Michaël Lemaire
324a01dca1
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@514 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
100 lines
3.1 KiB
C
100 lines
3.1 KiB
C
#include "public.h"
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#include "private.h"
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#include <stdlib.h>
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#include "../renderer.h"
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/*
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* Terrain rasterization.
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*/
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static inline Vector3 _getPoint(TerrainDefinition* definition, Renderer* renderer, double x, double z)
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{
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Vector3 result;
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result.x = x;
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result.y = renderer->terrain->getHeight(renderer, x, z, 1);
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result.z = z;
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return result;
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}
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static Color _postProcessFragment(Renderer* renderer, Vector3 point, void* data)
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{
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double precision;
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point = _getPoint(renderer->terrain->definition, renderer, point.x, point.z);
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precision = renderer->getPrecision(renderer, point);
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return renderer->terrain->getFinalColor(renderer, point, precision);
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}
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static void _renderQuad(TerrainDefinition* definition, Renderer* renderer, double x, double z, double size, double water_height)
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{
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Vector3 v1, v2, v3, v4;
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v1 = _getPoint(definition, renderer, x, z);
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v2 = _getPoint(definition, renderer, x, z + size);
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v3 = _getPoint(definition, renderer, x + size, z + size);
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v4 = _getPoint(definition, renderer, x + size, z);
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if (v1.y > water_height || v2.y > water_height || v3.y > water_height || v4.y > water_height)
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{
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renderer->pushQuad(renderer, v1, v2, v3, v4, _postProcessFragment, NULL);
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}
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}
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void terrainRenderSurface(Renderer* renderer)
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{
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int chunk_factor, chunk_count, i;
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Vector3 cam = renderer->getCameraLocation(renderer, VECTOR_ZERO);
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double cx = cam.x;
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double cz = cam.z;
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double min_chunk_size, visible_chunk_size;
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double radius_int, radius_ext, chunk_size;
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double water_height;
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TerrainDefinition* definition = renderer->terrain->definition;
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min_chunk_size = 0.1 / (double)renderer->render_quality;
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visible_chunk_size = 0.05 / (double)renderer->render_quality;
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if (renderer->render_quality > 7)
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{
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min_chunk_size *= 0.5;
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visible_chunk_size *= 0.5;
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}
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chunk_factor = 1;
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chunk_count = 2;
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radius_int = 0.0;
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radius_ext = min_chunk_size;
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chunk_size = min_chunk_size;
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water_height = renderer->getWaterHeightInfo(renderer).max_height;
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while (radius_int < 5000.0)
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{
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if (!renderer->addRenderProgress(renderer, 0.0))
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{
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return;
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}
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for (i = 0; i < chunk_count - 1; i++)
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{
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_renderQuad(definition, renderer, cx - radius_ext + chunk_size * i, cz - radius_ext, chunk_size, water_height);
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_renderQuad(definition, renderer, cx + radius_int, cz - radius_ext + chunk_size * i, chunk_size, water_height);
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_renderQuad(definition, renderer, cx + radius_int - chunk_size * i, cz + radius_int, chunk_size, water_height);
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_renderQuad(definition, renderer, cx - radius_ext, cz + radius_int - chunk_size * i, chunk_size, water_height);
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}
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if (chunk_count % 64 == 0 && chunk_size / radius_int < visible_chunk_size)
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{
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chunk_count /= 2;
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chunk_factor *= 2;
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/* TODO Fill in gaps with triangles */
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}
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chunk_count += 2;
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chunk_size = min_chunk_size * chunk_factor;
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radius_int = radius_ext;
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radius_ext += chunk_size;
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}
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}
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