paysages : Explorer texturing (WIP).
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@323 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
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3 changed files with 115 additions and 97 deletions
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@ -4,46 +4,51 @@
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#include <QImage>
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#include <QColor>
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#include <QGLWidget>
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#include <math.h>
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#include "../lib_paysages/color.h"
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#include "../lib_paysages/euclid.h"
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#include "../lib_paysages/tools.h"
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WandererChunk::WandererChunk(double x, double z, double size)
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WandererChunk::WandererChunk(Renderer* renderer, double x, double z, double size)
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{
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_renderer = renderer;
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_startx = x;
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_startz = z;
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_dirty = 3;
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_chunksize = size;
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_nbsubchunks = 8;
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_subchunksize = size / (double)_nbsubchunks;
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_size = size;
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_ideal_tessellation = 1;
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_ideal_priority = 0.0;
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_tessellation_max_size = 32;
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_tessellation = new double[(_tessellation_max_size + 1) * (_tessellation_max_size + 1)];
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_tessellation_current_size = 0;
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_tessellation_step = _size / (double)_tessellation_max_size;
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_texture_max_size = 32;
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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->fill(QColor(0, 200, 0));
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_texture_id = 0;
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_need_texture_upload = true;
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_heightmap = new double[(_nbsubchunks + 1) * (_nbsubchunks + 1)];
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for (int j = 0; j <= _nbsubchunks; j++)
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{
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for (int i = 0; i <= _nbsubchunks; i++)
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{
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_heightmap[j * (_nbsubchunks + 1) + i] = -100.0;
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}
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}
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_texture_changed = false;
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maintain(VECTOR_ZERO);
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}
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WandererChunk::~WandererChunk()
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{
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_lock.lock();
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_lock_data.lock();
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delete _texture;
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delete [] _heightmap;
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_lock.unlock();
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delete [] _tessellation;
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_lock_data.unlock();
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}
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void WandererChunk::render(QGLWidget* widget)
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{
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_lock.lock();
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_lock_data.lock();
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if (_need_texture_upload)
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if (_texture_changed)
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{
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_need_texture_upload = false;
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_texture_changed = false;
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if (_texture_id)
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{
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widget->deleteTexture(_texture_id);
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@ -52,111 +57,109 @@ void WandererChunk::render(QGLWidget* widget)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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glBindTexture(GL_TEXTURE_2D, _texture_id);
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else
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{
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glBindTexture(GL_TEXTURE_2D, _texture_id);
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}
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double tsize = 1.0 / (double)_nbsubchunks;
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for (int j = 0; j < _nbsubchunks; j++)
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int tessellation_size = _tessellation_current_size;
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int tessellation_inc = _tessellation_max_size / (double)tessellation_size;
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double tsize = 1.0 / (double)_tessellation_max_size;
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_lock_data.unlock();
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for (int j = 0; j < _tessellation_max_size; j += tessellation_inc)
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{
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glBegin(GL_QUAD_STRIP);
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for (int i = 0; i <= _nbsubchunks; i++)
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for (int i = 0; i <= _tessellation_max_size; i += tessellation_inc)
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{
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glTexCoord2d(tsize * (double)i, 1.0 - tsize * (double)j);
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glVertex3d(_startx + _subchunksize * (double)i, _heightmap[j * (_nbsubchunks + 1) + i], _startz + _subchunksize * (double)j);
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glTexCoord2d(tsize * (double)i, 1.0 - tsize * (double)(j + 1));
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glVertex3d(_startx + _subchunksize * (double)i, _heightmap[(j + 1) * (_nbsubchunks + 1) + i], _startz + _subchunksize * (double)(j + 1));
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glVertex3d(_startx + _tessellation_step * (double)i, _tessellation[j * (_tessellation_max_size + 1) + i], _startz + _tessellation_step * (double)j);
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glTexCoord2d(tsize * (double)i, 1.0 - tsize * (double)(j + tessellation_inc));
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glVertex3d(_startx + _tessellation_step * (double)i, _tessellation[(j + tessellation_inc) * (_tessellation_max_size + 1) + i], _startz + _tessellation_step * (double)(j + tessellation_inc));
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}
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glEnd();
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}
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_lock.unlock();
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}
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bool WandererChunk::maintain(Renderer* renderer)
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bool WandererChunk::maintain(Vector3 camera_location)
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{
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_lock_dirty.lock();
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if (_dirty)
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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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{
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int dirty = _dirty--;
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_lock_dirty.unlock();
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// Compute heightmap
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if (dirty == 3)
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// Improve heightmap resolution
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if (_tessellation_current_size < _tessellation_max_size)
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{
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double* new_heightmap = new double[(_nbsubchunks + 1) * (_nbsubchunks + 1)];
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for (int j = 0; j <= _nbsubchunks; j++)
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int new_tessellation_size = _tessellation_current_size ? _tessellation_current_size * 4 : 2;
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int old_tessellation_inc = _tessellation_current_size ? _tessellation_max_size / _tessellation_current_size : 1;
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int new_tessellation_inc = _tessellation_max_size / new_tessellation_size;
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for (int j = 0; j <= _tessellation_max_size; j += new_tessellation_inc)
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{
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for (int i = 0; i <= _nbsubchunks; i++)
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for (int i = 0; i <= _tessellation_max_size; i += new_tessellation_inc)
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{
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new_heightmap[j * (_nbsubchunks + 1) + i] = renderer->getTerrainHeight(renderer, _startx + _subchunksize * (double)i, _startz + _subchunksize * (double)j);
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if (_tessellation_current_size == 0 || i % old_tessellation_inc != 0 || j % old_tessellation_inc != 0)
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{
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double height = _renderer->getTerrainHeight(_renderer, _startx + _tessellation_step * (double)i, _startz + _tessellation_step * (double)j);
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_tessellation[j * (_tessellation_max_size + 1) + i] = height;
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}
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}
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}
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_lock.lock();
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delete [] _heightmap;
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_heightmap = new_heightmap;
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_lock.unlock();
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_lock_data.lock();
