, CFixedVector3D& normal) const
{
CFixedVector3D left, right, up, down;
// Calculate normals of the four half-tile triangles surrounding this vertex:
// get position of vertex where normal is being evaluated
CFixedVector3D basepos;
CalcPositionFixed(i, j, basepos);
if (i > 0) {
CalcPositionFixed(i-1, j, left);
left -= basepos;
left.Normalize();
}
if (i < m_MapSize-1) {
CalcPositionFixed(i+1, j, right);
right -= basepos;
right.Normalize();
}
if (j > 0) {
CalcPositionFixed(i, j-1, up);
up -= basepos;
up.Normalize();
}
if (j < m_MapSize-1) {
CalcPositionFixed(i, j+1, down);
down -= basepos;
down.Normalize();
}
CFixedVector3D n0 = up.Cross(left);
CFixedVector3D n1 = left.Cross(down);
CFixedVector3D n2 = down.Cross(right);
CFixedVector3D n3 = right.Cross(up);
// Compute the mean of the normals
normal = n0 + n1 + n2 + n3;
normal.Normalize();
}
CVector3D CTerrain::CalcExactNormal(float x, float z) const
{
// Clamp to size-2 so we can use the tiles (xi,zi)-(xi+1,zi+1)
const ssize_t xi = Clamp<ssize_t>(floor(x / TERRAIN_TILE_SIZE), 0, m_MapSize - 2);
const ssize_t zi = Clamp<ssize_t>(floor(z / TERRAIN_TILE_SIZE), 0, m_MapSize - 2);
const float xf = Clamp(x / TERRAIN_TILE_SIZE-xi, 0.0f, 1.0f);
const float zf = Clamp(z / TERRAIN_TILE_SIZE-zi, 0.0f, 1.0f);
float h00 = m_Heightmap[zi*m_MapSize + xi];
float h01 = m_Heightmap[(zi+1)*m_MapSize + xi];
float h10 = m_Heightmap[zi*m_MapSize + (xi+1)];
float h11 = m_Heightmap[(zi+1)*m_MapSize + (xi+1)];
// Determine which terrain triangle this point is on,
// then compute the normal of that triangle's plane
if (GetTriangulationDir(xi, zi))
{
if (xf + zf <= 1.f)
{
// Lower-left triangle (don't use h11)
return -CVector3D(TERRAIN_TILE_SIZE, (h10-h00)*HEIGHT_SCALE, 0).Cross(CVector3D(0, (h01-h00)*HEIGHT_SCALE, TERRAIN_TILE_SIZE)).Normalized();
}
else
{
// Upper-right triangle (don't use h00)
return -CVector3D(TERRAIN_TILE_SIZE, (h11-h01)*HEIGHT_SCALE, 0).Cross(CVector3D(0, (h11-h10)*HEIGHT_SCALE, TERRAIN_TILE_SIZE)).Normalized();
}
}
else
{
if (xf <= zf)
{
// Upper-left triangle (don't use h10)
return -CVector3D(TERRAIN_TILE_SIZE, (h11-h01)*HEIGHT_SCALE, 0).Cross(CVector3D(0, (h01-h00)*HEIGHT_SCALE, TERRAIN_TILE_SIZE)).Normalized();
}
else
{
// Lower-right triangle (don't use h01)
return -CVector3D(TERRAIN_TILE_SIZE, (h10-h00)*HEIGHT_SCALE, 0).Cross(CVector3D(0, (h11-h10)*HEIGHT_SCALE, TERRAIN_TILE_SIZE)).Normalized();
}
}
}
///////////////////////////////////////////////////////////////////////////////
// GetPatch: return the patch at (i,j) in patch space, or null if the patch is
// out of bounds
CPatch* CTerrain::GetPatch(ssize_t i, ssize_t j) const
{
// range check (invalid indices are passed in by the culling and
// patch blend code because they iterate from 0..#patches and examine
// neighbors without checking if they're already on the edge)
if( (size_t)i >= (size_t)m_MapSizePatches || (size_t)j >= (size_t)m_MapSizePatches )
return 0;
return &m_Patches[(j*m_MapSizePatches)+i];
