forked from sopyer/Infinity
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CDLODTerrain.cpp
622 lines (503 loc) · 20.6 KB
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CDLODTerrain.cpp
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#include "CDLODTerrain.h"
struct PatchData
{
float baseX, baseZ;
float level;
float padding;
};
struct TerrainData
{
vec4 uAABB;
vec4 uScale;
vec4 uUVXform;
vec4 uHeightXform;
vec4 uMorphParams[CDLODTerrain::MAX_LOD_COUNT];
vec4 uColors[CDLODTerrain::MAX_LOD_COUNT];
};
struct GradientData
{
vec4 uStops[8];
vec4 uScales[8];
float uInvStopCount;
};
#define ATTR_POSITION 0
#define ATTR_PATCH_BASE 1
#define ATTR_LEVEL 2
#define UNI_TERRAIN_BINDING 0
#define UNI_VIEW_BINDING 1
#define UNI_GRADIENT_BINDING 2
#define UNI_PATCH_BINDING 3
void CDLODTerrain::initialize()
{
useInstancing = true;
drawWireframe = false;
GLint uniTerrain, uniPatch, uniView, uniGradient;
GLint uniHeightmap, uniColorRamp;
char* define;
// Create non-instanced terrain program
define = "#version 330\n";
prgTerrain = resources::createProgramFromFiles("Terrain.CDLOD.Instanced.vert", "Terrain.HeightColored.frag", 1, (const char**)&define);
uniTerrain = glGetUniformBlockIndex(prgTerrain, "uniTerrain");
uniView = glGetUniformBlockIndex(prgTerrain, "uniView");
uniGradient = glGetUniformBlockIndex(prgTerrain, "uniGradient");
uniPatch = glGetUniformBlockIndex(prgTerrain, "uniPatch");
glUniformBlockBinding(prgTerrain, uniTerrain, UNI_TERRAIN_BINDING);
glUniformBlockBinding(prgTerrain, uniView, UNI_VIEW_BINDING);
glUniformBlockBinding(prgTerrain, uniGradient, UNI_GRADIENT_BINDING);
glUniformBlockBinding(prgTerrain, uniPatch, UNI_PATCH_BINDING);
#ifdef _DEBUG
{
GLint structSize;
glGetActiveUniformBlockiv(prgTerrain, uniTerrain, GL_UNIFORM_BLOCK_DATA_SIZE, &structSize);
assert(structSize==sizeof(TerrainData));
glGetActiveUniformBlockiv(prgTerrain, uniView, GL_UNIFORM_BLOCK_DATA_SIZE, &structSize);
assert(structSize==sizeof(ViewData));
glGetActiveUniformBlockiv(prgTerrain, uniGradient, GL_UNIFORM_BLOCK_DATA_SIZE, &structSize);
assert(structSize==sizeof(GradientData));
glGetActiveUniformBlockiv(prgTerrain, uniPatch, GL_UNIFORM_BLOCK_DATA_SIZE, &structSize);
assert(structSize==sizeof(PatchData));
}
#endif
uniHeightmap = glGetUniformLocation(prgTerrain, "uHeightmap");
uniColorRamp = glGetUniformLocation(prgTerrain, "samColorRamp");
glUseProgram(prgTerrain);
glUniform1i(uniHeightmap, 0);
glUniform1i(uniColorRamp, 1);
glUseProgram(0);
// Create instanced terrain program
define = "#version 330\n#define ENABLE_INSTANCING\n";
prgInstancedTerrain = resources::createProgramFromFiles("Terrain.CDLOD.Instanced.vert", "Terrain.HeightColored.frag", 1, (const char**)&define);
uniTerrain = glGetUniformBlockIndex(prgInstancedTerrain, "uniTerrain");
uniView = glGetUniformBlockIndex(prgInstancedTerrain, "uniView");
uniGradient = glGetUniformBlockIndex(prgInstancedTerrain, "uniGradient");
glUniformBlockBinding(prgInstancedTerrain, uniTerrain, UNI_TERRAIN_BINDING);
