Michaël Lemaire
c0f945fb27
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@511 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
163 lines
4.8 KiB
C++
163 lines
4.8 KiB
C++
#include "explorerchunkterrain.h"
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#include <math.h>
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#include "baseexplorerchunk.h"
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#include "../lib_paysages/camera.h"
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ExplorerChunkTerrain::ExplorerChunkTerrain(Renderer* renderer, double x, double z, double size, int nbchunks) : BaseExplorerChunk(renderer)
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{
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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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_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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setMaxTextureSize(128);
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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 [] _tessellation;
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_lock_data.unlock();
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}
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void ExplorerChunkTerrain::onResetEvent()
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{
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_tessellation_current_size = 0;
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}
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bool ExplorerChunkTerrain::onMaintainEvent()
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{
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Renderer* renderer = this->renderer();
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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->terrain->getHeight(renderer, _startx + _tessellation_step * (double)i, _startz + _tessellation_step * (double)j, 1);
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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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if (_tessellation_current_size < 8 && _tessellation_current_size < _tessellation_max_size)
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{
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onMaintainEvent();
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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void ExplorerChunkTerrain::onCameraEvent(CameraDefinition* camera)
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{
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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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_lock_data.unlock();
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}
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void ExplorerChunkTerrain::onRenderEvent(QGLWidget*)
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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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double tsize = 1.0 / (double)_tessellation_max_size;
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_lock_data.unlock();
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if (tessellation_size <= 1)
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{
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return;
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}
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int tessellation_inc = _tessellation_max_size / (double)tessellation_size;
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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, 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, 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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double ExplorerChunkTerrain::getDisplayedSizeHint(CameraDefinition* camera)
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{
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double distance;
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Vector3 center;
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center = getCenter();
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if (cameraIsBoxInView(camera, center, _size, 40.0, _size))
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{
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distance = v3Norm(v3Sub(camera->location, center));
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distance = distance < 0.1 ? 0.1 : distance;
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return (int)ceil(120.0 - distance / 1.5);
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}
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else
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{
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return -800.0;
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}
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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()->applyTextures(renderer(), 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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