paysages : Explorer texturing (WIP).
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@324 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
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6 changed files with 97 additions and 26 deletions
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@ -1,10 +1,12 @@
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????-??-?? Technology Preview 2
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????-??-?? Technology Preview 2
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-------------------------------
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-------------------------------
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* Previews scaling is now logarithmic (slower when zoomed).
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* Previews scaling is now logarithmic (slower when zoomed).
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* Previews drawing now takes advantage of multiple CPUs.
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* Previews drawing now takes advantage of multiple CPU cores.
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* New texture model (perpendicular displacement and thickness).
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* New texture model (perpendicular displacement and thickness).
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* Added clouds hardness to light.
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* Added clouds hardness to light.
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* Version management in saved files.
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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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* 3D explorer now takes advantage of multiple CPU cores.
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2012-04-20 Technology Preview 1
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2012-04-20 Technology Preview 1
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-------------------------------
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-------------------------------
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7
TODO
7
TODO
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@ -17,12 +17,13 @@ Technology Preview 2 :
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=> Improve curve rendering
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=> Improve curve rendering
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=> Add axis labels
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=> Add axis labels
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- Improve 3d explorer
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- Improve 3d explorer
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=> Store computed vertices in memory, using chunks
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=> Improve priority rendering (prioritize on screen chunks)
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=> Compute the ground texture by chunk
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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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=> Don't display the water if it's below all ground
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=> Add the sun position
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=> Try to overcome the near frustum cutting
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=> Try to overcome the near frustum cutting
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=> Disable texture reflection of light (dependant on camera location)
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=> Disable texture reflection of light (dependant on camera location)
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=> Add toggles (for water...)
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- Water and terrain LOD moves with the camera, fix it like in the wanderer.
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- Water and terrain LOD moves with the camera, fix it like in the wanderer.
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- Pause previews drawing of main window when a dialog is opened.
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- Pause previews drawing of main window when a dialog is opened.
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- Interrupt preview chunk renderings that will be discarded at commit, or that are no more visible.
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- Interrupt preview chunk renderings that will be discarded at commit, or that are no more visible.
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@ -25,13 +25,13 @@ WandererChunk::WandererChunk(Renderer* renderer, double x, double z, double size
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_tessellation_current_size = 0;
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_tessellation_current_size = 0;
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_tessellation_step = _size / (double)_tessellation_max_size;
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_tessellation_step = _size / (double)_tessellation_max_size;
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_texture_max_size = 32;
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_texture_max_size = 128;
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_texture_current_size = 0;
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_texture_current_size = 0;
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_texture = new QImage(1, 1, QImage::Format_ARGB32);
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_texture = new QImage(1, 1, QImage::Format_ARGB32);
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_texture_id = 0;
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_texture_id = 0;
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_texture_changed = false;
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_texture_changed = false;
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maintain(VECTOR_ZERO);
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maintain();
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}
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}
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WandererChunk::~WandererChunk()
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WandererChunk::~WandererChunk()
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@ -82,10 +82,38 @@ void WandererChunk::render(QGLWidget* widget)
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}
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}
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}
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}
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bool WandererChunk::maintain(Vector3 camera_location)
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void WandererChunk::updatePriority(Vector3 camera_location)
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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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}
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else
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{
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double distance = v3Norm(v3Sub(camera_location, getCenter()));
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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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if (_texture_current_size == 1)
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{
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_ideal_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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}
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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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}
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}
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_lock_data.unlock();
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}
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bool WandererChunk::maintain()
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{
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{
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bool result;
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if (_tessellation_current_size < _tessellation_max_size || _texture_current_size < _texture_max_size)
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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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{
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// Improve heightmap resolution
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// Improve heightmap resolution
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@ -135,22 +163,12 @@ bool WandererChunk::maintain(Vector3 camera_location)
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_lock_data.unlock();
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_lock_data.unlock();
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}
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}
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result = true;
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return true;
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}
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}
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else
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else
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{
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{
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result = false;
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return false;
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}
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}
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// Compute new priority
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_lock_data.lock();
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double distance = v3Norm(v3Sub(camera_location, getCenter()));
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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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_lock_data.unlock();
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return result;
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}
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}
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Vector3 WandererChunk::getCenter()
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Vector3 WandererChunk::getCenter()