glUniformBlockBinding(prgInstancedTerrain, uniView, UNI_VIEW_BINDING);
glUniformBlockBinding(prgInstancedTerrain, uniGradient, UNI_GRADIENT_BINDING);
#ifdef _DEBUG
{
GLint structSize;
glGetActiveUniformBlockiv(prgInstancedTerrain, uniTerrain, GL_UNIFORM_BLOCK_DATA_SIZE, &structSize);
assert(structSize==sizeof(TerrainData));
glGetActiveUniformBlockiv(prgInstancedTerrain, uniView, GL_UNIFORM_BLOCK_DATA_SIZE, &structSize);
assert(structSize==sizeof(ViewData));
glGetActiveUniformBlockiv(prgInstancedTerrain, uniGradient, GL_UNIFORM_BLOCK_DATA_SIZE, &structSize);
assert(structSize==sizeof(GradientData));
}
#endif
uniHeightmap = glGetUniformLocation(prgInstancedTerrain, "uHeightmap");
uniColorRamp = glGetUniformLocation(prgInstancedTerrain, "samColorRamp");
glUseProgram(prgInstancedTerrain);
glUniform1i(uniHeightmap, 0);
glUniform1i(uniColorRamp, 1);
glUseProgram(0);
GLint totalSize=0;
GLint align;
glGenTextures(1, &mHeightmapTex);
glBindTexture(GL_TEXTURE_2D, mHeightmapTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glGenTextures(1, &mColorRampTex);
glBindTexture(GL_TEXTURE_1D, mColorRampTex);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenBuffers(1, &geomVBO);
glGenBuffers(1, &instVBO);
glGenBuffers(1, &ibo);
glGenVertexArrays(1, &vaoInst);
glBindVertexArray(vaoInst);
glBindBuffer(GL_ARRAY_BUFFER, geomVBO);
glVertexAttribPointer(ATTR_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
glVertexAttribDivisor(ATTR_POSITION, 0);
glBindBuffer(GL_ARRAY_BUFFER, instVBO);
glVertexAttribPointer(ATTR_PATCH_BASE, 2, GL_FLOAT, GL_FALSE, sizeof(PatchData), (void*)0);
glVertexAttribDivisor(ATTR_PATCH_BASE, 1);
glVertexAttribPointer(ATTR_LEVEL, 2, GL_FLOAT, GL_FALSE, sizeof(PatchData), (void*)8);
glVertexAttribDivisor(ATTR_LEVEL, 1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glEnableVertexAttribArray(ATTR_POSITION);
glEnableVertexAttribArray(ATTR_LEVEL);
glEnableVertexAttribArray(ATTR_PATCH_BASE);
glBindVertexArray(0);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, geomVBO);
glVertexAttribPointer(ATTR_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
glVertexAttribDivisor(ATTR_POSITION, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glEnableVertexAttribArray(ATTR_POSITION);
glBindVertexArray(0);
// Assumption - align is power of 2
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &align);
--align;
uniTerrainOffset = totalSize; totalSize+=sizeof(TerrainData); totalSize += align; totalSize &=~align;
uniViewOffset = totalSize; totalSize+=sizeof(ViewData); totalSize += align; totalSize &=~align;
uniGradientOffset = totalSize; totalSize+=sizeof(GradientData); totalSize += align; totalSize &=~align;
uniPatchOffset = totalSize; totalSize+=sizeof(PatchData); totalSize += align; totalSize &=~align;
glGenBuffers(1, &ubo);
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
glBufferData(GL_UNIFORM_BUFFER, totalSize, 0, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
patchDataMem = (PatchData*)malloc(MAX_PATCH_COUNT*sizeof(PatchData));
