Complete overhaul of foliage management
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This commit is contained in:
austin 2024-11-21 17:08:41 -05:00
parent dc00a20bb0
commit 4d934873c3
15 changed files with 2081 additions and 16 deletions

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@ -1112,6 +1112,7 @@ Remove point lights from skeleton + human
Change grass texture
Fix allocations on FoliageChunk child iterations
Reduce near clip to remove flickering on far chunks
Complete overhaul of foliage management
# TODO

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@ -115,6 +115,45 @@ public class ClientWorldData {
);
}
/**
* Converts a real space position to its absolute voxel space equivalent
* @param position The real space position
* @return The absolute voxel space position ie the voxel-aligned position not clamped to the current chunk
*/
public Vector3i convertRealToAbsoluteVoxelSpace(Vector3d position){
return new Vector3i(
(int)Math.floor(position.x),
(int)Math.floor(position.y),
(int)Math.floor(position.z)
);
}
/**
* Converts a absolute voxel position to its relative voxel space equivalent
* @param position The real space position
* @return The relative voxel space position ie the voxel-aligned position not clamped to the current chunk
*/
public Vector3i convertAbsoluteVoxelToRelativeVoxelSpace(Vector3i position){
return new Vector3i(
position.x % ServerTerrainChunk.CHUNK_DIMENSION,
position.y % ServerTerrainChunk.CHUNK_DIMENSION,
position.z % ServerTerrainChunk.CHUNK_DIMENSION
);
}
/**
* Converts a absolute voxel position to its world space equivalent
* @param position The real space position
* @return The world space position ie the voxel-aligned position not clamped to the current chunk
*/
public Vector3i convertAbsoluteVoxelToWorldSpace(Vector3i position){
return new Vector3i(
position.x / ServerTerrainChunk.CHUNK_DIMENSION,
position.y / ServerTerrainChunk.CHUNK_DIMENSION,
position.z / ServerTerrainChunk.CHUNK_DIMENSION
);
}
/**
* Converts a world space vector to a real space vector
* @param position The world space vector

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@ -87,8 +87,8 @@ public class ClientSimulation {
Globals.profiler.endCpuSample();
//
//update foliage
if(Globals.clientFoliageManager != null){
Globals.clientFoliageManager.update();
if(Globals.foliageCellManager != null){
Globals.foliageCellManager.update();
}
//
//targeting crosshair

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@ -241,8 +241,8 @@ public class DrawCellManager {
List<DrawCellFace> higherLODFace = null;
keyCellMap.get(targetKey).generateDrawableEntity(atlas,0,higherLODFace);
//evaluate for foliage
Globals.clientFoliageManager.evaluateChunk(worldPos);
// //evaluate for foliage
// Globals.clientFoliageManager.evaluateChunk(worldPos);
}
}
}

