FINALLY some working LOD terrain!

This commit is contained in:
Evert Prants 2019-12-28 17:57:19 +02:00
parent 8c43cd72bd
commit cdafc652cf
Signed by: evert
GPG Key ID: 1688DA83D222D0B5
5 changed files with 226 additions and 101 deletions

View File

@ -157,6 +157,17 @@ class Node {
return this.pos
}
get absolutePosition () {
let p
if (this.parent) {
p = this.parent.absolutePosition
p = [p[0] + this.pos[0], p[1] + this.pos[1], p[2] + this.pos[2]]
} else {
p = this.pos
}
return p
}
// Draw base
draw (gl, shader) {
// Nothing to draw here, so just draw children

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@ -1,96 +0,0 @@
import { Node } from '../'
import { Mesh } from '../../mesh'
import { vec3 } from 'gl-matrix'
import { subv3, mulv3, addv3, normalv3 } from '../../utility'
class Terrain extends Node {
constructor (pos, sWidth, sHeight, face = [0.0, -1.0, 0.0]) {
super(pos)
this.width = sWidth
this.height = sHeight
this.mesh = null
// Calculate left and forward vectors
this.left = [face[1], face[2], face[0]] || [1.0, 0.0, 0.0]
this.forward = [0.0, 0.0, -1.0]
vec3.cross(this.forward, face, this.left)
}
createMesh (gl, heightMap) {
// Center the mesh
let cpoint = [0.0, 0.0, 0.0]
cpoint = subv3(cpoint, mulv3(this.left, heightMap.size / 2))
cpoint = subv3(cpoint, mulv3(this.forward, heightMap.size / 2))
let VERTICES = heightMap.size
let count = VERTICES * VERTICES
let vertices = new Array(count * 3)
let normals = new Array(count * 3)
let textureCoords = new Array(count * 2)
let indices = new Array(6 * (VERTICES - 1) * (VERTICES - 1))
let vertexPointer = 0
for (let i = 0; i < VERTICES; i++) {
for (let j = 0; j < VERTICES; j++) {
let isize = j / (VERTICES - 1) * this.width / 2
let jsize = i / (VERTICES - 1) * this.height / 2
// From the left and forward vectors, we can calculate an oriented vertex
let iv = mulv3(this.left, isize)
let jv = mulv3(this.forward, jsize)
// Add the scaled left and forward to the centered origin
let pos = addv3(cpoint.slice(0), addv3(iv, jv))
vertices[vertexPointer * 3] = pos[0]
vertices[vertexPointer * 3 + 1] = pos[1]
vertices[vertexPointer * 3 + 2] = pos[2]
let normal = [0.0, 1.0, 0.0] // heightMap.getNormal(j, i)
normals[vertexPointer * 3] = normal[0]
normals[vertexPointer * 3 + 1] = normal[1]
normals[vertexPointer * 3 + 2] = normal[2]
textureCoords[vertexPointer * 2] = j / (VERTICES - 1)
textureCoords[vertexPointer * 2 + 1] = i / (VERTICES - 1)
vertexPointer++
}
}
let pointer = 0
for (let gz = 0; gz < VERTICES - 1; gz++) {
for (let gx = 0; gx < VERTICES - 1; gx++) {
let topLeft = (gz * VERTICES) + gx
let topRight = topLeft + 1
let bottomLeft = ((gz + 1) * VERTICES) + gx
let bottomRight = bottomLeft + 1
indices[pointer++] = topLeft
indices[pointer++] = bottomLeft
indices[pointer++] = topRight
indices[pointer++] = topRight
indices[pointer++] = bottomLeft
indices[pointer++] = bottomRight
}
}
this.mesh = Mesh.construct(gl, vertices, indices, textureCoords, normals)
}
setMaterial (mat) {
this.mesh.material = mat
}
draw (gl, shader) {
if (!this.mesh) return
// Set model transform matrix uniform
const transformLocation = shader.getUniformLocation(gl, 'uModelMatrix')
gl.uniformMatrix4fv(transformLocation, false, this.transform)
this.mesh.prepare(gl, shader)
this.mesh.draw(gl, shader)
super.draw(gl, shader)
}
}
export { Terrain }

