💿🐜 Antkeeper source code https://antkeeper.com
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

175 lines
6.7 KiB

/*
* Copyright (C) 2021 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/collection.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::collection* collection)
{
this->scene_collection = collection;
}
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)
{
/*
// Create vegetation patch entity
auto vegetation_patch_entity = registry.create();
// Assign a transform component
transform_component transform;
transform.local = math::identity_transform<float>;
transform.local.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
scene::model_instance* patch_lod0 = new scene::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
scene::model_instance* patch_lod1 = new scene::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
scene::model_instance* patch_lod2 = new scene::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
scene::lod_group* lod_group = new scene::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_collection->add_object(lod_group);
}
}
}
void vegetation_system::on_terrain_destroy(entt::registry& registry, entt::entity entity)
{}