paysages : Explorer texturing (WIP).
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@322 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
parent
edf0d58eae
commit
891c8112ad
7 changed files with 282 additions and 49 deletions
1
TODO
1
TODO
|
@ -22,6 +22,7 @@ Technology Preview 2 :
|
|||
=> Don't display the water if it's below all ground
|
||||
=> Add the sun position
|
||||
=> Try to overcome the near frustum cutting
|
||||
=> Disable texture reflection of light (dependant on camera location)
|
||||
- Water and terrain LOD moves with the camera, fix it like in the wanderer.
|
||||
- Pause previews drawing of main window when a dialog is opened.
|
||||
- Interrupt preview chunk renderings that will be discarded at commit, or that are no more visible.
|
||||
|
|
|
@ -1,7 +1,5 @@
|
|||
#include "wandererchunk.h"
|
||||
|
||||
#include <math.h>
|
||||
#include <stdlib.h>
|
||||
#include <QMutex>
|
||||
#include <QImage>
|
||||
#include <QColor>
|
||||
|
@ -13,23 +11,29 @@ WandererChunk::WandererChunk(double x, double z, double size)
|
|||
{
|
||||
_startx = x;
|
||||
_startz = z;
|
||||
_dirty = true;
|
||||
_dirty = 3;
|
||||
_chunksize = size;
|
||||
_nbsubchunks = 4;
|
||||
_nbsubchunks = 8;
|
||||
_subchunksize = size / (double)_nbsubchunks;
|
||||
_texture = new QImage(4, 4, QImage::Format_ARGB32);
|
||||
_texture = new QImage(1, 1, QImage::Format_ARGB32);
|
||||
_texture->fill(QColor(0, 200, 0));
|
||||
_texture_id = 0;
|
||||
_need_texture_upload = true;
|
||||
_heightmap = (double*)malloc(sizeof(double) * (_nbsubchunks + 1) * (_nbsubchunks + 1));
|
||||
//_heightmap[0] = _heightmap[1] = _heightmap[2] = _heightmap[3] = toolsRandom();
|
||||
_heightmap = new double[(_nbsubchunks + 1) * (_nbsubchunks + 1)];
|
||||
for (int j = 0; j <= _nbsubchunks; j++)
|
||||
{
|
||||
for (int i = 0; i <= _nbsubchunks; i++)
|
||||
{
|
||||
_heightmap[j * (_nbsubchunks + 1) + i] = -100.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
WandererChunk::~WandererChunk()
|
||||
{
|
||||
_lock.lock();
|
||||
delete _texture;
|
||||
free(_heightmap);
|
||||
delete [] _heightmap;
|
||||
_lock.unlock();
|
||||
}
|
||||
|
||||
|
@ -56,7 +60,6 @@ void WandererChunk::render(QGLWidget* widget)
|
|||
glBegin(GL_QUAD_STRIP);
|
||||
for (int i = 0; i <= _nbsubchunks; i++)
|
||||
{
|
||||
glColor3f(1.0, 1.0, 1.0);
|
||||
glTexCoord2d(tsize * (double)i, 1.0 - tsize * (double)j);
|
||||
glVertex3d(_startx + _subchunksize * (double)i, _heightmap[j * (_nbsubchunks + 1) + i], _startz + _subchunksize * (double)j);
|
||||
glTexCoord2d(tsize * (double)i, 1.0 - tsize * (double)(j + 1));
|
||||
|
@ -68,37 +71,92 @@ void WandererChunk::render(QGLWidget* widget)
|
|||
_lock.unlock();
|
||||
}
|
||||
|
||||
void WandererChunk::maintain(Renderer* renderer)
|
||||
bool WandererChunk::maintain(Renderer* renderer)
|
||||
{
|
||||
_lock.lock();
|
||||
|
||||
_lock_dirty.lock();
|
||||
if (_dirty)
|
||||
{
|
||||
_dirty = false;
|
||||
int dirty = _dirty--;
|
||||
_lock_dirty.unlock();
|
||||
|
||||
// Compute heightmap
|
||||
if (dirty == 3)
|
||||
{
|
||||
double* new_heightmap = new double[(_nbsubchunks + 1) * (_nbsubchunks + 1)];
|
||||
for (int j = 0; j <= _nbsubchunks; j++)
|
||||
{
|
||||