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@ -0,0 +1,207 @@
import { Node } from '../'
import { BoundingBox } from '../../mesh/aabb'
import { Mesh } from '../../mesh'
import { vec3 } from 'gl-matrix'
import { addv3 } from '../../utility'
class TerrainNode extends Node {
constructor (root, pos, level) {
super(pos)
this.root = root
this.level = level
this.mesh = null
}
createMesh (gl) {
if (this.children.length) {
let generated = 0
for (let i in this.children) {
if (generated >= this.root.genPerTick) break
let child = this.children[i]
if (!(child instanceof TerrainNode)) continue
generated += this.children[i].createMesh(gl)
}
return generated
}
if (this.mesh) return 0
let VERTICES = this.root.resolution
let count = VERTICES * VERTICES
let vertices = new Array(count * 3)
let normals = new Array(count * 3)
let textureCoords = new Array(count * 2)
let indices = new Array(6 * (VERTICES - 1) * (VERTICES - 1))
let vertexPointer = 0
let divisionLevel = Math.pow(2, this.level)
for (let i = 0; i < VERTICES; i++) {
for (let j = 0; j < VERTICES; j++) {
let vertDivj = j / (VERTICES - 1)
let vertDivi = i / (VERTICES - 1)
let pj = vertDivj * this.root.width / divisionLevel
let pi = vertDivi * this.root.height / divisionLevel
vertices[vertexPointer * 3] = pj
vertices[vertexPointer * 3 + 1] = this.root.generator.getHeight(this.absolutePosition[0] + pj, this.absolutePosition[2] + pi)
vertices[vertexPointer * 3 + 2] = pi
let normal = this.root.generator.getNormal(this.absolutePosition[0] + pj, this.absolutePosition[2] + pi)
normals[vertexPointer * 3] = normal[0]
normals[vertexPointer * 3 + 1] = normal[1]
normals[vertexPointer * 3 + 2] = normal[2]
textureCoords[vertexPointer * 2] = j / (VERTICES - 1)
textureCoords[vertexPointer * 2 + 1] = i / (VERTICES - 1)
vertexPointer++
}
}
let pointer = 0
for (let gz = 0; gz < VERTICES - 1; gz++) {
for (let gx = 0; gx < VERTICES - 1; gx++) {
let topLeft = (gz * VERTICES) + gx
let topRight = topLeft + 1
let bottomLeft = ((gz + 1) * VERTICES) + gx
let bottomRight = bottomLeft + 1
indices[pointer++] = topLeft
indices[pointer++] = bottomLeft
indices[pointer++] = topRight
indices[pointer++] = topRight
indices[pointer++] = bottomLeft
indices[pointer++] = bottomRight
}
}
this.mesh = Mesh.construct(gl, vertices, indices, textureCoords, normals)
this.mesh.material = this.root.material
this.bounds = BoundingBox.fromMesh(this.mesh)
if (this.parent && this.parent.mesh) {
this.parent.dispose()
}
return 1
}
draw (gl, shader) {
super.draw(gl, shader)
if (!this.mesh) return
// Set model transform matrix uniform
const transformLocation = shader.getUniformLocation(gl, 'uModelMatrix')
gl.uniformMatrix4fv(transformLocation, false, this.transform)
this.mesh.prepare(gl, shader)
this.mesh.draw(gl, shader)
}
get generated () {
return this.mesh != null
}
dispose () {
this.mesh = null
}
merge () {
if (this.children.length === 0) return
for (let i in this.children) {
this.children[i].merge()
this.children[i].dispose()
}
this.children = []
}
subdivide () {
if (this.level === this.root.maxDetail) return
let lv = this.level + 1
let stepLeft = this.root.width / Math.pow(2, lv)
let stepForward = this.root.height / Math.pow(2, lv)
this.addChild(new TerrainNode(this.root, [0, 0, 0], lv))
this.addChild(new TerrainNode(this.root, [stepLeft, 0, 0], lv))
this.addChild(new TerrainNode(this.root, [0, 0, stepForward], lv))
this.addChild(new TerrainNode(this.root, [stepLeft, 0, stepForward], lv))
}
update (camera) {
if (!this.bounds) return false
let distCamera = vec3.distance(camera.pos, addv3(this.bounds.center, this.absolutePosition))
let lodDistance = this.root.lodDistance - (Math.pow(2, this.level) * 16)
if (this.children.length) {
if (distCamera > lodDistance + 16 && this.level >= 1) {
this.merge()
return true
}
let acted = false
for (let i in this.children) {
let child = this.children[i]
acted = child.update(camera)
}
return acted
}
if (distCamera < lodDistance && this.level < this.root.maxDetail) {
this.subdivide()
return true
}
return false
}
}
class LODTerrain extends Node {
constructor (pos, sWidth, sHeight, lodDistance = 1024, maxDetail = 4, resolution = 32, genPerTick = 4) {
super(pos)
this.width = sWidth
this.height = sHeight
this.genPerTick = genPerTick
this.lodDistance = lodDistance
this.maxDetail = maxDetail
this.resolution = resolution
this.addChild(new TerrainNode(this, pos, 1))
this.addChild(new TerrainNode(this, [pos[0] + sWidth / 2, pos[1], pos[2]], 1))
this.addChild(new TerrainNode(this, [pos[0], pos[1], pos[2] + sHeight / 2], 1))
this.addChild(new TerrainNode(this, [pos[0] + sWidth / 2, pos[1], pos[2] + sHeight / 2], 1))
}
setGenerator (generator) {
this.generator = generator
}
setMaterial (mat) {
this.material = mat
}
createMesh (gl) {
// Ensure only one mesh is generated every tick
let generated = 0
for (let i in this.children) {
if (generated >= this.genPerTick) break
let child = this.children[i]
if (!(child instanceof TerrainNode)) continue
generated += this.children[i].createMesh(gl)
}
return generated
}
update (camera) {
let acted = false
for (let i in this.children) {
if (acted) break
let child = this.children[i]
acted = child.update(camera)
}
return acted
}
}
export { LODTerrain }