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@ -0,0 +1,701 @@
package electrosphere.client.terrain.foliage;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.LinkedList;
import java.util.List;
import java.util.Map;
import java.util.Random;
import org.joml.Matrix4d;
import org.joml.Quaterniond;
import org.joml.Vector3d;
import org.joml.Vector3f;
import org.joml.Vector3i;
import electrosphere.client.entity.camera.CameraEntityUtils;
import electrosphere.client.terrain.cache.ChunkData;
import electrosphere.engine.Globals;
import electrosphere.entity.ClientEntityUtils;
import electrosphere.entity.Entity;
import electrosphere.entity.EntityCreationUtils;
import electrosphere.entity.EntityUtils;
import electrosphere.entity.btree.BehaviorTree;
import electrosphere.renderer.OpenGLState;
import electrosphere.renderer.RenderPipelineState;
import electrosphere.renderer.actor.instance.TextureInstancedActor;
import electrosphere.renderer.buffer.HomogenousUniformBuffer.HomogenousBufferTypes;
import electrosphere.renderer.buffer.ShaderAttribute;
import electrosphere.renderer.meshgen.TransvoxelModelGeneration.TransvoxelChunkData;
import electrosphere.server.terrain.manager.ServerTerrainChunk;
import electrosphere.util.ds.octree.WorldOctTree.WorldOctTreeNode;
import electrosphere.util.math.GeomUtils;
/**
* A single foliagecell - contains an entity that has a physics mesh and potentially graphics
*/
public class FoliageCell {
/**
* Number of frames to wait before destroying the chunk entity
*/
public static final int FRAMES_TO_WAIT_BEFORE_DESTRUCTION = 25;
/**
* Number of child cells per parent cell
*/
static final int CHILD_CELLS_PER_PARENT = 8;
/**
* Wiggle room in number of entries
*/
static final int BUFFER_WIGGLE_ROOM = 200;
/**
* The interval to space along
*/
static final int TARGET_FOLIAGE_SPACING = 50;
/**
* The target number of foliage to place per cell
*/
static final int TARGET_FOLIAGE_PER_CELL = TARGET_FOLIAGE_SPACING * TARGET_FOLIAGE_SPACING + BUFFER_WIGGLE_ROOM;
/**
* The length of the ray to ground test with
*/
static final float RAY_LENGTH = 1.0f;
/**
* The height above the chunk to start from when sampling downwards
*/
static final float SAMPLE_START_HEIGHT = 0.5f;
/**
* The ID of the air voxel
*/
static final int AIR_VOXEL_ID = 0;
/**
* <p>
* Size of a single item of foliage in the texture buffer
* </p>
* A lot of these are x 4 to account for size of float
* 3 x 4 for position
* 2 x 4 for euler rotation
*
*
* eventually:
* grass type
* color
* wind characteristics?
*/
static final int SINGLE_FOLIAGE_DATA_SIZE_BYTES = 3 * 4 + 2 * 4;
/**
* The map of all attributes for instanced foliage
*/
static final Map<ShaderAttribute,HomogenousBufferTypes> attributes = new HashMap<ShaderAttribute,HomogenousBufferTypes>();
/**
* Model matrix shader attribute
*/
static ShaderAttribute modelMatrixAttribute;
/**
* The list of voxel type ids that should have grass generated on top of them
*/
static final List<Integer> grassGeneratingVoxelIds = new ArrayList<Integer>();
//set attributes
static {
int[] attributeIndices = new int[]{
5,6,7,8
};
modelMatrixAttribute = new ShaderAttribute(attributeIndices);
attributes.put(modelMatrixAttribute,HomogenousBufferTypes.MAT4F);
//set grass generating voxel ids
grassGeneratingVoxelIds.add(2);
}
/**
* Vertex shader path
*/
protected static final String vertexPath = "Shaders/entities/foliage/foliage.vs";
/**
* Fragment shader path
*/
protected static final String fragmentPath = "Shaders/entities/foliage/foliage.fs";
/**
* Random for finding new positions for foliage
*/
Random placementRandomizer = new Random();
/**
* The position of the foliage cell in world coordinates
*/
Vector3i worldPos;
/**
* The position of this cell voxel-wise within its chunk
*/
Vector3i voxelPos;
/**
* The LOD of the foliage cell
*/
int lod;
/**
* The main entity for the cell
*/
Entity modelEntity;
/**
* The data for generating the visuals
*/
TransvoxelChunkData chunkData;
/**
* Tracks whether the foliage cell has requested its chunk data or not
*/
boolean hasRequested = false;
/**
* Tracks whether the foliage cell has generated its entity or not
*/
boolean hasGenerated = false;
/**
* Tracks whether this foliage cell is flagged as homogenous from the server or not
*/
boolean homogenous = false;
/**
* Number of failed generation attempts
*/
int failedGenerationAttempts = 0;
/**
* Labels an invalid distance cache
*/
static final int INVALID_DIST_CACHE = -1;
/**
* The cached minimum distance
*/
double cachedMinDistance = -1;
/**
* Target to notify on generation completion
*/
FoliageCell notifyTarget = null;
/**
* The number of cells that have alerted this one
*/
int generationAlertCount = 0;
/**
* Private constructor
*/
private FoliageCell(){
}
/**
* Constructs a foliagecell object
*/
public static FoliageCell generateTerrainCell(
Vector3i voxelAbsPos,
int lod
){
FoliageCell rVal = new FoliageCell();
rVal.lod = lod;
rVal.worldPos = Globals.clientWorldData.convertAbsoluteVoxelToWorldSpace(voxelAbsPos);
rVal.voxelPos = Globals.clientWorldData.convertAbsoluteVoxelToRelativeVoxelSpace(voxelAbsPos);
return rVal;
}
/**
* Constructs a homogenous foliagecell object
*/
public static FoliageCell generateHomogenousTerrainCell(
Vector3i voxelAbsPos,
int lod
){
FoliageCell rVal = new FoliageCell();
rVal.lod = lod;
rVal.worldPos = Globals.clientWorldData.convertAbsoluteVoxelToWorldSpace(voxelAbsPos);
rVal.voxelPos = Globals.clientWorldData.convertAbsoluteVoxelToRelativeVoxelSpace(voxelAbsPos);
rVal.hasGenerated = true;
rVal.homogenous = true;
return rVal;
}
/**
* Generates a drawable entity based on this chunk
*/
public void generateDrawableEntity(int lod){
boolean success = true;
if(chunkData == null){
ChunkData currentChunk = Globals.clientTerrainManager.getChunkDataAtWorldPoint(
worldPos.x,
worldPos.y,
worldPos.z,
0
);
if(currentChunk == null){
success = false;
} else {
this.homogenous = currentChunk.getHomogenousValue() != ChunkData.NOT_HOMOGENOUS;
success = true;
}
if(!success){
this.setFailedGenerationAttempts(this.getFailedGenerationAttempts() + 1);
return;
}
this.chunkData = new TransvoxelChunkData(currentChunk.getVoxelWeight(), currentChunk.getVoxelType(), 0);
}
this.generate();
this.setHasGenerated(true);
}
/**
* Generates the foliage cell
*/
protected void generate(){
boolean shouldGenerate = false;
if(voxelPos.y + 1 >= ServerTerrainChunk.CHUNK_DIMENSION){
return;
}
ChunkData data = Globals.clientTerrainManager.getChunkDataAtWorldPoint(worldPos,ChunkData.NO_STRIDE);
if(data == null){
return;
}
//get foliage types supported
List<String> foliageTypesSupported = new LinkedList<String>();
boolean airAbove = data.getType(voxelPos.x,voxelPos.y+1,voxelPos.z) == 0;
int scale = (int)Math.pow(2,lod);
for(int x = 0; x < scale; x++){
for(int y = 0; y < scale; y++){
for(int z = 0; z < scale; z++){
List<String> currentList = Globals.gameConfigCurrent.getVoxelData().getTypeFromId(data.getType(voxelPos)).getAmbientFoliage();
if(currentList == null){
continue;
}
foliageTypesSupported.addAll(currentList);
airAbove = data.getType(voxelPos.x,voxelPos.y+1,voxelPos.z) == 0;
if(foliageTypesSupported != null && foliageTypesSupported.size() > 0 && airAbove){
shouldGenerate = true;
}
}
}
}
if(shouldGenerate){
//create entity
this.modelEntity = EntityCreationUtils.createClientSpatialEntity();
FoliageModel.clientCreateFoliageChunkEntity(foliageTypesSupported,scale,this.modelEntity,this.getRealPos(),worldPos,voxelPos,null,null);
//get type
// String foliageTypeName = foliageTypesSupported.get(placementRandomizer.nextInt() % foliageTypesSupported.size());
// FoliageType foliageType = Globals.gameConfigCurrent.getFoliageMap().getFoliage(foliageTypeName);
// //create cell and buffer
// ByteBuffer buffer = BufferUtils.createByteBuffer(TARGET_FOLIAGE_PER_CELL * SINGLE_FOLIAGE_DATA_SIZE_BYTES);
// if(buffer.capacity() < TARGET_FOLIAGE_PER_CELL * SINGLE_FOLIAGE_DATA_SIZE_BYTES){
// LoggerInterface.loggerEngine.WARNING("Failed to allocate data for foliage cell! " + buffer.limit());
// }
// FloatBuffer floatBufferView = buffer.asFloatBuffer();
// int drawCount = 0;
// for(int x = 0; x < scale; x++){
// for(int y = 0; y < scale; y++){
// for(int z = 0; z < scale; z++){
// drawCount = drawCount + this.insertBlades(x, y, z, floatBufferView, data);
// }
// }
// }
// // drawCount = drawCount + this.insertBlades(0, 0, 0, floatBufferView, data);
// if(drawCount > 0){
// buffer.position(0);
// buffer.limit(TARGET_FOLIAGE_PER_CELL * SINGLE_FOLIAGE_DATA_SIZE_BYTES);
// //construct data texture
// Texture dataTexture = new Texture(Globals.renderingEngine.getOpenGLState(),buffer,SINGLE_FOLIAGE_DATA_SIZE_BYTES / 4,TARGET_FOLIAGE_PER_CELL);
// //create entity
// this.modelEntity = EntityCreationUtils.createClientSpatialEntity();
// TextureInstancedActor.attachTextureInstancedActor(this.modelEntity, foliageType.getGraphicsTemplate().getModel().getPath(), vertexPath, fragmentPath, dataTexture, drawCount);
// ClientEntityUtils.initiallyPositionEntity(this.modelEntity, this.getRealPos(), new Quaterniond());
// EntityUtils.getScale(this.modelEntity).set(1,1,1);
// //add ambient foliage behavior tree
// AmbientFoliage.attachAmbientFoliageTree(this.modelEntity, 1.0f, foliageType.getGrowthModel().getGrowthRate());
// }
} else {
this.homogenous = true;
}
this.hasGenerated = true;
}
/**
* Insert blades of grass into the entity
* @param vX the x offset of the voxel
* @param vY the y offset of the voxel
* @param vZ the z offset of the voxel
* @param floatBufferView the gpu data buffer
* @param chunkData the chunk data
* @return the number of blades of grass added
*/
protected int insertBlades(int vX, int vY, int vZ, FloatBuffer floatBufferView, ChunkData chunkData){
int rVal = 0;
//get positions offset
Vector3d voxelRealPos = new Vector3d(this.getRealPos()).add(vX,vY,vZ);
Vector3i currVoxelPos = new Vector3i(this.voxelPos).add(vX,vY,vZ);
int scale = (int)Math.pow(2,lod);
//check that the current voxel even supports foliage
boolean shouldGenerate = false;
List<String> foliageTypesSupported = null;
if(chunkData != null && currVoxelPos.y + 1 < ServerTerrainChunk.CHUNK_DIMENSION){
foliageTypesSupported = Globals.gameConfigCurrent.getVoxelData().getTypeFromId(chunkData.getType(currVoxelPos)).getAmbientFoliage();
boolean airAbove = chunkData.getType(currVoxelPos.x,currVoxelPos.y+1,currVoxelPos.z) == AIR_VOXEL_ID;
if(foliageTypesSupported != null && airAbove){
shouldGenerate = true;
}
}
if(shouldGenerate){
//construct simple grid to place foliage on
Vector3d sample_00 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(voxelRealPos).add(-0.5,SAMPLE_START_HEIGHT,-0.5), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_01 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(voxelRealPos).add(-0.5,SAMPLE_START_HEIGHT, 0), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_02 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(voxelRealPos).add(-0.5,SAMPLE_START_HEIGHT, 0.5), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_10 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(voxelRealPos).add( 0,SAMPLE_START_HEIGHT,-0.5), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_11 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(voxelRealPos).add( 0,SAMPLE_START_HEIGHT, 0), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_12 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(voxelRealPos).add( 0,SAMPLE_START_HEIGHT, 0.5), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_20 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(voxelRealPos).add( 0.5,SAMPLE_START_HEIGHT,-0.5), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_21 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(voxelRealPos).add( 0.5,SAMPLE_START_HEIGHT, 0), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_22 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(voxelRealPos).add( 0.5,SAMPLE_START_HEIGHT, 0.5), new Vector3d(0,-1,0), RAY_LENGTH);
