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#include "UnityPrefix.h"
#include "TerrainInstance.h"
#if ENABLE_TERRAIN
#include "Runtime/Terrain/TerrainData.h"
#include "Runtime/Terrain/TerrainManager.h"
#include "Runtime/Camera/Camera.h"
#include "Runtime/Camera/Culler.h"
#include "Runtime/Camera/LightManager.h"
#include "Runtime/Camera/RenderManager.h"
#include "Runtime/Camera/RenderSettings.h"
#include "Runtime/Graphics/Transform.h"
#include "Runtime/Input/TimeManager.h"
#include "DetailRenderer.h"
#include "TreeRenderer.h"
#include "TerrainRenderer.h"
#include <list>
using namespace std;
TerrainInstance::TerrainInstance (GameObject* go)
: m_Position(0,0,0)
, m_GameObject(go)
, m_HeightmapPixelError(5.0f)
, m_HeightmapMaximumLOD(0)
, m_SplatMapDistance(1000.0f)
, m_TreeDistance(5000.0f)
, m_TreeBillboardDistance(50.0f)
, m_TreeCrossFadeLength(5.0f)
, m_TreeMaximumFullLODCount(50)
, m_DetailObjectDistance(80.0f)
, m_DetailObjectDensity(1.0f)
, m_CastShadows(true)
, m_DrawTreesAndFoliage(true)
, m_LeftNeighbor(NULL)
, m_RightNeighbor(NULL)
, m_BottomNeighbor(NULL)
, m_TopNeighbor(NULL)
, m_EditorRenderFlags(kRenderAll)
, m_LightmapIndex(-1)
, m_LightmapSize(1024)
{
Assert(go != NULL);
}
TerrainInstance::~TerrainInstance()
{
// Determine what to clean up
}
void TerrainInstance::OnEnable()
{
if (m_TerrainData.IsValid())
{
Assert(m_GameObject != NULL);
m_TerrainData->AddUser(m_GameObject);
}
}
void TerrainInstance::OnDisable()
{
if (m_TerrainData.IsValid())
{
Assert(m_GameObject != NULL);
m_TerrainData->RemoveUser(m_GameObject);
}
}
const Vector3f TerrainInstance::GetPosition() const
{
return m_GameObject->GetComponentT<Transform>(Transform::GetClassIDStatic()).GetPosition();
}
void TerrainInstance::Flush()
{
for (dynamic_array<Renderer>::iterator i = m_Renderers.begin(); i != m_Renderers.end(); ++i)
{
UNITY_DELETE ((*i).trees, kMemTerrain);
UNITY_DELETE ((*i).terrain, kMemTerrain);
UNITY_DELETE ((*i).details, kMemTerrain);
}
m_Renderers.clear();
}
void TerrainInstance::GarbageCollectRenderers()
{
int frame = GetTimeManager ().GetRenderFrameCount ();
// traverse backwards so we can remove renderers
dynamic_array<Renderer>::iterator i = m_Renderers.begin();
while (i != m_Renderers.end())
{
int frameDiff = frame - (*i).lastUsedFrame;
// cleanup renderers after they are unused for some frames; handle wrap-around just in case
// also cleanup immediately when camera is destroyed
if( frameDiff > 100 || frameDiff < 0 || (*i).camera == NULL) {
UNITY_DELETE((*i).trees, kMemTerrain);
UNITY_DELETE((*i).terrain, kMemTerrain);
UNITY_DELETE((*i).details, kMemTerrain);
i = m_Renderers.erase(i);
}
else
++i;
}
}
void TerrainInstance::FlushDirty ()
{
bool reloadDetails = false;
bool reloadTrees = false;
// Figure out what we need to recalc depending on what to update.