for (int i = 0; i <= _nbsubchunks; i++)
|
||||
{
|
||||
_heightmap[j * (_nbsubchunks + 1) + i] = renderer->getTerrainHeight(renderer, _startx + _subchunksize * (double)i, _startz + _subchunksize * (double)j);
|
||||
new_heightmap[j * (_nbsubchunks + 1) + i] = renderer->getTerrainHeight(renderer, _startx + _subchunksize * (double)i, _startz + _subchunksize * (double)j);
|
||||
}
|
||||
}
|
||||
_lock.lock();
|
||||
delete [] _heightmap;
|
||||
_heightmap = new_heightmap;
|
||||
_lock.unlock();
|
||||
}
|
||||
|
||||
// Compute texture
|
||||
// Compute low-res texture
|
||||
if (dirty == 2)
|
||||
{
|
||||
int texture_size = 4;
|
||||
double step_size = _chunksize / (double)(texture_size - 1);
|
||||
QImage* new_image = new QImage(texture_size, texture_size, QImage::Format_ARGB32);
|
||||
for (int j = 0; j < texture_size; j++)
|
||||
{
|
||||
for (int i = 0; i < texture_size; i++)
|
||||
{
|
||||
Vector3 location = {_startx + step_size * (double)i, 0.0, _startz + step_size * (double)j};
|
||||
Color color = renderer->applyTextures(renderer, location, step_size);
|
||||
_texture->setPixel(i, j, colorTo32BitRGBA(&color));
|
||||
new_image->setPixel(i, j, colorTo32BitRGBA(&color));
|
||||
}
|
||||
}
|
||||
_lock.lock();
|
||||
delete _texture;
|
||||
_texture = new_image;
|
||||
_need_texture_upload = true;
|
||||
}
|
||||
|
||||
_lock.unlock();
|
||||
}
|
||||
|
||||
// Compute texture
|
||||
if (dirty == 1)
|
||||
{
|
||||
int texture_size = 32;
|
||||
double step_size = _chunksize / (double)(texture_size - 1);
|
||||
QImage* new_image = new QImage(texture_size, texture_size, QImage::Format_ARGB32);
|
||||
for (int j = 0; j < texture_size; j++)
|
||||
{
|
||||
for (int i = 0; i < texture_size; i++)
|
||||
{
|
||||
Vector3 location = {_startx + step_size * (double)i, 0.0, _startz + step_size * (double)j};
|
||||
Color color = renderer->applyTextures(renderer, location, step_size);
|
||||
new_image->setPixel(i, j, colorTo32BitRGBA(&color));
|
||||
}
|
||||
}
|
||||
_lock.lock();
|
||||
delete _texture;
|
||||
_texture = new_image;
|
||||
_need_texture_upload = true;
|
||||
_lock.unlock();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
_lock_dirty.unlock();
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 WandererChunk::getCenter()
|
||||
{
|
||||
Vector3 result;
|
||||
|
||||
result.x = _startz + _chunksize / 2.0;
|
||||
result.y = 0.0;
|
||||
result.z = _startz + _chunksize / 2.0;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
|
|
@ -12,14 +12,17 @@ public:
|
|||
WandererChunk(double x, double z, double size);
|
||||
~WandererChunk();
|
||||
|
||||
void maintain(Renderer* renderer);
|
||||
bool maintain(Renderer* renderer);
|
||||
void render(QGLWidget* widget);
|
||||
|
||||
Vector3 getCenter();
|
||||
|
||||
private:
|
||||
QMutex _lock;
|
||||
QMutex _lock_dirty;
|
||||
double _startx;
|
||||
double _startz;
|
||||
bool _dirty;
|
||||
int _dirty;
|
||||
double _chunksize;
|
||||
double _subchunksize;
|
||||
int _nbsubchunks;
|
||||
|
|
|
@ -5,7 +5,45 @@
|
|||
#include <QTime>
|
||||
#include <math.h>
|
||||
#include <GL/glu.h>
|
||||
#include <QThread>
|
||||
#include "../lib_paysages/scenery.h"
|
||||
#include "../lib_paysages/euclid.h"
|
||||
|
||||
class ChunkMaintenanceThread:public QThread