//get the heights of each sample
float height_11 = (float)(sample_11 != null ? sample_11.y : 0);
float height_00 = (float)(sample_00 != null ? sample_00.y : height_11);
float height_01 = (float)(sample_01 != null ? sample_01.y : height_11);
float height_02 = (float)(sample_02 != null ? sample_02.y : height_11);
float height_10 = (float)(sample_10 != null ? sample_10.y : height_11);
float height_12 = (float)(sample_12 != null ? sample_12.y : height_11);
float height_20 = (float)(sample_20 != null ? sample_20.y : height_11);
float height_21 = (float)(sample_21 != null ? sample_21.y : height_11);
float height_22 = (float)(sample_22 != null ? sample_22.y : height_11);
//each height is in real world coordinates that are absolute
//when rendering, there's already a y offset for the center of the field of grass (based on the model matrix)
//so when offseting the position of the blade of grass RELATIVE to the overall instance being drawn, need to subtract the real world coordinates of the overall instance
//in other words realPos SPECIFICALLY for the y dimension, for x and z you don't need to worry about it
//if we don't find data for the center sample, can't place grass so don't create entity
if(sample_11 != null){
//generate positions to place
for(int x = 0; x < TARGET_FOLIAGE_SPACING; x=x+scale){
for(int z = 0; z < TARGET_FOLIAGE_SPACING; z=z+scale){
//get position to place
double rand1 = placementRandomizer.nextDouble();
double rand2 = placementRandomizer.nextDouble();
double relativePositionOnGridX = x / (1.0 * TARGET_FOLIAGE_SPACING) + rand1 / TARGET_FOLIAGE_SPACING;
double relativePositionOnGridZ = z / (1.0 * TARGET_FOLIAGE_SPACING) + rand2 / TARGET_FOLIAGE_SPACING;
double offsetX = relativePositionOnGridX - 0.5;
double offsetZ = relativePositionOnGridZ - 0.5;
//determine quadrant we're placing in
double offsetY = 0;
boolean addBlade = false;
if(relativePositionOnGridX >=0.5){
if(relativePositionOnGridZ >= 0.5){
relativePositionOnGridX = relativePositionOnGridX - 0.5;
relativePositionOnGridZ = relativePositionOnGridZ - 0.5;
relativePositionOnGridX /= 0.5;
relativePositionOnGridZ /= 0.5;
// System.out.println(relativePositionOnGridX + " " + relativePositionOnGridZ);
//if we have heights for all four surrounding spots, interpolate for y value
if(sample_11 != null && sample_12 != null && sample_21 != null && sample_22 != null){
offsetY =
height_11 * (1-relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_12 * (1-relativePositionOnGridX) * ( relativePositionOnGridZ) +
height_21 * ( relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_22 * ( relativePositionOnGridX) * ( relativePositionOnGridZ);
addBlade = true;
}
} else {
relativePositionOnGridX = relativePositionOnGridX - 0.5;
relativePositionOnGridX /= 0.5;
relativePositionOnGridZ /= 0.5;
//if we have heights for all four surrounding spots, interpolate for y value
if(sample_10 != null && sample_11 != null && sample_20 != null && sample_21 != null){
offsetY =
height_10 * (1-relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_11 * (1-relativePositionOnGridX) * ( relativePositionOnGridZ) +
height_20 * ( relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_21 * ( relativePositionOnGridX) * ( relativePositionOnGridZ);
addBlade = true;
}
}
} else {
if(relativePositionOnGridZ >= 0.5){
relativePositionOnGridZ = relativePositionOnGridZ - 0.5;
relativePositionOnGridX /= 0.5;
relativePositionOnGridZ /= 0.5;
//if we have heights for all four surrounding spots, interpolate for y value
if(sample_01 != null && sample_02 != null && sample_11 != null && sample_12 != null){
offsetY =
height_01 * (1-relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_02 * (1-relativePositionOnGridX) * ( relativePositionOnGridZ) +
height_11 * ( relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_12 * ( relativePositionOnGridX) * ( relativePositionOnGridZ);
addBlade = true;
}
} else {
relativePositionOnGridX /= 0.5;
relativePositionOnGridZ /= 0.5;
//if we have heights for all four surrounding spots, interpolate for y value
if(sample_00 != null && sample_01 != null && sample_10 != null && sample_11 != null){
offsetY =
height_00 * (1-relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_01 * (1-relativePositionOnGridX) * ( relativePositionOnGridZ) +
height_10 * ( relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_11 * ( relativePositionOnGridX) * ( relativePositionOnGridZ);
addBlade = true;
}
}
}
if(addBlade){
//convert y to relative to chunk
offsetY = offsetY - this.getRealPos().y;
double rotVar = placementRandomizer.nextDouble() * Math.PI * 2;
double rotVar2 = placementRandomizer.nextDouble();
if(floatBufferView.limit() >= floatBufferView.position() + SINGLE_FOLIAGE_DATA_SIZE_BYTES / 4){
floatBufferView.put((float)offsetX + vX);
floatBufferView.put((float)offsetY + vY);
floatBufferView.put((float)offsetZ + vZ);
floatBufferView.put((float)rotVar);
floatBufferView.put((float)rotVar2);
rVal++;
}
}
}
}
}
}
return rVal;
}
/**
* Draws all entities in the foliage cell
*/
protected void draw(){
if(this.modelEntity != null){
Matrix4d modelMatrix = new Matrix4d();
Vector3f cameraCenter = CameraEntityUtils.getCameraCenter(Globals.playerCamera);
RenderPipelineState renderPipelineState = Globals.renderingEngine.getRenderPipelineState();
OpenGLState openGLState = Globals.renderingEngine.getOpenGLState();
Vector3d realPosition = this.getRealPos();
Vector3f cameraModifiedPosition = new Vector3f((float)realPosition.x,(float)realPosition.y,(float)realPosition.z).sub(cameraCenter);
//frustum check entire cell
int size = (int)Math.pow(2,this.lod);
boolean shouldRender = renderPipelineState.getFrustumIntersection().testSphere(
(float)(cameraModifiedPosition.x + size / 2.0),
(float)(cameraModifiedPosition.y + size / 2.0),
(float)(cameraModifiedPosition.z + size / 2.0),
(float)(size)
);
if(shouldRender){
//disable frustum check and instead perform at cell level
boolean currentFrustumCheckState = renderPipelineState.shouldFrustumCheck();
renderPipelineState.setFrustumCheck(false);
Vector3d grassPosition = EntityUtils.getPosition(modelEntity);
Quaterniond grassRotation = EntityUtils.getRotation(modelEntity);
TextureInstancedActor actor = TextureInstancedActor.getTextureInstancedActor(modelEntity);
if(actor != null){
modelMatrix = modelMatrix.identity();
modelMatrix.translate(cameraModifiedPosition);
modelMatrix.rotate(new Quaterniond(grassRotation));
modelMatrix.scale(new Vector3d(EntityUtils.getScale(modelEntity)));
actor.applySpatialData(modelMatrix,grassPosition);
//draw
actor.draw(renderPipelineState, openGLState);
renderPipelineState.setFrustumCheck(currentFrustumCheckState);
}
}
}
}
/**
* Gets the real-space position of the foliage cell
* @return the real-space position
*/
protected Vector3d getRealPos(){
return new Vector3d(
worldPos.x * ServerTerrainChunk.CHUNK_PLACEMENT_OFFSET + voxelPos.x,
worldPos.y * ServerTerrainChunk.CHUNK_PLACEMENT_OFFSET + voxelPos.y,
worldPos.z * ServerTerrainChunk.CHUNK_PLACEMENT_OFFSET + voxelPos.z
);
}
/**
* Gets the world-space position of the foliage cell
* @return the world-space position
*/
protected Vector3i getWorldPos(){
return new Vector3i(worldPos);
}
/**
* Registers a target foliage cell to notify once this one has completed generating its model
* @param notifyTarget The target to notify
*/
public void registerNotificationTarget(FoliageCell notifyTarget){
this.notifyTarget = notifyTarget;
}
/**
* Alerts this foliage cell that a child it is waiting on has generated
*/
public void alertToGeneration(){
this.generationAlertCount++;
if(this.generationAlertCount >= CHILD_CELLS_PER_PARENT){
this.destroy();
}
}
/**
* Destroys a foliage cell including its physics
*/
public void destroy(){
if(modelEntity != null){
Globals.clientScene.registerBehaviorTree(new BehaviorTree(){
int framesSimulated = 0;
public void simulate(float deltaTime) {
if(framesSimulated < FRAMES_TO_WAIT_BEFORE_DESTRUCTION){
framesSimulated++;
} else {
ClientEntityUtils.destroyEntity(modelEntity);
Globals.clientScene.deregisterBehaviorTree(this);
}
}
});
}
}
/**
* Gets the entity for the cell
* @return The entity if it exists, null otherwise
*/
public Entity getEntity(){
return modelEntity;
}
/**
* Transfers chunk data from the source to this foliage cell
* @param source The source foliage cell
*/
public void transferChunkData(FoliageCell source){
this.chunkData = source.chunkData;
this.homogenous = source.homogenous;
this.hasRequested = source.hasRequested;
}
/**
* Gets whether this foliage cell has requested its chunk data or not
* @return true if has requested, false otherwise
*/
public boolean hasRequested() {
return hasRequested;
}
/**
* Sets whether this foliage cell has requested its chunk data or not
* @param hasRequested true if has requested, false otherwise
*/
public void setHasRequested(boolean hasRequested) {
this.hasRequested = hasRequested;
if(!this.hasRequested){
this.failedGenerationAttempts = 0;
}
}
/**
* Gets whether this foliage cell has generated its entity or not
* @return true if has generated, false otherwise
*/
public boolean hasGenerated() {
return hasGenerated;
}
/**
* Sets whether this foliage cell has generated its entity or not
* @param hasGenerated true if has generated, false otherwise
*/
public void setHasGenerated(boolean hasGenerated) {
this.hasGenerated = hasGenerated;
}
/**
* Sets whether this foliage cell is homogenous or not
* @param hasGenerated true if is homogenous, false otherwise
*/
public void setHomogenous(boolean homogenous) {
this.homogenous = homogenous;
}
/**
* Gets the number of failed generation attempts
* @return The number of failed generation attempts
*/
public int getFailedGenerationAttempts(){
return failedGenerationAttempts;
}
/**
* Sets the number of failed generation attempts
* @param attempts The number of failed generation attempts
*/
public void setFailedGenerationAttempts(int attempts){
this.failedGenerationAttempts = this.failedGenerationAttempts + attempts;
}
/**
* Gets whether this foliage cell is homogenous or not
* @return true if it is homogenous, false otherwise
*/
public boolean isHomogenous(){
return homogenous;
}
/**
* Gets the minimum distance from a node to a point
* @param pos the position to check against
* @param node the node
* @param distCache the lod value under which distance caches are invalidated
* @return the distance
*/
public double getMinDistance(Vector3i worldPos, WorldOctTreeNode<FoliageCell> node, int distCache){
if(cachedMinDistance != INVALID_DIST_CACHE && distCache < lod){
return cachedMinDistance;
} else {
this.cachedMinDistance = GeomUtils.getMinSquaredDistanceAABB(worldPos, node.getMinBound(), node.getMaxBound());
return cachedMinDistance;
}
}
}