}
///////////////////////////////////////////////////////////////////////////////
// GetTile: return the tile at (i,j) in tile space, or null if the tile is out
// of bounds
CMiniPatch* CTerrain::GetTile(ssize_t i, ssize_t j) const
{
// see comment above
if( (size_t)i >= (size_t)(m_MapSize-1) || (size_t)j >= (size_t)(m_MapSize-1) )
return 0;
CPatch* patch=GetPatch(i/PATCH_SIZE, j/PATCH_SIZE); // can't fail (due to above check)
return &patch->m_MiniPatches[j%PATCH_SIZE][i%PATCH_SIZE];
}
float CTerrain::GetVertexGroundLevel(ssize_t i, ssize_t j) const
{
i = Clamp<ssize_t>(i, 0, m_MapSize - 1);
j = Clamp<ssize_t>(j, 0, m_MapSize - 1);
return HEIGHT_SCALE * m_Heightmap[j*m_MapSize + i];
}
fixed CTerrain::GetVertexGroundLevelFixed(ssize_t i, ssize_t j) const
{
i = Clamp<ssize_t>(i, 0, m_MapSize - 1);
j = Clamp<ssize_t>(j, 0, m_MapSize - 1);
// Convert to fixed metres (being careful to avoid intermediate overflows)
return fixed::FromInt(m_Heightmap[j*m_MapSize + i] / 2) / (int)(HEIGHT_UNITS_PER_METRE / 2);
}
fixed CTerrain::GetSlopeFixed(ssize_t i, ssize_t j) const
{
// Clamp to size-2 so we can use the tiles (i,j)-(i+1,j+1)
i = Clamp<ssize_t>(i, 0, m_MapSize - 2);
j = Clamp<ssize_t>(j, 0, m_MapSize - 2);
u16 h00 = m_Heightmap[j*m_MapSize + i];
u16 h01 = m_Heightmap[(j+1)*m_MapSize + i];
u16 h10 = m_Heightmap[j*m_MapSize + (i+1)];
u16 h11 = m_Heightmap[(j+1)*m_MapSize + (i+1)];
// Difference of highest point from lowest point
u16 delta = std::max(std::max(h00, h01), std::max(h10, h11)) -
std::min(std::min(h00, h01), std::min(h10, h11));
// Compute fractional slope (being careful to avoid intermediate overflows)
return fixed::FromInt(delta / TERRAIN_TILE_SIZE) / (int)HEIGHT_UNITS_PER_METRE;
}
fixed CTerrain::GetExactSlopeFixed(fixed x, fixed z) const
{
// Clamp to size-2 so we can use the tiles (xi,zi)-(xi+1,zi+1)
const ssize_t xi = Clamp<ssize_t>((x / static_cast<int>(TERRAIN_TILE_SIZE)).ToInt_RoundToZero(), 0, m_MapSize - 2);
const ssize_t zi = Clamp<ssize_t>((z / static_cast<int>(TERRAIN_TILE_SIZE)).ToInt_RoundToZero(), 0, m_MapSize - 2);
const fixed one = fixed::FromInt(1);
const fixed xf = Clamp((x / static_cast<int>(TERRAIN_TILE_SIZE)) - fixed::FromInt(xi), fixed::Zero(), one);
const fixed zf = Clamp((z / static_cast<int>(TERRAIN_TILE_SIZE)) - fixed::FromInt(zi), fixed::Zero(), one);
u16 h00 = m_Heightmap[zi*m_MapSize + xi];
u16 h01 = m_Heightmap[(zi+1)*m_MapSize + xi];
u16 h10 = m_Heightmap[zi*m_MapSize + (xi+1)];
u16 h11 = m_Heightmap[(zi+1)*m_MapSize + (xi+1)];
u16 delta;
if (GetTriangulationDir(xi, zi))
{
if (xf + zf <= one)
{
// Lower-left triangle (don't use h11)
delta = std::max(std::max(h00, h01), h10) -
std::min(std::min(h00, h01), h10);
}
else
{
// Upper-right triangle (don't use h00)
delta = std::max(std::max(h01, h10), h11) -
std::min(std::min(h01, h10), h11);
}
}
else
{
if (xf <= zf)
{
// Upper-left triangle (don't use h10)
delta = std::max(std::max(h00, h01), h11) -
