Пример #1
0
void testAreaShader()
{
    Mercator::Area* a1 = new Mercator::Area(1, false);
    
    WFMath::Polygon<2> p;
    p.addCorner(p.numCorners(), Point2(3, 4));
    p.addCorner(p.numCorners(), Point2(10, 10));
    p.addCorner(p.numCorners(), Point2(14, 6));
    p.addCorner(p.numCorners(), Point2(18, 4));
    p.addCorner(p.numCorners(), Point2(17, 19));
    p.addCorner(p.numCorners(), Point2(6, 20));
    p.addCorner(p.numCorners(), Point2(-1, 18));
    p.addCorner(p.numCorners(), Point2(-8, 11));
    
    a1->setShape(p);
    
    Mercator::Area* a2 = new Mercator::Area(1, false);
    
    WFMath::Polygon<2> p2;
    p2.addCorner(p2.numCorners(), Point2(25, 18));
    p2.addCorner(p2.numCorners(), Point2(72, 22));
    p2.addCorner(p2.numCorners(), Point2(60, 30));
    p2.addCorner(p2.numCorners(), Point2(27, 28));
    p2.addCorner(p2.numCorners(), Point2(25, 45));
    p2.addCorner(p2.numCorners(), Point2(3, 41));
    p2.addCorner(p2.numCorners(), Point2(-2, 20));
    a2->setShape(p2);
    
    Mercator::Terrain terrain(Mercator::Terrain::SHADED, 16);
    
    Mercator::Shader * base_shader =
          new Mercator::FillShader(Mercator::Shader::Parameters());
    terrain.addShader(base_shader, 0);

    Mercator::AreaShader* ashade = new Mercator::AreaShader(1);
    terrain.addShader(ashade, 1);
    
    terrain.setBasePoint(0, 0, -1);
    terrain.setBasePoint(0, 1, 8);
    terrain.setBasePoint(1, 0, 2);
    terrain.setBasePoint(1, 1, 11);
    terrain.setBasePoint(2, 0, 2);
    terrain.setBasePoint(2, 1, 11);
    
    terrain.addArea(a1);
   // terrain.addArea(a2);
    
    Mercator::Segment* seg = terrain.getSegment(0,0);
    assert(a1->checkIntersects(*seg));
    
    seg->populateSurfaces();
    writePGMForSurface("test1.pgm", seg->getSize(), seg->getSurfaces()[1]);
    
    
    seg = terrain.getSegment(1,0);    
    seg->populateSurfaces();
    writePGMForSurface("test2.pgm", seg->getSize(), seg->getSurfaces()[1]);
}
Пример #2
0
void TerrainPageGeometry::blitSegmentToOgre(float* ogreHeightData, Mercator::Segment& segment, int startX, int startY)
{
	int segmentWidth = segment.getSize();
	int i, j;
	int pageWidth = mPage.getPageSize();
	size_t ogreDataSize = pageWidth * pageWidth;

	const float* sourcePtr = segment.getPoints();
	float* destPtr = ogreHeightData;

	float* dataEnd = ogreHeightData + ogreDataSize;

	float* end = destPtr + (pageWidth * ((segmentWidth - 1) + startY)) + (((segmentWidth - 1) + startX));

	float* tempPtr = end;
	for (i = 0; i < segmentWidth; ++i) {
		tempPtr -= segmentWidth;
		for (j = 0; j < segmentWidth; ++j) {

			if (tempPtr >= ogreHeightData && tempPtr < dataEnd) {
				*(tempPtr) = *(sourcePtr + j);
			}
			tempPtr += 1;
		}
		tempPtr -= pageWidth;
		sourcePtr += segmentWidth;
	}
}
Пример #3
0
void TerrainPageSurfaceLayer::fillImage(const TerrainPageGeometry& geometry, Image& image, unsigned int channel) const
{
	SegmentVector validSegments = geometry.getValidSegments();
	for (SegmentVector::const_iterator I = validSegments.begin(); I != validSegments.end(); ++I) {
		Mercator::Segment* segment = I->segment;
		if (mShader.checkIntersect(*segment)) {
			Mercator::Surface* surface = getSurfaceForSegment(segment);
			if (surface && surface->isValid()) {
				Image::ImageBuffer* textureBitmap = new Image::ImageBuffer(segment->getResolution(), 1);
				auto srcPtr = surface->getData();
				auto dataPtr = textureBitmap->getData();
				auto segmentSize = segment->getSize();
				for (int i = 0; i < segment->getResolution(); ++i) {
					for (int j = 0; j < segment->getResolution(); ++j) {
						//interpolate four samples to get the fragment coverage
						*dataPtr = (unsigned char)((srcPtr[(i * segmentSize) + j] + srcPtr[(i * segmentSize) + j + 1] + srcPtr[((i + 1) * segmentSize) + j] + srcPtr[((i + 1) * segmentSize) + j + 1]) / 4);
						dataPtr++;
					}
				}

				WFImage sourceImage(textureBitmap);
				image.blit(sourceImage, channel, ((int)I->index.x() * segment->getResolution()), ((mTerrainPageSurface.getNumberOfSegmentsPerAxis() - (int)I->index.y() - 1) * segment->getResolution()));
			}
		}
	}
}
Пример #4
0
void TerrainPageGeometry::blitSegmentToOgre(float* ogreHeightData, Mercator::Segment& segment, int startX, int startY)
{
	int segmentWidth = segment.getSize();
	int pageWidth = mPage.getPageSize();
	size_t ogreDataSize = pageWidth * pageWidth;

	const float* sourcePtr = segment.getPoints();
	float* destPtr = ogreHeightData;

	float* dataEnd = ogreHeightData + ogreDataSize;
	
	// copy points line-by line
	float* tempPtr = destPtr + pageWidth * startY + startX;
	for (int i = 0; i < segmentWidth; ++i) {
		for (int j = 0; j < segmentWidth; ++j) {
			if ((tempPtr + j) >= ogreHeightData && (tempPtr + j) < dataEnd) {
				*(tempPtr + j) = *(sourcePtr + j);
			}
		}
		tempPtr += pageWidth;
		sourcePtr += segmentWidth;
	}
}
Пример #5
0
void HeightMapUpdateTask::createHeightMapSegments() {
	for (SegmentStore::const_iterator I = mSegments.begin(); I != mSegments.end(); ++I) {
		Mercator::Segment* segment = *I;
		if (segment) {
			IHeightMapSegment* heightMapSegment = 0;
			Mercator::Matrix<2, 2, Mercator::BasePoint>& basePoints(segment->getControlPoints());
			//If all of the base points are on the same level, and there are no mods, we know that the segment is completely flat, and we can save some memory by using a HeightMapFlatSegment instance.
			if (WFMath::Equal(basePoints[0].height(), basePoints[1].height()) && WFMath::Equal(basePoints[1].height(), basePoints[2].height()) && WFMath::Equal(basePoints[2].height(), basePoints[3].height()) && (segment->getMods().empty())) {
				heightMapSegment = new HeightMapFlatSegment(basePoints[0].height());
			} else {
				HeightMapBuffer* buffer = mProvider.checkout();
				if (buffer) {
					memcpy(buffer->getBuffer()->getData(), segment->getPoints(), sizeof(float) * segment->getSize() * segment->getSize());
					heightMapSegment = new HeightMapSegment(buffer);
				}
			}
			if (heightMapSegment) {
				mHeightMapSegments.emplace_back(WFMath::Point<2>(segment->getXRef() / segment->getResolution(), segment->getZRef() / segment->getResolution()), heightMapSegment);
			}
		}
	}

}