View File

@ -0,0 +1,876 @@
package electrosphere.client.terrain.foliage;
import java.util.HashMap;
import java.util.LinkedList;
import java.util.List;
import java.util.Map;
import org.joml.Vector3d;
import org.joml.Vector3i;
import electrosphere.engine.Globals;
import electrosphere.entity.EntityUtils;
import electrosphere.game.data.foliage.type.FoliageType;
import electrosphere.logger.LoggerInterface;
import electrosphere.server.terrain.manager.ServerTerrainChunk;
import electrosphere.util.ds.octree.WorldOctTree;
import electrosphere.util.ds.octree.WorldOctTree.WorldOctTreeNode;
import electrosphere.util.math.GeomUtils;
/**
* Manages foliage cells on the client
*/
public class FoliageCellManager {
/**
* Number of times to try updating per frame. Lower this to reduce lag but slow down terrain mesh generation.
*/
static final int UPDATE_ATTEMPTS_PER_FRAME = 3;
/**
* The number of generation attempts before a cell is marked as having not requested its data
*/
static final int FAILED_GENERATION_ATTEMPT_THRESHOLD = 250;
/**
* The distance to foliage at full resolution
*/
public static final double FULL_RES_DIST = 16 * 16;
/**
* The distance for half resolution
*/
public static final double HALF_RES_DIST = 20 * 20;
/**
* The distance for quarter resolution
*/
public static final double QUARTER_RES_DIST = 24 * 24;
/**
* The distance for eighth resolution
*/
public static final double EIGHTH_RES_DIST = 32 * 32;
/**
* The distance for sixteenth resolution
*/
public static final double SIXTEENTH_RES_DIST = 48 * 48;
/**
* Lod value for a full res chunk
*/
public static final int FULL_RES_LOD = 0;
/**
* Lod value for a half res chunk
*/
public static final int HALF_RES_LOD = 1;
/**
* Lod value for a quarter res chunk
*/
public static final int QUARTER_RES_LOD = 2;
/**
* Lod value for a eighth res chunk
*/
public static final int EIGHTH_RES_LOD = 3;
/**
* Lod value for a sixteenth res chunk
*/
public static final int SIXTEENTH_RES_LOD = 4;
/**
* Lod value for evaluating all lod levels
*/
public static final int ALL_RES_LOD = 5;
/**
* The octree holding all the chunks to evaluate
*/
WorldOctTree<FoliageCell> chunkTree;
/**
* Tracks what nodes have been evaluated this frame -- used to deduplicate evaluation calls
*/
Map<WorldOctTreeNode<FoliageCell>,Boolean> evaluationMap = new HashMap<WorldOctTreeNode<FoliageCell>,Boolean>();
/**
* The last recorded player world position
*/
Vector3i lastPlayerPos = new Vector3i();
/**
* Tracks whether the cell manager updated last frame or not
*/
boolean updatedLastFrame = true;
/**
* Controls whether the foliage cell manager should update or not
*/
boolean shouldUpdate = true;
/**
* The dimensions of the world
*/
int worldDim = 0;
/**
* Tracks the number of currently valid cells (ie didn't require an update this frame)
*/
int validCellCount = 0;
/**
* The number of maximum resolution chunks
*/
int maxResCount = 0;
/**
* The number of half resolution chunks
*/
int halfResCount = 0;
/**
* The number of generated chunks
*/
int generated = 0;
/**
* Tracks whether the cell manager has initialized or not
*/
boolean initialized = false;
/**
* Constructor
* @param worldDim The size of the world in chunks
*/
public FoliageCellManager(int worldDim){
this.chunkTree = new WorldOctTree<FoliageCell>(
new Vector3i(0,0,0),
new Vector3i(worldDim * ServerTerrainChunk.CHUNK_DIMENSION, worldDim * ServerTerrainChunk.CHUNK_DIMENSION, worldDim * ServerTerrainChunk.CHUNK_DIMENSION)
);
this.chunkTree.getRoot().setData(FoliageCell.generateTerrainCell(new Vector3i(0,0,0), chunkTree.getMaxLevel()));
this.worldDim = worldDim;
}
/**
* Inits the foliage cell data
*/
public void init(){
//queue ambient foliage models
for(FoliageType foliageType : Globals.gameConfigCurrent.getFoliageMap().getFoliageList()){
if(foliageType.getTokens().contains(FoliageType.TOKEN_AMBIENT)){
Globals.assetManager.addModelPathToQueue(foliageType.getGraphicsTemplate().getModel().getPath());
Globals.assetManager.addShaderToQueue(FoliageCell.vertexPath, FoliageCell.fragmentPath);
}
}
}
/**
* Updates all cells in the chunk
*/
public void update(){
Globals.profiler.beginCpuSample("FoliageCellManager.update");
if(shouldUpdate && Globals.playerEntity != null){
Vector3d playerPos = EntityUtils.getPosition(Globals.playerEntity);
Vector3i absVoxelPos = Globals.clientWorldData.convertRealToAbsoluteVoxelSpace(playerPos);
int distCache = this.getDistCache(this.lastPlayerPos, absVoxelPos);
this.lastPlayerPos.set(absVoxelPos);
//the sets to iterate through
updatedLastFrame = true;
validCellCount = 0;
evaluationMap.clear();
//update all full res cells
WorldOctTreeNode<FoliageCell> rootNode = this.chunkTree.getRoot();
Globals.profiler.beginCpuSample("FoliageCellManager.update - full res cells");
updatedLastFrame = this.recursivelyUpdateCells(rootNode, absVoxelPos, evaluationMap, SIXTEENTH_RES_LOD, distCache);
Globals.profiler.endCpuSample();
if(!updatedLastFrame && !this.initialized){
this.initialized = true;
}
}
Globals.profiler.endCpuSample();
}
/**
* Recursively update child nodes
* @param node The root node
* @param absVoxelPos The player's position
* @param minLeafLod The minimum LOD required to evaluate a leaf
* @param evaluationMap Map of leaf nodes that have been evaluated this frame
* @return true if there is work remaining to be done, false otherwise
*/
private boolean recursivelyUpdateCells(WorldOctTreeNode<FoliageCell> node, Vector3i absVoxelPos, Map<WorldOctTreeNode<FoliageCell>,Boolean> evaluationMap, int minLeafLod, int distCache){
boolean updated = false;
if(evaluationMap.containsKey(node)){
return false;
}
if(node.getData().hasGenerated() && node.getData().isHomogenous()){
return false;
}
if(node.isLeaf()){
if(this.shouldSplit(absVoxelPos, node, distCache)){
Globals.profiler.beginCpuSample("FoliageCellManager.split");
//perform op
WorldOctTreeNode<FoliageCell> container = chunkTree.split(node);
FoliageCell containerCell = FoliageCell.generateTerrainCell(container.getMinBound(), this.chunkTree.getMaxLevel() - container.getLevel());
container.setData(containerCell);
container.getData().transferChunkData(node.getData());
//do creations
container.getChildren().forEach(child -> {
Vector3i cellWorldPos = new Vector3i(
child.getMinBound().x,
child.getMinBound().y,
child.getMinBound().z
);
FoliageCell foliageCell = FoliageCell.generateTerrainCell(cellWorldPos,this.chunkTree.getMaxLevel() - child.getLevel());
foliageCell.registerNotificationTarget(node.getData());
child.setLeaf(true);
child.setData(foliageCell);
evaluationMap.put(child,true);
});
//do deletions
this.twoLayerDestroy(node);
//update neighbors
this.conditionalUpdateAdjacentNodes(container, container.getChildren().get(0).getLevel());
Globals.profiler.endCpuSample();
updated = true;
} else if(this.shouldRequest(absVoxelPos, node, minLeafLod, distCache)){
Globals.profiler.beginCpuSample("FoliageCellManager.request");
//calculate what to request
FoliageCell cell = node.getData();
//actually send requests
if(this.requestChunks(node)){
cell.setHasRequested(true);
}
evaluationMap.put(node,true);
Globals.profiler.endCpuSample();
updated = true;
} else if(this.shouldGenerate(absVoxelPos, node, minLeafLod, distCache)){
Globals.profiler.beginCpuSample("FoliageCellManager.generate");
int lodLevel = this.getLODLevel(node);
if(this.containsDataToGenerate(node)){
node.getData().generateDrawableEntity(lodLevel);
if(node.getData().getFailedGenerationAttempts() > FAILED_GENERATION_ATTEMPT_THRESHOLD){
node.getData().setHasRequested(false);
}
} else if(node.getData() != null){
node.getData().setFailedGenerationAttempts(node.getData().getFailedGenerationAttempts() + 1);
if(node.getData().getFailedGenerationAttempts() > FAILED_GENERATION_ATTEMPT_THRESHOLD){
node.getData().setHasRequested(false);
}
}
evaluationMap.put(node,true);
Globals.profiler.endCpuSample();
updated = true;
}
} else {
if(this.shouldJoin(absVoxelPos, node, distCache)) {
this.join(node);
updated = true;
} else {
this.validCellCount++;
List<WorldOctTreeNode<FoliageCell>> children = node.getChildren();
boolean isHomogenous = true;
boolean fullyGenerated = true;
for(int i = 0; i < 8; i++){
WorldOctTreeNode<FoliageCell> child = children.get(i);
boolean childUpdate = this.recursivelyUpdateCells(child, absVoxelPos, evaluationMap, minLeafLod, distCache);
if(childUpdate == true){
updated = true;
