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Road_Mesh.cpp
446 lines (387 loc) · 13.8 KB
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Road_Mesh.cpp
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#include "pch.h"
#include "Def_Str.h"
#include "RenderConst.h"
#include "Road.h"
#include "App.h"
#include "CData.h"
#include "PresetsXml.h"
#ifndef SR_EDITOR
#else
#include "game.h"
#endif
#include "CScene.h"
#include "GraphicsSystem.h"
#include <OgreCommon.h>
#include <OgreHlmsManager.h>
#include <OgreHlmsPbs.h>
#include <OgreHlmsPbsDatablock.h>
#include <OgreHlmsPbsPrerequisites.h>
#include <OgreMeshManager.h>
#include <OgreException.h>
#include <OgreItem.h>
#include <OgreSceneNode.h>
#include <OgreMesh.h>
#include <OgreMesh2.h>
#include <OgreSubMesh2.h>
#include <OgreSceneManager.h>
#include <OgreMeshManager2.h>
#include <Vao/OgreVaoManager.h>
#include <Vao/OgreVertexElements.h>
using namespace Ogre;
#define V1tangents // todo: compute tangents ..
// todo: fake, just to shut up warnings
class ManResLd : public ManualResourceLoader
{
void prepareResource( Resource *resource ) override
{
}
void loadResource( Resource *resource ) override
{
}
} gRoadManResLd;
// 🏗️ Create Mesh
//---------------------------------------------------------------------------------------------------------------------------------
void SplineRoad::CreateMesh( int lod, SegData& sd, Ogre::String sMesh,
Ogre::String sMtrName, bool alpha, bool pipeGlass, bool minimap,
const std::vector<Ogre::Vector3>& pos, const std::vector<Ogre::Vector3>& norm,
const std::vector<Ogre::Vector4>& clr, const std::vector<Ogre::Vector2>& tcs,
const std::vector<Ogre::uint16>& idx)
{
// LogO("Road -- MESH mtr: "+sMtrName+" cnt pos "+toStr(pos.size())+" idx "+toStr(idx.size()));
size_t i;
if (pos.empty())
{ LogO("Road CreateMesh 0 verts !");
return;
}
if (MeshManager::getSingleton().getByName(sMesh))
LogR("Mesh exists !!!" + sMesh);
//LogO("RD MESH: "+sMesh+" "+sMtrName+" al: "+(alpha?"1":"0"));
bool trail = IsTrail();
Aabb aabox;
MeshPtr mesh = MeshManager::getSingleton().createManual(sMesh, "General", &gRoadManResLd);
//ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME );
SubMesh* subMesh = mesh->createSubMesh();
//-----------------------------------------------------------------------------------
bool partialMesh = false;
RenderSystem *rs = pApp->mRoot->getRenderSystem();
VaoManager *vaoManager = rs->getVaoManager();
// Vertex declaration
VertexElement2Vec vertexElements;
bool hasClr = clr.size() > 0;
vertexElements.push_back( VertexElement2( VET_FLOAT3, VES_POSITION ) );
if (!trail)
{ vertexElements.push_back( VertexElement2( VET_FLOAT3, VES_NORMAL ) );
#ifndef V1tangents
vertexElements.push_back( VertexElement2( VET_FLOAT3, VES_TANGENT ) );
// vertexElements.push_back( VertexElement2( VET_FLOAT3, VES_BINORMAL ) );
#endif
vertexElements.push_back( VertexElement2( VET_FLOAT2, VES_TEXTURE_COORDINATES) );
}
// vertexElements.push_back( VertexElement2( VET_FLOAT2, VES_TEXTURE_COORDINATES) ); //2nd uv-
if (hasClr)
vertexElements.push_back( VertexElement2( VET_FLOAT4, VES_DIFFUSE ) );
// vertex data ------------------------------------------
uint vertCnt = pos.size();
uint vertSize = VaoManager::calculateVertexSize( vertexElements );
uint size = vertSize * vertCnt;
float *v = reinterpret_cast<float *>( // vertices
OGRE_MALLOC_SIMD( size, MEMCATEGORY_GEOMETRY ) );
uint a = 0;
if (trail)
for (uint i=0; i < vertCnt; ++i)
{
