Renderable.cs :  » Game » RealmForge » Axiom » SceneManagers » PagingLandscape » Renderable » C# / CSharp Open Source

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » SceneManagers » PagingLandscape » Renderable » Renderable.cs
#region LGPL License

/*

Axiom Game Engine Library

Copyright (C) 2003  Axiom Project Team



The overall design, and a majority of the core engine and rendering code 

contained within this library is a derivative of the open source Object Oriented 

Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.  

Many thanks to the OGRE team for maintaining such a high quality project.



This library is free software; you can redistribute it and/or

modify it under the terms of the GNU Lesser General Public

License as published by the Free Software Foundation; either

version 2.1 of the License, or (at your option) any later version.



This library 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

Lesser General Public License for more details.



You should have received a copy of the GNU Lesser General Public

License along with this library; if not, write to the Free Software

Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA

*/

#endregion LGPL License



#region Using Directives



using System;

using System.Collections;



using Axiom.Core;

using Axiom.MathLib;

using Axiom.Collections;

using Axiom.Media;

using Axiom.Graphics;



using Axiom.SceneManagers.PagingLandscape;

using Axiom.SceneManagers.PagingLandscape.Collections;

using Axiom.SceneManagers.PagingLandscape.Data2D;

using Axiom.SceneManagers.PagingLandscape.Tile;



#endregion Using Directives



#region Versioning Information

/// File                Revision

/// ===============================================

/// OgrePagingLandScapeSceneRenderable.h  1.5

/// OgrePagingLandScapeRenderable.cpp    1.13?

/// 

#endregion



namespace Axiom.SceneManagers.PagingLandscape.Renderable{

  /// <summary>

  /// Summary description for Renderable.

  /// </summary>

  public class Renderable : SimpleRenderable, IDisposable

  {


    #region Fields
    /// Connection to tiles four neighbours
    protected RenderOperation renderOp;

    protected Renderable[] neighbors;
    //unsigned short *mIndex;
    protected long numIndex;

    protected bool inUse;
    protected bool isLoaded;
    protected bool inFrustum;
    protected bool needReload;

    protected int materialLODIndex;

    protected Vector3 coneNormal;
    protected float angle;
    protected bool mustRender;
    // for loading
    protected TileInfo info;

    const int POSITION = 0;

    const int NORMAL = 1;

    const int TEXCOORD = 2;

    const int COLORS = 3;

    /// The current LOD level
    public long RenderLevel;   

    #endregion Fields

    /** Sets the appropriate neighbor for this TerrainRenderable.  Neighbors are necessary
    to know when to bridge between LODs.
    */
    public void SetNeighbor( Neighbor n, Renderable t )
    {
      neighbors[(int) n ] = t;
    }
    /** Returns the neighbor TerrainRenderable.
    */
    public Renderable GetNeighbor( Neighbor n )
    {
      return neighbors[ (int)n ];
    }


    // if a neighbour changes its RenderLevel.
    // get a new Indexbuffer.
    public void Update()
    {
      renderOp.indexData = getIndexData();
    }

    /**  Initializes the LandScapeRenderable with the given options and the starting coordinates of this block.
    */
    public Renderable():base()
    {
      info = null;
      materialLODIndex = 0;

      neighbors = new Renderable[4];
      for ( long i = 0; i < 4; i++ )
        neighbors[ i ] = null;

      inUse = false;
      isLoaded = false;
      // Setup render op
      renderOp = new RenderOperation();
      renderOp.vertexData = new VertexData();
      renderOp.vertexData.vertexStart = 0;
      long tileSize = Options.Instance.TileSize;
      renderOp.vertexData.vertexCount =  (int)((tileSize + 1) * (tileSize + 1));

      box = new AxisAlignedBox();

      // Vertex declaration
      VertexDeclaration decl = renderOp.vertexData.vertexDeclaration;
      VertexBufferBinding bind = renderOp.vertexData.vertexBufferBinding;

