paysages3d/src/render/software/WaterRasterizer.cpp

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#include "WaterRasterizer.h"
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#include "SoftwareRenderer.h"
#include "WaterRenderer.h"
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#include "CanvasFragment.h"
#include "RenderProgress.h"
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WaterRasterizer::WaterRasterizer(SoftwareRenderer* renderer, RenderProgress *progress, int client_id):
Rasterizer(renderer, progress, client_id, Color(0.9, 0.95, 1.0))
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{
}
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static inline Vector3 _getFirstPassVertex(SoftwareRenderer* renderer, double x, double z)
{
Vector3 result;
result.x = x;
result.y = renderer->getWaterRenderer()->getHeight(x, z);
result.z = z;
return result;
}
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void WaterRasterizer::rasterizeQuad(CanvasPortion* canvas, double x, double z, double size)
{
Vector3 v1, v2, v3, v4;
v1 = _getFirstPassVertex(renderer, x, z);
v2 = _getFirstPassVertex(renderer, x, z + size);
v3 = _getFirstPassVertex(renderer, x + size, z + size);
v4 = _getFirstPassVertex(renderer, x + size, z);
pushQuad(canvas, v1, v2, v3, v4);
}
int WaterRasterizer::prepareRasterization()
{
return performTessellation(NULL);
}
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void WaterRasterizer::rasterizeToCanvas(CanvasPortion *canvas)
{
performTessellation(canvas);
}
Color WaterRasterizer::shadeFragment(const CanvasFragment &fragment, const CanvasFragment *) const
{
Vector3 location = fragment.getLocation();
return renderer->getWaterRenderer()->getResult(location.x, location.z).final;
}
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void WaterRasterizer::setQuality(double factor)
{
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base_chunk_size = 10.0 / (1.0 + factor * 7.0);
if (factor > 0.6)
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{
base_chunk_size *= 0.5;
}
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}
int WaterRasterizer::performTessellation(CanvasPortion *canvas)
{
int chunk_factor, chunk_count, i, result;
Vector3 cam = renderer->getCameraLocation(VECTOR_ZERO);
double radius_int, radius_ext, chunk_size;
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result = 0;
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chunk_factor = 1;
chunk_count = 2;
radius_int = 0.0;
radius_ext = base_chunk_size;
chunk_size = base_chunk_size;
double cx = cam.x - fmod(cam.x, base_chunk_size);
double cz = cam.z - fmod(cam.x, base_chunk_size);
while (radius_int < 20000.0)
{
if (interrupted)
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{
return result;
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}
for (i = 0; i < chunk_count - 1; i++)
{
result++;
if (canvas)
{
rasterizeQuad(canvas, cx - radius_ext + chunk_size * i, cz - radius_ext, chunk_size);
rasterizeQuad(canvas, cx + radius_int, cz - radius_ext + chunk_size * i, chunk_size);
rasterizeQuad(canvas, cx + radius_int - chunk_size * i, cz + radius_int, chunk_size);
rasterizeQuad(canvas, cx - radius_ext, cz + radius_int - chunk_size * i, chunk_size);
}
}
if (canvas)
{
progress->add(chunk_count - 1);
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}
if (radius_int > 20.0 && chunk_count % 64 == 0 && (double)chunk_factor < radius_int / 20.0)
{
chunk_count /= 2;
chunk_factor *= 2;
}
chunk_count += 2;
chunk_size = base_chunk_size * chunk_factor;
radius_int = radius_ext;
radius_ext += chunk_size;
}
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return result;
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}