GLenum err = glGetError();
assert(err==GL_NO_ERROR);
}
void CDLODTerrain::reset()
{
GLint uniTerrain, uniPatch, uniView, uniGradient;
GLint uniHeightmap, uniColorRamp;
uniTerrain = glGetUniformBlockIndex(prgTerrain, "uniTerrain");
uniView = glGetUniformBlockIndex(prgTerrain, "uniView");
uniGradient = glGetUniformBlockIndex(prgTerrain, "uniGradient");
uniPatch = glGetUniformBlockIndex(prgTerrain, "uniPatch");
glUniformBlockBinding(prgTerrain, uniTerrain, UNI_TERRAIN_BINDING);
glUniformBlockBinding(prgTerrain, uniView, UNI_VIEW_BINDING);
glUniformBlockBinding(prgTerrain, uniGradient, UNI_GRADIENT_BINDING);
glUniformBlockBinding(prgTerrain, uniPatch, UNI_PATCH_BINDING);
uniHeightmap = glGetUniformLocation(prgTerrain, "uHeightmap");
uniColorRamp = glGetUniformLocation(prgTerrain, "samColorRamp");
glUseProgram(prgTerrain);
glUniform1i(uniHeightmap, 0);
glUniform1i(uniColorRamp, 1);
glUseProgram(0);
uniTerrain = glGetUniformBlockIndex(prgInstancedTerrain, "uniTerrain");
uniView = glGetUniformBlockIndex(prgInstancedTerrain, "uniView");
uniGradient = glGetUniformBlockIndex(prgInstancedTerrain, "uniGradient");
glUniformBlockBinding(prgInstancedTerrain, uniTerrain, UNI_TERRAIN_BINDING);
glUniformBlockBinding(prgInstancedTerrain, uniView, UNI_VIEW_BINDING);
glUniformBlockBinding(prgInstancedTerrain, uniGradient, UNI_GRADIENT_BINDING);
uniHeightmap = glGetUniformLocation(prgInstancedTerrain, "uHeightmap");
uniColorRamp = glGetUniformLocation(prgInstancedTerrain, "samColorRamp");
glUseProgram(prgInstancedTerrain);
glUniform1i(uniHeightmap, 0);
glUniform1i(uniColorRamp, 1);
glUseProgram(0);
}
void CDLODTerrain::cleanup()
{
free(patchDataMem);
glDeleteBuffers(1, &ubo);
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &geomVBO);
glDeleteBuffers(1, &instVBO);
glDeleteBuffers(1, &ibo);
glDeleteProgram(prgTerrain);
glDeleteProgram(prgInstancedTerrain);
glDeleteTextures(1, &mHeightmapTex);
glDeleteTextures(1, &mColorRampTex);
}
void CDLODTerrain::calculateLODParams(vec4* morphParams)
{
assert(LODCount<=MAX_LOD_COUNT);
float invScale = patchDim*(float)(1<<LODCount);
float size2=cellSize*cellSize*patchDim*patchDim,
range=100.0f, curRange=0.0f;
for (size_t i=0; i<LODCount; ++i)
{
//To avoid cracks when diagonal is greater then minRange,
float minRange = 2.0f*sqrt(size2+size2);
range = std::max(range, minRange);
LODRange[i] = curRange;
curRange += range;
float rangeEnd = curRange;
float morphRange = range*morphZoneRatio;
float morphStart = rangeEnd-morphRange;
morphParams[i] = vi_set(1.0f/morphRange, -morphStart/morphRange, 0.0f, 0.0f);
patchScale [i] = chunkSize/invScale;
range *= 2.5f;
size2 *= 4.0f;
invScale /= 2.0f;
}
//Fix unnecessary morph in last LOD level
morphParams[LODCount-1] = vi_load_zero();
}
void CDLODTerrain::setSelectMatrix(glm::mat4& mat)
{
sseVP.r0 = vi_loadu(mat[0]);
sseVP.r1 = vi_loadu(mat[1]);
sseVP.r2 = vi_loadu(mat[2]);
sseVP.r3 = vi_loadu(mat[3]);
}
void CDLODTerrain::setMVPMatrix(glm::mat4& mat)
{
viewData.uMVP.r0 = vi_loadu(mat[0]);
