paysages : Added skybox in 3d explorer.
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@341 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
parent
a3aa859f0c
commit
23c2056809
8 changed files with 239 additions and 29 deletions
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@ -5,7 +5,7 @@
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* New texture model (perpendicular displacement and thickness).
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* Added clouds hardness to light.
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* Version management in saved files.
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* Added ground texture and sun location in 3D explorer.
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* Added ground texture and skybox in 3D explorer.
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* 3D explorer now takes advantage of multiple CPU cores.
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* Added sun halo control.
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1
TODO
1
TODO
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@ -6,6 +6,7 @@ Technology Preview 2 :
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- Compute shadows only once for all textures at a same location.
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=> Add an intermediary light status (two pass lighting).
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- Add layer sorting/naming.
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- Disable specular lighting in explorer (and everything camera dependent).
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- Add logarithmic sliders for some float values.
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- Save GUI config (views, render params).
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- Add an OSD ability on previews and use it for camera location and user landmarks.
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@ -47,7 +47,7 @@ bool BaseExplorerChunk::maintain()
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{
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if (_texture_current_size <= 1 || i % 2 != 0 || j % 2 != 0)
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{
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Color color = getTextureColor((double)i / (double)(new_texture_size + 1), (double)j / (double)(new_texture_size + 1));
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Color color = getTextureColor((double)i / (double)new_texture_size, 1.0 - (double)j / (double)new_texture_size);
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new_image->setPixel(i, j, colorTo32BitBGRA(&color));
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}
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}
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135
gui_qt/explorerchunksky.cpp
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135
gui_qt/explorerchunksky.cpp
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@ -0,0 +1,135 @@
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#include "explorerchunksky.h"
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#include <math.h>
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#include "baseexplorerchunk.h"
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#include "../lib_paysages/camera.h"
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ExplorerChunkSky::ExplorerChunkSky(Renderer* renderer, SkyDefinition* sky, double size, SkyboxOrientation orientation) : BaseExplorerChunk(renderer)
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{
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_sky = sky;
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_box_size = size;
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_orientation = orientation;
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setMaxTextureSize(256);
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maintain();
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}
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void ExplorerChunkSky::onRenderEvent(QGLWidget* widget)
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{
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double size = _box_size;
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Vector3 camera = renderer()->camera_location;
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glBegin(GL_QUADS);
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switch(_orientation)
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{
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case SKYBOX_NORTH:
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glTexCoord2d(0.0, 0.0);
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glVertex3d(camera.x - size, camera.y + size, camera.z - size);
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glTexCoord2d(0.0, 1.0);
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glVertex3d(camera.x - size, camera.y - size, camera.z - size);
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glTexCoord2d(1.0, 1.0);
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glVertex3d(camera.x + size, camera.y - size, camera.z - size);
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glTexCoord2d(1.0, 0.0);
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glVertex3d(camera.x + size, camera.y + size, camera.z - size);
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break;
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case SKYBOX_SOUTH:
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glTexCoord2d(0.0, 0.0);
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glVertex3d(camera.x + size, camera.y + size, camera.z + size);
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glTexCoord2d(0.0, 1.0);
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glVertex3d(camera.x + size, camera.y - size, camera.z + size);
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glTexCoord2d(1.0, 1.0);
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glVertex3d(camera.x - size, camera.y - size, camera.z + size);
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glTexCoord2d(1.0, 0.0);
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glVertex3d(camera.x - size, camera.y + size, camera.z + size);
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break;
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case SKYBOX_EAST:
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glTexCoord2d(0.0, 0.0);
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glVertex3d(camera.x + size, camera.y + size, camera.z - size);
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glTexCoord2d(0.0, 1.0);
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glVertex3d(camera.x + size, camera.y - size, camera.z - size);
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glTexCoord2d(1.0, 1.0);
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glVertex3d(camera.x + size, camera.y - size, camera.z + size);
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glTexCoord2d(1.0, 0.0);
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glVertex3d(camera.x + size, camera.y + size, camera.z + size);
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break;
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case SKYBOX_WEST:
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glTexCoord2d(0.0, 0.0);
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glVertex3d(camera.x - size, camera.y + size, camera.z + size);
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glTexCoord2d(0.0, 1.0);
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glVertex3d(camera.x - size, camera.y - size, camera.z + size);
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glTexCoord2d(1.0, 1.0);
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glVertex3d(camera.x - size, camera.y - size, camera.z - size);
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glTexCoord2d(1.0, 0.0);
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glVertex3d(camera.x - size, camera.y + size, camera.z - size);
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break;
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case SKYBOX_TOP:
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glTexCoord2d(0.0, 0.0);
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glVertex3d(camera.x - size, camera.y + size, camera.z + size);
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glTexCoord2d(0.0, 1.0);
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glVertex3d(camera.x - size, camera.y + size, camera.z - size);
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glTexCoord2d(1.0, 1.0);
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glVertex3d(camera.x + size, camera.y + size, camera.z - size);
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glTexCoord2d(1.0, 0.0);
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glVertex3d(camera.x + size, camera.y + size, camera.z + size);
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break;
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case SKYBOX_BOTTOM:
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glTexCoord2d(0.0, 0.0);
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glVertex3d(camera.x - size, camera.y - size, camera.z - size);
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glTexCoord2d(0.0, 1.0);
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glVertex3d(camera.x - size, camera.y - size, camera.z + size);
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glTexCoord2d(1.0, 1.0);
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glVertex3d(camera.x + size, camera.y - size, camera.z + size);
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glTexCoord2d(1.0, 0.0);
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glVertex3d(camera.x + size, camera.y - size, camera.z - size);
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break;
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}
