#include "ExplorerChunkTerrain.h" #include #include #include "CameraDefinition.h" #include "renderer.h" #include "terrain/public.h" ExplorerChunkTerrain::ExplorerChunkTerrain(Renderer* renderer, double x, double z, double size, int nbchunks, double water_height) : BaseExplorerChunk(renderer) { _startx = x; _startz = z; _size = size; _overall_step = size * (double) nbchunks; _distance_to_camera = 0.0; _water_height = water_height; _overwater = false; _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; setMaxTextureSize(128); maintain(); } ExplorerChunkTerrain::~ExplorerChunkTerrain() { _lock_data.lock(); delete [] _tessellation; _lock_data.unlock(); } void ExplorerChunkTerrain::onResetEvent() { _tessellation_current_size = 0; _overwater = false; } bool ExplorerChunkTerrain::onMaintainEvent() { Renderer* renderer = this->renderer(); // Improve heightmap resolution if (_tessellation_current_size < _tessellation_max_size) { 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) { 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->terrain->getHeight(renderer, _startx + _tessellation_step * (double) i, _startz + _tessellation_step * (double) j, 1); if (height >= _water_height) { _overwater = true; } _tessellation[j * (_tessellation_max_size + 1) + i] = height; } } } _lock_data.lock(); _tessellation_current_size = new_tessellation_size; _lock_data.unlock(); if (_tessellation_current_size < 4 && _tessellation_current_size < _tessellation_max_size) { onMaintainEvent(); } return true; } else { return false; } } void ExplorerChunkTerrain::onCameraEvent(CameraDefinition* camera) { Vector3 camera_location = camera->getLocation(); // Handle position _lock_data.lock(); if (camera_location.x > _startx + _overall_step * 0.5) { _startx += _overall_step; askReset(); } if (camera_location.z > _startz + _overall_step * 0.5) { _startz += _overall_step; askReset(); } if (camera_location.x < _startx - _overall_step * 0.5) { _startx -= _overall_step; askReset(); } if (camera_location.z < _startz - _overall_step * 0.5) { _startz -= _overall_step; askReset(); } _distance_to_camera = v3Norm(v3Sub(getCenter(), camera_location)); _lock_data.unlock(); } void ExplorerChunkTerrain::onRenderEvent(QGLWidget*) { _lock_data.lock(); int tessellation_size = _tessellation_current_size; double tsize = 1.0 / (double) _tessellation_max_size; _lock_data.unlock(); if (tessellation_size <= 1 or not _overwater) { return; } int tessellation_inc = _tessellation_max_size / (double) tessellation_size; for (int j = 0; j < _tessellation_max_size; j += tessellation_inc) { glBegin(GL_QUAD_STRIP); for (int i = 0; i <= _tessellation_max_size; i += tessellation_inc) { glTexCoord2d(tsize * (double) i, tsize * (double) j); glVertex3d(_startx + _tessellation_step * (double) i, _tessellation[j * (_tessellation_max_size + 1) + i], _startz + _tessellation_step * (double) j); glTexCoord2d(tsize * (double) i, 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(); } } double ExplorerChunkTerrain::getDisplayedSizeHint(CameraDefinition* camera) { double distance; Vector3 center; if (not _overwater) { return -1000.0; } center = getCenter(); if (camera->isBoxInView(center, _size, 40.0, _size)) { distance = _distance_to_camera; distance = distance < 0.1 ? 0.1 : distance; return (int) ceil(120.0 - distance / 1.5); } else { return -800.0; } } Color ExplorerChunkTerrain::getTextureColor(double x, double y) { Vector3 location = {_startx + x * _size, 0.0, _startz + y * _size}; return renderer()->terrain->getFinalColor(renderer(), location, 0.01); } Vector3 ExplorerChunkTerrain::getCenter() { Vector3 result; result.x = _startx + _size / 2.0; result.y = 0.0; result.z = _startz + _size / 2.0; return result; }