|
||||
{
|
||||
public:
|
||||
ChunkMaintenanceThread(WidgetWanderer* wanderer)
|
||||
{
|
||||
_wanderer = wanderer;
|
||||
_running = true;
|
||||
}
|
||||
|
||||
void askStop()
|
||||
{
|
||||
_running = false;
|
||||
}
|
||||
|
||||
static inline void usleep(unsigned long us)
|
||||
{
|
||||
QThread::usleep(us);
|
||||
}
|
||||
|
||||
protected:
|
||||
void run()
|
||||
{
|
||||
while (_running)
|
||||
{
|
||||
_wanderer->performChunksMaintenance();
|
||||
QThread::usleep(10000);
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
bool _running;
|
||||
WidgetWanderer* _wanderer;
|
||||
};
|
||||
|
||||
static QVector<ChunkMaintenanceThread*> _threads;
|
||||
|
||||
WidgetWanderer::WidgetWanderer(QWidget *parent, CameraDefinition* camera):
|
||||
QGLWidget(parent)
|
||||
|
@ -18,21 +56,29 @@ WidgetWanderer::WidgetWanderer(QWidget *parent, CameraDefinition* camera):
|
|||
|
||||
_water = waterCreateDefinition();
|
||||
sceneryGetWater(&_water);
|
||||
_sky = skyCreateDefinition();
|
||||
sceneryGetSky(&_sky);
|
||||
|
||||
_renderer = sceneryCreateStandardRenderer();
|
||||
_updated = false;
|
||||
|
||||
int chunks = 16;
|
||||
double size = 30.0;
|
||||
double size = 150.0;
|
||||
double chunksize = size / (double)chunks;
|
||||
double start = -size / 2.0;
|
||||
for (int i = 0; i < chunks; i++)
|
||||
{
|
||||
for (int j = 0; j < chunks; j++)
|
||||
{
|
||||
_chunks.append(new WandererChunk(start + chunksize * (double)i, start + chunksize * (double)j, chunksize));
|
||||
WandererChunk* chunk = new WandererChunk(start + chunksize * (double)i, start + chunksize * (double)j, chunksize);
|
||||
_chunks.append(chunk);
|
||||
_updateQueue.append(chunk);
|
||||
}
|
||||
}
|
||||
|
||||
startThreads();
|
||||
startTimer(1000);
|
||||
|
||||
_average_frame_time = 0.05;
|
||||
_quality = 3;
|
||||
_last_mouse_x = 0;
|
||||
|
@ -41,6 +87,8 @@ WidgetWanderer::WidgetWanderer(QWidget *parent, CameraDefinition* camera):
|
|||
|
||||
WidgetWanderer::~WidgetWanderer()
|
||||
{
|
||||
stopThreads();
|
||||
|
||||
for (int i = 0; i < _chunks.count(); i++)
|
||||
{
|
||||
delete _chunks[i];
|
||||
|
@ -48,6 +96,72 @@ WidgetWanderer::~WidgetWanderer()
|
|||
waterDeleteDefinition(&_water);
|
||||
}
|
||||
|
||||
void WidgetWanderer::startThreads()
|
||||
{
|
||||
int nbcore;
|
||||
|
||||
_alive = true;
|
||||
|
||||
nbcore = QThread::idealThreadCount() - 1;
|
||||
if (nbcore < 1)
|
||||
{
|
||||
nbcore = 1;
|
||||
}
|
||||
|
||||
for (int i = 0; i < nbcore; i++)
|
||||
{
|
||||
_threads.append(new ChunkMaintenanceThread(this));
|
||||
}
|
||||
for (int i = 0; i < _threads.count(); i++)
|
||||
{
|
||||
_threads[i]->start();
|
||||
}
|
||||
}
|
||||
|
||||
void WidgetWanderer::stopThreads()
|
||||
{
|
||||
for (int i = 0; i < _threads.count(); i++)
|
||||
{
|
||||
_threads[i]->askStop();
|
||||
}
|
||||
_alive = false;
|
||||
for (int i = 0; i < _threads.count(); i++)
|
||||
{
|
||||
_threads[i]->wait();
|
||||
}
|
||||
}
|
||||
|
||||
void WidgetWanderer::performChunksMaintenance()
|
||||
{
|
||||
WandererChunk* chunk;
|
||||
|
||||
_lock_chunks.lock();
|
||||
if (_updateQueue.count() > 0)
|
||||
{
|
||||
chunk = _updateQueue.takeFirst();
|
||||
_lock_chunks.unlock();
|