viewData.uMVP.r1 = vi_loadu(mat[1]);
viewData.uMVP.r2 = vi_loadu(mat[2]);
viewData.uMVP.r3 = vi_loadu(mat[3]);
}
void CDLODTerrain::addPatchToQueue(size_t level, float bx, float bz)
{
if (patchCount<MAX_PATCH_COUNT)
{
instData->baseX = bx;
instData->baseZ = bz;
instData->level = (float)level;
++instData;
++patchCount;
}
}
void CDLODTerrain::selectQuadsForDrawing(size_t level, float bx, float bz, float patchSize, bool skipFrustumTest)
{
if (bx>=maxX || bz>=maxZ) return;
ml::aabb AABB;
float sizeX = std::min(patchSize, maxX-bx);
float sizeZ = std::min(patchSize, maxZ-bz);
float minX = bx;
float minZ = bz;
float maxX = minX+sizeX;
float maxZ = minZ+sizeZ;
AABB.min = vi_set(minX, minY, minZ, 1.0f);
AABB.max = vi_set(maxX, maxY, maxZ, 1.0f);
if (!skipFrustumTest)
{
//Check whether AABB intersects frustum
int result = ml::intersectionTest(&AABB, &sseVP);
if (result==ml::IT_OUTSIDE) return;
skipFrustumTest = result==ml::IT_INSIDE;
}
if (level==0 || vertDistToTerrain>LODRange[level])
{
addPatchToQueue(level, bx, bz);
return;
}
//Check whether patch intersects it's LOD sphere and thus require subdivision
glm::vec3 vp2d = viewPoint;
vp2d.y = 0.0f;
ml::aabb AABB2D = AABB;
AABB2D.min.m128_f32[1] = 0.0f;
AABB2D.max.m128_f32[1] = 0.0f;
vec4 vp = vi_set(vp2d.x, vp2d.y, vp2d.z, 0.0);
vec4 vdist;
vdist = ml::distanceToAABB(&AABB, vi_set(viewPoint.x, viewPoint.y, viewPoint.z, 0.0));
vdist = vi_shuffle<VI_SHUFFLE_MASK(VI_A_X, VI_B_X, VI_A_Z, VI_B_X)>(vdist, vi_load_zero());
vdist = vi_dot3(vdist, vdist);
float d2;
_mm_store_ss(&d2, vdist);
bool intersect = d2<LODRange[level]*LODRange[level];
assert(intersect == ml::sphereAABBTest(&AABB2D, vp, LODRange[level]));
if (!intersect
/*maxX-vp2d.x<-LODs[level].rangeStart ||
minX-vp2d.x>LODs[level].rangeStart ||
maxY-vp2d.z<-LODs[level].rangeStart ||
minY-vp2d.z>LODs[level].rangeStart*/
)
{
addPatchToQueue(level, bx, bz);
}
else
{
//TODO: add front to back sorting to minimize overdraw(optimization)
size_t levelNext = level-1;
float offset = patchSize/2;
selectQuadsForDrawing(levelNext, bx, bz, offset, skipFrustumTest);
selectQuadsForDrawing(levelNext, bx+offset, bz, offset, skipFrustumTest);
selectQuadsForDrawing(levelNext, bx, bz+offset, offset, skipFrustumTest);
selectQuadsForDrawing(levelNext, bx+offset, bz+offset, offset, skipFrustumTest);
}
}
glm::vec4 colors[] =
{
glm::vec4(0.5f, 0.0f, 1.0f, 1.0f),
glm::vec4(1.0f, 1.0f, 0.0f, 1.0f),
glm::vec4(1.0f, 0.6f, 0.6f, 1.0f),
glm::vec4(1.0f, 0.0f, 1.0f, 1.0f),
glm::vec4(0.0f, 0.0f, 1.0f, 1.0f),
glm::vec4(1.0f, 0.2f, 0.2f, 1.0f),
glm::vec4(0.0f, 1.0f, 0.0f, 1.0f),
glm::vec4(0.0f, 1.0f, 1.0f, 1.0f)
};
void CDLODTerrain::generateGeometry()
{
glBindBuffer(GL_ARRAY_BUFFER, geomVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec2)*(patchDim+1)*(patchDim+1), 0, GL_STATIC_DRAW);
glm::vec2* ptr = (glm::vec2*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
for (size_t y=0; y<=patchDim; ++y)
{
for (size_t x=0; x<=patchDim; ++x)
{
*ptr++ = glm::vec2(x, y);
