paysages : Explorer texturing (WIP).

git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@323 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
Michaël Lemaire 2012-05-08 22:03:39 +00:00 committed by ThunderK
parent 891c8112ad
commit b34a2cc59d
3 changed files with 115 additions and 97 deletions

View file

@ -4,46 +4,51 @@
#include <QImage>
#include <QColor>
#include <QGLWidget>
#include <math.h>
#include "../lib_paysages/color.h"
#include "../lib_paysages/euclid.h"
#include "../lib_paysages/tools.h"
WandererChunk::WandererChunk(double x, double z, double size)
WandererChunk::WandererChunk(Renderer* renderer, double x, double z, double size)
{
_renderer = renderer;
_startx = x;
_startz = z;
_dirty = 3;
_chunksize = size;
_nbsubchunks = 8;
_subchunksize = size / (double)_nbsubchunks;
_size = size;
_ideal_tessellation = 1;
_ideal_priority = 0.0;
_tessellation_max_size = 32;
_tessellation = new double[(_tessellation_max_size + 1) * (_tessellation_max_size + 1)];
_tessellation_current_size = 0;
_tessellation_step = _size / (double)_tessellation_max_size;
_texture_max_size = 32;
_texture_current_size = 0;
_texture = new QImage(1, 1, QImage::Format_ARGB32);
_texture->fill(QColor(0, 200, 0));
_texture_id = 0;
_need_texture_upload = true;
_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;
}
}
_texture_changed = false;
maintain(VECTOR_ZERO);
}
WandererChunk::~WandererChunk()
{
_lock.lock();
_lock_data.lock();
delete _texture;
delete [] _heightmap;
_lock.unlock();
delete [] _tessellation;
_lock_data.unlock();
}
void WandererChunk::render(QGLWidget* widget)
{
_lock.lock();
_lock_data.lock();
if (_need_texture_upload)
if (_texture_changed)
{
_need_texture_upload = false;
_texture_changed = false;
if (_texture_id)
{
widget->deleteTexture(_texture_id);
@ -52,111 +57,109 @@ void WandererChunk::render(QGLWidget* widget)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
else
{
glBindTexture(GL_TEXTURE_2D, _texture_id);
}
double tsize = 1.0 / (double)_nbsubchunks;
for (int j = 0; j < _nbsubchunks; j++)
int tessellation_size = _tessellation_current_size;
int tessellation_inc = _tessellation_max_size / (double)tessellation_size;
double tsize = 1.0 / (double)_tessellation_max_size;
_lock_data.unlock();
for (int j = 0; j < _tessellation_max_size; j += tessellation_inc)
{
glBegin(GL_QUAD_STRIP);
for (int i = 0; i <= _nbsubchunks; i++)
for (int i = 0; i <= _tessellation_max_size; i += tessellation_inc)
{
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));
glVertex3d(_startx + _subchunksize * (double)i, _heightmap[(j + 1) * (_nbsubchunks + 1) + i], _startz + _subchunksize * (double)(j + 1));
glVertex3d(_startx + _tessellation_step * (double)i, _tessellation[j * (_tessellation_max_size + 1) + i], _startz + _tessellation_step * (double)j);
glTexCoord2d(tsize * (double)i, 1.0 - tsize * (double)(j + tessellation_inc));
glVertex3d(_startx + _tessellation_step * (double)i, _tessellation[(j + tessellation_inc) * (_tessellation_max_size + 1) + i], _startz + _tessellation_step * (double)(j + tessellation_inc));
}
glEnd();
}
_lock.unlock();
}
bool WandererChunk::maintain(Renderer* renderer)
bool WandererChunk::maintain(Vector3 camera_location)
{
_lock_dirty.lock();
if (_dirty)
{
int dirty = _dirty--;
_lock_dirty.unlock();
bool result;
// Compute heightmap
if (dirty == 3)
if (_tessellation_current_size < _tessellation_max_size || _texture_current_size < _texture_max_size)
{
double* new_heightmap = new double[(_nbsubchunks + 1) * (_nbsubchunks + 1)];
for (int j = 0; j <= _nbsubchunks; j++)
// Improve heightmap resolution
if (_tessellation_current_size < _tessellation_max_size)
{
for (int i = 0; i <= _nbsubchunks; i++)
int new_tessellation_size = _tessellation_current_size ? _tessellation_current_size * 4 : 2;
int old_tessellation_inc = _tessellation_current_size ? _tessellation_max_size / _tessellation_current_size : 1;
int new_tessellation_inc = _tessellation_max_size / new_tessellation_size;
for (int j = 0; j <= _tessellation_max_size; j += new_tessellation_inc)
{
new_heightmap[j * (_nbsubchunks + 1) + i] = renderer->getTerrainHeight(renderer, _startx + _subchunksize * (double)i, _startz + _subchunksize * (double)j);
for (int i = 0; i <= _tessellation_max_size; i += new_tessellation_inc)
{
if (_tessellation_current_size == 0 || i % old_tessellation_inc != 0 || j % old_tessellation_inc != 0)
{
double height = _renderer->getTerrainHeight(_renderer, _startx + _tessellation_step * (double)i, _startz + _tessellation_step * (double)j);
_tessellation[j * (_tessellation_max_size + 1) + i] = height;
}
}
_lock.lock();
delete [] _heightmap;
_heightmap = new_heightmap;
_lock.unlock();
}
// Compute low-res texture
if (dirty == 2)
_lock_data.lock();
_tessellation_current_size = new_tessellation_size;
_lock_data.unlock();
}
// Improve texture resolution
if (_texture_current_size < _texture_max_size)
{
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++)
int new_texture_size = _texture_current_size ? _texture_current_size * 2 : 1;
double step_size = _texture_current_size ? _size / (double)(new_texture_size - 1) : 0.1;
QImage* new_image = new QImage(new_texture_size, new_texture_size, QImage::Format_ARGB32);
for (int j = 0; j < new_texture_size; j++)
{
for (int i = 0; i < texture_size; i++)
for (int i = 0; i < new_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);
Color color = _renderer->applyTextures(_renderer, location, step_size);
new_image->setPixel(i, j, colorTo32BitRGBA(&color));
}
}
_lock.lock();
_lock_data.lock();
delete _texture;
_texture = new_image;
_need_texture_upload = true;
_lock.unlock();
_texture_current_size = new_texture_size;
_texture_changed = true;
_lock_data.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;
result = true;
}
else
{
_lock_dirty.unlock();
return false;
result = false;
}
// Compute new priority
_lock_data.lock();
double distance = v3Norm(v3Sub(camera_location, getCenter()));
distance = distance < 0.1 ? 0.1 : distance;
_ideal_tessellation = (int)ceil(120.0 - distance / 3.0);
_ideal_priority = _ideal_tessellation - _texture_current_size;
_lock_data.unlock();
return result;
}
Vector3 WandererChunk::getCenter()
{
Vector3 result;
result.x = _startz + _chunksize / 2.0;
result.x = _startx + _size / 2.0;
result.y = 0.0;
result.z = _startz + _chunksize / 2.0;
result.z = _startz + _size / 2.0;
return result;
}