      HardwareVertexBuffer vbuf;
      // Vertex buffer #1, position
      // positions
      int offset = 0;

      decl.AddElement(POSITION, offset, VertexElementType.Float3, VertexElementSemantic.Position);
      offset += VertexElement.GetTypeSize(VertexElementType.Float3);
      if ( Options.Instance.Lit )
      {
        decl.AddElement(POSITION, offset, VertexElementType.Float3, VertexElementSemantic.Normal);
        offset += VertexElement.GetTypeSize(VertexElementType.Float3);
      }
      decl.AddElement(POSITION, offset, VertexElementType.Float2, VertexElementSemantic.TexCoords, 0);
      offset += VertexElement.GetTypeSize(VertexElementType.Float2);
      vbuf = HardwareBufferManager.Instance.CreateVertexBuffer(
        decl.GetVertexSize(POSITION), 
        renderOp.vertexData.vertexCount,
        BufferUsage.StaticWriteOnly,false);

      bind.SetBinding(POSITION, vbuf);

//      if (Options.Instance.Lit)
//      {
//        offset = 0;
//        decl.AddElement(NORMAL, offset, VertexElementType.Float3, VertexElementSemantic.Normal);
//        offset += VertexElement.GetTypeSize(VertexElementType.Float3);
//        vbuf = HardwareBufferManager.Instance.CreateVertexBuffer(
//          decl.GetVertexSize(NORMAL), 
//          renderOp.vertexData.vertexCount,
//          BufferUsage.StaticWriteOnly);
//
//        bind.SetBinding(NORMAL, vbuf);
//      }
//
//      offset = 0;
//      decl.AddElement(TEXCOORD, offset, VertexElementType.Float2, VertexElementSemantic.TexCoords, 0);
//      offset += VertexElement.GetTypeSize(VertexElementType.Float2);
//      vbuf = HardwareBufferManager.Instance.CreateVertexBuffer(
//        decl.GetVertexSize(TEXCOORD), 
//        renderOp.vertexData.vertexCount,
//        BufferUsage.StaticWriteOnly);
//
//      bind.SetBinding(TEXCOORD, vbuf);
//
//
//      if (Options.Instance.Colored  ||
//        Options.Instance.Coverage_Vertex_Color || 
//        Options.Instance.Base_Vertex_Color)
//      {
//        offset = 0;
//        decl.AddElement(COLORS, offset,  VertexElementType.Float3, VertexElementSemantic.Diffuse);
//        offset += VertexElement.GetTypeSize(VertexElementType.Color);
//        vbuf = HardwareBufferManager.Instance.CreateVertexBuffer(
//          decl.GetVertexSize(COLORS), 
//          renderOp.vertexData.vertexCount,
//          BufferUsage.StaticWriteOnly);
//
//        bind.SetBinding(COLORS, vbuf);
//      }

      //No need to set the indexData since it is shared from IndexBuffer class
      renderOp.operationType = OperationType.TriangleList;
      renderOp.useIndices = true;

      renderOp.indexData = null;

      RenderLevel = Options.Instance.MaxRenderLevel / 2;
    }


    public void Dispose()
    {
      Release();

      if ( renderOp.indexData != null )
        renderOp.indexData = null;

      if ( renderOp.vertexData != null )
      {
        renderOp.vertexData = null;
      }
    }


    public void Init( TileInfo Info )
    {
      mustRender = false;
      info = Info;
      inFrustum = false;
      inUse = true;
    }

    public void Load()
    {
      if ( inUse == false )
      {
        return;
      }

      bool bLit = Options.Instance.Lit;
      bool bColored = Options.Instance.Colored;
      bool bCoverage = Options.Instance.Coverage_Vertex_Color;
      bool bBase = Options.Instance.Base_Vertex_Color;
      bool bShadowed = Options.Instance.Vertex_Shadowed;
      bool bInstant_colored = Options.Instance.Vertex_Instant_Colored;
      
      float scale_x = Options.Instance.Scale.x;
      float scale_z = Options.Instance.Scale.z;

