308 lines
8.8 KiB
C++
308 lines
8.8 KiB
C++
#include "ExplorerChunkTerrain.h"
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#include OPENGL_FUNCTIONS_INCLUDE
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#include <cmath>
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#include <QImage>
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#include "ColorProfile.h"
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#include "CameraDefinition.h"
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#include "OpenGLRenderer.h"
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#include "TerrainRenderer.h"
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#include "VertexArray.h"
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ExplorerChunkTerrain::ExplorerChunkTerrain(OpenGLRenderer* renderer, double x, double z, double size, int nbchunks, double water_height):
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_renderer(renderer)
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{
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priority = 0.0;
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_reset_needed = false;
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interrupt = false;
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_texture = new QImage(1, 1, QImage::Format_RGBA8888);
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texture_id = 0;
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_texture_changed = false;
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_texture_current_size = 0;
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_texture_wanted_size = 0;
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_texture_max_size = 256;
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_startx = x;
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_startz = z;
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_size = size;
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_overall_step = size * (double) nbchunks;
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distance_to_camera = 0.0;
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_water_height = water_height;
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overwater = false;
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tessellation_count = 33;
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tessellated = new VertexArray<TerrainVertex>();
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tessellated->setGridSize(tessellation_count);
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tessellated->setAutoGridIndices(tessellation_count);
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_tessellation_max_size = tessellation_count - 1;
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_tessellation_current_size = 0;
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_tessellation_step = _size / (double) _tessellation_max_size;
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maintain();
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}
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ExplorerChunkTerrain::~ExplorerChunkTerrain()
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{
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_lock_data.lock();
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delete _texture;
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delete tessellated;
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_lock_data.unlock();
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}
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bool ExplorerChunkTerrain::maintain()
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{
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bool subchanged;
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_lock_data.lock();
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if (_reset_needed)
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{
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_reset_needed = false;
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_texture_current_size = 0;
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_tessellation_current_size = 0;
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overwater = false;
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}
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_lock_data.unlock();
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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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while (_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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float internal_step = 1.0f / (float)_tessellation_max_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 x = _startx + _tessellation_step * (float)i;
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double z = _startz + _tessellation_step * (float)j;
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double height = _renderer->getTerrainRenderer()->getHeight(x, z, 1);
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if (height >= _water_height)
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{
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overwater = true;
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}
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TerrainVertex v;
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v.uv[0] = internal_step * (float)i;
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v.uv[1] = internal_step * (float)j;
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v.location[0] = x;
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v.location[1] = height;
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v.location[2] = z;
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tessellated->setGridVertex(tessellation_count, i, j, v);
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}
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}
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if (interrupt or _reset_needed)
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{
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return false;
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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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tessellated->setAutoGridIndices(tessellation_count, new_tessellation_inc);
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_lock_data.unlock();
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if (_tessellation_current_size >= 4)
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{
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break;
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}
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}
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subchanged = true;
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}
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else
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{
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subchanged = false;
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}
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// Improve texture resolution
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if (_texture_current_size < _texture_wanted_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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QImage* new_image = new QImage(_texture->scaled(new_texture_size + 1, new_texture_size + 1, Qt::IgnoreAspectRatio, Qt::FastTransformation));
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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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if (_texture_current_size <= 1 || i % 2 != 0 || j % 2 != 0)
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{
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Color color = getTextureColor((double)i / (double)new_texture_size, (double)j / (double)new_texture_size);
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color.normalize();
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new_image->setPixel(i, j, color.to32BitRGBA());
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}
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}
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if (interrupt or _reset_needed)
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{
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return false;
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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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return true;
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}
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else
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{
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return subchanged;
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}
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}
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void ExplorerChunkTerrain::updatePriority(CameraDefinition* camera)
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{
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Vector3 camera_location = camera->getLocation();
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// Handle position
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_lock_data.lock();
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if (camera_location.x > _startx + _overall_step * 0.5)
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{
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_startx += _overall_step;
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askReset();
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}
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if (camera_location.z > _startz + _overall_step * 0.5)
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{
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_startz += _overall_step;
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askReset();
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}
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if (camera_location.x < _startx - _overall_step * 0.5)
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{
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_startx -= _overall_step;
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askReset();
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}
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if (camera_location.z < _startz - _overall_step * 0.5)
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{
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_startz -= _overall_step;
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askReset();
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}
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distance_to_camera = getCenter().sub(camera_location).getNorm();
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_lock_data.unlock();
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// Update wanted LOD
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if (not overwater)
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{
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_texture_wanted_size = 2;
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}
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else if (distance_to_camera < 50.0)
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{
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_texture_wanted_size = _texture_max_size;
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}
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else if (distance_to_camera < 100.0)
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{
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_texture_wanted_size = _texture_max_size / 4;
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}
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else if (distance_to_camera < 200.0)
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{
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_texture_wanted_size = _texture_max_size / 8;
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}
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else
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{
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_texture_wanted_size = 8;
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}
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// Update priority
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if (_reset_needed || (_texture_max_size > 1 && _texture_current_size <= 1))
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{
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priority = 1000.0;
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}
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else if (_texture_current_size == _texture_wanted_size)
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{
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priority = -1000.0;
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}
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else
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{
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priority = _texture_wanted_size / _texture_current_size;
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}
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}
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void ExplorerChunkTerrain::render(QOpenGLShaderProgram* program, OpenGLFunctions* functions)
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{
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// Put texture in place
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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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// TODO Only do the scale if not power-of-two textures are unsupported by GPU
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QImage tex = _texture->scaled(_texture_current_size, _texture_current_size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
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if (texture_id == 0)
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{
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GLuint texid;
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functions->glGenTextures(1, &texid);
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texture_id = texid;
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}
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functions->glBindTexture(GL_TEXTURE_2D, texture_id);
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functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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functions->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, tex.bits());
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}
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_lock_data.unlock();
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// Render tessellated mesh
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if (!_reset_needed)
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{
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_lock_data.lock();
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int tessellation_size = _tessellation_current_size;
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_lock_data.unlock();
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if (tessellation_size <= 1 or not overwater)
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{
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return;
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}
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_lock_data.lock();
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// TEMP
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functions->glActiveTexture(GL_TEXTURE0 + 7);
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functions->glBindTexture(GL_TEXTURE_2D, texture_id);
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program->setUniformValue("groundTexture", 7);
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tessellated->render(program, functions);
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_lock_data.unlock();
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}
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}
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void ExplorerChunkTerrain::askReset()
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{
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_reset_needed = true;
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}
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void ExplorerChunkTerrain::askInterrupt()
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{
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interrupt = true;
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}
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Color ExplorerChunkTerrain::getTextureColor(double x, double y)
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{
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Vector3 location = {_startx + x * _size, 0.0, _startz + y * _size};
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return _renderer->getTerrainRenderer()->getFinalColor(location, 0.01);
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}
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Vector3 ExplorerChunkTerrain::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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