View file

@ -9,27 +9,36 @@
class WandererChunk
{
public:
WandererChunk(double x, double z, double size);
WandererChunk(Renderer* renderer, double x, double z, double size);
~WandererChunk();
bool maintain(Renderer* renderer);
bool maintain(Vector3 camera_location);
void render(QGLWidget* widget);
Vector3 getCenter();
double _ideal_priority;
private:
QMutex _lock;
QMutex _lock_dirty;
QMutex _lock_data;
Renderer* _renderer;
double _startx;
double _startz;
int _dirty;
double _chunksize;
double _subchunksize;
int _nbsubchunks;
double _size;
int _ideal_tessellation;
double* _tessellation;
int _tessellation_max_size;
int _tessellation_current_size;
double _tessellation_step;
QImage* _texture;
GLuint _texture_id;
bool _need_texture_upload;
double* _heightmap;
bool _texture_changed;
int _texture_max_size;
int _texture_current_size;
};
#endif

View file

@ -70,7 +70,7 @@ WidgetWanderer::WidgetWanderer(QWidget *parent, CameraDefinition* camera):
{
for (int j = 0; j < chunks; j++)
{
WandererChunk* chunk = new WandererChunk(start + chunksize * (double)i, start + chunksize * (double)j, chunksize);
WandererChunk* chunk = new WandererChunk(&_renderer, start + chunksize * (double)i, start + chunksize * (double)j, chunksize);
_chunks.append(chunk);
_updateQueue.append(chunk);
}
@ -131,6 +131,11 @@ void WidgetWanderer::stopThreads()
}
}
bool _cmpChunks(const WandererChunk* c1, const WandererChunk* c2)
{
return c1->_ideal_priority > c2->_ideal_priority;
}
void WidgetWanderer::performChunksMaintenance()
{
WandererChunk* chunk;
@ -147,7 +152,7 @@ void WidgetWanderer::performChunksMaintenance()
return;
}
if (chunk->maintain(&_renderer))
if (chunk->maintain(_current_camera.location))
{
if (!_alive)
{
@ -159,6 +164,7 @@ void WidgetWanderer::performChunksMaintenance()
_lock_chunks.lock();
_updateQueue.append(chunk);
qSort(_updateQueue.begin(), _updateQueue.end(), _cmpChunks);
_lock_chunks.unlock();
}