//      VertexDeclaration decl = renderOp.vertexData.vertexDeclaration;
      VertexBufferBinding bind = renderOp.vertexData.vertexBufferBinding;

//        float[] matHeight = new float[2];
//        matHeight[0] = Options.Instance.MatHeight[0];
//      matHeight[1] = Options.Instance.MatHeight[1];
//      float absmaxHeight = Data2DManager.Instance.GetMaxHeight();

      // Calculate the offset in the data
      long tileSize = Options.Instance.TileSize;
//      long offSetX = info.TileX * tileSize;
//      long offSetZ = info.TileZ * tileSize;
      long offSetX = 0;
      long offSetZ = 0;
      long endx = offSetX + tileSize;
      long endz = offSetZ + tileSize;

      //calculate min and max heights;
      float min = 99999999.9f;
      float max = 0.0f;

      float Aux1 =  ( float ) 1.0f / ( Options.Instance.PageSize - 1 );

      long pageSize = Options.Instance.PageSize;
      float[] HeightData = Data2DManager.Instance.GetData2D( info.PageX, info.PageZ).HeightData;
//      long HeightDataPos = offSetZ * pageSize;
      long HeightDataPos = (info.TileZ * tileSize * pageSize) + ( info.TileX * tileSize );
      float Tex1DataPos = info.TileX * tileSize;
      float Tex2DataPos = info.TileZ * tileSize;

      HardwareVertexBuffer vVertices = bind.GetBuffer(POSITION);
//      HardwareVertexBuffer vNormals;
//      HardwareVertexBuffer vTextures = bind.GetBuffer(TEXCOORD);
//      HardwareVertexBuffer vColors;
//      if (  Options.Instance.Lit) vNormals  = bind.GetBuffer(NORMAL);;
//      if (Options.Instance.Colored  ||
//        Options.Instance.Coverage_Vertex_Color || 
//        Options.Instance.Base_Vertex_Color)
//      {
//        vColors = bind.GetBuffer(COLORS);
//      }
//
      IntPtr ipPos = vVertices.Lock(BufferLocking.Discard);
//      IntPtr ipTex = vTextures.Lock(BufferLocking.Discard);
//      IntPtr ipNrm = vNormals.Lock(BufferLocking.Discard);
//      IntPtr ipClr = vColors.Lock(BufferLocking.Discard);

      int cntPos = 0;
//      int cntTex = 0;
//      int cntNrm = 0;
//      int cntClr = 0;

      unsafe
      {
        float* pPos = (float *) ipPos.ToPointer();
//        float* pNrm = (float *)ipNrm.ToPointer();
//        float* pTex = (float *)ipTex.ToPointer();
//        float* pClr = (float *)ipClr.ToPointer();
        
        for (long k = offSetZ; k <= endz; k ++ )
        {
          float posZ = ( float )( k - offSetZ ) * scale_z;

          for (long i = offSetX; i <= endx; i ++ )
          {
            float height =  HeightData[ i + HeightDataPos ];
//
//            min = Math.Min(height, min);  
//            max = Math.Max(height, max);  
            min = height < min ? height : min;
            max = height > max ? height : max;
//
//            // Position
            pPos[cntPos++] = ( float )( ( i - offSetX ) * scale_x );  //X
            pPos[cntPos++] = height;                  //Y
            pPos[cntPos++] = posZ;                    //Z
//            
            // normals
            Vector3 norm;
            if ( bLit == true )
            {      
              norm = Data2DManager.Instance.GetNormalAt( info.PageX, info.PageZ, (info.TileX * tileSize) + i, ( info.TileZ * tileSize) + k );
              pPos[cntPos++] = norm.x;
              pPos[cntPos++] = norm.y;
              pPos[cntPos++] = norm.z;
#if _VisibilityCheck
              //TODO: This must be moved to Preprocessing phase
              mTmpAngle = mConeNormal.dotProduct( norm );
              if ( mTmpAngle > mAngle )
              {
                mAngle = mTmpAngle;
              }
              mConeNormal += norm;
              mConeNormal.normalise();
#endif
            }

