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https://github.com/OpenSpace/OpenSpace.git
synced 2026-04-29 23:39:26 -05:00
ChunkNodes that are not visible are not rendered
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@@ -34,7 +34,7 @@
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namespace {
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const std::string _loggerCat = "ChunkNode";
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const std::string _loggerCat = "ChunkNode";
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}
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namespace openspace {
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@@ -46,186 +46,188 @@ ChunkNode::ChunkNode(ChunkLodGlobe& owner, const GeodeticPatch& patch, ChunkNode
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: _owner(owner)
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, _patch(patch)
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, _parent(parent)
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, _isVisible(true)
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{
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_children[0] = nullptr;
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_children[1] = nullptr;
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_children[2] = nullptr;
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_children[3] = nullptr;
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instanceCount++;
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_children[0] = nullptr;
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_children[1] = nullptr;
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_children[2] = nullptr;
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_children[3] = nullptr;
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instanceCount++;
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}
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ChunkNode::~ChunkNode() {
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instanceCount--;
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instanceCount--;
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}
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bool ChunkNode::isRoot() const {
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return _parent == nullptr;
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return _parent == nullptr;
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}
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bool ChunkNode::isLeaf() const {
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return _children[0] == nullptr;
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return _children[0] == nullptr;
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}
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void ChunkNode::render(const RenderData& data, ChunkIndex traverseData) {
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ghoul_assert(isRoot(), "this method should only be invoked on root");
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//LDEBUG("-------------");
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internalUpdateChunkTree(data, traverseData);
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internalRender(data, traverseData);
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ghoul_assert(isRoot(), "this method should only be invoked on root");
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//LDEBUG("-------------");
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internalUpdateChunkTree(data, traverseData);
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internalRender(data, traverseData);
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}
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// Returns true or false wether this node can be merge or not
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bool ChunkNode::internalUpdateChunkTree(const RenderData& data, ChunkIndex& traverseData) {
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using namespace glm;
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Geodetic2 center = _patch.center();
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using namespace glm;
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Geodetic2 center = _patch.center();
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//LDEBUG("x: " << patch.x << " y: " << patch.y << " level: " << patch.level << " lat: " << center.lat << " lon: " << center.lon);
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//LDEBUG("x: " << patch.x << " y: " << patch.y << " level: " << patch.level << " lat: " << center.lat << " lon: " << center.lon);
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if (isLeaf()) {
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if (isLeaf()) {
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int desiredLevel = calculateDesiredLevel(data, traverseData);
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desiredLevel = glm::clamp(desiredLevel, _owner.minSplitDepth, _owner.maxSplitDepth);
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if (desiredLevel > traverseData.level) {
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split();
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}
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else if(desiredLevel < traverseData.level){
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return true; // request a merge from parent
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}
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return false;
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}
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else {
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int requestedMergeMask = 0;
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std::vector<ChunkIndex> childIndices = traverseData.childIndices();
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for (int i = 0; i < 4; ++i) {
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if (_children[i]->internalUpdateChunkTree(data, childIndices[i])) {
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requestedMergeMask |= (1 << i);
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}
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}
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int desiredLevel = calculateDesiredLevelAndUpdateIsVisible(data, traverseData);
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desiredLevel = glm::clamp(desiredLevel, _owner.minSplitDepth, _owner.maxSplitDepth);
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if (desiredLevel > traverseData.level) {
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split();
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}
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else if(desiredLevel < traverseData.level){
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return true; // request a merge from parent
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}
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return false;
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}
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else {
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int requestedMergeMask = 0;
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std::vector<ChunkIndex> childIndices = traverseData.childIndices();
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for (int i = 0; i < 4; ++i) {
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if (_children[i]->internalUpdateChunkTree(data, childIndices[i])) {
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requestedMergeMask |= (1 << i);
