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- /*
- * Copyright (C) 2020 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code 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 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code 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 Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #include "vegetation-system.hpp"
- #include "game/components/model-component.hpp"
- #include "game/components/transform-component.hpp"
- #include "scene/model-instance.hpp"
- #include "scene/lod-group.hpp"
- #include "scene/scene.hpp"
- #include "renderer/material.hpp"
- #include "geometry/aabb.hpp"
- #include "utility/fundamental-types.hpp"
- #include <cmath>
-
- using namespace ecs;
-
- vegetation_system::vegetation_system(entt::registry& registry):
- entity_system(registry),
- terrain_patch_size(1.0f),
- vegetation_patch_size(1.0f),
- vegetation_patch_columns(1),
- vegetation_patch_rows(1),
- vegetation_density(1.0f),
- vegetation_model(nullptr)
- {
- registry.on_construct<terrain_component>().connect<&vegetation_system::on_terrain_construct>(this);
- registry.on_destroy<terrain_component>().connect<&vegetation_system::on_terrain_destroy>(this);
- }
-
- vegetation_system::~vegetation_system()
- {}
-
- void vegetation_system::update(double t, double dt)
- {}
-
- void vegetation_system::set_terrain_patch_size(float size)
- {
- terrain_patch_size = size;
- vegetation_patch_size = terrain_patch_size / static_cast<float>(vegetation_patch_columns);
- }
-
- void vegetation_system::set_vegetation_patch_resolution(int subdivisions)
- {
- // Determine number of vegetation patch columns and rows per terrain patch
- vegetation_patch_columns = static_cast<int>(std::pow(2, subdivisions));
- vegetation_patch_rows = vegetation_patch_columns;
- vegetation_patch_size = terrain_patch_size / static_cast<float>(vegetation_patch_columns);
- }
-
- void vegetation_system::set_vegetation_density(float density)
- {
- vegetation_density = density;
- }
-
- void vegetation_system::set_vegetation_model(::model* model)
- {
- vegetation_model = model;
- }
-
- void vegetation_system::set_scene(::scene* scene)
- {
- this->scene = scene;
- }
-
- void vegetation_system::on_terrain_construct(entt::registry& registry, entt::entity entity, terrain_component& component)
- {
- // Find corner of terrain patch
- float terrain_patch_min_x = static_cast<float>(component.x) * terrain_patch_size - terrain_patch_size * 0.5f;
- float terrain_patch_min_z = static_cast<float>(component.z) * terrain_patch_size - terrain_patch_size * 0.5f;
-
- // Create vegetation patches
- for (int column = 0; column < vegetation_patch_columns; ++column)
- {
- for (int row = 0; row < vegetation_patch_rows; ++row)
- {
- // Calculate center of vegetation patch
-
-
- /*
- // Create vegetation patch entity
- auto vegetation_patch_entity = registry.create();
-
- // Assign a transform component
- transform_component transform;
- transform.transform = math::identity_transform<float>;
- transform.transform.translation = float3{vegetation_patch_x, 0.0f, vegetation_patch_z};
- transform.warp = true;
- registry.assign_or_replace<transform_component>(vegetation_patch_entity, transform);
-
- // Assign a model component
- model_component model;
- model.model = vegetation_model;
- model.instance_count = 500;
- registry.assign_or_replace<model_component>(vegetation_patch_entity, model);
- */
-
- // Find patch translation
- float vegetation_patch_x = terrain_patch_min_x + vegetation_patch_size * static_cast<float>(column) + vegetation_patch_size * 0.5f;
- float vegetation_patch_z = terrain_patch_min_z + vegetation_patch_size * static_cast<float>(row) + vegetation_patch_size * 0.5f;
- float3 translation = {vegetation_patch_x, 0.0f, vegetation_patch_z};
-
- // Generate culling mask
- aabb<float>* culling_mask = new aabb<float>(vegetation_model->get_bounds());
- culling_mask->min_point.x = std::min<float>(culling_mask->min_point.x, translation.x - vegetation_patch_size * 0.5f);
- culling_mask->min_point.z = std::min<float>(culling_mask->min_point.z, translation.z - vegetation_patch_size * 0.5f);
- culling_mask->max_point.x = std::max<float>(culling_mask->max_point.x, translation.x + vegetation_patch_size * 0.5f);
- culling_mask->max_point.z = std::max<float>(culling_mask->max_point.z, translation.z + vegetation_patch_size * 0.5f);
-
- std::size_t lod_count = 4;
- std::size_t instance_count_lod0 = 500;
- std::size_t instance_count_lod1 = instance_count_lod0 / 2;
- std::size_t instance_count_lod2 = instance_count_lod1 / 2;
-
- // Generate LOD materials
- const material* lod0_material = (*vegetation_model->get_groups())[0]->get_material();
- material* lod1_material = new material(*lod0_material);
- static_cast<material_property<int>*>(lod1_material->get_property("instance_multiplier"))->set_value(2);
- material* lod2_material = new material(*lod0_material);
- static_cast<material_property<int>*>(lod2_material->get_property("instance_multiplier"))->set_value(4);
-
- // Create LOD 0
- model_instance* patch_lod0 = new model_instance();
- patch_lod0->set_model(vegetation_model);
- patch_lod0->set_translation(translation);
- patch_lod0->set_instanced(true, instance_count_lod0);
- patch_lod0->set_culling_mask(culling_mask);
- patch_lod0->update_tweens();
-
- // Create LOD 1
- model_instance* patch_lod1 = new model_instance();
- patch_lod1->set_model(vegetation_model);
- patch_lod1->set_material(0, lod1_material);
- patch_lod1->set_translation(translation);
- patch_lod1->set_instanced(true, instance_count_lod1);
- patch_lod1->set_culling_mask(culling_mask);
- patch_lod1->update_tweens();
-
- // Create LOD 2
- model_instance* patch_lod2 = new model_instance();
- patch_lod2->set_model(vegetation_model);
- patch_lod2->set_material(0, lod2_material);
- patch_lod2->set_translation(translation);
- patch_lod2->set_instanced(true, instance_count_lod2);
- patch_lod2->set_culling_mask(culling_mask);
- patch_lod2->update_tweens();
-
- // Create LOD group
- ::lod_group* lod_group = new ::lod_group(lod_count);
- lod_group->add_object(0, patch_lod0);
- lod_group->add_object(1, patch_lod1);
- lod_group->add_object(2, patch_lod2);
- lod_group->set_translation(translation);
- lod_group->update_tweens();
-
- // Add LOD group to scene
- scene->add_object(lod_group);
- }
- }
- }
-
- void vegetation_system::on_terrain_destroy(entt::registry& registry, entt::entity entity)
- {}
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