}
if(!child.getData().hasGenerated()){
fullyGenerated = false;
}
if(!child.getData().isHomogenous()){
isHomogenous = false;
}
}
WorldOctTreeNode<FoliageCell> newNode = null;
if(isHomogenous){
newNode = this.join(node);
newNode.getData().setHomogenous(true);
}
if(fullyGenerated && newNode != null){
newNode.getData().setHasGenerated(true);
}
if((this.chunkTree.getMaxLevel() - node.getLevel()) < minLeafLod){
evaluationMap.put(node,true);
}
}
}
return updated;
}
/**
* Draw all foliage cells
*/
public void draw(){
this.recursivelyDraw(this.chunkTree.getRoot());
}
/**
* Draws all foliage cells recursively
* @param node The current node
*/
private void recursivelyDraw(WorldOctTreeNode<FoliageCell> node){
if(node.getChildren() != null && node.getChildren().size() > 0){
for(int i = 0; i < 8; i++){
this.recursivelyDraw(node.getChildren().get(i));
}
}
node.getData().draw();
}
/**
* Gets the minimum distance from a node to a point
* @param pos the position to check against
* @param node the node
* @return the distance
*/
public double getMinDistance(Vector3i worldPos, WorldOctTreeNode<FoliageCell> node, int distCache){
if(node.getData() == null){
return GeomUtils.getMinSquaredDistanceAABB(worldPos, node.getMinBound(), node.getMaxBound());
} else {
return node.getData().getMinDistance(worldPos, node, distCache);
}
}
/**
* Gets the distance cache value
* @param lastPlayerPos The last player world position
* @param currentPlayerPos The current player world position
* @return The distance cache value
*/
private int getDistCache(Vector3i lastPlayerPos, Vector3i currentPlayerPos){
if(
lastPlayerPos.x / 16 != currentPlayerPos.x / 16 || lastPlayerPos.z / 16 != currentPlayerPos.z / 16 || lastPlayerPos.z / 16 != currentPlayerPos.z / 16
){
return this.chunkTree.getMaxLevel();
}
if(
lastPlayerPos.x / 16 != currentPlayerPos.x / 16 || lastPlayerPos.z / 16 != currentPlayerPos.z / 16 || lastPlayerPos.z / 16 != currentPlayerPos.z / 16
){
return SIXTEENTH_RES_LOD + 2;
}
if(
lastPlayerPos.x / 8 != currentPlayerPos.x / 8 || lastPlayerPos.z / 8 != currentPlayerPos.z / 8 || lastPlayerPos.z / 8 != currentPlayerPos.z / 8
){
return SIXTEENTH_RES_LOD + 1;
}
if(
lastPlayerPos.x / 4 != currentPlayerPos.x / 4 || lastPlayerPos.z / 4 != currentPlayerPos.z / 4 || lastPlayerPos.z / 4 != currentPlayerPos.z / 4
){
return SIXTEENTH_RES_LOD;
}
if(
lastPlayerPos.x / 2 != currentPlayerPos.x / 2 || lastPlayerPos.z / 2 != currentPlayerPos.z / 2 || lastPlayerPos.z / 2 != currentPlayerPos.z / 2
){
return EIGHTH_RES_LOD;
}
if(
lastPlayerPos.x != currentPlayerPos.x || lastPlayerPos.z != currentPlayerPos.z || lastPlayerPos.z != currentPlayerPos.z
){
return QUARTER_RES_LOD;
}
return -1;
}
/**
* Gets whether this should be split or not
* @param pos the player position
* @param node The node
* @return true if should split, false otherwise
*/
public boolean shouldSplit(Vector3i pos, WorldOctTreeNode<FoliageCell> node, int distCache){
//breaking out into dedicated function so can add case handling ie if we want
//to combine fullres nodes into larger nodes to conserve on foliage calls
return
node.canSplit() &&
(node.getLevel() != this.chunkTree.getMaxLevel()) &&
!node.getData().isHomogenous() &&
(node.getParent() != null || node == this.chunkTree.getRoot()) &&
(
(
node.getLevel() < this.chunkTree.getMaxLevel() - SIXTEENTH_RES_LOD &&
this.getMinDistance(pos, node, distCache) <= SIXTEENTH_RES_DIST
)
||
(
node.getLevel() < this.chunkTree.getMaxLevel() - EIGHTH_RES_LOD &&
this.getMinDistance(pos, node, distCache) <= EIGHTH_RES_DIST
)
||
(
node.getLevel() < this.chunkTree.getMaxLevel() - QUARTER_RES_LOD &&
this.getMinDistance(pos, node, distCache) <= QUARTER_RES_DIST
)
// ||
// (
// node.getLevel() < this.chunkTree.getMaxLevel() - HALF_RES_LOD &&
// this.getMinDistance(pos, node, distCache) <= HALF_RES_DIST
// )
// ||
// (
// node.getLevel() < this.chunkTree.getMaxLevel() &&
// this.getMinDistance(pos, node, distCache) <= FULL_RES_DIST
// )
)
;
}
/**
* Gets the LOD level of the foliage cell
* @param node The node to consider
* @return -1 if outside of render range, -1 if the node is not a valid foliage cell leaf, otherwise returns the LOD level
*/
private int getLODLevel(WorldOctTreeNode<FoliageCell> node){
return this.chunkTree.getMaxLevel() - node.getLevel();
}
/**
* Conditionally updates all adjacent nodes if their level would require transition cells in the voxel rasterization
* @param node The node to search from adjacencies from
* @param level The level to check against
*/
private void conditionalUpdateAdjacentNodes(WorldOctTreeNode<FoliageCell> node, int level){
//don't bother to check if it's a lowest-res chunk
if(this.chunkTree.getMaxLevel() - level > FoliageCellManager.FULL_RES_LOD){
return;
}
if(node.getMinBound().x - 1 >= 0){
WorldOctTreeNode<FoliageCell> xNegNode = this.chunkTree.search(new Vector3i(node.getMinBound()).add(-1,0,0), false);
if(xNegNode != null && xNegNode.getLevel() < level){
xNegNode.getData().setHasGenerated(false);
}
}
if(node.getMinBound().y - 1 >= 0){
WorldOctTreeNode<FoliageCell> yNegNode = this.chunkTree.search(new Vector3i(node.getMinBound()).add(0,-1,0), false);
if(yNegNode != null && yNegNode.getLevel() < level){
yNegNode.getData().setHasGenerated(false);
}
}
if(node.getMinBound().z - 1 >= 0){
WorldOctTreeNode<FoliageCell> zNegNode = this.chunkTree.search(new Vector3i(node.getMinBound()).add(0,0,-1), false);
if(zNegNode != null && zNegNode.getLevel() < level){
zNegNode.getData().setHasGenerated(false);
}
}
if(node.getMaxBound().x + 1 < this.worldDim){
WorldOctTreeNode<FoliageCell> xPosNode = this.chunkTree.search(new Vector3i(node.getMaxBound()).add(1,-1,-1), false);
if(xPosNode != null && xPosNode.getLevel() < level){
xPosNode.getData().setHasGenerated(false);
}
}
if(node.getMaxBound().y + 1 < this.worldDim){
WorldOctTreeNode<FoliageCell> yPosNode = this.chunkTree.search(new Vector3i(node.getMaxBound()).add(-1,1,-1), false);
if(yPosNode != null && yPosNode.getLevel() < level){
yPosNode.getData().setHasGenerated(false);
}
}
if(node.getMaxBound().z + 1 < this.worldDim){
WorldOctTreeNode<FoliageCell> zPosNode = this.chunkTree.search(new Vector3i(node.getMaxBound()).add(-1,-1,1), false);
if(zPosNode != null && zPosNode.getLevel() < level){
zPosNode.getData().setHasGenerated(false);
}
}
}
/**
* Gets whether this should be joined or not
* @param pos the player position
* @param node The node
* @return true if should be joined, false otherwise
*/
public boolean shouldJoin(Vector3i pos, WorldOctTreeNode<FoliageCell> node, int distCache){
//breaking out into dedicated function so can add case handling ie if we want
//to combine fullres nodes into larger nodes to conserve on foliage calls
return
node.getLevel() > 0 &&
(node.getLevel() != this.chunkTree.getMaxLevel()) &&
(
(
node.getLevel() == this.chunkTree.getMaxLevel() - HALF_RES_LOD &&
this.getMinDistance(pos, node, distCache) > FULL_RES_DIST
)
||
(
node.getLevel() == this.chunkTree.getMaxLevel() - QUARTER_RES_LOD &&
this.getMinDistance(pos, node, distCache) > HALF_RES_DIST
)
||
(
node.getLevel() == this.chunkTree.getMaxLevel() - EIGHTH_RES_LOD &&
this.getMinDistance(pos, node, distCache) > QUARTER_RES_DIST
)
||
(
node.getLevel() == this.chunkTree.getMaxLevel() - SIXTEENTH_RES_LOD &&
this.getMinDistance(pos, node, distCache) > EIGHTH_RES_DIST
)
||
(
this.getMinDistance(pos, node, distCache) > SIXTEENTH_RES_DIST
)
)
;
}
/**
* Joins a parent node
* @param node The parent node
*/
private WorldOctTreeNode<FoliageCell> join(WorldOctTreeNode<FoliageCell> node){
Globals.profiler.beginCpuSample("FoliageCellManager.join");
//queue destructions prior to join -- the join operator clears all children on node
this.recursivelyDestroy(node);
//perform op
FoliageCell newLeafCell = FoliageCell.generateTerrainCell(node.getMinBound(),node.getData().lod);
WorldOctTreeNode<FoliageCell> newLeaf = chunkTree.join(node, newLeafCell);
newLeaf.getData().transferChunkData(node.getData());
//update neighbors
this.conditionalUpdateAdjacentNodes(newLeaf, newLeaf.getLevel());
evaluationMap.put(newLeaf,true);
Globals.profiler.endCpuSample();
return newLeaf;
}
/**
* Checks if this cell should request chunk data
* @param pos the player's position
* @param node the node
* @param minLeafLod The minimum LOD required to evaluate a leaf
* @return true if should request chunk data, false otherwise