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glEnd();
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}
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double ExplorerChunkSky::getDisplayedSizeHint(CameraDefinition* camera)
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{
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return 1000.0;
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}
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Color ExplorerChunkSky::getTextureColor(double x, double y)
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{
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Vector3 location;
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x -= 0.5;
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y -= 0.5;
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switch(_orientation)
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{
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case SKYBOX_NORTH:
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location.x = x;
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location.y = -y;
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location.z = -0.5;
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break;
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case SKYBOX_SOUTH:
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location.x = -x;
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location.y = -y;
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location.z = 0.5;
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break;
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case SKYBOX_EAST:
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location.x = 0.5;
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location.y = -y;
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location.z = x;
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break;
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case SKYBOX_WEST:
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location.x = -0.5;
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location.y = -y;
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location.z = -x;
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break;
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case SKYBOX_TOP:
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location.x = x;
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location.y = 0.5;
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location.z = -y;
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break;
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case SKYBOX_BOTTOM:
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location.x = x;
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location.y = -0.5;
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location.z = y;
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break;
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}
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return skyGetColor(_sky, renderer(), VECTOR_ZERO, v3Normalize(location));
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}
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35
gui_qt/explorerchunksky.h
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35
gui_qt/explorerchunksky.h
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#ifndef _PAYSAGES_QT_EXPLORERCHUNKSKY_H_
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#define _PAYSAGES_QT_EXPLORERCHUNKSKY_H_
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#include "baseexplorerchunk.h"
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#include "../lib_paysages/renderer.h"
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#include "../lib_paysages/euclid.h"
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#include "../lib_paysages/sky.h"
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enum SkyboxOrientation
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{
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SKYBOX_NORTH,
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SKYBOX_SOUTH,
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SKYBOX_WEST,
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SKYBOX_EAST,
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SKYBOX_TOP,
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SKYBOX_BOTTOM
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};
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class ExplorerChunkSky:public BaseExplorerChunk
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{
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public:
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ExplorerChunkSky(Renderer* renderer, SkyDefinition* sky, double size, SkyboxOrientation orientation);
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void onRenderEvent(QGLWidget* widget);
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double getDisplayedSizeHint(CameraDefinition* camera);
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Color getTextureColor(double x, double y);
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private:
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SkyDefinition* _sky;
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SkyboxOrientation _orientation;
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double _box_size;
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};
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#endif
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@ -112,9 +112,9 @@ void ExplorerChunkTerrain::onRenderEvent(QGLWidget* widget)
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glBegin(GL_QUAD_STRIP);
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for (int i = 0; i <= _tessellation_max_size; i += tessellation_inc)
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{
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glTexCoord2d(tsize * (double)i, 1.0 - tsize * (double)j);
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glTexCoord2d(tsize * (double)i, tsize * (double)j);
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glVertex3d(_startx + _tessellation_step * (double)i, _tessellation[j * (_tessellation_max_size + 1) + i], _startz + _tessellation_step * (double)j);
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glTexCoord2d(tsize * (double)i, 1.0 - tsize * (double)(j + tessellation_inc));
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glTexCoord2d(tsize * (double)i, tsize * (double)(j + tessellation_inc));
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glVertex3d(_startx + _tessellation_step * (double)i, _tessellation[(j + tessellation_inc) * (_tessellation_max_size + 1) + i], _startz + _tessellation_step * (double)(j + tessellation_inc));
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}
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glEnd();
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@ -9,6 +9,8 @@
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#include "../lib_paysages/scenery.h"
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#include "../lib_paysages/euclid.h"
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#include "explorerchunkterrain.h"
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#include "explorerchunksky.h"
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#include "tools.h"
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class ChunkMaintenanceThread:public QThread
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{
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_updated = false;
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// Add terrain
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int chunks = 20;
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double size = 200.0;
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double chunksize = size / (double)chunks;
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_updateQueue.append(chunk);
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}
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}
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// Add skybox
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for (int orientation = 0; orientation < 6; orientation++)
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{
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ExplorerChunkSky* chunk = new ExplorerChunkSky(&_renderer, &_sky, 500.0, (SkyboxOrientation)orientation);
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_chunks.append(chunk);
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_updateQueue.append(chunk);
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}
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startThreads();
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startTimer(500);
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void WidgetExplorer::paintGL()
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{
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GLenum error_code;
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QTime start_time;
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double frame_time;
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}
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cameraValidateDefinition(&_current_camera, 1);
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_renderer.camera_location = _current_camera.location;
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start_time = QTime::currentTime();
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glClearColor(zenith_color.r, zenith_color.g, zenith_color.b, 0.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Render sun
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Vector3 sun_location = v3Add(_current_camera.location, v3Scale(skyGetSunDirection(&_sky), 500.0));
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Color sun_color = skyGetSunColor(&_sky);