std::min(std::min(h00, h01), h11);
}
else
{
// Lower-right triangle (don't use h01)
delta = std::max(std::max(h00, h10), h11) -
std::min(std::min(h00, h10), h11);
}
}
// Compute fractional slope (being careful to avoid intermediate overflows)
return fixed::FromInt(delta / TERRAIN_TILE_SIZE) / (int)HEIGHT_UNITS_PER_METRE;
}
float CTerrain::GetFilteredGroundLevel(float x, float z, float radius) const
{
// convert to [0,1] interval
float nx = x / (TERRAIN_TILE_SIZE*m_MapSize);
float nz = z / (TERRAIN_TILE_SIZE*m_MapSize);
float nr = radius / (TERRAIN_TILE_SIZE*m_MapSize);
// get trilinear filtered mipmap height
return HEIGHT_SCALE * m_HeightMipmap.GetTrilinearGroundLevel(nx, nz, nr);
}
float CTerrain::GetExactGroundLevel(float x, float z) const
{
// Clamp to size-2 so we can use the tiles (xi,zi)-(xi+1,zi+1)
const ssize_t xi = Clamp<ssize_t>(floor(x / TERRAIN_TILE_SIZE), 0, m_MapSize - 2);
const ssize_t zi = Clamp<ssize_t>(floor(z / TERRAIN_TILE_SIZE), 0, m_MapSize - 2);
const float xf = Clamp(x / TERRAIN_TILE_SIZE - xi, 0.0f, 1.0f);
const float zf = Clamp(z / TERRAIN_TILE_SIZE - zi, 0.0f, 1.0f);
float h00 = m_Heightmap[zi*m_MapSize + xi];
float h01 = m_Heightmap[(zi+1)*m_MapSize + xi];
float h10 = m_Heightmap[zi*m_MapSize + (xi+1)];
float h11 = m_Heightmap[(zi+1)*m_MapSize + (xi+1)];
// Determine which terrain triangle this point is on,
// then compute the linearly-interpolated height on that triangle's plane
if (GetTriangulationDir(xi, zi))
{
if (xf + zf <= 1.f)
{
// Lower-left triangle (don't use h11)
return HEIGHT_SCALE * (h00 + (h10-h00)*xf + (h01-h00)*zf);
}
else
{
// Upper-right triangle (don't use h00)
return HEIGHT_SCALE * (h11 + (h01-h11)*(1-xf) + (h10-h11)*(1-zf));
}
}
else
{
if (xf <= zf)
{
// Upper-left triangle (don't use h10)
return HEIGHT_SCALE * (h00 + (h11-h01)*xf + (h01-h00)*zf);
}
else
{
// Lower-right triangle (don't use h01)
return HEIGHT_SCALE * (h00 + (h10-h00)*xf + (h11-h10)*zf);
}
}
}
fixed CTerrain::GetExactGroundLevelFixed(fixed x, fixed z) const
{
// Clamp to size-2 so we can use the tiles (xi,zi)-(xi+1,zi+1)
const ssize_t xi = Clamp<ssize_t>((x / static_cast<int>(TERRAIN_TILE_SIZE)).ToInt_RoundToZero(), 0, m_MapSize - 2);
const ssize_t zi = Clamp<ssize_t>((z / static_cast<int>(TERRAIN_TILE_SIZE)).ToInt_RoundToZero(), 0, m_MapSize - 2);
const fixed one = fixed::FromInt(1);
const fixed xf = Clamp((x / static_cast<int>(TERRAIN_TILE_SIZE)) - fixed::FromInt(xi), fixed::Zero(), one);
const fixed zf = Clamp((z / static_cast<int>(TERRAIN_TILE_SIZE)) - fixed::FromInt(zi), fixed::Zero(), one);
u16 h00 = m_Heightmap[zi*m_MapSize + xi];
u16 h01 = m_Heightmap[(zi+1)*m_MapSize + xi];
u16 h10 = m_Heightmap[zi*m_MapSize + (xi+1)];
u16 h11 = m_Heightmap[(zi+1)*m_MapSize + (xi+1)];
// Intermediate scaling of xf, so we don't overflow in the multiplications below
// (h00 <= 65535, xf <= 1, max fixed is < 32768; divide by 2 here so xf1*h00 <= 32767.5)
const fixed xf0 = xf / 2;
