Michaël Lemaire
b34a2cc59d
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@323 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
165 lines
5.5 KiB
C++
165 lines
5.5 KiB
C++
#include "wandererchunk.h"
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#include <QMutex>
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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(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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_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_id = 0;
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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_data.lock();
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delete _texture;
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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_data.lock();
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if (_texture_changed)
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{
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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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}
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_texture_id = widget->bindTexture(*_texture);
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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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else
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{
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glBindTexture(GL_TEXTURE_2D, _texture_id);
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}
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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 <= _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 + _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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}
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bool WandererChunk::maintain(Vector3 camera_location)
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{
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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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// Improve heightmap resolution
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if (_tessellation_current_size < _tessellation_max_size)
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{
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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 <= _tessellation_max_size; i += new_tessellation_inc)
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{
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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_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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// Improve texture resolution
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if (_texture_current_size < _texture_max_size)
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{
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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 < 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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new_image->setPixel(i, j, colorTo32BitRGBA(&color));
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}
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}
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_lock_data.lock();
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delete _texture;
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_texture = new_image;
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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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result = true;
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}
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else
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{
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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 = _startx + _size / 2.0;
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result.y = 0.0;
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result.z = _startz + _size / 2.0;
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return result;
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}
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