*/
public boolean shouldRequest(Vector3i pos, WorldOctTreeNode<FoliageCell> node, int minLeafLod, int distCache){
return
node.getData() != null &&
!node.getData().hasRequested() &&
(this.chunkTree.getMaxLevel() - node.getLevel()) <= minLeafLod &&
(
(
node.getLevel() == this.chunkTree.getMaxLevel()
// &&
// this.getMinDistance(pos, node) <= FULL_RES_DIST
)
||
(
node.getLevel() == this.chunkTree.getMaxLevel() - HALF_RES_LOD
&&
this.getMinDistance(pos, node, distCache) <= QUARTER_RES_DIST
)
||
(
node.getLevel() == this.chunkTree.getMaxLevel() - QUARTER_RES_LOD
&&
this.getMinDistance(pos, node, distCache) <= EIGHTH_RES_DIST
)
||
(
node.getLevel() == this.chunkTree.getMaxLevel() - EIGHTH_RES_LOD
&&
this.getMinDistance(pos, node, distCache) <= SIXTEENTH_RES_DIST
)
||
(
node.getLevel() == this.chunkTree.getMaxLevel() - SIXTEENTH_RES_LOD
&&
this.getMinDistance(pos, node, distCache) <= SIXTEENTH_RES_DIST
)
)
;
}
/**
* Checks if this cell should generate
* @param pos the player's position
* @param node the node
* @param minLeafLod The minimum LOD required to evaluate a leaf
* @return true if should generate, false otherwise
*/
public boolean shouldGenerate(Vector3i pos, WorldOctTreeNode<FoliageCell> node, int minLeafLod, int distCache){
return
!node.getData().hasGenerated() &&
(this.chunkTree.getMaxLevel() - node.getLevel()) <= minLeafLod &&
(
(
node.getLevel() == this.chunkTree.getMaxLevel()
// &&
// this.getMinDistance(pos, node) <= FULL_RES_DIST
)
||
(
node.getLevel() == this.chunkTree.getMaxLevel() - HALF_RES_LOD
&&
this.getMinDistance(pos, node, distCache) <= QUARTER_RES_DIST
)
||
(
node.getLevel() == this.chunkTree.getMaxLevel() - QUARTER_RES_LOD
&&
this.getMinDistance(pos, node, distCache) <= EIGHTH_RES_DIST
)
||
(
node.getLevel() == this.chunkTree.getMaxLevel() - EIGHTH_RES_LOD
&&
this.getMinDistance(pos, node, distCache) <= SIXTEENTH_RES_DIST
)
||
(
node.getLevel() == this.chunkTree.getMaxLevel() - SIXTEENTH_RES_LOD
&&
this.getMinDistance(pos, node, distCache) <= SIXTEENTH_RES_DIST
)
)
;
}
/**
* Checks if the node should have destroy called on it
* @param node The node
* @return true if should destroy, false otherwise
*/
public boolean shouldDestroy(WorldOctTreeNode<FoliageCell> node){
return
node.getData() != null &&
node.getData().getEntity() != null
;
}
/**
* Destroys the foliage chunk
*/
protected void destroy(){
this.recursivelyDestroy(this.chunkTree.getRoot());
}
/**
* Recursively destroy a tree
* @param node The root of the tree
*/
private void recursivelyDestroy(WorldOctTreeNode<FoliageCell> node){
if(node.getChildren().size() > 0){
for(WorldOctTreeNode<FoliageCell> child : node.getChildren()){
child.getData().destroy();
}
// node.getChildren().forEach(child -> recursivelyDestroy(child));
}
if(node.getData() != null){
node.getData().destroy();
}
}
/**
* Destroys two layers of nodes
* @param node The top node
*/
private void twoLayerDestroy(WorldOctTreeNode<FoliageCell> node){
if(!node.getData().hasGenerated()){
for(WorldOctTreeNode<FoliageCell> child : node.getChildren()){
child.getData().destroy();
}
} else {
node.getData().destroy();
}
}
/**
* Checks if the cell manager made an update last frame or not
* @return true if an update occurred, false otherwise
*/
public boolean updatedLastFrame(){
return this.updatedLastFrame;
}
/**
* Checks if the position is within the full LOD range
* @param worldPos The world position
* @return true if within full LOD range, false otherwise
*/
public boolean isFullLOD(Vector3i worldPos){
Vector3d playerRealPos = EntityUtils.getPosition(Globals.playerEntity);
Vector3d chunkMin = Globals.clientWorldData.convertWorldToRealSpace(worldPos);
Vector3d chunkMax = Globals.clientWorldData.convertWorldToRealSpace(new Vector3i(worldPos).add(1,1,1));
return GeomUtils.getMinDistanceAABB(playerRealPos, chunkMin, chunkMax) <= FULL_RES_DIST;
}
/**
* Evicts all cells
*/
public void evictAll(){
this.recursivelyDestroy(this.chunkTree.getRoot());
this.chunkTree.clear();
}
/**
* Marks a foliage cell as updateable
* @param worldX The world x position
* @param worldY The world y position
* @param worldZ The world z position
*/
public void markUpdateable(float worldX, float worldY, float worldZ){
throw new Error("Unimplemented");
}
/**
* Requests all chunks for a given foliage cell
* @param cell The cell
* @return true if all cells were successfully requested, false otherwise
*/
private boolean requestChunks(WorldOctTree.WorldOctTreeNode<FoliageCell> node){
Vector3i worldPos = node.getMinBound();
if(
worldPos.x >= 0 &&
worldPos.x < Globals.clientWorldData.getWorldDiscreteSize() &&
worldPos.y >= 0 &&
worldPos.y < Globals.clientWorldData.getWorldDiscreteSize() &&
worldPos.z >= 0 &&
worldPos.z < Globals.clientWorldData.getWorldDiscreteSize() &&
!Globals.clientTerrainManager.containsChunkDataAtWorldPoint(worldPos.x, worldPos.y, worldPos.z, 0)
){
//client should request chunk data from server for each chunk necessary to create the model
LoggerInterface.loggerNetworking.DEBUG("(Client) Send Request for terrain at " + worldPos);
if(!Globals.clientTerrainManager.requestChunk(worldPos.x, worldPos.y, worldPos.z, 0)){
return false;
}
}
return true;
}
/**
* Checks if all chunk data required to generate this foliage cell is present
* @param node The node
* @param highResFace The higher resolution face of a not-full-resolution chunk. Null if the chunk is max resolution or there is no higher resolution face for the current chunk
* @return true if all data is available, false otherwise
*/
private boolean containsDataToGenerate(WorldOctTree.WorldOctTreeNode<FoliageCell> node){
FoliageCell cell = node.getData();
Vector3i worldPos = cell.getWorldPos();
if(!Globals.clientTerrainManager.containsChunkDataAtWorldPoint(worldPos.x, worldPos.y, worldPos.z, 0)){
return false;
}
return true;
}
/**
* Sets whether the foliage cell manager should update or not
* @param shouldUpdate true if should update, false otherwise
*/
public void setShouldUpdate(boolean shouldUpdate){
this.shouldUpdate = shouldUpdate;
}
/**
* Gets whether the client foliage cell manager should update or not
* @return true if should update, false otherwise
*/
public boolean getShouldUpdate(){
return this.shouldUpdate;
}
/**
* Gets the number of currently valid cells
* @return The number of currently valid cells
*/
public int getValidCellCount(){
return validCellCount;
}
/**
* Calculates the status of the foliage cell manager
*/
public void updateStatus(){
maxResCount = 0;
halfResCount = 0;
generated = 0;
this.recursivelyCalculateStatus(this.chunkTree.getRoot());
}
/**
* Recursively calculates the status of the manager
* @param node The root node
*/
private void recursivelyCalculateStatus(WorldOctTreeNode<FoliageCell> node){
if(node.getLevel() == this.chunkTree.getMaxLevel() - 1){
halfResCount++;
}
if(node.getLevel() == this.chunkTree.getMaxLevel()){
maxResCount++;
}
if(node.getData() != null && node.getData().hasGenerated()){
generated++;
}
if(node.getChildren() != null && node.getChildren().size() > 0){
List<WorldOctTreeNode<FoliageCell>> children = new LinkedList<WorldOctTreeNode<FoliageCell>>(node.getChildren());
for(WorldOctTreeNode<FoliageCell> child : children){
recursivelyCalculateStatus(child);
}
}
}
/**
* Gets The number of maximum resolution chunks
* @return The number of maximum resolution chunks
*/
public int getMaxResCount() {
return maxResCount;
}
/**
* Gets The number of half resolution chunks
* @return The number of half resolution chunks
*/
public int getHalfResCount() {
return halfResCount;
}
/**
* Gets The number of generated chunks
* @return
*/
public int getGenerated() {
return generated;
}
/**
* Gets whether the client foliage cell manager has initialized or not
* @return true if it has initialized, false otherwise
*/
public boolean isInitialized(){
return this.initialized;
}
/**
* Gets the foliage cell for a given world coordinate if it has been generated
* @param worldX The world x coordinate
* @param worldY The world y coordinate
* @param worldZ The world z coordinate
* @return The foliage cell if it exists, null otherwise
*/
public FoliageCell getFoliageCell(int worldX, int worldY, int worldZ){
WorldOctTreeNode<FoliageCell> node = this.chunkTree.search(new Vector3i(worldX,worldY,worldZ), false);
if(node != null){
return node.getData();
}
return null;
}
}