||||
}
|
||||
else
|
||||
{
|
||||
_lock_chunks.unlock();
|
||||
return;
|
||||
}
|
||||
|
||||
if (chunk->maintain(&_renderer))
|
||||
{
|
||||
if (!_alive)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_updated = true;
|
||||
}
|
||||
|
||||
_lock_chunks.lock();
|
||||
_updateQueue.append(chunk);
|
||||
_lock_chunks.unlock();
|
||||
}
|
||||
|
||||
void WidgetWanderer::resetCamera()
|
||||
{
|
||||
cameraCopyDefinition(_base_camera, &_current_camera);
|
||||
|
@ -189,9 +303,18 @@ void WidgetWanderer::wheelEvent(QWheelEvent* event)
|
|||
event->accept();
|
||||
}
|
||||
|
||||
void WidgetWanderer::timerEvent(QTimerEvent *event)
|
||||
{
|
||||
if (_updated)
|
||||
{
|
||||
_updated = false;
|
||||
updateGL();
|
||||
}
|
||||
}
|
||||
|
||||
void WidgetWanderer::initializeGL()
|
||||
{
|
||||
glClearColor(0.4, 0.7, 0.8, 0.0);
|
||||
glClearColor(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
|
@ -230,6 +353,11 @@ void WidgetWanderer::paintGL()
|
|||
QTime start_time;
|
||||
double frame_time;
|
||||
|
||||
if (_current_camera.location.y > 30.0)
|
||||
{
|
||||
_current_camera.location.y = 30.0;
|
||||
}
|
||||
|
||||
cameraValidateDefinition(&_current_camera, 1);
|
||||
|
||||
start_time = QTime::currentTime();
|
||||
|
@ -238,13 +366,27 @@ void WidgetWanderer::paintGL()
|
|||
glLoadIdentity();
|
||||
gluLookAt(_current_camera.location.x, _current_camera.location.y, _current_camera.location.z, _current_camera.target.x, _current_camera.target.y, _current_camera.target.z, _current_camera.up.x, _current_camera.up.y, _current_camera.up.z);
|
||||
|
||||
// Background
|
||||
Color zenith_color = skyGetZenithColor(&_sky);
|
||||
glClearColor(zenith_color.r, zenith_color.g, zenith_color.b, 0.0);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
// Render sun
|
||||
Vector3 sun_location = v3Add(_current_camera.location, v3Scale(skyGetSunDirection(&_sky), 500.0));
|
||||
Color sun_color = skyGetSunColor(&_sky);
|
||||
glDisable(GL_TEXTURE);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glColor3f(sun_color.r, sun_color.g, sun_color.b);
|
||||
glPointSize(15.0 * _sky.sun_radius / 0.02);
|
||||
glEnable(GL_POINT_SMOOTH);
|
||||
glBegin(GL_POINTS);
|
||||
glVertex3f(sun_location.x, sun_location.y, sun_location.z);
|
||||
glEnd();
|
||||
|
||||
// Render water
|
||||
glDisable(GL_TEXTURE);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glColor3f(0.0, 0.0, 1.0);
|
||||
glColor3f(_water.material.base.r, _water.material.base.g, _water.material.base.b);
|
||||
glBegin(GL_QUADS);
|
||||
glVertex3f(_current_camera.location.x - 500.0, _water.height, _current_camera.location.z - 500.0);
|
||||
glVertex3f(_current_camera.location.x - 500.0, _water.height, _current_camera.location.z + 500.0);
|
||||
|
@ -257,8 +399,7 @@ void WidgetWanderer::paintGL()
|
|||
glEnable(GL_TEXTURE_2D);
|
||||
for (int i = 0; i < _chunks.count(); i++)
|
||||
{
|
||||
_chunks[i]->maintain(&_renderer);
|
||||
|
||||
glColor3f(1.0, 1.0, 1.0);
|
||||
_chunks[i]->render(this);
|
||||
}
|
||||
|
||||
|
|
|
@ -3,11 +3,10 @@
|
|||
|
||||
#include <QGLWidget>
|
||||
#include "wandererchunk.h"
|
||||
#include "../lib_paysages/atmosphere.h"
|
||||
#include "../lib_paysages/camera.h"
|
||||
#include "../lib_paysages/terrain.h"
