174 lines
6 KiB
C++
174 lines
6 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file geoMipTerrain.h
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* @author rdb
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* @date 2007-06-29
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*/
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#ifndef GEOMIPTERRAIN_H
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#define GEOMIPTERRAIN_H
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#include "pandabase.h"
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#include "luse.h"
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#include "pandaNode.h"
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#include "pointerTo.h"
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#include "pnmImage.h"
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#include "nodePath.h"
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#include "texture.h"
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/**
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* GeoMipTerrain, meaning Panda3D GeoMipMapping, can convert a heightfield
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* image into a 3D terrain, consisting of several GeomNodes. It uses the
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* GeoMipMapping algorithm, or Geometrical MipMapping, based on the LOD (Level
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* of Detail) algorithm. For more information about the GeoMipMapping
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* algoritm, see this paper, written by Willem H. de Boer:
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* http://flipcode.com/articles/article_geomipmaps.pdf
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*/
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class EXPCL_PANDA_GRUTIL GeoMipTerrain : public TypedObject {
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PUBLISHED:
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INLINE explicit GeoMipTerrain(const std::string &name);
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INLINE ~GeoMipTerrain();
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INLINE PNMImage &heightfield();
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bool set_heightfield(const Filename &filename, PNMFileType *type = nullptr);
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INLINE bool set_heightfield(const PNMImage &image);
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INLINE PNMImage &color_map();
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INLINE bool set_color_map(const Filename &filename,
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PNMFileType *type = nullptr);
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INLINE bool set_color_map(const PNMImage &image);
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INLINE bool set_color_map(const Texture *image);
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INLINE bool set_color_map(const std::string &path);
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INLINE bool has_color_map() const;
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INLINE void clear_color_map();
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void calc_ambient_occlusion(PN_stdfloat radius = 32, PN_stdfloat contrast = 2.0f, PN_stdfloat brightness = 0.75f);
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double get_elevation(double x, double y);
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LVector3 get_normal(int x, int y);
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INLINE LVector3 get_normal(unsigned short mx, unsigned short my,
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int x,int y);
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INLINE void set_bruteforce(bool bf);
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INLINE bool get_bruteforce();
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// The flatten mode specifies whether the terrain nodes are flattened
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// together after each terrain update.
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enum AutoFlattenMode {
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// FM_off: don't ever flatten the terrain.
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AFM_off = 0,
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// FM_light: the terrain is flattened using flatten_light.
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AFM_light = 1,
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// FM_medium: the terrain is flattened using flatten_medium.
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AFM_medium = 2,
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// FM_strong: the terrain is flattened using flatten_strong.
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AFM_strong = 3,
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};
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INLINE void set_auto_flatten(int mode);
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// The focal point is the point at which the terrain will have the highest
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// quality (lowest level of detail). Parts farther away from the focal point
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// will have a lower quality (higher level of detail). The focal point is
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// not taken in respect if bruteforce is set true.
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INLINE void set_focal_point(const LPoint2d &fp);
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INLINE void set_focal_point(const LPoint2f &fp);
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INLINE void set_focal_point(const LPoint3d &fp);
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INLINE void set_focal_point(const LPoint3f &fp);
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INLINE void set_focal_point(double x, double y);
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INLINE void set_focal_point(NodePath fnp);
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INLINE NodePath get_focal_point() const;
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INLINE NodePath get_root() const;
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INLINE void set_block_size(unsigned short newbs);
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INLINE unsigned short get_block_size();
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INLINE unsigned short get_max_level();
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INLINE void set_min_level(unsigned short minlevel);
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INLINE unsigned short get_min_level();
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INLINE bool is_dirty();
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INLINE void set_factor(PN_stdfloat factor);
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INLINE void set_near_far(double input_near, double input_far);
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INLINE void set_near(double input_near);
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INLINE void set_far(double input_far);
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INLINE const NodePath get_block_node_path(unsigned short mx,
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unsigned short my);
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INLINE LVecBase2 get_block_from_pos(double x, double y);
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INLINE void set_border_stitching(bool stitching);
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INLINE bool get_border_stitching();
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INLINE double get_far();
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INLINE double get_near();
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INLINE int get_flatten_mode();
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PNMImage make_slope_image();
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void generate();
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bool update();
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private:
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PT(GeomNode) generate_block(unsigned short mx, unsigned short my, unsigned short level);
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bool update_block(unsigned short mx, unsigned short my,
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signed short level = -1, bool forced = false);
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void calc_levels();
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void auto_flatten();
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bool root_flattened();
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INLINE bool is_power_of_two(unsigned int i);
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INLINE float f_part(float i);
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INLINE double f_part(double i);
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INLINE int sfav(int n, int powlevel, int mypowlevel);
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INLINE double get_pixel_value(int x, int y);
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INLINE double get_pixel_value(unsigned short mx, unsigned short my, int x, int y);
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INLINE unsigned short lod_decide(unsigned short mx, unsigned short my);
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unsigned short get_neighbor_level(unsigned short mx, unsigned short my, short dmx, short dmy);
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NodePath _root;
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int _auto_flatten;
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bool _root_flattened;
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PNMImage _heightfield;
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PNMImage _color_map;
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bool _is_dirty;
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bool _has_color_map;
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unsigned int _xsize;
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unsigned int _ysize;
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PN_stdfloat _factor;
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double _near;
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double _far;
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bool _use_near_far; // False to use the _factor, True to use the _near and _far values.
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unsigned short _block_size;
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unsigned short _max_level; // Highest level possible for this block size
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bool _bruteforce;
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NodePath _focal_point;
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bool _focal_is_temporary;
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unsigned short _min_level;
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bool _stitching;
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pvector<pvector<NodePath> > _blocks;
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pvector<pvector<unsigned short> > _levels;
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pvector<pvector<unsigned short> > _old_levels;
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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TypedObject::init_type();
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register_type(_type_handle, "GeoMipTerrain",
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TypedObject::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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private:
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static TypeHandle _type_handle;
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};
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#include "geoMipTerrain.I"
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#endif /*GEOMIPTERRAIN_H*/
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