const fixed xf1 = (one - xf) / 2;
// Linearly interpolate
return ((one - zf).Multiply(xf1 * h00 + xf0 * h10)
+ zf.Multiply(xf1 * h01 + xf0 * h11)) / (int)(HEIGHT_UNITS_PER_METRE / 2);
// TODO: This should probably be more like GetExactGroundLevel()
// in handling triangulation properly
}
bool CTerrain::GetTriangulationDir(ssize_t i, ssize_t j) const
{
// Clamp to size-2 so we can use the tiles (i,j)-(i+1,j+1)
i = Clamp<ssize_t>(i, 0, m_MapSize - 2);
j = Clamp<ssize_t>(j, 0, m_MapSize - 2);
int h00 = m_Heightmap[j*m_MapSize + i];
int h01 = m_Heightmap[(j+1)*m_MapSize + i];
int h10 = m_Heightmap[j*m_MapSize + (i+1)];
int h11 = m_Heightmap[(j+1)*m_MapSize + (i+1)];
// Prefer triangulating in whichever direction means the midpoint of the diagonal
// will be the highest. (In particular this means a diagonal edge will be straight
// along the top, and jagged along the bottom, which makes sense for terrain.)
int mid1 = h00+h11;
int mid2 = h01+h10;
return (mid1 < mid2);
}
void CTerrain::ResizeAndOffset(ssize_t size, ssize_t horizontalOffset, ssize_t verticalOffset)
{
if (size == m_MapSizePatches && horizontalOffset == 0 && verticalOffset == 0)
{
// Inexplicable request to resize terrain to the same size, ignore it.
return;
}
if (!m_Heightmap ||
std::abs(horizontalOffset) >= size / 2 + m_MapSizePatches / 2 ||
std::abs(verticalOffset) >= size / 2 + m_MapSizePatches / 2)
{
// We have not yet created a terrain, or we are offsetting outside the current source.
// Let's build a default terrain of the given size now.
Initialize(size, 0);
return;
}
// Allocate data for new terrain.
const ssize_t newMapSize = size * PATCH_SIZE + 1;
u16* newHeightmap = new u16[newMapSize * newMapSize];
memset(newHeightmap, 0, newMapSize * newMapSize * sizeof(u16));
CPatch* newPatches = new CPatch[size * size];
// O--------------------+
// | Source |
// | |
// | Source Center (SC) |
// | X |
// | A------+----------------+
// | | | Destination |
// | | | |
// +-------------+------B |
// | Dest. Center (DC) |
// | X |
// | |
// | |
// | |
// | |
// +-----------------------+
//
// Calculations below should also account cases like:
//
// +----------+ +----------+ +----------+ +---+--+---+ +------+
// |S | |D | |S | |S | | D| |D |
// | +---+ | | +---+ | +-+-+ | | | | | | +---+--+
// | | D | | | | S | | |D| | | +---+--+---+ +--+---+ |
// | +---+ | | +---+ | +-+-+ | | S|
// +----------+ +----------+ +----------+ +------+
//
// O = (0, 0)
// SC = (m_MapSizePatches / 2, m_MapSizePatches / 2)
// DC - SC = (horizontalOffset, verticalOffset)
//
// Source upper left:
// A = (max(0, (m_MapSizePatches - size) / 2 + horizontalOffset),
// max(0, (m_MapSizePatches - size) / 2 + verticalOffset))
// Source bottom right:
// B = (min(m_MapSizePatches, (m_MapSizePatches + size) / 2 + horizontalOffset),
// min(m_MapSizePatches, (m_MapSizePatches + size) / 2 + verticalOffset))
//
// A-B is the area that we have to copy from the source to the destination.