}
}
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
#define INDEX_FOR_LOCATION(x, y) ((y)*(patchDim+1)+(x))
idxCount = patchDim*patchDim*6;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint16_t)*idxCount, 0, GL_STATIC_DRAW);
uint16_t* ptr2 = (uint16_t*)glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
for (size_t y=0; y<patchDim; ++y)
{
for (size_t x=0; x<patchDim; ++x)
{
*ptr2++ = INDEX_FOR_LOCATION(x, y);
*ptr2++ = INDEX_FOR_LOCATION(x, y+1);
*ptr2++ = INDEX_FOR_LOCATION(x+1, y);
*ptr2++ = INDEX_FOR_LOCATION(x+1, y);
*ptr2++ = INDEX_FOR_LOCATION(x, y+1);
*ptr2++ = INDEX_FOR_LOCATION(x+1, y+1);
}
}
#undef INDEX_FOR_LOCATION
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void CDLODTerrain::drawTerrain()
{
PROFILER_CPU_BLOCK("CDLODTerrain");
cpuTimer.start();
if (useInstancing)
{
glBindBuffer(GL_ARRAY_BUFFER, instVBO);
//Discard data from previous frame
glBufferData(GL_ARRAY_BUFFER, MAX_PATCH_COUNT*sizeof(PatchData), 0, GL_STREAM_DRAW);
instData = (PatchData*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
}
else
{
instData = patchDataMem;
}
vertDistToTerrain = std::max(viewPoint.y-maxY, minY-viewPoint.y);
vertDistToTerrain = std::max(vertDistToTerrain, 0.0f);
{
PROFILER_CPU_BLOCK("Select");
cpuSelectTimer.start();
patchCount = 0;
size_t level = LODCount-1;
for (float bz=minZ; bz<maxZ; bz+=chunkSize)
for (float bx=minX; bx<maxX; bx+=chunkSize)
selectQuadsForDrawing(level, bx, bz, chunkSize);
cpuSelectTime = cpuSelectTimer.elapsed();
cpuSelectTimer.stop();
}
if (useInstancing)
{
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
cpuDrawTimer.start();
gpuTimer.start();
patchCount = std::min(patchCount, maxPatchCount);
if (patchCount)
{
PROFILER_CPU_BLOCK("Render");
glPushAttrib(GL_ALL_ATTRIB_BITS);
glBindBufferRange(GL_UNIFORM_BUFFER, UNI_TERRAIN_BINDING, ubo, uniTerrainOffset, sizeof(TerrainData));
glBindBufferRange(GL_UNIFORM_BUFFER, UNI_VIEW_BINDING, ubo, uniViewOffset, sizeof(ViewData));
glBindBufferRange(GL_UNIFORM_BUFFER, UNI_GRADIENT_BINDING, ubo, uniGradientOffset, sizeof(GradientData));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mHeightmapTex);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_1D, mColorRampTex);
//TODO: Enable triangle culling and fix mesh(Partially done)
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
if (drawWireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glEnable(GL_DEPTH_TEST);
glUseProgram(useInstancing?prgInstancedTerrain:prgTerrain);
viewData.uLODViewK = vi_set(-viewPoint.x, vertDistToTerrain, -viewPoint.z, 0.0f);
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
glBufferSubData(GL_UNIFORM_BUFFER, uniViewOffset, sizeof(ViewData), &viewData);
if (useInstancing)
{
glBindVertexArray(vaoInst);
glDrawElementsInstanced(GL_TRIANGLES, idxCount, GL_UNSIGNED_SHORT, 0, patchCount);
}
else
{
glBindBufferRange(GL_UNIFORM_BUFFER, UNI_PATCH_BINDING, ubo, uniPatchOffset, sizeof(PatchData));
glBindVertexArray(vao);
for (size_t i=0; i<patchCount; ++i)
{