// we build some bool flags so we never do more than one update no matter
// what was changed and which dependencies they have of each other.
if ((m_DirtyFlags & TerrainData::kHeightmap) != 0)
reloadDetails = reloadTrees = true;
if ((m_DirtyFlags & TerrainData::kTreeInstances) != 0)
reloadTrees = true;
// Optimized live terrain painting update mode
if ((m_DirtyFlags & TerrainData::kDelayedHeightmapUpdate) != 0)
{
// Reload precomputed error, this will make affected patches reload the vertices!
for (dynamic_array<Renderer>::iterator i = m_Renderers.begin(); i != m_Renderers.end(); ++i)
(*i).terrain->ReloadPrecomputedError ();
}
if (reloadTrees)
{
for (dynamic_array<Renderer>::iterator i = m_Renderers.begin(); i != m_Renderers.end(); ++i)
(*i).trees->ReloadTrees();
}
if (reloadDetails)
{
for (dynamic_array<Renderer>::iterator i = m_Renderers.begin(); i != m_Renderers.end(); ++i)
(*i).details->ReloadAllDetails ();
}
if ((m_DirtyFlags & TerrainData::kHeightmap) != 0)
{
for (dynamic_array<Renderer>::iterator i = m_Renderers.begin(); i != m_Renderers.end(); ++i)
(*i).terrain->ReloadAll();
}
m_DirtyFlags = TerrainData::kNoChange;
}
const TerrainInstance::Renderer* TerrainInstance::GetRenderer()
{
Camera* cam = GetCurrentCameraPtr();
if ((cam->GetCullingMask() & (1 << m_GameObject->GetLayer())) == 0)
return NULL;
#if UNITY_EDITOR
if (!cam->IsFiltered(*m_GameObject))
return NULL;
#endif
int frame = GetTimeManager ().GetRenderFrameCount ();
for (dynamic_array<Renderer>::iterator i = m_Renderers.begin(); i != m_Renderers.end(); ++i)
{
if (i->camera == cam)
{
if (i->terrain->GetTerrainData().IsNull())
{
Flush();
break;
}
i->lastUsedFrame = frame;
return &*i;
}
}
SET_ALLOC_OWNER(m_GameObject);
if (m_TerrainData.IsValid())
{
Vector3f position = GetPosition();
m_Renderers.resize_uninitialized(m_Renderers.size() + 1, false);
Renderer& renderer = m_Renderers.back();
renderer.camera = cam;
renderer.terrain = UNITY_NEW(TerrainRenderer, kMemTerrain) (m_GameObject->GetInstanceID(), m_TerrainData, position, m_LightmapIndex);
#if UNITY_EDITOR
renderer.terrain->SetLightmapSize(m_LightmapSize);
#endif
renderer.trees = UNITY_NEW(TreeRenderer, kMemTerrain) (m_TerrainData->GetTreeDatabase(), position, m_LightmapIndex);
renderer.details = UNITY_NEW(DetailRenderer, kMemTerrain) (m_TerrainData, position, m_LightmapIndex);
renderer.lastUsedFrame = frame;
return &renderer;
}
else
{
return NULL;
}
}
TerrainRenderer* TerrainInstance::GetTerrainRendererDontCreate()
{
Camera* cam = GetCurrentCameraPtr();
if ((cam->GetCullingMask() & (1 << m_GameObject->GetLayer())) == 0)
return NULL;
for (dynamic_array<Renderer>::iterator r = m_Renderers.begin(); r != m_Renderers.end(); ++r)
{
if (r->camera == cam)
return r->terrain;
}
return NULL;
}
void TerrainInstance::SetLightmapIndex(int value)
{
m_LightmapIndex = value;
for (dynamic_array<Renderer>::iterator r = m_Renderers.begin(); r != m_Renderers.end(); ++r)
{
r->terrain->SetLightmapIndex(value);
r->trees->SetLightmapIndex(value);
r->details->SetLightmapIndex(value);
}
}
void TerrainInstance::InitializeClass()
{
}
void TerrainInstance::CleanupClass()
{
}
void TerrainInstance::SetDetailObjectDensity(float value)
{
value = ::clamp(value,0.0f,1.0f);
