summaryrefslogtreecommitdiff
path: root/Runtime/Terrain/TerrainData.cpp
blob: ef9d9346d84b64dbe14d871de3b17e5d28ea1b6d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
#include "UnityPrefix.h"
#include "TerrainData.h"

#if ENABLE_TERRAIN

#include "Runtime/Shaders/Shader.h"
#include "Runtime/Shaders/ShaderNameRegistry.h"
#include "Runtime/Profiler/Profiler.h"
#include "TerrainManager.h"
#if UNITY_EDITOR
#include "Runtime/Serialize/PersistentManager.h"
#endif

IMPLEMENT_CLASS_HAS_INIT (TerrainData)
IMPLEMENT_OBJECT_SERIALIZE(TerrainData)

PROFILER_INFORMATION(gAwakeFromLoadTerrain, "TerrainData.AwakeFromLoad", kProfilerLoading)

TerrainData::TerrainData(MemLabelId label, ObjectCreationMode mode)
:	Super(label, mode), m_Heightmap (this), m_TreeDatabase(*this), m_DetailDatabase(this, &m_TreeDatabase), m_SplatDatabase(this)
{
}

TerrainData::~TerrainData ()
{
	UpdateUsers(kWillBeDestroyed);
}

void TerrainData::InitializeClass ()
{
#if UNITY_EDITOR
	GetPersistentManager().AddNonTextSerializedClass (ClassID (TerrainData));
#endif
	TerrainManager::InitializeClass();
}

void TerrainData::CleanupClass ()
{
	TerrainManager::CleanupClass();
}

SplatDatabase &TerrainData::GetSplatDatabase () 
{ 
	return m_SplatDatabase; 
}

DetailDatabase &TerrainData::GetDetailDatabase () 
{ 
	return m_DetailDatabase; 
}

void TerrainData::ExtractPreloadShaders (vector<PPtr<Object> >& shaders)
{
	ScriptMapper& sm = GetScriptMapper ();
	shaders.push_back(sm.FindShader("Hidden/TerrainEngine/BillboardTree"));
	shaders.push_back(sm.FindShader("Hidden/TerrainEngine/Details/BillboardWavingDoublePass"));
	shaders.push_back(sm.FindShader("Hidden/TerrainEngine/Details/Vertexlit"));
	shaders.push_back(sm.FindShader("Hidden/TerrainEngine/Details/WavingDoublePass"));
	shaders.push_back(sm.FindShader("Hidden/Nature/Tree Soft Occlusion Leaves Rendertex"));
	shaders.push_back(sm.FindShader("Hidden/Nature/Tree Soft Occlusion Bark Rendertex"));
	shaders.push_back(sm.FindShader("Hidden/TerrainEngine/Details/Vertexlit"));

	shaders.push_back(sm.FindShader("Diffuse"));
	shaders.push_back(sm.FindShader("Hidden/TerrainEngine/Splatmap/Lightmap-FirstPass"));
	shaders.push_back(sm.FindShader("Hidden/TerrainEngine/Splatmap/Lightmap-AddPass"));

	for (int i=0;i<shaders.size();i++)
	{
		if (!shaders[i].IsValid())
		{
			ErrorString("Terrain preloaded shaders could not be found");
		}
	}
}

void TerrainData::AwakeFromLoadThreaded ()
{
	Super::AwakeFromLoadThreaded();
	m_SplatDatabase.RecalculateBasemap(false);
	m_DetailDatabase.SetDetailPrototypesDirty();
	m_DetailDatabase.GenerateTextureAtlasThreaded();
}

void TerrainData::AwakeFromLoad (AwakeFromLoadMode awakeMode)
{
	PROFILER_AUTO(gAwakeFromLoadTerrain, this)

	Super::AwakeFromLoad(awakeMode);
	m_SplatDatabase.AwakeFromLoad(awakeMode);
	m_DetailDatabase.SetDetailPrototypesDirty();

	if (awakeMode & kDidLoadThreaded)
		m_DetailDatabase.UpdateDetailPrototypesIfDirty();
	
	m_TreeDatabase.RefreshPrototypes();
	
	UpdateUsers(kFlushEverythingImmediately);
	
	m_Heightmap.AwakeFromLoad();

	// Just upload image - threaded basemap calculation already done
	if (awakeMode & kDidLoadThreaded)
	{
		m_SplatDatabase.UploadBasemap();
	}
	// Do full recalculation
	else
	{
		m_SplatDatabase.RecalculateBasemapIfDirty();
	}
}

template<class TransferFunc>
void TerrainData::Transfer (TransferFunc& transfer)
{
	Super::Transfer(transfer);

	transfer.Transfer (m_SplatDatabase, "m_SplatDatabase", kHideInEditorMask);
	transfer.Transfer (m_DetailDatabase, "m_DetailDatabase", kHideInEditorMask);
	transfer.Transfer (m_Heightmap, "m_Heightmap", kHideInEditorMask);

#if UNITY_EDITOR
	// Are we collecting all references for preloading?
	if ((transfer.GetFlags () & kBuildPlayerOnlySerializeBuildProperties) && transfer.IsRemapPPtrTransfer())
	{
		vector<PPtr<Object> > preloadShader;
		ExtractPreloadShaders(preloadShader);
		TRANSFER(preloadShader);
	}
#endif
}

bool TerrainData::HasUser (GameObject *user) const
{
	return m_Users.find(user) != m_Users.end();
}

void TerrainData::AddUser (GameObject *user) 
{
	m_Users.insert (user);
}

void TerrainData::RemoveUser (GameObject *user) 
{
	m_Users.erase (user);
}

void TerrainData::UpdateUsers (ChangedFlags changedFlag) 
{
	for (std::set<PPtr<GameObject> >::iterator i = m_Users.begin(); i != m_Users.end(); i++) 
	{
		GameObject *go = *i;
		if (go)
			go->SendMessage(kTerrainChanged, (int)changedFlag, ClassID (int));
	}
}

void TerrainData::SetLightmapIndexOnUsers(int lightmapIndex)
{
	for (std::set<PPtr<GameObject> >::iterator i = m_Users.begin(); i != m_Users.end(); i++) 
	{
		GameObject *go = *i;
		if (go)
			go->SendMessage(kSetLightmapIndex, (int)lightmapIndex, ClassID (int));
	}
}

#endif // ENABLE_TERRAIN