View File

@ -0,0 +1,338 @@
package electrosphere.client.terrain.foliage;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.util.List;
import java.util.Random;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import org.joml.Quaterniond;
import org.joml.Vector3d;
import org.joml.Vector3i;
import org.lwjgl.BufferUtils;
import electrosphere.client.terrain.cache.ChunkData;
import electrosphere.engine.Globals;
import electrosphere.engine.assetmanager.queue.QueuedTexture;
import electrosphere.entity.ClientEntityUtils;
import electrosphere.entity.Entity;
import electrosphere.entity.EntityCreationUtils;
import electrosphere.entity.EntityUtils;
import electrosphere.entity.state.foliage.AmbientFoliage;
import electrosphere.game.data.foliage.type.FoliageType;
import electrosphere.logger.LoggerInterface;
import electrosphere.renderer.actor.instance.TextureInstancedActor;
import electrosphere.server.terrain.manager.ServerTerrainChunk;
/**
* Generates a foliage model
*/
public class FoliageModel {
/**
* Number of frames to wait before destroying the chunk entity
*/
public static final int FRAMES_TO_WAIT_BEFORE_DESTRUCTION = 25;
/**
* Number of child cells per parent cell
*/
static final int CHILD_CELLS_PER_PARENT = 8;
/**
* Wiggle room in number of entries
*/
static final int BUFFER_WIGGLE_ROOM = 200;
/**
* The interval to space along
*/
static final int TARGET_FOLIAGE_SPACING = 50;
/**
* The target number of foliage to place per cell
*/
static final int TARGET_FOLIAGE_PER_CELL = TARGET_FOLIAGE_SPACING * TARGET_FOLIAGE_SPACING + BUFFER_WIGGLE_ROOM;
/**
* The length of the ray to ground test with
*/
static final float RAY_LENGTH = 1.0f;
/**
* The height above the chunk to start from when sampling downwards
*/
static final float SAMPLE_START_HEIGHT = 0.5f;
/**
* The ID of the air voxel
*/
static final int AIR_VOXEL_ID = 0;
/**
* <p>
* Size of a single item of foliage in the texture buffer
* </p>
* A lot of these are x 4 to account for size of float
* 3 x 4 for position
* 2 x 4 for euler rotation
*
*
* eventually:
* grass type
* color
* wind characteristics?
*/
static final int SINGLE_FOLIAGE_DATA_SIZE_BYTES = 3 * 4 + 2 * 4;
/**
* Vertex shader path
*/
protected static final String vertexPath = "Shaders/entities/foliage/foliage.vs";
/**
* Fragment shader path
*/
protected static final String fragmentPath = "Shaders/entities/foliage/foliage.fs";
/**
* Used for generating foliage cells
*/
static final ExecutorService generationService = Executors.newFixedThreadPool(2);
/**
* Creates a client foliage chunk based on weights and values provided
* @param toDelete The entity to delete on full generation of this entity
* @param notifyTarget The target draw cell to notify once this has successfully generated its model
* @param levelOfDetail Increasing value that increments level of detail. 0 would be full resolution, 1 would be half resolution and so on. Only generates physics if levelOfDetail is 0
* @param hasFoliage true if the chunk has polygons to generate a model with, false otherwise
* @return The terrain chunk entity
*/
public static Entity clientCreateFoliageChunkEntity(
List<String> foliageTypesSupported,
int scale,
Entity modelEntity,
Vector3d realPos,
Vector3i worldPos,
Vector3i voxelPos,
FoliageCell notifyTarget,
Entity toDelete
){
Globals.profiler.beginAggregateCpuSample("FoliageModel.clientCreateFoliageChunkEntity");
Entity rVal = EntityCreationUtils.createClientSpatialEntity();
generationService.submit(() -> {
try {
Random placementRandomizer = new Random();
//get type
String foliageTypeName = foliageTypesSupported.get(0);
FoliageType foliageType = Globals.gameConfigCurrent.getFoliageMap().getFoliage(foliageTypeName);
//create cell and buffer
ByteBuffer buffer = BufferUtils.createByteBuffer(TARGET_FOLIAGE_PER_CELL * SINGLE_FOLIAGE_DATA_SIZE_BYTES);
if(buffer.capacity() < TARGET_FOLIAGE_PER_CELL * SINGLE_FOLIAGE_DATA_SIZE_BYTES){
LoggerInterface.loggerEngine.WARNING("Failed to allocate data for foliage cell! " + buffer.limit());
}
FloatBuffer floatBufferView = buffer.asFloatBuffer();
int drawCount = 0;
for(int x = 0; x < scale; x++){
for(int y = 0; y < scale; y++){
for(int z = 0; z < scale; z++){
ChunkData data = Globals.clientTerrainManager.getChunkDataAtWorldPoint(worldPos,ChunkData.NO_STRIDE);
if(data == null){
continue;
}
drawCount = drawCount + FoliageModel.insertBlades(
realPos, voxelPos,
scale, placementRandomizer,
x, y, z,
floatBufferView, data
);
}
}
}
if(drawCount > 0){
buffer.position(0);
buffer.limit(TARGET_FOLIAGE_PER_CELL * SINGLE_FOLIAGE_DATA_SIZE_BYTES);
//construct data texture
QueuedTexture queuedAsset = new QueuedTexture(buffer,SINGLE_FOLIAGE_DATA_SIZE_BYTES / 4,TARGET_FOLIAGE_PER_CELL);
Globals.assetManager.queuedAsset(queuedAsset);
TextureInstancedActor.attachTextureInstancedActor(modelEntity, foliageType.getGraphicsTemplate().getModel().getPath(), vertexPath, fragmentPath, queuedAsset, drawCount);
ClientEntityUtils.initiallyPositionEntity(modelEntity, realPos, new Quaterniond());
EntityUtils.getScale(modelEntity).set(1,1,1);
//add ambient foliage behavior tree
AmbientFoliage.attachAmbientFoliageTree(modelEntity, 1.0f, foliageType.getGrowthModel().getGrowthRate());
}
} catch (Error e){
LoggerInterface.loggerEngine.ERROR(e);
} catch(Exception e){
LoggerInterface.loggerEngine.ERROR(e);
}
});
Globals.profiler.endCpuSample();
return rVal;
}
/**
* Insert blades of grass into the entity
* @param vX the x offset of the voxel
* @param vY the y offset of the voxel
* @param vZ the z offset of the voxel
* @param floatBufferView the gpu data buffer
* @param chunkData the chunk data
* @return the number of blades of grass added
*/
protected static int insertBlades(
Vector3d realPos, Vector3i voxelPos,
int scale, Random placementRandomizer,
int vX, int vY, int vZ,
FloatBuffer floatBufferView, ChunkData chunkData
){
int rVal = 0;
//get positions offset
Vector3d voxelRealPos = new Vector3d(realPos).add(vX,vY,vZ);
Vector3i currVoxelPos = new Vector3i(voxelPos).add(vX,vY,vZ);
//check that the current voxel even supports foliage
boolean shouldGenerate = false;
List<String> foliageTypesSupported = null;
if(chunkData != null && currVoxelPos.y + 1 < ServerTerrainChunk.CHUNK_DIMENSION){
foliageTypesSupported = Globals.gameConfigCurrent.getVoxelData().getTypeFromId(chunkData.getType(currVoxelPos)).getAmbientFoliage();
boolean airAbove = chunkData.getType(currVoxelPos.x,currVoxelPos.y+1,currVoxelPos.z) == AIR_VOXEL_ID;
if(foliageTypesSupported != null && airAbove){
shouldGenerate = true;
}
}
if(shouldGenerate){
//construct simple grid to place foliage on
Vector3d sample_00 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(voxelRealPos).add(-0.5,SAMPLE_START_HEIGHT,-0.5), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_01 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(voxelRealPos).add(-0.5,SAMPLE_START_HEIGHT, 0), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_02 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(voxelRealPos).add(-0.5,SAMPLE_START_HEIGHT, 0.5), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_10 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(voxelRealPos).add( 0,SAMPLE_START_HEIGHT,-0.5), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_11 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(voxelRealPos).add( 0,SAMPLE_START_HEIGHT, 0), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_12 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(voxelRealPos).add( 0,SAMPLE_START_HEIGHT, 0.5), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_20 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(voxelRealPos).add( 0.5,SAMPLE_START_HEIGHT,-0.5), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_21 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(voxelRealPos).add( 0.5,SAMPLE_START_HEIGHT, 0), new Vector3d(0,-1,0), RAY_LENGTH);
Vector3d sample_22 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(voxelRealPos).add( 0.5,SAMPLE_START_HEIGHT, 0.5), new Vector3d(0,-1,0), RAY_LENGTH);
//get the heights of each sample
float height_11 = (float)(sample_11 != null ? sample_11.y : 0);
float height_00 = (float)(sample_00 != null ? sample_00.y : height_11);
float height_01 = (float)(sample_01 != null ? sample_01.y : height_11);
float height_02 = (float)(sample_02 != null ? sample_02.y : height_11);
float height_10 = (float)(sample_10 != null ? sample_10.y : height_11);
float height_12 = (float)(sample_12 != null ? sample_12.y : height_11);
float height_20 = (float)(sample_20 != null ? sample_20.y : height_11);
float height_21 = (float)(sample_21 != null ? sample_21.y : height_11);
float height_22 = (float)(sample_22 != null ? sample_22.y : height_11);
//each height is in real world coordinates that are absolute
//when rendering, there's already a y offset for the center of the field of grass (based on the model matrix)
//so when offseting the position of the blade of grass RELATIVE to the overall instance being drawn, need to subtract the real world coordinates of the overall instance
//in other words realPos SPECIFICALLY for the y dimension, for x and z you don't need to worry about it
//if we don't find data for the center sample, can't place grass so don't create entity
if(sample_11 != null){
//generate positions to place
for(int x = 0; x < TARGET_FOLIAGE_SPACING; x=x+scale){
for(int z = 0; z < TARGET_FOLIAGE_SPACING; z=z+scale){
//get position to place
double rand1 = placementRandomizer.nextDouble();
double rand2 = placementRandomizer.nextDouble();
double relativePositionOnGridX = x / (1.0 * TARGET_FOLIAGE_SPACING) + rand1 / TARGET_FOLIAGE_SPACING;
double relativePositionOnGridZ = z / (1.0 * TARGET_FOLIAGE_SPACING) + rand2 / TARGET_FOLIAGE_SPACING;
double offsetX = relativePositionOnGridX - 0.5;
double offsetZ = relativePositionOnGridZ - 0.5;
//determine quadrant we're placing in
double offsetY = 0;
boolean addBlade = false;
if(relativePositionOnGridX >=0.5){
if(relativePositionOnGridZ >= 0.5){
relativePositionOnGridX = relativePositionOnGridX - 0.5;
relativePositionOnGridZ = relativePositionOnGridZ - 0.5;
relativePositionOnGridX /= 0.5;
relativePositionOnGridZ /= 0.5;
// System.out.println(relativePositionOnGridX + " " + relativePositionOnGridZ);
//if we have heights for all four surrounding spots, interpolate for y value
if(sample_11 != null && sample_12 != null && sample_21 != null && sample_22 != null){
offsetY =
height_11 * (1-relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_12 * (1-relativePositionOnGridX) * ( relativePositionOnGridZ) +
height_21 * ( relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_22 * ( relativePositionOnGridX) * ( relativePositionOnGridZ);
addBlade = true;
}
} else {
relativePositionOnGridX = relativePositionOnGridX - 0.5;
relativePositionOnGridX /= 0.5;
relativePositionOnGridZ /= 0.5;
//if we have heights for all four surrounding spots, interpolate for y value
if(sample_10 != null && sample_11 != null && sample_20 != null && sample_21 != null){
offsetY =
height_10 * (1-relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_11 * (1-relativePositionOnGridX) * ( relativePositionOnGridZ) +
height_20 * ( relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_21 * ( relativePositionOnGridX) * ( relativePositionOnGridZ);
addBlade = true;
}
}
} else {
if(relativePositionOnGridZ >= 0.5){
relativePositionOnGridZ = relativePositionOnGridZ - 0.5;
relativePositionOnGridX /= 0.5;
relativePositionOnGridZ /= 0.5;
//if we have heights for all four surrounding spots, interpolate for y value
if(sample_01 != null && sample_02 != null && sample_11 != null && sample_12 != null){
offsetY =
height_01 * (1-relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_02 * (1-relativePositionOnGridX) * ( relativePositionOnGridZ) +
height_11 * ( relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_12 * ( relativePositionOnGridX) * ( relativePositionOnGridZ);
addBlade = true;
}
} else {
relativePositionOnGridX /= 0.5;
relativePositionOnGridZ /= 0.5;
//if we have heights for all four surrounding spots, interpolate for y value
if(sample_00 != null && sample_01 != null && sample_10 != null && sample_11 != null){
offsetY =
height_00 * (1-relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_01 * (1-relativePositionOnGridX) * ( relativePositionOnGridZ) +
height_10 * ( relativePositionOnGridX) * (1-relativePositionOnGridZ) +
height_11 * ( relativePositionOnGridX) * ( relativePositionOnGridZ);
addBlade = true;
}
}
}
if(addBlade){
//convert y to relative to chunk
offsetY = offsetY - realPos.y;
double rotVar = placementRandomizer.nextDouble() * Math.PI * 2;
double rotVar2 = placementRandomizer.nextDouble();
if(floatBufferView.limit() >= floatBufferView.position() + SINGLE_FOLIAGE_DATA_SIZE_BYTES / 4){
floatBufferView.put((float)offsetX + vX);
floatBufferView.put((float)offsetY + vY);
floatBufferView.put((float)offsetZ + vZ);
floatBufferView.put((float)rotVar);
floatBufferView.put((float)rotVar2);
rVal++;
}
}
}
}
}
}
return rVal;
}
/**
* Shuts down the model generation threads
*/
public static void haltThreads(){
generationService.shutdown();
}
}