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glDisable(GL_TEXTURE);
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glDisable(GL_TEXTURE_2D);
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glColor3f(sun_color.r, sun_color.g, sun_color.b);
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glPointSize(15.0 * _sky.sun_radius / 0.02);
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glEnable(GL_POINT_SMOOTH);
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glBegin(GL_POINTS);
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glVertex3f(sun_location.x, sun_location.y, sun_location.z);
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glEnd();
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// Render water
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glDisable(GL_TEXTURE);
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glDisable(GL_TEXTURE_2D);
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glColor3f(_water.material.base.r, _water.material.base.g, _water.material.base.b);
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glBegin(GL_QUADS);
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glVertex3f(_current_camera.location.x + 500.0, _water.height, _current_camera.location.z - 500.0);
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glEnd();
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// Render terrain chunks
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glEnable(GL_TEXTURE);
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// Render chunks
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glEnable(GL_TEXTURE_2D);
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for (int i = 0; i < _chunks.count(); i++)
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{
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{
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_quality++;
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}
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while ((error_code = glGetError()) != GL_NO_ERROR)
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{
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logDebug(QString("[OpenGL] ERROR : ") + (const char*)gluErrorString(error_code));
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}
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}
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@ -121,6 +121,46 @@ Right click on a point to delete it.</source>
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<translation type="unfinished"></translation>
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</message>
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</context>
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<context>
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<name>DialogExplorer</name>
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<message>
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<location filename="../gui_qt/dialogexplorer.cpp" line="14"/>
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<source>Paysages 3D - Explore</source>
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<translation type="unfinished">Paysages 3D - Exploration</translation>
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</message>
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<message>
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<location filename="../gui_qt/dialogexplorer.cpp" line="24"/>
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<source>COMMANDS
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Left click : Look around
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Right click : Pan (adjust framing)
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Wheel : Move forward/backward
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Hold SHIFT : Faster
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Hold CTRL : Slower</source>
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<translation type="unfinished">COMMANDES
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Clic gauche : Regarder autour
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Clic droit : Déplacer le cadrage
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Molette : Avancer/reculer
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Maintenir Maj : Plus rapide
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Maintenir Ctrl : Plus lent</translation>
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</message>
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<message>
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<location filename="../gui_qt/dialogexplorer.cpp" line="26"/>
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<source>Reset camera</source>
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<translation type="unfinished">Revenir au point de vue initial</translation>
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</message>
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<message>
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<location filename="../gui_qt/dialogexplorer.cpp" line="32"/>
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<source>Validate as render camera</source>
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<translation type="unfinished">Choisir comme caméra de rendu</translation>
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</message>
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<message>
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<location filename="../gui_qt/dialogexplorer.cpp" line="37"/>
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<source>Close</source>
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<translation type="unfinished">Fermer</translation>
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</message>
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</context>
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<context>
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<name>DialogMaterial</name>
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<message>
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@ -218,12 +258,10 @@ Right click on a point to delete it.</source>
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<context>
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<name>DialogWanderer</name>
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<message>
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<location filename="../gui_qt/dialogexplorer.cpp" line="14"/>
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<source>Paysages 3D - Explore</source>
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<translation>Paysages 3D - Exploration</translation>
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<translation type="obsolete">Paysages 3D - Exploration</translation>
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</message>
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<message>
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<location filename="../gui_qt/dialogexplorer.cpp" line="24"/>
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<source>COMMANDS
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Left click : Look around
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@ -231,7 +269,7 @@ Right click : Pan (adjust framing)
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Wheel : Move forward/backward
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Hold SHIFT : Faster
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Hold CTRL : Slower</source>
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<translation>COMMANDES
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<translation type="obsolete">COMMANDES
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Clic gauche : Regarder autour
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Clic droit : Déplacer le cadrage
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@ -256,19 +294,16 @@ Maintenir MAJ : Plus lent
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Maintenir Ctrl : Plus rapide</translation>
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</message>
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<message>
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<location filename="../gui_qt/dialogexplorer.cpp" line="26"/>
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<source>Reset camera</source>
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<translation>Revenir au point de vue initial</translation>
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<translation type="obsolete">Revenir au point de vue initial</translation>
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</message>
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<message>
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<location filename="../gui_qt/dialogexplorer.cpp" line="32"/>
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<source>Validate as render camera</source>
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<translation>Choisir comme caméra de rendu</translation>
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<translation type="obsolete">Choisir comme caméra de rendu</translation>
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</message>
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<message>
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<location filename="../gui_qt/dialogexplorer.cpp" line="37"/>
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<source>Close</source>
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<translation>Fermer</translation>
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<translation type="obsolete">Fermer</translation>
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</message>
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</context>
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<context>
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