glBufferSubData(GL_UNIFORM_BUFFER, uniPatchOffset, sizeof(PatchData), patchDataMem+i);
glDrawElements(GL_TRIANGLES, idxCount, GL_UNSIGNED_SHORT, 0);
}
}
glUseProgram(0);
glBindVertexArray(0);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glPopAttrib();
}
cpuDrawTime = cpuDrawTimer.elapsed();
cpuDrawTimer.stop();
gpuTimer.stop();
cpuTime = cpuTimer.elapsed();
gpuTime = gpuTimer.getResult();
cpuTimer.stop();
}
void CDLODTerrain::setHeightmap(uint16_t* data, size_t width, size_t height)
{
float pixelsPerChunk;
float heightScale;
cellSize = 4.0f;
patchDim = 8;
//TODO: LODCount should clamped based on pixelsPerChunk
LODCount = 5;
//TODO: morphZoneRatio should should be less then 1-patchDiag/LODDistance
morphZoneRatio = 0.30f;
maxPatchCount = MAX_PATCH_COUNT;
chunkSize = 512;//patchSize[LODCount-1]*cellSize;
pixelsPerChunk = 129;
minX = -0.5f*cellSize*(width-1);
minZ = -0.5f*cellSize*(height-1);
maxX = minX+(width-1)*cellSize;
maxZ = minZ+(height-1)*cellSize;
heightScale = 65535.0f/732.0f;
minY = 0.0f;
maxY = heightScale;
float du = 1.0f/width;
float dv = 1.0f/height;
float pixelsPerMeter = (pixelsPerChunk-1)/chunkSize;
generateGeometry();
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
uint8_t* uniforms = (uint8_t*)glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY);
TerrainData& terrainData = *(TerrainData*) (uniforms+uniTerrainOffset);
GradientData& gradientData = *(GradientData*)(uniforms+uniGradientOffset);
calculateLODParams(terrainData.uMorphParams);
terrainData.uAABB = vi_set(minX, minZ, maxX, maxZ);
terrainData.uScale = vi_set(cellSize, heightScale, cellSize, 0.0f);
terrainData.uUVXform = vi_set(pixelsPerMeter*du, pixelsPerMeter*dv, (-minX*pixelsPerMeter+0.5f)*du, (-minZ*pixelsPerMeter+0.5f)*dv);
terrainData.uHeightXform = vi_set(heightScale, minY, 0.0f, 0.0f);
memcpy(terrainData.uColors, colors, sizeof(terrainData.uColors));
// Terrain Gradient
const int stopCount = 3;
float stops[stopCount] = {0.0000f, 0.500f, 1.000f};
float stopsData[8*4], scalesData[8*4];
for (int i=0; i<8*4; ++i)
{
stopsData[i] = 1.0f;
scalesData[i] = 0.0f;
}
memcpy(stopsData, stops, stopCount*4);
for (int i=0; i<stopCount-1; ++i)
{
float delta = stops[i+1]-stops[i];
assert(delta>=0);
scalesData[i] = (delta>0)?(1.0f/delta):FLT_MAX;
}
memcpy(gradientData.uStops, stopsData, sizeof(gradientData.uStops));
memcpy(gradientData.uScales, scalesData, sizeof(gradientData.uScales));
gradientData.uInvStopCount = 1.0f/stopCount;
glUnmapBuffer(GL_UNIFORM_BUFFER);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glBindTexture(GL_TEXTURE_2D, mHeightmapTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16, width, height, 0, GL_RED, GL_UNSIGNED_SHORT, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
unsigned char c[] = {
0, 0, 255, 255,
0, 255, 0, 255,
255, 0, 0, 255,
};
glBindTexture(GL_TEXTURE_1D, mColorRampTex);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, stopCount, 0, GL_RGBA, GL_UNSIGNED_BYTE, c);
GLenum err = glGetError();
assert(err==GL_NO_ERROR);
}