188 lines
3.9 KiB
C++
188 lines
3.9 KiB
C++
#include "OpenGLTerrain.h"
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#include OPENGL_FUNCTIONS_INCLUDE
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#include "OpenGLRenderer.h"
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#include "OpenGLShaderProgram.h"
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#include "ParallelPool.h"
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#include "Thread.h"
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#include "ExplorerChunkTerrain.h"
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#include "WaterRenderer.h"
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#include "CameraDefinition.h"
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#include "AtmosphereDefinition.h"
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#include "Scenery.h"
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#include "FloatNode.h"
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#include "FloatDiff.h"
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class ChunkMaintenanceThreads:public ParallelPool
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{
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public:
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ChunkMaintenanceThreads(OpenGLTerrain* terrain):
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terrain(terrain)
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{
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}
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virtual void work() override
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{
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while (running)
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{
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if (not terrain->isPaused())
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{
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terrain->performChunksMaintenance();
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}
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Thread::timeSleepMs(10);
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}
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}
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private:
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OpenGLTerrain* terrain;
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};
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OpenGLTerrain::OpenGLTerrain(OpenGLRenderer *renderer):
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OpenGLPart(renderer)
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{
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work = new ChunkMaintenanceThreads(this);
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paused = false;
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}
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OpenGLTerrain::~OpenGLTerrain()
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{
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delete work;
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for (int i = 0; i < _chunks.count(); i++)
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{
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delete _chunks[i];
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}
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}
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void OpenGLTerrain::initialize()
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{
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// Prepare shader programs
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program = createShader("terrain");
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program->addVertexSource("terrain");
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program->addFragmentSource("atmosphere");
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program->addFragmentSource("tonemapping");
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program->addFragmentSource("fadeout");
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program->addFragmentSource("ui");
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program->addFragmentSource("terrain");
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// Add terrain chunks
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int chunks = 12;
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double size = 800.0;
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double chunksize = size / (double) chunks;
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double start = -size / 2.0;
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for (int i = 0; i < chunks; i++)
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{
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for (int j = 0; j < chunks; j++)
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{
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ExplorerChunkTerrain* chunk = new ExplorerChunkTerrain(renderer, start + chunksize * (double) i, start + chunksize * (double) j, chunksize, chunks);
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_chunks.append(chunk);
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_updateQueue.append(chunk);
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}
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}
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// Start chunks maintenance
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work->start();
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// Watch for definition changes
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renderer->getScenery()->getTerrain()->propWaterHeight()->addWatcher(this);
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renderer->getScenery()->getAtmosphere()->propDayTime()->addWatcher(this);
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}
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void OpenGLTerrain::update()
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{
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for (auto &chunk: _chunks)
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{
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chunk->askReset(true, true);
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}
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}
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void OpenGLTerrain::render()
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{
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program->bind();
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for (int i = 0; i < _chunks.count(); i++)
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{
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_chunks[i]->render(program->getProgram(), renderer->getOpenGlFunctions());
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}
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program->release();
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}
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void OpenGLTerrain::interrupt()
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{
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for (auto &chunk: _chunks)
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{
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chunk->askInterrupt();
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}
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}
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void OpenGLTerrain::pause()
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{
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paused = true;
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interrupt();
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}
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void OpenGLTerrain::resume()
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{
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for (auto &chunk: _chunks)
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{
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chunk->askResume();
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}
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paused = false;
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}
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void OpenGLTerrain::resetTextures()
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{
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for (auto &chunk: _chunks)
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{
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chunk->askReset(false, true);
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}
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}
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static bool _cmpChunks(const ExplorerChunkTerrain* c1, const ExplorerChunkTerrain* c2)
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{
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return c1->priority > c2->priority;
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}
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void OpenGLTerrain::performChunksMaintenance()
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{
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CameraDefinition* camera = renderer->getScenery()->getCamera();
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ExplorerChunkTerrain* chunk;
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_lock_chunks.lock();
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if (_updateQueue.count() > 0)
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{
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chunk = _updateQueue.takeFirst();
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_lock_chunks.unlock();
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}
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else
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{
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_lock_chunks.unlock();
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return;
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}
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chunk->maintain();
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_lock_chunks.lock();
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_updateQueue.append(chunk);
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for (int i = 0; i < _chunks.count(); i++)
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{
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_chunks[i]->updatePriority(camera);
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}
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qSort(_updateQueue.begin(), _updateQueue.end(), _cmpChunks);
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_lock_chunks.unlock();
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}
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void OpenGLTerrain::nodeChanged(const DefinitionNode *node, const DefinitionDiff *)
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{
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if (node->getPath() == "/terrain/water_height")
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{
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resetTextures();
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}
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else if (node->getPath() == "/atmosphere/daytime")
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{
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resetTextures();
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}
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}
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