#include "public.h" #include "private.h" #include "ter_raster.h" #include #include #include "../tools/boundingbox.h" #include "../renderer.h" /* * Terrain rasterization. */ static inline Vector3 _getPoint(TerrainDefinition* definition, Renderer* renderer, double x, double z) { Vector3 result; result.x = x; result.y = renderer->terrain->getHeight(renderer, x, z, 1); result.z = z; return result; } static Color _postProcessFragment(Renderer* renderer, Vector3 point, void* data) { double precision; point = _getPoint(renderer->terrain->definition, renderer, point.x, point.z); precision = renderer->getPrecision(renderer, point); return renderer->terrain->getFinalColor(renderer, point, precision); } static void _renderQuad(Renderer* renderer, double x, double z, double size, double water_height) { Vector3 ov1, ov2, ov3, ov4; Vector3 dv1, dv2, dv3, dv4; ov1.y = ov2.y = ov3.y = ov4.y = 0.0; ov1.x = x; ov1.z = z; dv1 = renderer->terrain->getResult(renderer, x, z, 1, 1).location; ov2.x = x; ov2.z = z + size; dv2 = renderer->terrain->getResult(renderer, x, z + size, 1, 1).location; ov3.x = x + size; ov3.z = z + size; dv3 = renderer->terrain->getResult(renderer, x + size, z + size, 1, 1).location; ov4.x = x + size; ov4.z = z; dv4 = renderer->terrain->getResult(renderer, x + size, z, 1, 1).location; if (dv1.y > water_height || dv2.y > water_height || dv3.y > water_height || dv4.y > water_height) { renderer->pushDisplacedQuad(renderer, dv1, dv2, dv3, dv4, ov1, ov2, ov3, ov4, _postProcessFragment, NULL); } } void terrainTessellateChunk(Renderer* renderer, TerrainChunkInfo* chunk, int detail) { if (detail < 1) { return; } double water_height = renderer->water->getHeightInfo(renderer).min_height; double startx = chunk->point_nw.x; double startz = chunk->point_nw.z; double size = (chunk->point_ne.x - chunk->point_nw.x) / (double)detail; int i, j; for (i = 0; i < detail; i++) { for (j = 0; j < detail; j++) { _renderQuad(renderer, startx + (double)i * size, startz + (double)j * size, size, water_height); } } } static void _getChunk(Renderer* renderer, TerrainChunkInfo* chunk, double x, double z, double size, int displaced) { chunk->point_nw = renderer->terrain->getResult(renderer, x, z, 1, displaced).location; chunk->point_sw = renderer->terrain->getResult(renderer, x, z + size, 1, displaced).location; chunk->point_se = renderer->terrain->getResult(renderer, x + size, z + size, 1, displaced).location; chunk->point_ne = renderer->terrain->getResult(renderer, x + size, z, 1, displaced).location; double displacement_power; if (displaced) { displacement_power = 0.0; } else { displacement_power = texturesGetMaximalDisplacement(renderer->textures->definition); } BoundingBox box; boundingBoxReset(&box); if (displacement_power > 0.0) { boundingBoxPushPoint(&box, v3Add(chunk->point_nw, v3(-displacement_power, displacement_power, -displacement_power))); boundingBoxPushPoint(&box, v3Add(chunk->point_nw, v3(-displacement_power, -displacement_power, -displacement_power))); boundingBoxPushPoint(&box, v3Add(chunk->point_sw, v3(-displacement_power, displacement_power, displacement_power))); boundingBoxPushPoint(&box, v3Add(chunk->point_sw, v3(-displacement_power, -displacement_power, displacement_power))); boundingBoxPushPoint(&box, v3Add(chunk->point_se, v3(displacement_power, displacement_power, displacement_power))); boundingBoxPushPoint(&box, v3Add(chunk->point_se, v3(displacement_power, -displacement_power, displacement_power))); boundingBoxPushPoint(&box, v3Add(chunk->point_ne, v3(displacement_power, displacement_power, -displacement_power))); boundingBoxPushPoint(&box, v3Add(chunk->point_ne, v3(displacement_power, -displacement_power, -displacement_power))); } else { boundingBoxPushPoint(&box, chunk->point_nw); boundingBoxPushPoint(&box, chunk->point_sw); boundingBoxPushPoint(&box, chunk->point_se); boundingBoxPushPoint(&box, chunk->point_ne); } int coverage = cameraIsUnprojectedBoxInView(renderer->render_camera, &box); if (coverage > 0) { chunk->detail_hint = (int)ceil(sqrt((double)coverage) / (double)(25 - 2 * renderer->render_quality)); if (chunk->detail_hint > 5 * renderer->render_quality) { chunk->detail_hint = 5 * renderer->render_quality; } } else { /* Not in view */ chunk->detail_hint = -1; } } void terrainGetTessellationInfo(Renderer* renderer, FuncTerrainTessellationCallback callback, int displaced) { TerrainChunkInfo chunk; int chunk_factor, chunk_count, i; Vector3 cam = renderer->getCameraLocation(renderer, VECTOR_ZERO); double progress; double radius_int, radius_ext; double base_chunk_size, chunk_size; base_chunk_size = 5.0 / (double)renderer->render_quality; chunk_factor = 1; chunk_count = 2; radius_int = 0.0; radius_ext = base_chunk_size; chunk_size = base_chunk_size; progress = 0.0; double cx = cam.x - fmod(cam.x, base_chunk_size); double cz = cam.z - fmod(cam.x, base_chunk_size); while (radius_int < 20000.0) { progress = radius_int / 20000.0; for (i = 0; i < chunk_count - 1; i++) { _getChunk(renderer, &chunk, cx - radius_ext + chunk_size * i, cz - radius_ext, chunk_size, displaced); if (!callback(renderer, &chunk, progress)) { return; } _getChunk(renderer, &chunk, cx + radius_int, cz - radius_ext + chunk_size * i, chunk_size, displaced); if (!callback(renderer, &chunk, progress)) { return; } _getChunk(renderer, &chunk, cx + radius_int - chunk_size * i, cz + radius_int, chunk_size, displaced); if (!callback(renderer, &chunk, progress)) { return; } _getChunk(renderer, &chunk, cx - radius_ext, cz + radius_int - chunk_size * i, chunk_size, displaced); if (!callback(renderer, &chunk, progress)) { return; } } if (radius_int > 20.0 && chunk_count % 64 == 0 && (double)chunk_factor < radius_int / 20.0) { chunk_count /= 2; chunk_factor *= 2; } chunk_count += 2; chunk_size = base_chunk_size * chunk_factor; radius_int = radius_ext; radius_ext += chunk_size; } } static int _standardTessellationCallback(Renderer* renderer, TerrainChunkInfo* chunk, double progress) { terrainTessellateChunk(renderer, chunk, chunk->detail_hint); renderer->render_progress = 0.05 * progress; return !renderer->render_interrupt; } void terrainRenderSurface(Renderer* renderer) { renderer->render_progress = 0.0; terrainGetTessellationInfo(renderer, _standardTessellationCallback, 0); renderer->render_progress = 0.05; }