Beispiel #1
0
        //----------------------------------
        public void recalculateHeights()
        {
            //generate our heights representation from the terrain,
            //then add our jagged differences.
            int xRes = 256;

            float[] gpuHeightRepArray = new float[xRes * xRes];
            for (uint i = 0; i < xRes * xRes; i++)
            {
                gpuHeightRepArray[i] = float.MinValue;
            }
            HeightsGen hg = new HeightsGen();

            hg.computeHeightFieldDirectFloat((uint)xRes, (uint)xRes, true, -BMathLib.unitX, true, ref gpuHeightRepArray);

            hg.destroy();
            hg = null;


            //resize our terrain input to our local input.
            float[] tmpHeightRes = ImageManipulation.resizeF32Img(gpuHeightRepArray, xRes, xRes, (int)mWidth - 1, (int)mHeight - 1, ImageManipulation.eFilterType.cFilter_Linear);
            //  mHeights = null;
            //  mHeights = ImageManipulation.resizeF32Img(gpuHeightRepArray, xRes, xRes, (int)mWidth , (int)mHeight, ImageManipulation.eFilterType.cFilter_Linear); //new float[mWidth * mHeight];

            for (int x = 0; x < mWidth - 1; x++)
            {
                for (int z = 0; z < mHeight - 1; z++)
                {
                    mHeights[x * mWidth + z] = tmpHeightRes[x * (mWidth - 1) + z];


                    //mColors[x * mWidth + z] = 0x440000FF; //(uint)Rand.mRandom.Next();//0x440000FF;
                }
            }

            //fill our edges with the previous height val.
            for (int q = 0; q < mWidth - 1; q++)
            {
                mHeights[(mWidth - 1) * mWidth + q] = mHeights[(mWidth - 2) * mWidth + q];
                mHeights[q * mWidth + (mWidth - 1)] = mHeights[q * mWidth + (mWidth - 2)];
            }

            //lets choose the max value between two samples..
            int strideStep = (int)(xRes / (mWidth - 1));

            for (int i = 0; i < mWidth; i++)
            {
                for (int j = 0; j < mHeight; j++)
                {
                    int offX = (int)BMathLib.Clamp((i * strideStep), 0, xRes - 1);
                    int offZ = (int)BMathLib.Clamp((j * strideStep), 0, xRes - 1);

                    float highRes = gpuHeightRepArray[offX + xRes * offZ];
                    if (highRes > mHeights[i + mWidth * j])
                    {
                        mHeights[i + mWidth * j] = highRes;
                    }
                }
            }

            tmpHeightRes      = null;
            gpuHeightRepArray = null;
            recalculateBBs();
            recalculateVisuals();
        }
Beispiel #2
0
        public void recalculateHeights(bool recalcVis, bool doExtraRaycastCalc)
        {
            //generate our heights representation from the terrain,
            //then add our jagged differences.
            int xRes = 256;

            float[] gpuHeightRepArray = new float[xRes * xRes];
            for (uint i = 0; i < xRes * xRes; i++)
            {
                gpuHeightRepArray[i] = float.MinValue;
            }
            HeightsGen hg = new HeightsGen();

            hg.computeHeightFieldDirectFloat((uint)xRes, (uint)xRes, true, -BMathLib.unitX, true, ref gpuHeightRepArray);

            hg.destroy();
            hg = null;


            //resize our terrain input to our local input.

            // mHeights = null;
            //mHeights = ImageManipulation.resizeF32Img(gpuHeightRepArray, xRes, xRes, (int)mWidth, (int)mHeight, ImageManipulation.eFilterType.cFilter_Linear); //new float[mWidth * mHeight];

            float[] tmpHeightRes = ImageManipulation.resizeF32Img(gpuHeightRepArray, xRes, xRes, (int)mWidth - 1, (int)mHeight - 1, ImageManipulation.eFilterType.cFilter_Linear);

            for (int x = 0; x < mWidth - 1; x++)
            {
                for (int z = 0; z < mHeight - 1; z++)
                {
                    mHeights[x * mWidth + z] = tmpHeightRes[x * (mWidth - 1) + z];
                }
            }


            //fill our edges with the previous height val.
            for (int q = 0; q < mWidth - 1; q++)
            {
                mHeights[(mWidth - 1) * mWidth + q] = mHeights[(mWidth - 2) * mWidth + q];
                mHeights[q * mWidth + (mWidth - 1)] = mHeights[q * mWidth + (mWidth - 2)];
            }

            //Let's be douchebagish about this..
            if (doExtraRaycastCalc)
            {
                // CLM [11.10.08] Disabled due to problems called by rays not being 100% accurate
                //{
                //   mWorkInc = 4;
                //   ThreadPool.QueueUserWorkItem(new WaitCallback(calcHeightRaycastWorker), new heightGenWorkerData(0, 0, mWidth >> 1, mHeight >> 1));
                //   ThreadPool.QueueUserWorkItem(new WaitCallback(calcHeightRaycastWorker), new heightGenWorkerData(1 + (mWidth >> 1), 0, mWidth, mHeight >> 1));
                //   ThreadPool.QueueUserWorkItem(new WaitCallback(calcHeightRaycastWorker), new heightGenWorkerData(0, 1 + (mHeight >> 1), mWidth >> 1, mHeight));
                //   ThreadPool.QueueUserWorkItem(new WaitCallback(calcHeightRaycastWorker), new heightGenWorkerData(1 + (mWidth >> 1), 1 + (mHeight >> 1), mWidth, mHeight));
                //}

                {
                    mWorkInc = 1;
                    ThreadPool.QueueUserWorkItem(new WaitCallback(calcHeightRaycastWorker), new heightGenWorkerData(0, 0, mWidth, mHeight));
                }


                mWorkCompleted.WaitOne();
            }


            tmpHeightRes      = null;
            gpuHeightRepArray = null;
            recalculateBBs();
            if (recalcVis)
            {
                recalculateVisuals();
            }
        }