Added ChunkIndex to keep track of indices during tree traversal

This commit is contained in:
Erik Broberg
2016-04-14 20:08:15 -04:00
parent 3ec7badcf0
commit db6246e7c8
4 changed files with 55 additions and 31 deletions
@@ -65,86 +65,91 @@ bool ChunkNode::isLeaf() const {
}
void ChunkNode::render(const RenderData& data) {
void ChunkNode::render(const RenderData& data, ChunkIndex traverseData) {
ghoul_assert(isRoot(), "this method should only be invoked on root");
//LDEBUG("-------------");
internalUpdateChunkTree(data, 0);
internalRender(data, 0);
internalUpdateChunkTree(data, traverseData);
internalRender(data, traverseData);
}
// Returns true or false wether this node can be merge or not
bool ChunkNode::internalUpdateChunkTree(const RenderData& data, int depth) {
bool ChunkNode::internalUpdateChunkTree(const RenderData& data, ChunkIndex& traverseData) {
using namespace glm;
LatLon center = _patch.center;
//LDEBUG("x: " << patch.x << " y: " << patch.y << " level: " << patch.level << " lat: " << center.lat << " lon: " << center.lon);
if (isLeaf()) {
int desiredDepth = desiredSplitDepth(data);
if (desiredDepth > depth) {
int desiredLevel = calculateDesiredLevel(data, traverseData);
if (desiredLevel > traverseData.level) {
split();
}
else if(desiredDepth < depth){
else if(desiredLevel < traverseData.level){
return true; // request a merge from parent
}
return false;
}
else {
int requestedMergeMask = 0;
std::vector<ChunkIndex> childIndices = traverseData.childIndices();
for (int i = 0; i < 4; ++i) {
if (_children[i]->internalUpdateChunkTree(data, depth + 1)) {
if (_children[i]->internalUpdateChunkTree(data, childIndices[i])) {
requestedMergeMask |= (1 << i);
}
}
// check if all children requested merge
if (requestedMergeMask == 0xf) {
merge();
// re-run this method on this, now that this is a leaf node
return internalUpdateChunkTree(data, depth);
return internalUpdateChunkTree(data, traverseData);
}
return false;
}
}
void ChunkNode::internalRender(const RenderData& data, int currLevel) {
void ChunkNode::internalRender(const RenderData& data, ChunkIndex& traverseData) {
if (isLeaf()) {
PatchRenderer& patchRenderer = _owner.getPatchRenderer();
patchRenderer.renderPatch(_patch, data, _owner.globeRadius);
}
else {
std::vector<ChunkIndex> childIndices = traverseData.childIndices();
for (int i = 0; i < 4; ++i) {
_children[i]->internalRender(data, currLevel+1);
_children[i]->internalRender(data, childIndices[i]);
}
}
}
int ChunkNode::desiredSplitDepth(const RenderData& data) {
Vec3 normal = _patch.center.asUnitCartesian();
Vec3 pos = data.position.dvec3() + _owner.globeRadius * normal;
int ChunkNode::calculateDesiredLevel(const RenderData& data, const ChunkIndex& traverseData) {
// Temporay ugly fix for Camera::position() is broken.
Vec3 buggedCameraPos = data.camera.position().dvec3();
Vec3 patchNormal = _patch.center.asUnitCartesian();
Vec3 patchPosition = data.position.dvec3() + _owner.globeRadius * patchNormal;
Vec3 cameraPosition = data.camera.position().dvec3();
Vec3 cameraDirection = Vec3(data.camera.viewDirection());
Vec3 cameraPos = buggedCameraPos;// -_owner.globeRadius * cameraDirection;
Vec3 cameraToChunk = pos - cameraPos;
Vec3 cameraToChunk = patchPosition - cameraPosition;
// if camera points at same direction as latlon patch normal,
// we see the back side and dont have to split it
Scalar cosNormalCameraDirection = glm::dot(normal, cameraDirection);
Scalar cosNormalCameraDirection = glm::dot(patchNormal, cameraDirection);
if (cosNormalCameraDirection > 0.3) {
return _owner.minSplitDepth;
return traverseData.level - 1;
}
Scalar distance = glm::length(cameraToChunk);
_owner.minDistToCamera = fmin(_owner.minDistToCamera, distance);
Scalar scaleFactor = 40 * _owner.globeRadius;// *150 * _patch.unitArea();
Scalar scaleFactor = 100 * _owner.globeRadius;
Scalar projectedScaleFactor = scaleFactor / distance;
int desiredDepth = floor( log2(projectedScaleFactor) );
return glm::clamp(desiredDepth, _owner.minSplitDepth, _owner.maxSplitDepth);
@@ -189,7 +194,7 @@ void ChunkNode::merge() {
}
}
const ChunkNode& ChunkNode::getChild(Quad quad) const {
const ChunkNode& ChunkNode::getChild(Quad quad) const {
return *_children[quad];
}