Add support for 32 bit indices for the terrain chunk geometry

This commit is contained in:
Wojtek Figat
2023-02-14 13:14:04 +01:00
parent 7d6472a160
commit 752fa64cc3
3 changed files with 45 additions and 24 deletions

View File

@@ -269,25 +269,17 @@ float CalcLOD(float2 xy, float4 morph)
if ((xy.x + xy.y) > 1)
{
if (xy.x < xy.y)
{
lod = lodCalculated.w;
}
else
{
lod = lodCalculated.z;
}
}
else
{
if (xy.x < xy.y)
{
lod = lodCalculated.y;
}
else
{
lod = lodCalculated.x;
}
}
return lod;
#else

View File

@@ -26,7 +26,9 @@ namespace FlaxEditor.Tools.Terrain
_31 = 31,
_63 = 63,
_127 = 127,
_254 = 254,
_255 = 255,
_511 = 511,
}
private class Options
@@ -34,7 +36,7 @@ namespace FlaxEditor.Tools.Terrain
[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.")]
public Int2 NumberOfPatches = new Int2(1, 1);
[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).")]
[EditorOrder(110), EditorDisplay("Layout"), DefaultValue(ChunkSizes._127), Tooltip("The size of the chunk (amount of quads per edge for the highest LOD).")]
public ChunkSizes ChunkSize = ChunkSizes._127;
[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).")]

View File

@@ -98,10 +98,12 @@ bool TerrainManager::GetChunkGeometry(DrawCall& drawCall, int32 chunkSize, int32
// Prepare
const int32 vertexCount = (chunkSize + 1) >> lodIndex;
chunkSize = vertexCount - 1;
const bool indexUse16bits = chunkSize * chunkSize * vertexCount < MAX_uint16;
const int32 indexSize = indexUse16bits ? sizeof(uint16) : sizeof(uint32);
const int32 indexCount = chunkSize * chunkSize * 2 * 3;
const int32 vertexCount2 = vertexCount * vertexCount;
const int32 vbSize = sizeof(TerrainVertex) * vertexCount2;
const int32 ibSize = sizeof(uint16) * indexCount;
const int32 ibSize = indexSize * indexCount;
TempData.Clear();
TempData.EnsureCapacity(Math::Max(vbSize, ibSize));
@@ -140,6 +142,8 @@ bool TerrainManager::GetChunkGeometry(DrawCall& drawCall, int32 chunkSize, int32
// Create index buffer
auto ib = GPUDevice::Instance->CreateBuffer(TEXT("TerrainChunk.IB"));
if (indexUse16bits)
{
auto index = (uint16*)TempData.Get();
for (int32 z = 0; z < chunkSize; z++)
{
@@ -159,7 +163,30 @@ bool TerrainManager::GetChunkGeometry(DrawCall& drawCall, int32 chunkSize, int32
*index++ = i11;
}
}
desc = GPUBufferDescription::Index(sizeof(uint16), indexCount, TempData.Get());
}
else
{
auto index = (uint32*)TempData.Get();
for (int32 z = 0; z < chunkSize; z++)
{
for (int32 x = 0; x < chunkSize; x++)
{
const uint32 i00 = (x + 0) + (z + 0) * vertexCount;
const uint32 i10 = (x + 1) + (z + 0) * vertexCount;
const uint32 i11 = (x + 1) + (z + 1) * vertexCount;
const uint32 i01 = (x + 0) + (z + 1) * vertexCount;
*index++ = i00;
*index++ = i11;
*index++ = i10;
*index++ = i00;
*index++ = i01;
*index++ = i11;
}
}
}
desc = GPUBufferDescription::Index(indexSize, indexCount, TempData.Get());
if (ib->Init(desc))
{
vb->ReleaseGPU();