// Restate center offset as a window over destination.
// This has the effect of always considering the source to be the same size or smaller.
const ssize_t sourceUpperLeftX = std::max(
static_cast<ssize_t>(0), m_MapSizePatches / 2 - size / 2 + horizontalOffset);
const ssize_t sourceUpperLeftZ = std::max(
static_cast<ssize_t>(0), m_MapSizePatches / 2 - size / 2 + verticalOffset);
const ssize_t destUpperLeftX = std::max(
static_cast<ssize_t>(0), (size / 2 - m_MapSizePatches / 2 - horizontalOffset));
const ssize_t destUpperLeftZ = std::max(
static_cast<ssize_t>(0), (size / 2 - m_MapSizePatches / 2 - verticalOffset));
const ssize_t width =
std::min(m_MapSizePatches, m_MapSizePatches / 2 + horizontalOffset + size / 2) - sourceUpperLeftX;
const ssize_t depth =
std::min(m_MapSizePatches, m_MapSizePatches / 2 + verticalOffset + size / 2) - sourceUpperLeftZ;
for (ssize_t j = 0; j < depth * PATCH_SIZE; ++j)
{
// Copy the main part from the source. Destination heightmap:
// +----------+
// | |
// | 1234 | < current j-th row for example.
// | 5678 |
// | |
// +----------+
u16* dst = newHeightmap + (j + destUpperLeftZ * PATCH_SIZE) * newMapSize + destUpperLeftX * PATCH_SIZE;
u16* src = m_Heightmap + (j + sourceUpperLeftZ * PATCH_SIZE) * m_MapSize + sourceUpperLeftX * PATCH_SIZE;
std::copy_n(src, width * PATCH_SIZE, dst);
if (destUpperLeftX > 0)
{
// Fill the preceding part by copying the first elements of the
// main part. Destination heightmap:
// +----------+
// | |
// |1111234 | < current j-th row for example.
// | 5678 |
// | |
// +----------+
u16* dst_prefix = newHeightmap + (j + destUpperLeftZ * PATCH_SIZE) * newMapSize;
std::fill_n(dst_prefix, destUpperLeftX * PATCH_SIZE, dst[0]);
}
if ((destUpperLeftX + width) * PATCH_SIZE < newMapSize)
{
// Fill the succeeding part by copying the last elements of the
// main part. Destination heightmap:
// +----------+
// | |
// |1111234444| < current j-th row for example.
// | 5678 |
// | |
// +----------+
u16* dst_suffix = dst + width * PATCH_SIZE;
std::fill_n(
dst_suffix,
newMapSize - (width + destUpperLeftX) * PATCH_SIZE,
dst[width * PATCH_SIZE - 1]);
}
}
// Copy over heights from the preceding row. Destination heightmap:
// +----------+
// |1111234444| < copied from the row below
// |1111234444|
// |5555678888|
// | |
// +----------+
for (ssize_t j = 0; j < destUpperLeftZ * PATCH_SIZE; ++j)
{
u16* dst = newHeightmap + j * newMapSize;
u16* src = newHeightmap + destUpperLeftZ * PATCH_SIZE * newMapSize;
std::copy_n(src, newMapSize, dst);
}
// Copy over heights from the succeeding row. Destination heightmap:
// +----------+
// |1111234444|
// |1111234444|
// |5555678888|
// |5555678888| < copied from the row above
// +----------+
for (ssize_t j = (destUpperLeftZ + depth) * PATCH_SIZE; j < newMapSize; ++j)
{
u16* dst = newHeightmap + j * newMapSize;
u16* src = newHeightmap + ((destUpperLeftZ + depth) * PATCH_SIZE - 1) * newMapSize;
std::copy_n(src, newMapSize, dst);
}
// Now build new patches. The same process as for the heightmap.