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@ -3,7 +3,7 @@ import Camera from './engine/camera'
import loadMesh from './engine/mesh/loader'
import { Environment } from './engine/environment'
import { Terrain } from './engine/components/terrain'
import { LODTerrain } from './engine/components/terrain/lod'
import { SimplexHeightMap } from './engine/components/terrain/heightmap'
import { Material } from './engine/mesh/material'
@ -22,13 +22,14 @@ async function pipeline () {
let hmap = new SimplexHeightMap(1, 1, 256, 50)
// Create a terrain
let terrain = new Terrain([0.0, 0.0, 0.0], 256, 256)
terrain.createMesh(game.gl, hmap)
let terrain = new LODTerrain([0.0, 0.0, 0.0], 1024, 1024, 850, 4)
// Terrain material
let material = new Material()
material.textures = ['grass-1024.jpg']
await material.loadTextures(game.gl)
terrain.setGenerator(hmap)
terrain.setMaterial(material)
// Create and initialize the camera
@ -36,7 +37,6 @@ async function pipeline () {
cam.updateProjection(game.gl)
// Update function for camera
let face = 0
game.addUpdateFunction(function (dt) {
if (game.input.isDown('w')) {
cam.processKeyboard(0, dt)
@ -54,10 +54,13 @@ async function pipeline () {
cam.processMouseMove(game.input.mouseOffset)
}
// Update LOD meshes
terrain.update(cam)
terrain.createMesh(game.gl)
// TESTING: Move model forward
// t = t + 0.1
// entity.setPosition([t, 0.0, 0.0])
if (face > 5) face = 0
})
// Render function for the triangle