OpenGLTerrain does not use Qt containers anymore
This commit is contained in:
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5d24edad32
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8ff83d48e7
5 changed files with 57 additions and 39 deletions
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@ -31,7 +31,7 @@ class OPENGLSHARED_EXPORT OpenGLShaderProgram {
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*
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*
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* *state* is optional and may add ponctual variables to the global state.
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* *state* is optional and may add ponctual variables to the global state.
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*/
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*/
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void draw(OpenGLVertexArray *vertices, OpenGLSharedState *state = NULL, int start=0, int count=-1);
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void draw(OpenGLVertexArray *vertices, OpenGLSharedState *state = NULL, int start = 0, int count = -1);
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inline QOpenGLShaderProgram *getProgram() const {
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inline QOpenGLShaderProgram *getProgram() const {
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return program;
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return program;
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@ -1,10 +1,12 @@
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#include "OpenGLTerrain.h"
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#include "OpenGLTerrain.h"
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#include <vector>
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#include "OpenGLFunctions.h"
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#include "OpenGLFunctions.h"
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#include "OpenGLRenderer.h"
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#include "OpenGLRenderer.h"
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#include "OpenGLShaderProgram.h"
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#include "OpenGLShaderProgram.h"
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#include "ParallelPool.h"
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#include "ParallelPool.h"
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#include "Thread.h"
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#include "Thread.h"
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#include "Mutex.h"
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#include "OpenGLTerrainChunk.h"
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#include "OpenGLTerrainChunk.h"
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#include "WaterRenderer.h"
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#include "WaterRenderer.h"
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#include "CameraDefinition.h"
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#include "CameraDefinition.h"
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@ -32,7 +34,22 @@ class ChunkMaintenanceThreads : public ParallelPool {
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OpenGLTerrain *terrain;
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OpenGLTerrain *terrain;
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};
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};
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class OpenGLTerrainChunkCmp {
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public:
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bool operator()(const OpenGLTerrainChunk *lhs, const OpenGLTerrainChunk *rhs) const {
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return lhs->getPriority() < rhs->getPriority();
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}
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};
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class paysages::opengl::OpenGLTerrainPV {
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public:
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Mutex lock;
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vector<OpenGLTerrainChunk *> chunks;
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vector<OpenGLTerrainChunk *> queue;
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};
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OpenGLTerrain::OpenGLTerrain(OpenGLRenderer *renderer) : OpenGLPart(renderer, "terrain") {
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OpenGLTerrain::OpenGLTerrain(OpenGLRenderer *renderer) : OpenGLPart(renderer, "terrain") {
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pv = new OpenGLTerrainPV();
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work = new ChunkMaintenanceThreads(this);
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work = new ChunkMaintenanceThreads(this);
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paused = false;
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paused = false;
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@ -48,9 +65,11 @@ OpenGLTerrain::OpenGLTerrain(OpenGLRenderer *renderer) : OpenGLPart(renderer, "t
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OpenGLTerrain::~OpenGLTerrain() {
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OpenGLTerrain::~OpenGLTerrain() {
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delete work;
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delete work;
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for (int i = 0; i < _chunks.count(); i++) {
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for (auto chunk : pv->chunks) {
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delete _chunks[i];
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delete chunk;
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}
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}
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delete pv;
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}
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}
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void OpenGLTerrain::initialize() {
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void OpenGLTerrain::initialize() {
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@ -63,8 +82,8 @@ void OpenGLTerrain::initialize() {
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for (int j = 0; j < chunks; j++) {
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for (int j = 0; j < chunks; j++) {
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OpenGLTerrainChunk *chunk = new OpenGLTerrainChunk(renderer, start + chunksize * (double)i,
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OpenGLTerrainChunk *chunk = new OpenGLTerrainChunk(renderer, start + chunksize * (double)i,
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start + chunksize * (double)j, chunksize, chunks);
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start + chunksize * (double)j, chunksize, chunks);
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_chunks.append(chunk);
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pv->chunks.push_back(chunk);
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_updateQueue.append(chunk);
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pv->queue.push_back(chunk);
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}
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}
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}
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}
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@ -77,26 +96,26 @@ void OpenGLTerrain::initialize() {
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}
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}
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void OpenGLTerrain::update() {
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void OpenGLTerrain::update() {
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for (auto &chunk : _chunks) {
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for (auto &chunk : pv->chunks) {
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chunk->askReset(true, true);
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chunk->askReset(true, true);
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}
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}
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}
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}
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void OpenGLTerrain::render() {
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void OpenGLTerrain::render() {
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for (int i = 0; i < _chunks.count(); i++) {
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for (auto chunk : pv->chunks) {
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_chunks[i]->render(program);
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chunk->render(program);
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}
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}
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}
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}
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void OpenGLTerrain::interrupt() {
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void OpenGLTerrain::interrupt() {
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for (auto &chunk : _chunks) {
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for (auto chunk : pv->chunks) {
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chunk->askInterrupt();
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chunk->askInterrupt();
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}
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}
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}
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}
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void OpenGLTerrain::destroy() {
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void OpenGLTerrain::destroy() {
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OpenGLFunctions *functions = getFunctions();
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OpenGLFunctions *functions = getFunctions();
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for (auto &chunk : _chunks) {
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for (auto &chunk : pv->chunks) {
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chunk->destroy(functions);
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chunk->destroy(functions);
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}
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}
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}
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}
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@ -107,44 +126,44 @@ void OpenGLTerrain::pause() {
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}
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}
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void OpenGLTerrain::resume() {
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void OpenGLTerrain::resume() {