for (ssize_t j = 0; j < depth; ++j)
{
for (ssize_t i = 0; i < width; ++i)
{
const CPatch& src =
m_Patches[(sourceUpperLeftZ + j) * m_MapSizePatches + sourceUpperLeftX + i];
CPatch& dst =
newPatches[(destUpperLeftZ + j) * size + destUpperLeftX + i];
std::copy_n(&src.m_MiniPatches[0][0], PATCH_SIZE * PATCH_SIZE, &dst.m_MiniPatches[0][0]);
}
for (ssize_t i = 0; i < destUpperLeftX; ++i)
for (ssize_t jPatch = 0; jPatch < PATCH_SIZE; ++jPatch)
{
const CMiniPatch& src =
newPatches[(destUpperLeftZ + j) * size + destUpperLeftX]
.m_MiniPatches[jPatch][0];
for (ssize_t iPatch = 0; iPatch < PATCH_SIZE; ++iPatch)
{
CMiniPatch& dst =
newPatches[(destUpperLeftZ + j) * size + i]
.m_MiniPatches[jPatch][iPatch];
dst = src;
}
}
for (ssize_t i = destUpperLeftX + width; i < size; ++i)
{
for (ssize_t jPatch = 0; jPatch < PATCH_SIZE; ++jPatch)
{
const CMiniPatch& src =
newPatches[(destUpperLeftZ + j) * size + destUpperLeftX + width - 1]
.m_MiniPatches[jPatch][PATCH_SIZE - 1];
for (ssize_t iPatch = 0; iPatch < PATCH_SIZE; ++iPatch)
{
CMiniPatch& dst =
newPatches[(destUpperLeftZ + j) * size + i].m_MiniPatches[jPatch][iPatch];
dst = src;
}
}
}
}
for (ssize_t j = 0; j < destUpperLeftZ; ++j)
for (ssize_t i = 0; i < size; ++i)
for (ssize_t iPatch = 0; iPatch < PATCH_SIZE; ++iPatch)
{
const CMiniPatch& src =
newPatches[destUpperLeftZ * size + i].m_MiniPatches[0][iPatch];
for (ssize_t jPatch = 0; jPatch < PATCH_SIZE; ++jPatch)
{
CMiniPatch& dst =
newPatches[j * size + i].m_MiniPatches[jPatch][iPatch];
dst = src;
}
}
for (ssize_t j = destUpperLeftZ + depth; j < size; ++j)
for (ssize_t i = 0; i < size; ++i)
for (ssize_t iPatch = 0; iPatch < PATCH_SIZE; ++iPatch)
{
const CMiniPatch& src =
newPatches[(destUpperLeftZ + depth - 1) * size + i].m_MiniPatches[0][iPatch];
for (ssize_t jPatch = 0; jPatch < PATCH_SIZE; ++jPatch)
{
CMiniPatch& dst =
newPatches[j * size + i].m_MiniPatches[jPatch][iPatch];
dst = src;
}
}
// Release all the original data.
ReleaseData();
// Store new data.
m_Heightmap = newHeightmap;
m_Patches = newPatches;
m_MapSize = newMapSize;
m_MapSizePatches = size;
// Initialise all the new patches.
InitialisePatches();
// Initialise mipmap.