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WandererChunk(Renderer* renderer, double x, double z, double size);
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WandererChunk(Renderer* renderer, double x, double z, double size);
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~WandererChunk();
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~WandererChunk();
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bool maintain(Vector3 camera_location);
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bool maintain();
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void updatePriority(Vector3 camera_location);
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void render(QGLWidget* widget);
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void render(QGLWidget* widget);
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Vector3 getCenter();
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Vector3 getCenter();
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static QVector<ChunkMaintenanceThread*> _threads;
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static QVector<ChunkMaintenanceThread*> _threads;
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static double _getTerrainHeight(Renderer* renderer, double x, double z)
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{
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return terrainGetHeight((TerrainDefinition*)(renderer->customData[0]), x, z);
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}
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static Color _applyTextures(Renderer* renderer, Vector3 location, double precision)
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{
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return texturesGetColor((TexturesDefinition*)(renderer->customData[1]), renderer, location.x, location.z, precision);
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}
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static Color _applyLightingToSurface(Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material)
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{
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return lightingApplyToSurface((LightingDefinition*)renderer->customData[2], renderer, location, normal, material);
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}
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static Color _maskLight(Renderer* renderer, Color light_color, Vector3 at_location, Vector3 light_location, Vector3 direction_to_light)
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{
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return terrainLightFilter((TerrainDefinition*)(renderer->customData[0]), renderer, light_color, at_location, light_location, direction_to_light);
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}
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WidgetWanderer::WidgetWanderer(QWidget *parent, CameraDefinition* camera):
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WidgetWanderer::WidgetWanderer(QWidget *parent, CameraDefinition* camera):
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QGLWidget(parent)
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QGLWidget(parent)
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{
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{
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sceneryGetWater(&_water);
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sceneryGetWater(&_water);
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_sky = skyCreateDefinition();
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_sky = skyCreateDefinition();
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sceneryGetSky(&_sky);
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sceneryGetSky(&_sky);
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_terrain = terrainCreateDefinition();
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sceneryGetTerrain(&_terrain);
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_textures = texturesCreateDefinition();
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sceneryGetTextures(&_textures);
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_lighting = lightingCreateDefinition();
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sceneryGetLighting(&_lighting);
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_renderer = rendererCreate();
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_renderer.render_quality = 3;
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_renderer.customData[0] = &_terrain;
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_renderer.customData[1] = &_textures;
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_renderer.customData[2] = &_lighting;
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_renderer.customData[3] = &_water;
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_renderer.applyTextures = _applyTextures;
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_renderer.getTerrainHeight = _getTerrainHeight;
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_renderer.applyLightingToSurface = _applyLightingToSurface;
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_renderer.maskLight = _maskLight;
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_renderer = sceneryCreateStandardRenderer();
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_updated = false;
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_updated = false;
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int chunks = 16;
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int chunks = 16;
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_alive = true;
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_alive = true;
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nbcore = QThread::idealThreadCount() - 1;
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nbcore = QThread::idealThreadCount();
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if (nbcore < 1)
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if (nbcore < 1)
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{
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{
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nbcore = 1;
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nbcore = 1;
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return;
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return;
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}
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}
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if (chunk->maintain(_current_camera.location))
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if (chunk->maintain())
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{
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{
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if (!_alive)
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if (!_alive)
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{
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{
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_lock_chunks.lock();
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_lock_chunks.lock();
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_updateQueue.append(chunk);
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_updateQueue.append(chunk);
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qSort(_updateQueue.begin(), _updateQueue.end(), _cmpChunks);
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_lock_chunks.unlock();
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_lock_chunks.unlock();
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}
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}
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_updated = false;
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_updated = false;
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updateGL();
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updateGL();
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}
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}
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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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}
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_lock_chunks.lock();
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qSort(_updateQueue.begin(), _updateQueue.end(), _cmpChunks);
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_lock_chunks.unlock();
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}
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}
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void WidgetWanderer::initializeGL()
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void WidgetWanderer::initializeGL()
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#include "../lib_paysages/water.h"
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#include "../lib_paysages/water.h"
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#include "../lib_paysages/renderer.h"
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#include "../lib_paysages/renderer.h"
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#include "../lib_paysages/sky.h"
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#include "../lib_paysages/sky.h"
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#include "../lib_paysages/terrain.h"
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#include "../lib_paysages/textures.h"
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#include "../lib_paysages/lighting.h"
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class WidgetWanderer : public QGLWidget
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class WidgetWanderer : public QGLWidget
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{
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{
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WaterDefinition _water;
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WaterDefinition _water;
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SkyDefinition _sky;
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SkyDefinition _sky;
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TerrainDefinition _terrain;
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TexturesDefinition _textures;
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LightingDefinition _lighting;
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double _average_frame_time;
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double _average_frame_time;
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int _quality;
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int _quality;
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