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_tessellation_current_size = new_tessellation_size;
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_lock_data.unlock();
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}
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// Compute low-res texture
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if (dirty == 2)
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// Improve texture resolution
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if (_texture_current_size < _texture_max_size)
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{
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int texture_size = 4;
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double step_size = _chunksize / (double)(texture_size - 1);
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QImage* new_image = new QImage(texture_size, texture_size, QImage::Format_ARGB32);
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for (int j = 0; j < texture_size; j++)
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int new_texture_size = _texture_current_size ? _texture_current_size * 2 : 1;
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double step_size = _texture_current_size ? _size / (double)(new_texture_size - 1) : 0.1;
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QImage* new_image = new QImage(new_texture_size, new_texture_size, QImage::Format_ARGB32);
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for (int j = 0; j < new_texture_size; j++)
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{
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for (int i = 0; i < texture_size; i++)
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for (int i = 0; i < new_texture_size; i++)
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{
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Vector3 location = {_startx + step_size * (double)i, 0.0, _startz + step_size * (double)j};
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Color color = renderer->applyTextures(renderer, location, step_size);
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Color color = _renderer->applyTextures(_renderer, location, step_size);
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new_image->setPixel(i, j, colorTo32BitRGBA(&color));
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}
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}
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_lock.lock();
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_lock_data.lock();
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delete _texture;
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_texture = new_image;
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_need_texture_upload = true;
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_lock.unlock();
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_texture_current_size = new_texture_size;
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_texture_changed = true;
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_lock_data.unlock();
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}
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// Compute texture
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if (dirty == 1)
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{
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int texture_size = 32;
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double step_size = _chunksize / (double)(texture_size - 1);
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QImage* new_image = new QImage(texture_size, texture_size, QImage::Format_ARGB32);
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for (int j = 0; j < texture_size; j++)
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{
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for (int i = 0; i < texture_size; i++)
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{
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Vector3 location = {_startx + step_size * (double)i, 0.0, _startz + step_size * (double)j};
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Color color = renderer->applyTextures(renderer, location, step_size);
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new_image->setPixel(i, j, colorTo32BitRGBA(&color));
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}
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}
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_lock.lock();
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delete _texture;
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_texture = new_image;
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_need_texture_upload = true;
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_lock.unlock();
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}
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return true;
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result = true;
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}
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else
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{
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_lock_dirty.unlock();
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return false;
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result = false;
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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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Vector3 WandererChunk::getCenter()
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{
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Vector3 result;
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result.x = _startz + _chunksize / 2.0;
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result.x = _startx + _size / 2.0;
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result.y = 0.0;
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result.z = _startz + _chunksize / 2.0;
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result.z = _startz + _size / 2.0;
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return result;
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}
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@ -9,27 +9,36 @@
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class WandererChunk
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{
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public:
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WandererChunk(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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bool maintain(Renderer* renderer);
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bool maintain(Vector3 camera_location);
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void render(QGLWidget* widget);
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Vector3 getCenter();
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double _ideal_priority;
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private:
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QMutex _lock;
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QMutex _lock_dirty;
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QMutex _lock_data;
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Renderer* _renderer;
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double _startx;
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double _startz;
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int _dirty;
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double _chunksize;
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double _subchunksize;
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int _nbsubchunks;
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double _size;
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int _ideal_tessellation;
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double* _tessellation;
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int _tessellation_max_size;
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int _tessellation_current_size;
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double _tessellation_step;
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QImage* _texture;
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GLuint _texture_id;
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bool _need_texture_upload;
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double* _heightmap;
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bool _texture_changed;
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int _texture_max_size;
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int _texture_current_size;
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};
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#endif
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@ -70,7 +70,7 @@ WidgetWanderer::WidgetWanderer(QWidget *parent, CameraDefinition* camera):
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{
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for (int j = 0; j < chunks; j++)
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{
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WandererChunk* chunk = new WandererChunk(start + chunksize * (double)i, start + chunksize * (double)j, chunksize);
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WandererChunk* chunk = new WandererChunk(&_renderer, start + chunksize * (double)i, start + chunksize * (double)j, chunksize);
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_chunks.append(chunk);
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_updateQueue.append(chunk);
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}
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@ -131,6 +131,11 @@ void WidgetWanderer::stopThreads()
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}
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}
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bool _cmpChunks(const WandererChunk* c1, const WandererChunk* c2)
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{
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return c1->_ideal_priority > c2->_ideal_priority;
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}
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void WidgetWanderer::performChunksMaintenance()
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{
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WandererChunk* chunk;
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@ -147,7 +152,7 @@ void WidgetWanderer::performChunksMaintenance()
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return;
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}
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if (chunk->maintain(&_renderer))
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if (chunk->maintain(_current_camera.location))
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{
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if (!_alive)
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{
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@ -159,6 +164,7 @@ void WidgetWanderer::performChunksMaintenance()
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_lock_chunks.lock();
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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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}
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