m_HeightMipmap.Initialize(m_MapSize, m_Heightmap);
}
///////////////////////////////////////////////////////////////////////////////
// InitialisePatches: initialise patch data
void CTerrain::InitialisePatches()
{
for (ssize_t j = 0; j < m_MapSizePatches; j++)
{
for (ssize_t i = 0; i < m_MapSizePatches; i++)
{
CPatch* patch = GetPatch(i, j); // can't fail
patch->Initialize(this, i, j);
}
}
}
///////////////////////////////////////////////////////////////////////////////
// SetHeightMap: set up a new heightmap from 16-bit source data;
// assumes heightmap matches current terrain size
void CTerrain::SetHeightMap(u16* heightmap)
{
// keep a copy of the given heightmap
memcpy(m_Heightmap, heightmap, m_MapSize*m_MapSize*sizeof(u16));
// recalculate patch bounds, invalidate vertices
for (ssize_t j = 0; j < m_MapSizePatches; j++)
{
for (ssize_t i = 0; i < m_MapSizePatches; i++)
{
CPatch* patch = GetPatch(i, j); // can't fail
patch->InvalidateBounds();
patch->SetDirty(RENDERDATA_UPDATE_VERTICES);
}
}
// update mipmap
m_HeightMipmap.Update(m_Heightmap);
}
///////////////////////////////////////////////////////////////////////////////
void CTerrain::MakeDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1, int dirtyFlags)
{
// Finds the inclusive limits of the patches that include the specified range of tiles
ssize_t pi0 = Clamp<ssize_t>( i0 /PATCH_SIZE, 0, m_MapSizePatches-1);
ssize_t pi1 = Clamp<ssize_t>((i1-1)/PATCH_SIZE, 0, m_MapSizePatches-1);
ssize_t pj0 = Clamp<ssize_t>( j0 /PATCH_SIZE, 0, m_MapSizePatches-1);
ssize_t pj1 = Clamp<ssize_t>((j1-1)/PATCH_SIZE, 0, m_MapSizePatches-1);
for (ssize_t j = pj0; j <= pj1; j++)
{
for (ssize_t i = pi0; i <= pi1; i++)
{
CPatch* patch = GetPatch(i, j); // can't fail (i,j were clamped)
if (dirtyFlags & RENDERDATA_UPDATE_VERTICES)
patch->CalcBounds();
patch->SetDirty(dirtyFlags);
}
}
if (m_Heightmap)
{
m_HeightMipmap.Update(m_Heightmap,
Clamp<ssize_t>(i0, 0, m_MapSize - 1),
Clamp<ssize_t>(j0, 0, m_MapSize - 1),
Clamp<ssize_t>(i1, 1, m_MapSize),
Clamp<ssize_t>(j1, 1, m_MapSize)
);
}
}
void CTerrain::MakeDirty(int dirtyFlags)
{
for (ssize_t j = 0; j < m_MapSizePatches; j++)
{
for (ssize_t i = 0; i < m_MapSizePatches; i++)
{
CPatch* patch = GetPatch(i, j); // can't fail
if (dirtyFlags & RENDERDATA_UPDATE_VERTICES)
patch->CalcBounds();
patch->SetDirty(dirtyFlags);
}
}
if (m_Heightmap)
m_HeightMipmap.Update(m_Heightmap);
}
CBoundingBoxAligned CTerrain::GetVertexesBound(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1)
{
i0 = Clamp<ssize_t>(i0, 0, m_MapSize - 1);
j0 = Clamp<ssize_t>(j0, 0, m_MapSize - 1);
i1 = Clamp<ssize_t>(i1, 0, m_MapSize - 1);
j1 = Clamp<ssize_t>(j1, 0, m_MapSize - 1);
u16 minH = 65535;
u16 maxH = 0;
for (ssize_t j = j0; j <= j1; ++j)
{
for (ssize_t i = i0; i <= i1; ++i)
{
minH = std::min(minH, m_Heightmap[j*m_MapSize + i]);
maxH = std::max(maxH, m_Heightmap[j*m_MapSize + i]);
}
}
CBoundingBoxAligned bound;
bound[0].X = (float)(i0*TERRAIN_TILE_SIZE);
bound[0].Y = (float)(minH*HEIGHT_SCALE);
bound[0].Z = (float)(j0*TERRAIN_TILE_SIZE);
bound[1].X = (float)(i1*TERRAIN_TILE_SIZE);
bound[1].Y = (float)(maxH*HEIGHT_SCALE);
bound[1].Z = (float)(j1*TERRAIN_TILE_SIZE);
return bound;
}