            // Texture
            pPos[cntPos++] = (Tex1DataPos + i) * Aux1; //Tex1DataPos;
            pPos[cntPos++] = (Tex2DataPos + k) * Aux1; //Tex2DataPos;  
//            pTex[cntTex++] = (Tex1DataPos + k) * Aux1; //Tex2DataPos;  
//            pTex[cntTex++] = (Tex2DataPos + i) * Aux1; //Tex1DataPos;

            // Colors
              //Tex2DataPos += Aux1;
          }
        //Tex2DataPos += Aux1;
        HeightDataPos += pageSize ;
        }

      }
      vVertices.Unlock();
//      vTextures.Unlock();

      box.SetExtents( new Vector3( 0.0F, 
        min, 
        0.0F), 
        new Vector3( ((float)tileSize) * scale_x ,
        max, 
        ((float)tileSize) * scale_z ) );

      worldBoundingSphere.Center = box.Center ;
      worldBoundingSphere.Radius = box.Maximum.Length ;

      isLoaded = true;
      needReload = false;
    }

    public void NeedUpdate ()
    {
      needReload = true;
    }


    public void Release()
    {
      if (inUse && isLoaded)
      {
        if (neighbors[(int)Neighbor.South] != null)
          neighbors[(int)Neighbor.South].SetNeighbor(Neighbor.North, null);
        if (neighbors[(int)Neighbor.North] != null)
          neighbors[(int)Neighbor.North].SetNeighbor(Neighbor.South, null);
        if (neighbors[(int)Neighbor.West] != null)
          neighbors[(int)Neighbor.West].SetNeighbor(Neighbor.East, null);
        if (neighbors[(int)Neighbor.East] != null)
          neighbors[(int)Neighbor.East].SetNeighbor(Neighbor.West, null);
        for (uint i = 0; i < 4; i++ )
        {
          neighbors[i] = null;
        }       
        RenderableManager.Instance.FreeRenderable( this );
        inUse = false;
        isLoaded = false;
        info = null;
      }
    }

    public override void GetRenderOperation(RenderOperation op)

    {

      op.useIndices = this.renderOp.useIndices;  

      op.operationType = this.renderOp.operationType;

      op.vertexData = this.renderOp.vertexData;

      op.indexData = this.renderOp.indexData;

    }


    public override void NotifyCurrentCamera( Axiom.Core.Camera cam )
    {
      if ( inUse == false || isLoaded == false)
        return;

      if (((Camera)(cam)).IsObjectVisible(this.worldAABB))
      { 
        inFrustum = true;
        isVisible = true;
      }
      else
      {
        inFrustum = false;
        isVisible = false;
        return;
      }

      /* set*/
#if _VisibilityCheck

      //Check if the renderable need to be rendered based on the Cone normal approach
      //TODO: use the cone aperture not a fixed value
      if ( Options.Instance.Lit == true )
      {
        mustRender = (bool)( cam.Direction.Dot( coneNormal ) < Options.Instance.VisibilityAngle );
      }
#endif

      float d = (parentNode.DerivedPosition - cam.DerivedPosition).LengthSquared;
      // Now adjust it by the camera bias
      d = d * cam.LodBias;
      // Material LOD

      //TODO:: Axiom Doesn't Support Material LOD yet.
      //if ( this.material.getNumLodLevels() > 1 )
      //  materialLODIndex = m_pMaterial->getLodIndexSquaredDepth(d);

