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:
Michaël Lemaire 2012-05-08 14:07:47 +00:00 committed by ThunderK
parent edf0d58eae
commit 891c8112ad
7 changed files with 282 additions and 49 deletions

1
TODO
View file

@ -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.

View file

@ -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
for (int j = 0; j <= _nbsubchunks; j++)
if (dirty == 3)
{
for (int i = 0; i <= _nbsubchunks; i++)
double* new_heightmap = new double[(_nbsubchunks + 1) * (_nbsubchunks + 1)];
for (int j = 0; j <= _nbsubchunks; j++)
{
_heightmap[j * (_nbsubchunks + 1) + i] = renderer->getTerrainHeight(renderer, _startx + _subchunksize * (double)i, _startz + _subchunksize * (double)j);
for (int i = 0; i <= _nbsubchunks; i++)
{
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 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);
new_image->setPixel(i, j, colorTo32BitRGBA(&color));
}
}
_lock.lock();
delete _texture;
_texture = new_image;
_need_texture_upload = true;
_lock.unlock();
}
// Compute texture
int texture_size = 4;
double step_size = _chunksize / (double)(texture_size - 1);
for (int j = 0; j < texture_size; j++)
if (dirty == 1)
{
for (int i = 0; i < texture_size; i++)
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++)
{
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));
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();
}
_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;
}

View file

@ -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;

View file

@ -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);
}

View file

@ -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;

View file

@ -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);
}

View file

@ -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
}