Fixes for Terrain with Large Worlds usage
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@@ -67,6 +67,7 @@ namespace FlaxEditor.Gizmo
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var renderList = RenderList.GetFromPool();
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var prevList = renderContext.List;
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renderContext.List = renderList;
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renderContext.View.Pass = DrawPass.GBuffer | DrawPass.Forward;
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try
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{
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Viewport.DrawEditorPrimitives(context, ref renderContext, target, targetDepth);
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@@ -24,10 +24,11 @@ namespace FlaxEditor.Tools.Terrain.Brushes
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/// <summary>
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/// Gets the brush material for the terrain chunk rendering. It must have domain set to Terrain. Setup material parameters within this call.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="position">The world-space brush position.</param>
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/// <param name="color">The brush position.</param>
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/// <returns>The ready to render material for terrain chunks overlay on top of the terrain.</returns>
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public abstract MaterialInstance GetBrushMaterial(ref Vector3 position, ref Color color);
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public abstract MaterialInstance GetBrushMaterial(ref RenderContext renderContext, ref Vector3 position, ref Color color);
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/// <summary>
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/// Loads the brush material from the internal location. It's later cached by the object and reused.
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@@ -97,7 +97,7 @@ namespace FlaxEditor.Tools.Terrain.Brushes
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}
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/// <inheritdoc />
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public override MaterialInstance GetBrushMaterial(ref Vector3 position, ref Color color)
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public override MaterialInstance GetBrushMaterial(ref RenderContext renderContext, ref Vector3 position, ref Color color)
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{
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var material = CacheMaterial(EditorAssets.TerrainCircleBrushMaterial);
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if (material)
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@@ -108,7 +108,7 @@ namespace FlaxEditor.Tools.Terrain.Brushes
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float falloff = halfSize * Falloff;
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float radius = halfSize - falloff;
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material.SetParameterValue("Color", color);
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material.SetParameterValue("BrushData0", new Float4(position, radius));
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material.SetParameterValue("BrushData0", new Float4(position - renderContext.View.Origin, radius));
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material.SetParameterValue("BrushData1", new Float4(falloff, (float)FalloffType, 0, 0));
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}
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return material;
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@@ -88,14 +88,14 @@ namespace FlaxEditor.Tools.Terrain
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var patchCoord = Mode.SelectedPatchCoord;
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if (!terrain.HasPatch(ref patchCoord) && _planeModel)
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{
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var planeSize = 256.0f;
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var planeSize = 100.0f;
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var patchSize = terrain.ChunkSize * FlaxEngine.Terrain.UnitsPerVertex * FlaxEngine.Terrain.PatchEdgeChunksCount;
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Matrix world = Matrix.RotationZ(-Mathf.PiOverTwo) *
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Matrix world = Matrix.RotationX(-Mathf.PiOverTwo) *
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Matrix.Scaling(patchSize / planeSize) *
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Matrix.Translation(patchSize * (0.5f + patchCoord.X), 0, patchSize * (0.5f + patchCoord.Y)) *
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Matrix.Scaling(terrain.Scale) *
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Matrix.RotationQuaternion(terrain.Orientation) *
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Matrix.Translation(terrain.Position);
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Matrix.Translation(terrain.Position - renderContext.View.Origin);
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_planeModel.Draw(ref renderContext, _highlightMaterial, ref world);
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}
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@@ -74,7 +74,7 @@ namespace FlaxEditor.Tools.Terrain
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{
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var brushPosition = Mode.CursorPosition;
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var brushColor = new Color(1.0f, 0.85f, 0.0f); // TODO: expose to editor options
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var brushMaterial = Mode.CurrentBrush.GetBrushMaterial(ref brushPosition, ref brushColor);
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var brushMaterial = Mode.CurrentBrush.GetBrushMaterial(ref renderContext, ref brushPosition, ref brushColor);
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if (!brushMaterial)
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return;
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@@ -74,7 +74,7 @@ namespace FlaxEditor.Tools.Terrain
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{
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var brushPosition = Mode.CursorPosition;
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var brushColor = new Color(1.0f, 0.85f, 0.0f); // TODO: expose to editor options
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var brushMaterial = Mode.CurrentBrush.GetBrushMaterial(ref brushPosition, ref brushColor);
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var brushMaterial = Mode.CurrentBrush.GetBrushMaterial(ref renderContext, ref brushPosition, ref brushColor);
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if (!brushMaterial)
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return;
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@@ -556,10 +556,12 @@ void Terrain::Draw(RenderContext& renderContext)
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// Frustum vs Box culling for patches
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const BoundingFrustum frustum = renderContext.View.CullingFrustum;
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const Vector3 origin = renderContext.View.Origin;
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for (int32 patchIndex = 0; patchIndex < _patches.Count(); patchIndex++)
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{
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const auto patch = _patches[patchIndex];
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if (renderContext.View.IsCullingDisabled || frustum.Intersects(patch->_bounds))
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BoundingBox bounds(patch->_bounds.Minimum - origin, patch->_bounds.Maximum - origin);
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if (renderContext.View.IsCullingDisabled || frustum.Intersects(bounds))
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{
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// Skip if has no heightmap or it's not loaded
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if (patch->Heightmap == nullptr || patch->Heightmap->GetTexture()->ResidentMipLevels() == 0)
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@@ -570,7 +572,8 @@ void Terrain::Draw(RenderContext& renderContext)
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{
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auto chunk = &patch->Chunks[chunkIndex];
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chunk->_cachedDrawLOD = 0;
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if (renderContext.View.IsCullingDisabled || frustum.Intersects(chunk->_bounds))
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bounds = BoundingBox(chunk->_bounds.Minimum - origin, chunk->_bounds.Maximum - origin);
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if (renderContext.View.IsCullingDisabled || frustum.Intersects(bounds))
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{
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if (chunk->PrepareDraw(renderContext))
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{
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@@ -45,7 +45,7 @@ bool TerrainChunk::PrepareDraw(const RenderContext& renderContext)
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// Calculate chunk distance to view
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const auto lodView = (renderContext.LodProxyView ? renderContext.LodProxyView : &renderContext.View);
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const float distance = Float3::Distance(_boundsCenter, lodView->Position); // TODO: large-worlds
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const float distance = Float3::Distance(_boundsCenter - lodView->Origin, lodView->Position);
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lod = (int32)Math::Pow(distance / chunkEdgeSize, lodDistribution);
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lod += lodBias;
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@@ -2244,7 +2244,8 @@ void TerrainPatch::CacheDebugLines()
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void TerrainPatch::DrawPhysicsDebug(RenderView& view)
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{
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if (!_physicsShape || !view.CullingFrustum.Intersects(_bounds))
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const BoundingBox bounds(_bounds.Minimum - view.Origin, _bounds.Maximum - view.Origin);
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if (!_physicsShape || !view.CullingFrustum.Intersects(bounds))
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return;
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const Transform terrainTransform = _terrain->_transform;
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@@ -2258,7 +2259,7 @@ void TerrainPatch::DrawPhysicsDebug(RenderView& view)
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else
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{
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BoundingSphere sphere;
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BoundingSphere::FromBox(_bounds, sphere);
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BoundingSphere::FromBox(bounds, sphere);
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if (Vector3::Distance(sphere.Center, view.Position) - sphere.Radius < 4000.0f)
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{
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if (_debugLines.IsEmpty())
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