terrain_tessellation: Started new tessellation system

This commit is contained in:
Michaël Lemaire 2013-06-26 17:28:21 +02:00
parent 039e4bb3cb
commit 48494f9e18
3 changed files with 116 additions and 27 deletions

View file

@ -62,7 +62,6 @@ extern StandardDefinition TerrainDefinitionClass;
extern StandardRenderer TerrainRendererClass;
void terrainAutoPreset(TerrainDefinition* definition, TerrainPreset preset);
void terrainRenderSurface(Renderer* renderer);
double terrainGetGridHeight(TerrainDefinition* definition, int x, int z, int with_painting);
double terrainGetInterpolatedHeight(TerrainDefinition* definition, double x, double z, int scaled, int with_painting);
size_t terrainGetMemoryStats(TerrainDefinition* definition);

View file

@ -1,5 +1,6 @@
#include "public.h"
#include "private.h"
#include "ter_raster.h"
#include <stdlib.h>
#include "../renderer.h"
@ -34,7 +35,7 @@ static void _renderQuad(Renderer* renderer, double x, double z, double size, dou
Vector3 ov1, ov2, ov3, ov4;
Vector3 dv1, dv2, dv3, dv4;
ov1.y = ov2.y = ov3.y = ov4.y;
ov1.y = ov2.y = ov3.y = ov4.y = 0.0;
ov1.x = x;
ov1.z = z;
@ -58,56 +59,103 @@ static void _renderQuad(Renderer* renderer, double x, double z, double size, dou
}
}
void terrainRenderSurface(Renderer* renderer)
void terrainTessellateChunk(Renderer* renderer, TerrainChunkInfo* chunk, int detail)
{
/* TODO Tessellate ! */
_renderQuad(renderer, chunk->point_nw.x, chunk->point_nw.z, chunk->point_ne.x - chunk->point_nw.x, renderer->water->getHeightInfo(renderer).min_height);
}
static void _getChunk(Renderer* renderer, TerrainChunkInfo* chunk, double x, double z, double size, double water_height, int displaced)
{
chunk->point_nw = renderer->terrain->getResult(renderer, x, z, 1, displaced).location;
chunk->point_sw = renderer->terrain->getResult(renderer, x, z + size, 1, displaced).location;
chunk->point_se = renderer->terrain->getResult(renderer, x + size, z + size, 1, displaced).location;
chunk->point_ne = renderer->terrain->getResult(renderer, x + size, z, 1, displaced).location;
/* TODO If displaced == 0, the detail_hint may be inaccurate (water and screen culling) */
if (chunk->point_nw.y >= water_height || chunk->point_sw.y >= water_height || chunk->point_se.y >= water_height || chunk->point_ne.y >= water_height)
{
/* TODO */
chunk->detail_hint = 5;
}
else
{
chunk->detail_hint = -1;
}
}
void terrainGetTessellationInfo(Renderer* renderer, FuncTerrainTessellationCallback callback, int displaced)
{
TerrainChunkInfo chunk;
int chunk_factor, chunk_count, i;
Vector3 cam = renderer->getCameraLocation(renderer, VECTOR_ZERO);
double cx = cam.x;
double cz = cam.z;
double min_chunk_size, visible_chunk_size;
double radius_int, radius_ext, chunk_size;
double water_height;
double progress;
double radius_int, radius_ext;
double base_chunk_size, chunk_size;
min_chunk_size = 0.2 / (double)renderer->render_quality;
visible_chunk_size = 0.1 / (double)renderer->render_quality;
if (renderer->render_quality > 7)
{
min_chunk_size *= 0.25;
visible_chunk_size *= 0.25;
}
base_chunk_size = 5.0 / (double)renderer->render_quality;
chunk_factor = 1;
chunk_count = 2;
radius_int = 0.0;
radius_ext = min_chunk_size;
chunk_size = min_chunk_size;
radius_ext = base_chunk_size;
chunk_size = base_chunk_size;
progress = 0.0; /* TODO */
water_height = renderer->water->getHeightInfo(renderer).max_height;
water_height = renderer->water->getHeightInfo(renderer).min_height;
while (radius_int < 5000.0)
{
if (!renderer->addRenderProgress(renderer, 0.0))
{
return;
}
for (i = 0; i < chunk_count - 1; i++)
{
_renderQuad(renderer, cx - radius_ext + chunk_size * i, cz - radius_ext, chunk_size, water_height);
_renderQuad(renderer, cx + radius_int, cz - radius_ext + chunk_size * i, chunk_size, water_height);
_renderQuad(renderer, cx + radius_int - chunk_size * i, cz + radius_int, chunk_size, water_height);
_renderQuad(renderer, cx - radius_ext, cz + radius_int - chunk_size * i, chunk_size, water_height);
_getChunk(renderer, &chunk, cx - radius_ext + chunk_size * i, cz - radius_ext, chunk_size, water_height, displaced);
if (!callback(renderer, &chunk, progress))
{
return;
}
_getChunk(renderer, &chunk, cx + radius_int, cz - radius_ext + chunk_size * i, chunk_size, water_height, displaced);
if (!callback(renderer, &chunk, progress))
{
return;
}
_getChunk(renderer, &chunk, cx + radius_int - chunk_size * i, cz + radius_int, chunk_size, water_height, displaced);
if (!callback(renderer, &chunk, progress))
{
return;
}
_getChunk(renderer, &chunk, cx - radius_ext, cz + radius_int - chunk_size * i, chunk_size, water_height, displaced);
if (!callback(renderer, &chunk, progress))
{
return;
}
}
if (chunk_count % 64 == 0 && chunk_size / radius_int < visible_chunk_size)
if (radius_int > 20.0 && chunk_count % 64 == 0 && (double)chunk_factor < radius_int / 20.0)
{
chunk_count /= 2;
chunk_factor *= 2;
/* TODO Fill in gaps with triangles */
}
chunk_count += 2;
chunk_size = min_chunk_size * chunk_factor;
chunk_size = base_chunk_size * chunk_factor;
radius_int = radius_ext;
radius_ext += chunk_size;
}
}
static int _standardTessellationCallback(Renderer* renderer, TerrainChunkInfo* chunk, double progress)
{
terrainTessellateChunk(renderer, chunk, chunk->detail_hint);
return !renderer->render_interrupt;
}
void terrainRenderSurface(Renderer* renderer)
{
terrainGetTessellationInfo(renderer, _standardTessellationCallback, 0);
}

View file

@ -0,0 +1,42 @@
#ifndef _RENDERING_TERRAIN_RASTER_H_
#define _RENDERING_TERRAIN_RASTER_H_
#ifdef __cplusplus
extern "C" {
#endif
typedef struct
{
Vector3 point_nw;
Vector3 point_sw;
Vector3 point_se;
Vector3 point_ne;
int detail_hint;
} TerrainChunkInfo;
typedef int (*FuncTerrainTessellationCallback)(Renderer* renderer, TerrainChunkInfo* chunk, double progress);
/**
* Tessellate the terrain, yielding chunks information.
*
* The terrain will be broken in chunks, most detailed near the camera.
*/
void terrainGetTessellationInfo(Renderer* renderer, FuncTerrainTessellationCallback callback, int displaced);
/**
* Tessellate a terrain chunk, pushing the quads in the render area.
*/
void terrainTessellateChunk(Renderer* renderer, TerrainChunkInfo* chunk, int detail);
/**
* Start the final rasterization of terrain.
*
* This will push the rasterized quads in the render area, waiting for post process.
*/
void terrainRenderSurface(Renderer* renderer);
#ifdef __cplusplus
}
#endif
#endif