      // Check if we need to decrease the LOD
      float factor = Options.Instance.LOD_Factor;
      float curr_lod =  factor * ( 1 +  RenderLevel );
      bool changeLOD = false;
      if (d < curr_lod)
      {    
        if (RenderLevel != 0)
        {
          RenderLevel--;
          curr_lod -= factor;
          changeLOD = true;
        }
      }
      else if (RenderLevel < Options.Instance.MaxRenderLevel && d >= (curr_lod * 2))
      {
        curr_lod += factor;
        RenderLevel++;
        changeLOD = true;
      }

      //**************
      //RenderLevel = Options.Instance.MaxRenderLevel;
      //changeLOD = true;
      //**************

      if (changeLOD || this.renderOp.indexData == null)
      {
        Update();
        for (long i = 0; i < 4; i++)
        {
          if (neighbors[i] != null && neighbors[i].IsLoaded)
            neighbors[i].Update ();
        }         
      }
      if (this.needReload)
        Load();
    }

    public override void UpdateRenderQueue(RenderQueue queue)
    {
#if _VisibilityCheck
      if ( mustRender == false )
      {
        return;
      }
#endif
      if ( inUse && isLoaded && inFrustum)
      {   
        RenderableManager.Instance.AddVisible();
        queue.AddRenderable( this );
      }
    }

    /** Overridden, see Renderable */

    public override float GetSquaredViewDepth( Axiom.Core.Camera cam) 
    {
      // Use squared length to avoid square root
      return (this.ParentNode.DerivedPosition - cam.DerivedPosition).LengthSquared;
    }

    public override float BoundingRadius 
    {
      get
      {
        return 0f;
      }
    }

    public  bool IsLoaded 
    {
      get
      {
        return isLoaded;
      }
    }

    public float MaxHeight 
    {
      get
      {
        return box.Maximum.y;
      }
    }

    /// Gets the index data for this tile based on current settings
    protected IndexData getIndexData()
    {
      long stitchFlags = 0;

      if ( neighbors[ (int)Neighbor.East ] != null && neighbors[ (int)Neighbor.East ].IsLoaded && 
        neighbors[ (int)Neighbor.East ].RenderLevel > this.RenderLevel)
      {
        stitchFlags |= (long)Stitch_Direction.East;
        stitchFlags |= (long)
          (neighbors[ (int)Neighbor.East ].RenderLevel - this.RenderLevel) << (int)Stitch_Shift.East;
      }

      if ( neighbors[ (int)Neighbor.West ] != null && neighbors[ (int)Neighbor.West ].IsLoaded && 
        neighbors[ (int)Neighbor.West ].RenderLevel > this.RenderLevel)
      {
        stitchFlags |= (long)Stitch_Direction.West;
        stitchFlags |= (long)
          (neighbors[ (int)Neighbor.West ].RenderLevel - this.RenderLevel) << (int)Stitch_Shift.West;
      }

      if ( neighbors[ (int)Neighbor.North ] != null && neighbors[ (int)Neighbor.North ].IsLoaded && 
        neighbors[ (int)Neighbor.North ].RenderLevel > this.RenderLevel)
      {
        stitchFlags |= (long)Stitch_Direction.North;
        stitchFlags |= (long)
          (neighbors[ (int)Neighbor.North ].RenderLevel - this.RenderLevel) << (int)Stitch_Shift.North;
      }

      if ( neighbors[ (int)Neighbor.South ] != null && neighbors[ (int)Neighbor.South ].IsLoaded && 
        neighbors[ (int)Neighbor.South ].RenderLevel > this.RenderLevel)
      {
        stitchFlags |= (long)Stitch_Direction.South;
        stitchFlags |= (long)
          (neighbors[ (int)Neighbor.South ].RenderLevel - this.RenderLevel) << (int)Stitch_Shift.South;
      }

      return IndexBuffer.Instance.GetIndexData( stitchFlags, 
                           RenderLevel , 
                           neighbors);    

    }

  }

}

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