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for (auto &chunk : _chunks) {
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for (auto &chunk : pv->chunks) {
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chunk->askResume();
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chunk->askResume();
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}
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}
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paused = false;
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paused = false;
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}
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}
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void OpenGLTerrain::resetTextures() {
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void OpenGLTerrain::resetTextures() {
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for (auto &chunk : _chunks) {
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for (auto &chunk : pv->chunks) {
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chunk->askReset(false, true);
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chunk->askReset(false, true);
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}
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}
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}
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}
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static bool _cmpChunks(const OpenGLTerrainChunk *c1, const OpenGLTerrainChunk *c2) {
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return c1->priority > c2->priority;
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}
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void OpenGLTerrain::performChunksMaintenance() {
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void OpenGLTerrain::performChunksMaintenance() {
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CameraDefinition *camera = renderer->getScenery()->getCamera();
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CameraDefinition *camera = renderer->getScenery()->getCamera();
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OpenGLTerrainChunk *chunk;
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OpenGLTerrainChunk *chunk;
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_lock_chunks.lock();
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pv->lock.acquire();
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if (_updateQueue.count() > 0) {
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for (auto &chunk : pv->chunks) {
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chunk = _updateQueue.takeFirst();
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chunk->updatePriority(camera);
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_lock_chunks.unlock();
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}
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if (pv->queue.size() > 0) {
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sort(pv->queue.begin(), pv->queue.end(), OpenGLTerrainChunkCmp());
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chunk = pv->queue.back();
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pv->queue.pop_back();
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} else {
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} else {
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_lock_chunks.unlock();
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chunk = NULL;
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return;
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}
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}
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pv->lock.release();
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chunk->maintain();
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if (chunk) {
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chunk->maintain();
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_lock_chunks.lock();
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pv->lock.acquire();
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_updateQueue.append(chunk);
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pv->queue.push_back(chunk);
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for (int i = 0; i < _chunks.count(); i++) {
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pv->lock.release();
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_chunks[i]->updatePriority(camera);
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}
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}
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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 OpenGLTerrain::nodeChanged(const DefinitionNode *node, const DefinitionDiff *) {
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void OpenGLTerrain::nodeChanged(const DefinitionNode *node, const DefinitionDiff *) {
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@ -6,13 +6,11 @@
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#include "OpenGLPart.h"
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#include "OpenGLPart.h"
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#include "DefinitionWatcher.h"
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#include "DefinitionWatcher.h"
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#include <QVector>
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#include <QList>
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#include <QMutex>
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namespace paysages {
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namespace paysages {
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namespace opengl {
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namespace opengl {
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class OpenGLTerrainPV;
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class OPENGLSHARED_EXPORT OpenGLTerrain : public OpenGLPart, public DefinitionWatcher {
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class OPENGLSHARED_EXPORT OpenGLTerrain : public OpenGLPart, public DefinitionWatcher {
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public:
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public:
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OpenGLTerrain(OpenGLRenderer *renderer);
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OpenGLTerrain(OpenGLRenderer *renderer);
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@ -45,9 +43,7 @@ class OPENGLSHARED_EXPORT OpenGLTerrain : public OpenGLPart, public DefinitionWa
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ParallelPool *work;
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ParallelPool *work;
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bool paused;
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bool paused;
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QVector<OpenGLTerrainChunk *> _chunks;
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OpenGLTerrainPV *pv;
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QList<OpenGLTerrainChunk *> _updateQueue;
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QMutex _lock_chunks;
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};
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};
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}
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}
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}
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}
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@ -24,6 +24,9 @@ class OPENGLSHARED_EXPORT OpenGLTerrainChunk {
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inline int getVerticesLevel() const {
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inline int getVerticesLevel() const {
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return vertices_level;
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return vertices_level;
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}
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}
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inline double getPriority() const {
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return priority;
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}
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inline const OpenGLVertexArray *getVertices() const {
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inline const OpenGLVertexArray *getVertices() const {
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return vertices;
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return vertices;
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}
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}
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@ -57,11 +60,11 @@ class OPENGLSHARED_EXPORT OpenGLTerrainChunk {
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*/
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*/
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void fillVerticesFromSquare(OpenGLVertexArray *array, int index_offset, double x, double z, double size);
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void fillVerticesFromSquare(OpenGLVertexArray *array, int index_offset, double x, double z, double size);
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double priority;
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private:
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private:
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Vector3 getCenter();
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Vector3 getCenter();
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double priority;
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double _startx;
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double _startx;
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double _startz;
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double _startz;
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double _size;
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double _size;
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@ -34,7 +34,7 @@ class OpenGLVertexArray {
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*
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*
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* A shader program must be bound (and uniforms defined) when calling this.
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* A shader program must be bound (and uniforms defined) when calling this.
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*/
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*/
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void render(OpenGLFunctions *functions, int start=0, int count=-1);
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void render(OpenGLFunctions *functions, int start = 0, int count = -1);
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/**
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/**
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* Set the vertex total count.
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* Set the vertex total count.
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