/*
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* Copyright (C) 2021 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ANTKEEPER_GAME_SYSTEM_TERRAIN_HPP
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#define ANTKEEPER_GAME_SYSTEM_TERRAIN_HPP
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#include "game/system/updatable.hpp"
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#include "game/component/terrain.hpp"
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#include "entity/id.hpp"
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#include "math/quaternion.hpp"
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#include "geom/quadtree.hpp"
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#include "geom/mesh.hpp"
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#include "utility/fundamental-types.hpp"
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#include "render/model.hpp"
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#include "render/material.hpp"
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#include "scene/model-instance.hpp"
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#include "scene/collection.hpp"
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#include "geom/view-frustum.hpp"
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#include <unordered_map>
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namespace game {
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namespace system {
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/**
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* Generates terrain patches and performs terrain patch LOD selection.
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*/
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class terrain: public updatable
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{
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public:
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terrain(entity::registry& registry);
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~terrain();
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virtual void update(double t, double dt);
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/**
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* Sets the size of a patch.
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*
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* @param length Side length of a patch.
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*/
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void set_patch_side_length(float length);
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/**
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* Sets the number of subdivisions of a patch. Zero subdivisions results in a single quad, one subdivison results in four quads, etc.
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*
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* @param n Number of subdivisions.
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*/
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void set_patch_subdivisions(std::size_t n);
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/**
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* Sets the material of each patch.
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*
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* @param material Patch material.
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*/
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void set_patch_material(::render::material* material);
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/**
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* Sets the terrain elevation function.
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*
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* @param f Function which returns the terrain height (Y-coordinate) given X- and Z-coordinates.
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*/
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void set_elevation_function(const std::function<float(float, float)>& f);
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/**
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* Sets the scene collection into which terrain patch model instances will be inserted.
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*/
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void set_scene_collection(scene::collection* collection);
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private:
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typedef geom::quadtree32 quadtree_type;
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typedef quadtree_type::node_type quadtree_node_type;
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struct patch
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{
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geom::mesh* mesh;
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::render::model* model;
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scene::model_instance* model_instance;
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};
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void on_terrain_construct(entity::registry& registry, entity::id entity_id);
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void on_terrain_update(entity::registry& registry, entity::id entity_id);
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void on_terrain_destroy(entity::registry& registry, entity::id entity_id);
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float get_patch_size(quadtree_node_type node) const;
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float3 get_patch_center(quadtree_node_type node) const;
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void rebuild_patch_base_mesh();
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void visit_quadtree(const geom::bounding_volume<float>& volume, quadtree_node_type node);
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/**
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* Generates a mesh for a terrain patch given the patch's quadtree node
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*/
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geom::mesh* generate_patch_mesh(quadtree_node_type node) const;
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/**
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* Generates a model for a terrain patch given the patch's mesh.
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*/
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::render::model* generate_patch_model(quadtree_node_type node) const;
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patch* generate_patch(quadtree_node_type node);
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float patch_side_length;
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std::size_t patch_subdivisions;
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std::size_t patch_cell_count;
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std::size_t patch_triangle_count;
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std::size_t patch_vertex_size;
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std::size_t patch_vertex_stride;
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float* patch_vertex_data;
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struct patch_vertex
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{
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float3 position;
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float2 uv;
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float3 normal;
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float3 tangent;
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float3 bitangent;
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float bitangent_sign;
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};
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mutable std::vector<std::vector<patch_vertex>> patch_vertex_buffer;
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::render::material* patch_material;
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std::function<float(float, float)> elevation_function;
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scene::collection* scene_collection;
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geom::mesh* patch_base_mesh;
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/// Quadtree describing level of detail
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quadtree_type quadtree;
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float quadtree_node_size[quadtree_type::max_depth + 1];
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/// Map linking quadtree nodes to terrain patches
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std::unordered_map<quadtree_node_type, patch*> patches;
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};
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} // namespace system
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} // namespace game
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#endif // ANTKEEPER_GAME_SYSTEM_TERRAIN_HPP
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