v[a++] = pos[i].x; v[a++] = pos[i].y; v[a++] = pos[i].z; aabox.merge( pos[i] );
v[a++] = clr[i].x; v[a++] = clr[i].y; v[a++] = clr[i].z; v[a++] = clr[i].w;
}
else if (hasClr)
for (uint i=0; i < vertCnt; ++i)
{
v[a++] = pos[i].x; v[a++] = pos[i].y; v[a++] = pos[i].z; aabox.merge( pos[i] );
v[a++] = norm[i].x; v[a++] = norm[i].y; v[a++] = norm[i].z;
#ifndef V1tangents
v[a++] = norm[i].x; v[a++] = norm[i].z; v[a++] = norm[i].y; // tangent-
//v[a++] = norm[i].z; v[a++] = norm[i].y; v[a++] = norm[i].x; // binormal-
#endif
v[a++] = tcs[i].x; v[a++] = tcs[i].y;
v[a++] = clr[i].x; v[a++] = clr[i].y; v[a++] = clr[i].z; v[a++] = clr[i].w;
}
else
for (uint i=0; i < vertCnt; ++i)
{
v[a++] = pos[i].x; v[a++] = pos[i].y; v[a++] = pos[i].z; aabox.merge( pos[i] );
v[a++] = norm[i].x; v[a++] = norm[i].y; v[a++] = norm[i].z;
#ifndef V1tangents
v[a++] = norm[i].x; v[a++] = norm[i].z; v[a++] = norm[i].y; // tangent-
//v[a++] = norm[i].z; v[a++] = norm[i].y; v[a++] = norm[i].x; // binormal-
#endif
v[a++] = tcs[i].x; v[a++] = tcs[i].y;
// v[a++] = tcs[i].x; v[a++] = tcs[i].y; //2nd uv-
}
VertexBufferPacked *vertexBuffer = 0;
try
{
vertexBuffer = vaoManager->createVertexBuffer(
vertexElements, vertCnt, partialMesh ? BT_DEFAULT : BT_IMMUTABLE, &v[0], true );
}
catch (Exception &e)
{
// we passed keepAsShadow = true to createVertexBuffer, thus Ogre will free the pointer
// if keepAsShadow = false, YOU need to free the pointer
OGRE_FREE_SIMD( v, MEMCATEGORY_GEOMETRY );
vertexBuffer = 0;
throw e;
}
// Vao, one vertex buffer source (multi-source not working yet)
VertexBufferPackedVec vertexBuffers;
vertexBuffers.push_back( vertexBuffer );
// index data ------------------------------------------
IndexBufferPacked *indexBuffer = 0;
uint idxCnt = idx.size();
if (idxCnt >= 65530)
LogO("Road! Index out of 16bit! "+toStr(idxCnt));
uint idxSize = sizeof( uint16 ) * idxCnt;
uint16 *indices = reinterpret_cast<uint16 *>(
OGRE_MALLOC_SIMD( idxSize, MEMCATEGORY_GEOMETRY ) );
// for (uint i=0; i < idxCnt; ++i)
// indices[i] = idx[i];
memcpy( indices, &idx[0], idxSize);
try
{
indexBuffer = vaoManager->createIndexBuffer(
IndexBufferPacked::IT_16BIT, idxCnt, BT_IMMUTABLE, indices, true );
}
catch (Exception &e)
{
// When keepAsShadow = true, the memory will be freed when the index buffer is destroyed.
// However if for some weird reason there is an exception raised, the memory will
// not be freed, so it is up to us to do so.
OGRE_FREE_SIMD( indices, MEMCATEGORY_GEOMETRY );
indexBuffer = 0;
throw e;
}
VertexArrayObject *vao =
vaoManager->createVertexArrayObject( vertexBuffers, indexBuffer, OT_TRIANGLE_LIST );
// Each Vao pushed to the vector refers to an LOD level.
// todo: all LODs here
// Must be in sync with mesh->mLodValues & mesh->mNumLods if > 1 level
subMesh->mVao[VpNormal].push_back( vao );
subMesh->mVao[VpShadow].push_back( vao ); // same geometry for shadow casting
#ifndef SR_EDITOR
subMesh->arrangeEfficient(false, false, false); // same-
#endif
// Mesh 🟢
//---------------------------------------------------------
subMesh->setMaterialName(sMtrName);
mesh->_setBounds(aabox, false); //?
mesh->_setBoundingSphereRadius((aabox.getMaximum() - aabox.getMinimum()).length() / 2.0);
mesh->load();
// tangents v2 to v1 to v2 meh-
#ifdef V1tangents
String s1 = sMesh+"v1", s2 = sMesh+"v2";
sd.mesh1 = v1::MeshManager::getSingleton().create(s1, "General");
sd.mesh1->setVertexBufferPolicy( v1::HardwareBuffer::HBU_STATIC, false ); // true may decrease loading time..