View File

@ -523,7 +523,8 @@ public class PhysicsEntityUtils {
collisionEngine.getCollidables();
throw new Error("Collision engine collidables are null!");
}
for(Collidable collidable : collidableList){
for(int i = 0; i < collidableList.size(); i++){
Collidable collidable = collidableList.get(i);
Entity entity = collidable.getParent();
DBody body = PhysicsEntityUtils.getDBody(entity);
if(body != null && body.isEnabled() && !body.isKinematic()){

View File

@ -17,13 +17,13 @@ import electrosphere.client.chemistry.ClientChemistryCollisionCallback;
import electrosphere.client.entity.particle.ParticleService;
import electrosphere.client.fluid.cells.FluidCellManager;
import electrosphere.client.fluid.manager.ClientFluidManager;
import electrosphere.client.foliagemanager.ClientFoliageManager;
import electrosphere.client.player.ClientPlayerData;
import electrosphere.client.scene.ClientSceneWrapper;
import electrosphere.client.scene.ClientWorldData;
import electrosphere.client.sim.ClientSimulation;
import electrosphere.client.terrain.cells.ClientDrawCellManager;
import electrosphere.client.terrain.cells.VoxelTextureAtlas;
import electrosphere.client.terrain.foliage.FoliageCellManager;
import electrosphere.client.terrain.manager.ClientTerrainManager;
import electrosphere.client.ui.menu.WindowUtils;
import electrosphere.collision.CollisionEngine;
@ -343,7 +343,8 @@ public class Globals {
public static InstanceManager clientInstanceManager = new InstanceManager();
//client side foliage manager
public static ClientFoliageManager clientFoliageManager;
// public static ClientFoliageManager clientFoliageManager;
public static FoliageCellManager foliageCellManager;
//client world data
public static ClientWorldData clientWorldData;

View File

@ -1,6 +1,7 @@
package electrosphere.engine.assetmanager.queue;
import java.awt.image.BufferedImage;
import java.nio.ByteBuffer;
import electrosphere.engine.Globals;
import electrosphere.renderer.texture.Texture;
@ -19,6 +20,21 @@ public class QueuedTexture implements QueuedAsset {
//data to be loaded
BufferedImage data;
/**
* The byte buffer
*/
ByteBuffer buffer;
/**
* Width of the image
*/
int width = -1;
/**
* Height of the image
*/
int height = -1;
/**
* Creates the queued texture object
@ -28,9 +44,25 @@ public class QueuedTexture implements QueuedAsset {
this.data = image;
}
/**
* Creates the queued texture object
* @param buffer The data to buffer
* @param width The width of the buffer
* @param height The height of the buffer
*/
public QueuedTexture(ByteBuffer buffer, int width, int height){
this.buffer = buffer;
this.width = width;
this.height = height;
}
@Override
public void load() {
texture = new Texture(Globals.renderingEngine.getOpenGLState(), data);
if(data != null){
texture = new Texture(Globals.renderingEngine.getOpenGLState(), data);
} else if(buffer != null){
texture = new Texture(Globals.renderingEngine.getOpenGLState(),buffer,width,height);
}
hasLoaded = true;
}
@ -46,6 +78,30 @@ public class QueuedTexture implements QueuedAsset {
public Texture getTexture(){
return texture;
}
/**
* Gets the buffer data
* @return The buffer data
*/
public ByteBuffer getBuffer() {
return buffer;
}
/**
* Gets the width of the buffer
* @return The width
*/
public int getWidth() {
return width;
}
/**
* Gets the height of the buffer
* @return The height
*/
public int getHeight() {
return height;
}

View File

@ -8,9 +8,9 @@ import org.joml.Vector3f;
import electrosphere.client.entity.camera.CameraEntityUtils;
import electrosphere.client.entity.crosshair.Crosshair;
import electrosphere.client.fluid.cells.FluidCellManager;
import electrosphere.client.foliagemanager.ClientFoliageManager;
import electrosphere.client.sim.ClientSimulation;
import electrosphere.client.terrain.cells.ClientDrawCellManager;
import electrosphere.client.terrain.foliage.FoliageCellManager;
import electrosphere.client.ui.menu.MenuGenerators;
import electrosphere.client.ui.menu.WindowStrings;
import electrosphere.client.ui.menu.WindowUtils;
@ -91,10 +91,10 @@ public class ClientLoading {
Globals.controlHandler.hintUpdateControlState(ControlHandler.ControlsState.NO_INPUT);
//initialize the "real" objects simulation
initClientSimulation();
//init foliage manager
initFoliageManager();
//initialize the cell manager (client)
initDrawCellManager(true);
//init foliage manager
initFoliageManager();
//init the fluid cell manager
initFluidCellManager(true);
//initialize the basic graphical entities of the world (skybox, camera)
@ -369,8 +369,9 @@ public class ClientLoading {
* Starts up the foliage manager
*/
private static void initFoliageManager(){
Globals.clientFoliageManager = new ClientFoliageManager();
Globals.clientFoliageManager.start();
Globals.foliageCellManager = new FoliageCellManager(Globals.clientWorldData.getWorldDiscreteSize());
Globals.foliageCellManager.init();
// Globals.foliageCellManager.start();
}

View File

@ -6,6 +6,7 @@ import java.util.List;
import java.util.concurrent.Semaphore;
import java.util.concurrent.TimeUnit;
import electrosphere.client.terrain.foliage.FoliageModel;
import electrosphere.engine.Globals;
import electrosphere.engine.loadingthreads.LoadingThread;
import electrosphere.engine.threads.LabeledThread.ThreadLabel;
@ -124,6 +125,7 @@ public class ThreadManager {
* Halds all terrain chunk threads
*/
TerrainChunk.haltThreads();
FoliageModel.haltThreads();
//
//interrupt all threads

View File

@ -113,7 +113,7 @@ public class TerrainProtocol implements ClientProtocolTemplate<TerrainMessage> {
Globals.clientDrawCellManager.markUpdateable(worldPosToUpdate.x, worldPosToUpdate.y, worldPosToUpdate.z);
}
}
Globals.clientFoliageManager.evaluateChunk(worldPos);
// Globals.clientFoliageManager.evaluateChunk(worldPos);
}
} break;
case SENDFLUIDDATA: {

View File

@ -4,6 +4,7 @@ import org.joml.Matrix4d;
import org.joml.Vector3d;
import electrosphere.engine.Globals;
import electrosphere.engine.assetmanager.queue.QueuedTexture;
import electrosphere.entity.Entity;
import electrosphere.entity.EntityDataStrings;
import electrosphere.renderer.OpenGLState;
@ -27,6 +28,16 @@ public class TextureInstancedActor {
//the draw count of the texture instanced actor
int drawCount;
/**
* The queued texture
*/
QueuedTexture queuedTexture;
/**
* Set the queued texture pointer to the material
*/
boolean setQueuedTexturePointer = false;
//shader paths
String vertexShaderPath;
String fragmentShaderPath;
@ -44,6 +55,19 @@ public class TextureInstancedActor {
this.fragmentShaderPath = fragmentShaderPath;
}
/**
* Creates an instanced actor
* @param modelPath The path of the model this actor uses
*/
protected TextureInstancedActor(String modelPath, String vertexShaderPath, String fragmentShaderPath, QueuedTexture dataTexture, int drawCount){
this.modelPath = modelPath;
this.material = new Material();
this.queuedTexture = dataTexture;
this.drawCount = drawCount;
this.vertexShaderPath = vertexShaderPath;
this.fragmentShaderPath = fragmentShaderPath;
}
/**
* Attaches a TextureInstancedActor to an entity
* @param parent The entity
@ -54,6 +78,17 @@ public class TextureInstancedActor {
TextureInstancedActor newActor = new TextureInstancedActor(modelPath, vertexShaderPath, fragmentShaderPath, dataTexture, drawCount);
parent.putData(EntityDataStrings.TEXTURE_INSTANCED_ACTOR, newActor);
}
/**
* Attaches a TextureInstancedActor to an entity
* @param parent The entity
* @param modelPath The path to the model for this instanced actor
* @param dataTexture The data texture containing data for this actor
*/
public static void attachTextureInstancedActor(Entity parent, String modelPath, String vertexShaderPath, String fragmentShaderPath, QueuedTexture dataTexture, int drawCount){
TextureInstancedActor newActor = new TextureInstancedActor(modelPath, vertexShaderPath, fragmentShaderPath, dataTexture, drawCount);
parent.putData(EntityDataStrings.TEXTURE_INSTANCED_ACTOR, newActor);
}
/**
* Draws the instanced actor. Should be called normally in a loop as if this was a regular actor.
@ -63,7 +98,21 @@ public class TextureInstancedActor {
public void draw(RenderPipelineState renderPipelineState, OpenGLState openGLState){
Model model = Globals.assetManager.fetchModel(modelPath);
VisualShader shader = Globals.assetManager.fetchShader(vertexShaderPath, fragmentShaderPath);
if(model != null && shader != null){
if(queuedTexture != null && !setQueuedTexturePointer && queuedTexture.getTexture() != null){
this.material.setTexturePointer(queuedTexture.getTexture().getTexturePointer());
setQueuedTexturePointer = true;
}
if(
model != null &&
shader != null &&
(
queuedTexture == null ||
(
queuedTexture != null &&
queuedTexture.getTexture() != null
)
)
){
//setup render pipeline
boolean instancedState = renderPipelineState.getInstanced();
boolean materialState = renderPipelineState.getUseMaterial();

View File

@ -89,7 +89,7 @@ public class MainContentPipeline implements RenderPipeline {
currentActor.draw(renderPipelineState,openGLState);
}
}
Globals.clientFoliageManager.draw();
Globals.foliageCellManager.draw();
for(Entity currentEntity : Globals.clientScene.getEntitiesWithTag(EntityTags.DRAW_INSTANCED)){
Vector3d position = EntityUtils.getPosition(currentEntity);
if(shouldDrawSolidPass(currentEntity)){