Exemple #1
0
// ---------------------------------------------------------------------
// Create an approximate mesh of the landscape.
//
void CRoamMeshDrawer::Tessellate(const float3& campos, int viewradius)
{
	// Perform Tessellation
#ifdef _OPENMP
	// hint: just helps a little with huge cpu usage in retessellation, still better than nothing

	//  _____
	// |0|_|_|..
	// |_|_|_|..
	// |_|_|8|..
	//  .....
	// split the patches in 3x3 sized blocks. The tessellation itself can
	// extend into the neighbor patches (check Patch::Split). So we could
	// not multi-thread the whole loop w/o mutexes (in ::Split).
	// But instead we take a safety distance between the thread's working
	// area (which is 2 patches), so they don't conflict with each other.
	for (int idx = 0; idx < 9; ++idx) {
		#pragma omp parallel for
		for (int i = m_Patches.size() - 1; i >= 0; --i) {
			Patch* it = &m_Patches[i];

			const int X = it->m_WorldX;
			const int Z = it->m_WorldY;
			const int subindex = (X % 3) + (Z % 3) * 3;

			if ((subindex == idx) && it->IsVisible()) {
				it->Tessellate(campos, viewradius);
			}
		}
	}
#else
	for (std::vector<Patch>::iterator it = m_Patches.begin(); it != m_Patches.end(); ++it) {
		if (it->IsVisible())
			it->Tessellate(campos, viewradius);
	}
#endif
}
Exemple #2
0
// ---------------------------------------------------------------------
// Create an approximate mesh of the landscape.
//
bool CRoamMeshDrawer::Tessellate(const float3& campos, int viewradius)
{
	// Perform Tessellation
	// hint: threading just helps a little with huge cpu usage in retessellation, still better than nothing

	//  _____
	// |0|_|_|..
	// |_|_|_|..
	// |_|_|8|..
	//  .....
	// split the patches in 3x3 sized blocks. The tessellation itself can
	// extend into the neighbor patches (check Patch::Split). So we could
	// not multi-thread the whole loop w/o mutexes (in ::Split).
	// But instead we take a safety distance between the thread's working
	// area (which is 2 patches), so they don't conflict with each other.
	bool forceTess = false;

	for (int idx = 0; idx < 9; ++idx) {
		for_mt(0, roamPatches.size(), [&](const int i){
			Patch* it = &roamPatches[i];

			const int X = it->m_WorldX;
			const int Z = it->m_WorldY;
			const int subindex = (X % 3) + (Z % 3) * 3;

			if ((subindex == idx) && it->IsVisible()) {
				if (!it->Tessellate(campos, viewradius))
					forceTess = true;
			}
		});

		if (forceTess)
			return true;
	}

	return false;
}