paysages : Explorer texturing (WIP).
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@325 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
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69ff124eaa
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6 changed files with 81 additions and 18 deletions
1
TODO
1
TODO
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@ -17,7 +17,6 @@ Technology Preview 2 :
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=> Improve curve rendering
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=> Add axis labels
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- Improve 3d explorer
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=> Improve priority rendering (prioritize on screen chunks)
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=> Restore LOD and intelligent poly count
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=> Interrupt chunk rendering when quitting dialog
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=> Don't display the water if it's below all ground
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@ -5,6 +5,7 @@
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#include <QColor>
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#include <QGLWidget>
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#include <math.h>
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#include "../lib_paysages/camera.h"
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#include "../lib_paysages/color.h"
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#include "../lib_paysages/euclid.h"
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#include "../lib_paysages/tools.h"
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@ -17,8 +18,7 @@ WandererChunk::WandererChunk(Renderer* renderer, double x, double z, double size
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_startz = z;
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_size = size;
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_ideal_tessellation = 1;
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_ideal_priority = 0.0;
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priority = 0.0;
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_tessellation_max_size = 32;
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_tessellation = new double[(_tessellation_max_size + 1) * (_tessellation_max_size + 1)];
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@ -82,31 +82,42 @@ void WandererChunk::render(QGLWidget* widget)
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}
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}
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void WandererChunk::updatePriority(Vector3 camera_location)
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void WandererChunk::updatePriority(CameraDefinition* camera)
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{
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// Compute new priority
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_lock_data.lock();
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if (_tessellation_current_size == _tessellation_max_size && _texture_current_size == _texture_max_size)
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{
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_ideal_priority = -1000.0;
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priority = -1000.0;
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}
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else
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{
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double distance = v3Norm(v3Sub(camera_location, getCenter()));
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double distance, wanted_size;
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Vector3 center;
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center = getCenter();
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distance = v3Norm(v3Sub(camera->location, center));
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distance = distance < 0.1 ? 0.1 : distance;
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_ideal_tessellation = (int)ceil(120.0 - distance / 3.0);
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_ideal_priority = _ideal_tessellation - _texture_current_size;
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wanted_size = (int)ceil(120.0 - distance / 3.0);
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priority = wanted_size - _texture_current_size;
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if (_texture_current_size == 1)
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{
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_ideal_priority += 100.0;
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priority += 100.0;
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}
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else if (distance < 15.0 && _texture_current_size < _texture_max_size)
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{
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_ideal_priority += 75.0;
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priority += 75.0;
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}
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else if (distance < 30.0 && _texture_current_size < _texture_max_size / 2)
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{
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_ideal_priority += 50.0;
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priority += 50.0;
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}
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if (!cameraIsBoxInView(camera, center, _size, _size, 40.0))
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{
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priority -= 100.0;
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}
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}
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_lock_data.unlock();
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@ -13,12 +13,12 @@ public:
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~WandererChunk();
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bool maintain();
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void updatePriority(Vector3 camera_location);
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void updatePriority(CameraDefinition* camera);
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void render(QGLWidget* widget);
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Vector3 getCenter();
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double _ideal_priority;
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double priority;
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private:
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QMutex _lock_data;
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@ -28,8 +28,6 @@ private:
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double _startz;
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double _size;
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int _ideal_tessellation;
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double* _tessellation;
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int _tessellation_max_size;
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int _tessellation_current_size;
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@ -169,7 +169,7 @@ void WidgetWanderer::stopThreads()
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bool _cmpChunks(const WandererChunk* c1, const WandererChunk* c2)
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{
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return c1->_ideal_priority > c2->_ideal_priority;
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return c1->priority > c2->priority;
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}
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void WidgetWanderer::performChunksMaintenance()
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@ -354,7 +354,7 @@ void WidgetWanderer::timerEvent(QTimerEvent *event)
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for (int i = 0; i < _chunks.count(); i++)
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{
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_chunks[i]->updatePriority(_current_camera.location);
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_chunks[i]->updatePriority(&_current_camera);
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}
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_lock_chunks.lock();
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qSort(_updateQueue.begin(), _updateQueue.end(), _cmpChunks);
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@ -2,6 +2,7 @@
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#include <stdlib.h>
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#include <math.h>
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#include <glib-2.0/glib/gmacros.h>
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#include "euclid.h"
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#include "render.h"
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#include "shared/types.h"
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@ -296,3 +297,56 @@ void cameraProjectToFragment(CameraDefinition* camera, Renderer* renderer, doubl
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renderPushQuad(&v1, &v2, &v3, &v4);
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}*/
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static inline void _updateBox(Vector3* point, double* xmin, double* xmax, double* ymin, double* ymax, double* zmax)
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{
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*xmin = MIN(*xmax, point->x);
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*xmax = MAX(*xmin, point->x);
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*ymin = MIN(*ymax, point->y);
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*ymax = MAX(*ymin, point->y);
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*zmax = MAX(*zmax, point->z);
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}
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int cameraIsBoxInView(CameraDefinition* camera, Vector3 center, double xsize, double ysize, double zsize)
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{
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Vector3 projected;
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double xmin, xmax, ymin, ymax, zmax;
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center.x -= xsize / 2.0;
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center.y -= ysize / 2.0;
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center.z -= zsize / 2.0;
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projected = cameraProject(camera, NULL, center);
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xmin = xmax = projected.x;
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ymin = ymax = projected.y;
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zmax = projected.z;
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center.x += xsize;
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projected = cameraProject(camera, NULL, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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center.y += ysize;
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projected = cameraProject(camera, NULL, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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center.z += zsize;
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projected = cameraProject(camera, NULL, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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center.x -= xsize;
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projected = cameraProject(camera, NULL, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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center.y -= ysize;
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projected = cameraProject(camera, NULL, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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center.x += xsize;
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projected = cameraProject(camera, NULL, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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center.z -= zsize;
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projected = cameraProject(camera, NULL, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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return xmin <= camera->width && xmax >= 0.0 && ymin <= camera->height && ymax >= 0.0 && zmax >= camera->znear;
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}
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@ -36,6 +36,7 @@ Vector3 cameraProject(CameraDefinition* camera, Renderer* renderer, Vector3 poin
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Vector3 cameraUnproject(CameraDefinition* camera, Renderer* renderer, Vector3 point);
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void cameraProjectToFragment(CameraDefinition* camera, Renderer* renderer, double x, double y, double z, RenderFragment* result);
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/*void cameraPushOverlay(CameraDefinition* camera, Color col, f_RenderFragmentCallback callback);*/
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int cameraIsBoxInView(CameraDefinition* camera, Vector3 center, double xsize, double ysize, double zsize);
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#ifdef __cplusplus
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}
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