sd.mesh1->setIndexBufferPolicy( v1::HardwareBuffer::HBU_STATIC, false );
sd.mesh1->importV2(mesh.get());
MeshManager::getSingleton().remove(mesh); // not needed
mesh.reset();
if (!trail)
sd.mesh1->buildTangentVectors(); // todo: slow in ed, 24,30 Fps vs 60 Fps v2 only
sd.mesh = MeshManager::getSingleton().createManual(s2, "General", &gRoadManResLd);
sd.mesh->importV1(sd.mesh1.get(), false,false,false);
// v1::MeshManager::getSingleton().remove(sd.mesh1); // not needed
// sd.mesh1.reset();
// old
// sd.mesh = MeshManager::getSingleton().createByImportingV1(
// s2, "General", sd.mesh1.get(), false,false,false);
#else
sd.mesh = mesh;
#endif
// Node 🟢
//---------------------------------------------------------
Item *it =0, *it2 =0;
auto dyn = SCENE_STATIC;
#ifdef SR_EDITOR
// dyn = SCENE_DYNAMIC; // ed a bit faster?
#endif
SceneNode* node = mSceneMgr->getRootSceneNode( dyn )->createChildSceneNode( dyn );
if (minimap)
{
// 🌍 Items [Editor] road for minimap and density
//--------------------------------------------------------------------------------------------
if (lod == 0)
for (int i=0; i<2; ++i)
{
// todo: ed mini clr it
// LogO("LOD 0 ed "+toStr(clr.size()));
auto*& itm = i ? it2 : it;
#ifdef V1tangents
itm = mSceneMgr->createItem( s2, "General", dyn );
#else
itm = mSceneMgr->createItem( mesh, dyn );
#endif
itm->setRenderQueueGroup(RQG_Road);
itm->setVisibilityFlags( // in rtt mini always visible
// hide rivers todo: normal material rivers in terrain prv
i ? (IsRiver() ? 0 : RV_EdRoadPreview) : RV_EdRoadDens);
itm->setCastShadows(false);
itm->setDatablockOrMaterialName(i ? "ed_RoadPreview" : "ed_RoadDens");
node->attachObject(itm);
}
}else
{ // 🟢 Items [Normal]
//--------------------------------------------------------------------------------------------
#ifdef V1tangents
it = mSceneMgr->createItem( s2, "General", dyn );
#else
it = mSceneMgr->createItem( mesh, dyn );
#endif
it->setVisible(false); it->setCastShadows(false);//-
it->setVisibilityFlags(trail ? RV_Hud3D[player] : RV_Road);
node->attachObject(it);
// ⭕ pipe glass 2nd item
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
if (pipeGlass)
{
#ifdef V1tangents
it2 = mSceneMgr->createItem( s2, "General", dyn );
#else
it2 = mSceneMgr->createItem( mesh, dyn );
#endif
String sMtr2 = sMtrName + "2";
auto hlms = pApp->mRoot->getHlmsManager()->getHlms( HLMS_PBS );
if (!hlms->getDatablock(sMtr2))
{ // clone if not already
// LogO(sMtr2);
HlmsDatablock *db2 = it2->getSubItem(0)->getDatablock()->clone(sMtr2);
HlmsMacroblock mb; // = db2->getMacroblock();
mb.mDepthBiasConstant = 3.f; //.. mDepthBiasSlopeScale
mb.mDepthWrite = false;
mb.mCullMode = CULL_ANTICLOCKWISE; // set opposite cull
db2->setMacroblock(mb);
it2->setDatablock(db2);
}
it2->setDatablockOrMaterialName(sMtr2);
node->attachObject(it2);
it2->setVisible(false); it2->setCastShadows(false);//-
it2->setVisibilityFlags(RV_Road);
}
// wrap tex ----
if (!trail)
{
pApp->SetTexWrap(it); if (it2) pApp->SetTexWrap(it2);
}
}
// save
sd.it = it; sd.it2 = it2;
sd.node = node;
// sd.mesh = mesh; // sd.mesh1 = m1;
//LogO(sMesh + " " + datablock->getName().getReleaseText()); // hash
}
//---------------------------------------------------------------------------------------------------------------------------------
