Add support for 32 bit indices for the terrain chunk geometry
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@@ -269,25 +269,17 @@ float CalcLOD(float2 xy, float4 morph)
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if ((xy.x + xy.y) > 1)
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{
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if (xy.x < xy.y)
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{
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lod = lodCalculated.w;
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}
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else
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{
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lod = lodCalculated.z;
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}
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}
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else
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{
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if (xy.x < xy.y)
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{
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lod = lodCalculated.y;
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}
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else
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{
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lod = lodCalculated.x;
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}
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}
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return lod;
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#else
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@@ -26,7 +26,9 @@ namespace FlaxEditor.Tools.Terrain
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_31 = 31,
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_63 = 63,
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_127 = 127,
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_254 = 254,
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_255 = 255,
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_511 = 511,
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}
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private class Options
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@@ -34,7 +36,7 @@ namespace FlaxEditor.Tools.Terrain
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[EditorOrder(100), EditorDisplay("Layout", "Number Of Patches"), DefaultValue(typeof(Int2), "1,1"), Limit(0, 512), Tooltip("Amount of terrain patches in each direction (X and Z). Each terrain patch contains a grid of 16 chunks. Patches can be later added or removed from terrain using a terrain editor tool.")]
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public Int2 NumberOfPatches = new Int2(1, 1);
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[EditorOrder(110), EditorDisplay("Layout"), DefaultValue(ChunkSizes._127), Tooltip("The size of the chunk (amount of quads per edge for the highest LOD). Must be power of two minus one (eg. 63).")]
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[EditorOrder(110), EditorDisplay("Layout"), DefaultValue(ChunkSizes._127), Tooltip("The size of the chunk (amount of quads per edge for the highest LOD).")]
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public ChunkSizes ChunkSize = ChunkSizes._127;
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[EditorOrder(120), EditorDisplay("Layout", "LOD Count"), DefaultValue(6), Limit(1, FlaxEngine.Terrain.MaxLODs), Tooltip("The maximum Level Of Details count. The actual amount of LODs may be lower due to provided chunk size (each LOD has 4 times less quads).")]
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@@ -98,10 +98,12 @@ bool TerrainManager::GetChunkGeometry(DrawCall& drawCall, int32 chunkSize, int32
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// Prepare
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const int32 vertexCount = (chunkSize + 1) >> lodIndex;
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chunkSize = vertexCount - 1;
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const bool indexUse16bits = chunkSize * chunkSize * vertexCount < MAX_uint16;
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const int32 indexSize = indexUse16bits ? sizeof(uint16) : sizeof(uint32);
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const int32 indexCount = chunkSize * chunkSize * 2 * 3;
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const int32 vertexCount2 = vertexCount * vertexCount;
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const int32 vbSize = sizeof(TerrainVertex) * vertexCount2;
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const int32 ibSize = sizeof(uint16) * indexCount;
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const int32 ibSize = indexSize * indexCount;
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TempData.Clear();
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TempData.EnsureCapacity(Math::Max(vbSize, ibSize));
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@@ -140,6 +142,8 @@ bool TerrainManager::GetChunkGeometry(DrawCall& drawCall, int32 chunkSize, int32
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// Create index buffer
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auto ib = GPUDevice::Instance->CreateBuffer(TEXT("TerrainChunk.IB"));
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if (indexUse16bits)
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{
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auto index = (uint16*)TempData.Get();
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for (int32 z = 0; z < chunkSize; z++)
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{
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@@ -159,7 +163,30 @@ bool TerrainManager::GetChunkGeometry(DrawCall& drawCall, int32 chunkSize, int32
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*index++ = i11;
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}
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}
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desc = GPUBufferDescription::Index(sizeof(uint16), indexCount, TempData.Get());
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}
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else
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{
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auto index = (uint32*)TempData.Get();
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for (int32 z = 0; z < chunkSize; z++)
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{
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for (int32 x = 0; x < chunkSize; x++)
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{
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const uint32 i00 = (x + 0) + (z + 0) * vertexCount;
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const uint32 i10 = (x + 1) + (z + 0) * vertexCount;
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const uint32 i11 = (x + 1) + (z + 1) * vertexCount;
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const uint32 i01 = (x + 0) + (z + 1) * vertexCount;
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*index++ = i00;
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*index++ = i11;
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*index++ = i10;
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*index++ = i00;
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*index++ = i01;
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*index++ = i11;
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}
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}
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}
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desc = GPUBufferDescription::Index(indexSize, indexCount, TempData.Get());
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if (ib->Init(desc))
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{
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vb->ReleaseGPU();
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