bool changed = (value != m_DetailObjectDensity);
m_DetailObjectDensity = value;
if (changed)
{
for (dynamic_array<Renderer>::iterator r = m_Renderers.begin(); r != m_Renderers.end(); ++r)
r->details->ReloadAllDetails();
}
}
void TerrainInstance::SetLightmapSize(int value)
{
#if UNITY_EDITOR
m_LightmapSize = value > 0 ? value : 1;
for (dynamic_array<Renderer>::iterator r = m_Renderers.begin(); r != m_Renderers.end(); ++r)
r->terrain->SetLightmapSize(value);
#endif
}
void TerrainInstance::ApplyDelayedHeightmapModification()
{
UNITY_TEMP_VECTOR(int) invalidPatches;
m_TerrainData->GetHeightmap().RecomputeInvalidPatches(invalidPatches);
if (invalidPatches.size() != 0)
{
m_TerrainData->GetTreeDatabase().RecalculateTreePositions();
for (dynamic_array<Renderer>::iterator r = m_Renderers.begin(); r != m_Renderers.end(); ++r)
{
r->terrain->ReloadPrecomputedError ();
r->terrain->ReloadBounds ();
r->details->ReloadAllDetails ();
}
}
}
///TODO: This should be moved to TerrainData. Each TreeRenderer should register when its using a TerrainData with a linked list and when a tree is added,
/// a callback should be invoked which lets the TreeRenderer ineject the tree into the spatial database
void TerrainInstance::AddTreeInstance(const TreeInstance& tree)
{
bool hasTrees = !m_TerrainData->GetTreeDatabase().GetInstances().empty();
m_TerrainData->GetTreeDatabase().AddTree(tree);
for (dynamic_array<Renderer>::iterator r = m_Renderers.begin(); r != m_Renderers.end(); ++r)
{
if (hasTrees)
{
r->trees->InjectTree (m_TerrainData->GetTreeDatabase().GetInstances().back());
}
else
{
delete r->trees;
r->trees = new TreeRenderer (m_TerrainData->GetTreeDatabase(), GetPosition(), m_LightmapIndex);
}
}
}
void TerrainInstance::RemoveTrees(const Vector2f& position, float radius, int prototypeIndex)
{
int trees = m_TerrainData->GetTreeDatabase().RemoveTrees(position, radius, prototypeIndex);
if (trees != 0)
{
for (dynamic_array<Renderer>::iterator r = m_Renderers.begin(); r != m_Renderers.end(); ++r)
{
r->trees->RemoveTrees(Vector3f(position[0], position[1], 0.0f), radius, prototypeIndex);
}
}
}
void TerrainInstance::OnTerrainChanged(TerrainData::ChangedFlags flags)
{
// Dirty details must be deleted immediately because we are clearing data that stores what was set dirty immediately afterwards.
if ((flags & TerrainData::kRemoveDirtyDetailsImmediately) != 0)
{
for (dynamic_array<Renderer>::iterator r = m_Renderers.begin(); r != m_Renderers.end(); ++r)
{
r->details->ReloadDirtyDetails();
}
}
if ((flags & TerrainData::kFlushEverythingImmediately) != 0)
Flush ();
else
m_DirtyFlags |= flags;
}
void TerrainInstance::SetNeighbors (TerrainInstance* left, TerrainInstance* top, TerrainInstance* right, TerrainInstance* bottom)
{
m_TopNeighbor = top;
m_LeftNeighbor = left;
m_RightNeighbor = right;
m_BottomNeighbor = bottom;
}
float TerrainInstance::SampleHeight(Vector3f worldPosition) const
{
worldPosition -= GetPosition();
worldPosition.x /= m_TerrainData->GetHeightmap().GetSize().x;
worldPosition.z /= m_TerrainData->GetHeightmap().GetSize().z;
return m_TerrainData->GetHeightmap().GetInterpolatedHeight(worldPosition.x, worldPosition.z);
}
#undef LISTFOREACH
#endif //ENABLE_TERRAIN
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