// 🔺 add triangle to bullet
//---------------------------------------------------------
void SplineRoad::addTri(int f1, int f2, int f3, int i)
{
/*bool ok = true; const int fmax = 65530; //16bit
if (f1 >= at_size || f1 > fmax) { LogO("idx too big: "+toStr(f1)+" >= "+toStr(at_size)); ok = 0; }
if (f2 >= at_size || f2 > fmax) { LogO("idx too big: "+toStr(f2)+" >= "+toStr(at_size)); ok = 0; }
if (f3 >= at_size || f3 > fmax) { LogO("idx too big: "+toStr(f3)+" >= "+toStr(at_size)); ok = 0; }
if (!ok) return;/**/
idx.push_back(f1); idx.push_back(f2); idx.push_back(f3);
if (blendTri)
{
idxB.push_back(f1); idxB.push_back(f2); idxB.push_back(f3);
}
if (bltTri && i > 0 && i < at_ilBt)
{
posBt.push_back((*at_pos)[f1]);
posBt.push_back((*at_pos)[f2]);
posBt.push_back((*at_pos)[f3]);
}
}
/// 💥 Destroy
//-----------------------------------------------------------------------------------
void SplineRoad::Destroy() // full and markers
{
LogO("D~~R destroy Road");
if (ndSel) mSceneMgr->destroySceneNode(ndSel);
if (ndChosen) mSceneMgr->destroySceneNode(ndChosen);
if (ndRot) mSceneMgr->destroySceneNode(ndRot);
if (ndHit) mSceneMgr->destroySceneNode(ndHit);
if (ndChk) mSceneMgr->destroySceneNode(ndChk);
if (itSel) mSceneMgr->destroyItem(itSel);
if (itChs) mSceneMgr->destroyItem(itChs);
if (itRot) mSceneMgr->destroyItem(itRot);
if (itHit) mSceneMgr->destroyItem(itHit);
if (itChk) mSceneMgr->destroyItem(itChk);
DestroyMarkers();
DestroyRoad();
}
// one seg
void SplineRoad::DestroySeg(int id)
{
// LogO("DestroySeg" + toStr(id));
RoadSeg& rs = vSegs[id];
if (rs.empty) return;
try
{
auto mgr = mSceneMgr;
auto& ms = MeshManager::getSingleton();
auto& m1 = v1::MeshManager::getSingleton();
for (int l=0; l < LODs; ++l)
{
{ // ] wall
auto& w = rs.wall[l];
auto& n = w.node; if (n) mgr->destroySceneNode(n); n = 0;
auto& i = w.it; if (i) mgr->destroyItem(i); i = 0;
if (w.mesh) ms.remove(w.mesh); w.mesh.reset();
if (w.mesh1) m1.remove(w.mesh1); w.mesh1.reset();
}
{ // > blend
auto& b = rs.blend[l];
auto& n = b.node; if (n) mgr->destroySceneNode(n); n = 0;
auto& i = b.it; if (i) mgr->destroyItem(i); i = 0;
if (b.mesh) ms.remove(b.mesh); b.mesh.reset();
if (b.mesh1) m1.remove(b.mesh1); b.mesh1.reset();
}
{ // - road
// LogO("---- Destroy Road seg " + rs.road[l].smesh);
auto& rd = rs.road[l];
auto& n = rd.node; if (n) mgr->destroySceneNode(n); n = 0;
auto& i = rd.it; if (i) mgr->destroyItem(i); i = 0;
auto& j = rd.it2; if (j) mgr->destroyItem(j); j = 0;
if (rd.mesh) ms.remove(rd.mesh); rd.mesh.reset();
if (rd.mesh1) m1.remove(rd.mesh1); rd.mesh1.reset();
}
}
{ // * mini ed
auto& rd = rs.mini;
auto& n = rd.node; if (n) mgr->destroySceneNode(n); n = 0;
auto& i = rd.it; if (i) mgr->destroyItem(i); i = 0;
auto& j = rd.it2; if (j) mgr->destroyItem(j); j = 0;
if (rd.mesh) ms.remove(rd.mesh); rd.mesh.reset();
if (rd.mesh1) m1.remove(rd.mesh1); rd.mesh1.reset();
}
}
catch (Exception ex)
{
LogO(String("# Error! road DestroySeg") + ex.what());
}
// LogO("---- road Destroyed");
rs.empty = true;
rs.lpos.clear();
}
// all segs
void SplineRoad::DestroyRoad()
{
#ifndef SR_EDITOR
for (int i=0; i < vbtTriMesh.size(); ++i)
delete vbtTriMesh[i];
vbtTriMesh.clear();
#endif
for (size_t seg=0; seg < vSegs.size(); ++seg)
DestroySeg(seg);
vSegs.clear();
idStr = 0;
st.Reset();
}