|
||||
#include "../lib_paysages/water.h"
|
||||
#include "../lib_paysages/renderer.h"
|
||||
#include "../lib_paysages/sky.h"
|
||||
|
||||
class WidgetWanderer : public QGLWidget
|
||||
{
|
||||
|
@ -16,6 +15,8 @@ public:
|
|||
WidgetWanderer(QWidget* parent, CameraDefinition* camera);
|
||||
~WidgetWanderer();
|
||||
|
||||
void performChunksMaintenance();
|
||||
|
||||
public slots:
|
||||
void resetCamera();
|
||||
void validateCamera();
|
||||
|
@ -25,20 +26,29 @@ protected:
|
|||
void mousePressEvent(QMouseEvent* event);
|
||||
void mouseMoveEvent(QMouseEvent* event);
|
||||
void wheelEvent(QWheelEvent* event);
|
||||
void timerEvent(QTimerEvent *event);
|
||||
|
||||
void initializeGL();
|
||||
void resizeGL(int w, int h);
|
||||
void paintGL();
|
||||
|
||||
private:
|
||||
void startThreads();
|
||||
void stopThreads();
|
||||
|
||||
CameraDefinition _current_camera;
|
||||
CameraDefinition* _base_camera;
|
||||
|
||||
Renderer _renderer;
|
||||
bool _updated;
|
||||
|
||||
QVector<WandererChunk*> _chunks;
|
||||
QList<WandererChunk*> _updateQueue;
|
||||
bool _alive;
|
||||
QMutex _lock_chunks;
|
||||
|
||||
WaterDefinition _water;
|
||||
SkyDefinition _sky;
|
||||
|
||||
double _average_frame_time;
|
||||
int _quality;
|
||||
|
|
|
@ -143,14 +143,11 @@ int skyGetLights(SkyDefinition* sky, LightDefinition* lights, int max_lights)
|
|||
|
||||
Color skyGetColor(SkyDefinition* definition, Renderer* renderer, Vector3 eye, Vector3 look)
|
||||
{
|
||||
double sun_angle, dist;
|
||||
double dist;
|
||||
Vector3 sun_position;
|
||||
Color sun_color, sky_color;
|
||||
|
||||
sun_angle = (definition->daytime + 0.75) * M_PI * 2.0;
|
||||
sun_position.x = cos(sun_angle);
|
||||
sun_position.y = sin(sun_angle);
|
||||
sun_position.z = 0.0;
|
||||
sun_position = skyGetSunDirection(definition);
|
||||
|
||||
look = v3Normalize(look);
|
||||
dist = v3Norm(v3Sub(look, sun_position));
|
||||
|
@ -269,3 +266,23 @@ void skyRender(SkyDefinition* definition, Renderer* renderer)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 skyGetSunDirection(SkyDefinition* definition)
|
||||
{
|
||||
Vector3 result;
|
||||
double sun_angle = (definition->daytime + 0.75) * M_PI * 2.0;
|
||||
result.x = cos(sun_angle);
|
||||
result.y = sin(sun_angle);
|
||||
result.z = 0.0;
|
||||
return result;
|
||||
}
|
||||
|
||||
Color skyGetSunColor(SkyDefinition* definition)
|
||||
{
|
||||
return colorGradationGet(definition->sun_color, definition->daytime);
|
||||
}
|
||||
|
||||
Color skyGetZenithColor(SkyDefinition* definition)
|
||||
{
|
||||
return colorGradationGet(definition->zenith_color, definition->daytime);
|
||||
}
|
||||
|
|
|
@ -35,6 +35,9 @@ void skyValidateDefinition(SkyDefinition* definition);
|
|||
int skyGetLights(SkyDefinition* sky, LightDefinition* lights, int max_lights);
|
||||
Color skyGetColor(SkyDefinition* definition, Renderer* renderer, Vector3 eye, Vector3 look);
|
||||
void skyRender(SkyDefinition* definition, Renderer* renderer);
|
||||
Vector3 skyGetSunDirection(SkyDefinition* definition);
|
||||
Color skyGetSunColor(SkyDefinition* definition);
|
||||
Color skyGetZenithColor(SkyDefinition* definition);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue