pioneer/src/GeoPatchJobs.cpp

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// Copyright © 2008-2018 Pioneer Developers. See AUTHORS.txt for details
// Licensed under the terms of the GPL v3. See licenses/GPL-3.txt
#include "libs.h"
#include "GeoPatchJobs.h"
#include "GeoSphere.h"
#include "GeoPatch.h"
#include "perlin.h"
#include "Pi.h"
#include "RefCounted.h"
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inline void setColour(Color3ub &r, const vector3d &v) {
r.r=static_cast<unsigned char>(Clamp(v.x*255.0, 0.0, 255.0));
r.g=static_cast<unsigned char>(Clamp(v.y*255.0, 0.0, 255.0));
r.b=static_cast<unsigned char>(Clamp(v.z*255.0, 0.0, 255.0));
}
// in patch surface coords, [0,1]
inline vector3d GetSpherePoint(const vector3d &v0, const vector3d &v1, const vector3d &v2, const vector3d &v3, const double x, const double y) {
return (v0 + x*(1.0-y)*(v1-v0) + x*y*(v2-v0) + (1.0-x)*y*(v3-v0)).Normalized();
}
// ********************************************************************************
// Overloaded PureJob class to handle generating the mesh for each patch
// ********************************************************************************
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// Generates full-detail vertices, and also non-edge normals and colors
void SinglePatchJob::GenerateMesh(double *heights, vector3f *normals, Color3ub *colors,
double *borderHeights, vector3d *borderVertexs,
const vector3d &v0,
const vector3d &v1,
const vector3d &v2,
const vector3d &v3,
const int edgeLen,
const double fracStep,
const Terrain *pTerrain) const
{
const int borderedEdgeLen = edgeLen+(BORDER_SIZE*2);
const int numBorderedVerts = borderedEdgeLen*borderedEdgeLen;
// generate heights plus a 1 unit border
double *bhts = borderHeights;
vector3d *vrts = borderVertexs;
for (int y=-BORDER_SIZE; y<borderedEdgeLen-BORDER_SIZE; y++) {
const double yfrac = double(y) * fracStep;
for (int x=-BORDER_SIZE; x<borderedEdgeLen-BORDER_SIZE; x++) {
const double xfrac = double(x) * fracStep;
const vector3d p = GetSpherePoint(v0, v1, v2, v3, xfrac, yfrac);
const double height = pTerrain->GetHeight(p);
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assert(height >= 0.0f && height <= 1.0f);
*(bhts++) = height;
*(vrts++) = p * (height + 1.0);
}
}
assert(bhts==&borderHeights[numBorderedVerts]);
// Generate normals & colors for non-edge vertices since they never change
Color3ub *col = colors;
vector3f *nrm = normals;
double *hts = heights;
vrts = borderVertexs;
for (int y=BORDER_SIZE; y<borderedEdgeLen-BORDER_SIZE; y++) {
for (int x=BORDER_SIZE; x<borderedEdgeLen-BORDER_SIZE; x++) {
// height
const double height = borderHeights[x + y*borderedEdgeLen];
assert(hts!=&heights[edgeLen*edgeLen]);
*(hts++) = height;
// normal
const vector3d &x1 = vrts[(x-1) + y*borderedEdgeLen];
const vector3d &x2 = vrts[(x+1) + y*borderedEdgeLen];
const vector3d &y1 = vrts[x + (y-1)*borderedEdgeLen];
const vector3d &y2 = vrts[x + (y+1)*borderedEdgeLen];
const vector3d n = ((x2-x1).Cross(y2-y1)).Normalized();
assert(nrm!=&normals[edgeLen*edgeLen]);
*(nrm++) = vector3f(n);
// color
const vector3d p = GetSpherePoint(v0, v1, v2, v3, (x-BORDER_SIZE)*fracStep, (y-BORDER_SIZE)*fracStep);
setColour(*col, pTerrain->GetColor(p, height, n));
assert(col!=&colors[edgeLen*edgeLen]);
++col;
}
}
assert(hts==&heights[edgeLen*edgeLen]);
assert(nrm==&normals[edgeLen*edgeLen]);
assert(col==&colors[edgeLen*edgeLen]);
}
// ********************************************************************************
// Overloaded PureJob class to handle generating the mesh for each patch
// ********************************************************************************
void SinglePatchJob::OnFinish() // runs in primary thread of the context
{
GeoSphere::OnAddSingleSplitResult( mData->sysPath, mpResults );
mpResults = nullptr;
BasePatchJob::OnFinish();
}
void SinglePatchJob::OnRun() // RUNS IN ANOTHER THREAD!! MUST BE THREAD SAFE!
{
BasePatchJob::OnRun();
const SSingleSplitRequest &srd = *mData;
// fill out the data
GenerateMesh(srd.heights, srd.normals, srd.colors, srd.borderHeights.get(), srd.borderVertexs.get(),
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srd.v0, srd.v1, srd.v2, srd.v3,
srd.edgeLen, srd.fracStep, srd.pTerrain.Get());
// add this patches data
SSingleSplitResult *sr = new SSingleSplitResult(srd.patchID.GetPatchFaceIdx(), srd.depth);
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sr->addResult(srd.heights, srd.normals, srd.colors,
srd.v0, srd.v1, srd.v2, srd.v3,
srd.patchID.NextPatchID(srd.depth+1, 0));
// store the result
mpResults = sr;
}
SinglePatchJob::~SinglePatchJob()
{
if(mpResults) {
mpResults->OnCancel();
delete mpResults;
mpResults = nullptr;
}
}
// ********************************************************************************
// Overloaded PureJob class to handle generating the mesh for each patch
// ********************************************************************************
void QuadPatchJob::OnFinish() // runs in primary thread of the context
{
GeoSphere::OnAddQuadSplitResult( mData->sysPath, mpResults );
mpResults = nullptr;
BasePatchJob::OnFinish();
}
void QuadPatchJob::OnRun() // RUNS IN ANOTHER THREAD!! MUST BE THREAD SAFE!
{
BasePatchJob::OnRun();
const SQuadSplitRequest &srd = *mData;
GenerateBorderedData(srd.borderHeights.get(), srd.borderVertexs.get(),
srd.v0, srd.v1, srd.v2, srd.v3,
srd.edgeLen, srd.fracStep, srd.pTerrain.Get());
const vector3d v01 = (srd.v0+srd.v1).Normalized();
const vector3d v12 = (srd.v1+srd.v2).Normalized();
const vector3d v23 = (srd.v2+srd.v3).Normalized();
const vector3d v30 = (srd.v3+srd.v0).Normalized();
const vector3d cn = (srd.centroid).Normalized();
const vector3d vecs[4][4] = {
{srd.v0, v01, cn, v30},
{v01, srd.v1, v12, cn},
{cn, v12, srd.v2, v23},
{v30, cn, v23, srd.v3}
};
const int borderedEdgeLen = (srd.edgeLen*2)+(BORDER_SIZE*2)-1;
const int offxy[4][2] = {
{0,0},
{srd.edgeLen-1,0},
{srd.edgeLen-1,srd.edgeLen-1},
{0,srd.edgeLen-1}
};
SQuadSplitResult *sr = new SQuadSplitResult(srd.patchID.GetPatchFaceIdx(), srd.depth);
for (int i=0; i<4; i++)
{
// fill out the data
GenerateSubPatchData(srd.heights[i], srd.normals[i], srd.colors[i], srd.borderHeights.get(), srd.borderVertexs.get(),
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vecs[i][0], vecs[i][1], vecs[i][2], vecs[i][3],
srd.edgeLen, offxy[i][0], offxy[i][1],
borderedEdgeLen, srd.fracStep, srd.pTerrain.Get());
// add this patches data
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sr->addResult(i, srd.heights[i], srd.normals[i], srd.colors[i],
vecs[i][0], vecs[i][1], vecs[i][2], vecs[i][3],
srd.patchID.NextPatchID(srd.depth+1, i));
}
mpResults = sr;
}
QuadPatchJob::~QuadPatchJob()
{
if(mpResults) {
mpResults->OnCancel();
delete mpResults;
mpResults = NULL;
}
}
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// Generates full-detail vertices, and also non-edge normals and colors
void QuadPatchJob::GenerateBorderedData(
double *borderHeights, vector3d *borderVertexs,
const vector3d &v0,
const vector3d &v1,
const vector3d &v2,
const vector3d &v3,
const int edgeLen,
const double fracStep,
const Terrain *pTerrain) const
{
const int borderedEdgeLen = (edgeLen * 2) + (BORDER_SIZE * 2) - 1;
const int numBorderedVerts = borderedEdgeLen*borderedEdgeLen;
// generate heights plus a N=BORDER_SIZE unit border
double *bhts = borderHeights;
vector3d *vrts = borderVertexs;
for ( int y = -BORDER_SIZE; y < (borderedEdgeLen - BORDER_SIZE); y++ ) {
const double yfrac = double(y) * (fracStep*0.5);
for ( int x = -BORDER_SIZE; x < (borderedEdgeLen - BORDER_SIZE); x++ ) {
const double xfrac = double(x) * (fracStep*0.5);
const vector3d p = GetSpherePoint(v0, v1, v2, v3, xfrac, yfrac);
const double height = pTerrain->GetHeight(p);
assert(height >= 0.0f && height <= 1.0f);
*(bhts++) = height;
*(vrts++) = p * (height + 1.0);
}
}
assert(bhts == &borderHeights[numBorderedVerts]);
}
void QuadPatchJob::GenerateSubPatchData(
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double *heights, vector3f *normals, Color3ub *colors,
double *borderHeights, vector3d *borderVertexs,
const vector3d &v0,
const vector3d &v1,
const vector3d &v2,
const vector3d &v3,
const int edgeLen,
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const int xoff,
const int yoff,
const int borderedEdgeLen,
const double fracStep,
const Terrain *pTerrain) const
{
// Generate normals & colors for vertices
vector3d *vrts = borderVertexs;
Color3ub *col = colors;
vector3f *nrm = normals;
double *hts = heights;
// step over the small square
for ( int y = 0; y < edgeLen; y++ ) {
const int by = (y + BORDER_SIZE) + yoff;
for ( int x = 0; x < edgeLen; x++ ) {
const int bx = (x + BORDER_SIZE) + xoff;
// height
const double height = borderHeights[bx + (by * borderedEdgeLen)];
assert(hts != &heights[edgeLen * edgeLen]);
*(hts++) = height;
// normal
const vector3d &x1 = vrts[(bx - 1) + (by * borderedEdgeLen)];
const vector3d &x2 = vrts[(bx + 1) + (by * borderedEdgeLen)];
const vector3d &y1 = vrts[bx + ((by - 1) * borderedEdgeLen)];
const vector3d &y2 = vrts[bx + ((by + 1) * borderedEdgeLen)];
const vector3d n = ((x2 - x1).Cross(y2 - y1)).Normalized();
assert(nrm != &normals[edgeLen * edgeLen]);
*(nrm++) = vector3f(n);
// color
const vector3d p = GetSpherePoint(v0, v1, v2, v3, x * fracStep, y * fracStep);
setColour(*col, pTerrain->GetColor(p, height, n));
assert(col != &colors[edgeLen * edgeLen]);
++col;
}
}
assert(hts == &heights[edgeLen*edgeLen]);
assert(nrm == &normals[edgeLen*edgeLen]);
assert(col == &colors[edgeLen*edgeLen]);
}