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}
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}
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// check if all children requested merge
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if (requestedMergeMask == 0xf) {
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merge();
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// check if all children requested merge
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if (requestedMergeMask == 0xf) {
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merge();
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// re-run this method on this, now that this is a leaf node
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return internalUpdateChunkTree(data, traverseData);
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}
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return false;
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}
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// re-run this method on this, now that this is a leaf node
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return internalUpdateChunkTree(data, traverseData);
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}
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return false;
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}
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}
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void ChunkNode::internalRender(const RenderData& data, ChunkIndex& traverseData) {
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if (isLeaf()) {
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if (isLeaf()) {
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if (_isVisible) {
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TileIndex ti = { traverseData.x, traverseData.y, traverseData.level };
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TileIndex ti = { traverseData.x, traverseData.y, traverseData.level };
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LatLonPatchRenderer& patchRenderer = _owner.getPatchRenderer();
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LatLonPatchRenderer& patchRenderer = _owner.getPatchRenderer();
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patchRenderer.renderPatch(_patch, data, _owner.globeRadius, ti);
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ChunkNode::renderedPatches++;
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}
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else {
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std::vector<ChunkIndex> childIndices = traverseData.childIndices();
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for (int i = 0; i < 4; ++i) {
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_children[i]->internalRender(data, childIndices[i]);
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}
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}
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patchRenderer.renderPatch(_patch, data, _owner.globeRadius, ti);
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ChunkNode::renderedPatches++;
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}
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}
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else {
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std::vector<ChunkIndex> childIndices = traverseData.childIndices();
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for (int i = 0; i < 4; ++i) {
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_children[i]->internalRender(data, childIndices[i]);
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}
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}
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}
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int ChunkNode::calculateDesiredLevel(const RenderData& data, const ChunkIndex& traverseData) {
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int ChunkNode::calculateDesiredLevelAndUpdateIsVisible(const RenderData& data, const ChunkIndex& traverseData) {
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_isVisible = true;
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Vec3 globePosition = data.position.dvec3();
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Vec3 patchNormal = _patch.center().asUnitCartesian();
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Vec3 patchPosition = globePosition + _owner.globeRadius * patchNormal;
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Vec3 cameraPosition = data.camera.position().dvec3();
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Vec3 cameraDirection = Vec3(data.camera.viewDirection());
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Vec3 cameraToChunk = patchPosition - cameraPosition;
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Vec3 globePosition = data.position.dvec3();
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Vec3 patchNormal = _patch.center().asUnitCartesian();
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Vec3 patchPosition = globePosition + _owner.globeRadius * patchNormal;
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// if camera points at same direction as latlon patch normal,
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// we see the back side and dont have to split it
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//Scalar cosNormalCameraDirection = glm::dot(patchNormal, cameraDirection);
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Vec3 cameraPosition = data.camera.position().dvec3();
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Vec3 cameraDirection = Vec3(data.camera.viewDirection());
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Vec3 cameraToChunk = patchPosition - cameraPosition;
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Vec3 globeToCamera = cameraPosition - globePosition;
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Geodetic2 cameraPositionOnGlobe = Geodetic2::fromCartesian(globeToCamera);
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Geodetic2 closestPatchPoint = _patch.closestPoint(cameraPositionOnGlobe);
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Vec3 normalOfClosestPatchPoint = closestPatchPoint.asUnitCartesian();
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Scalar cosPatchNormalNormalizedGlobeToCamera = glm::dot(normalOfClosestPatchPoint, glm::normalize(globeToCamera));
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//LDEBUG(cosPatchNormalCameraDirection);
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double cosAngleToHorizon = _owner.globeRadius / glm::length(globeToCamera);
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if (cosPatchNormalNormalizedGlobeToCamera < cosAngleToHorizon) {
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_isVisible = false;
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return traverseData.level - 1;
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}
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// if camera points at same direction as latlon patch normal,
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// we see the back side and dont have to split it
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//Scalar cosNormalCameraDirection = glm::dot(patchNormal, cameraDirection);
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// Do frustrum culling
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FrustrumCuller& culler = _owner.getFrustrumCuller();
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Vec3 globeToCamera = cameraPosition - globePosition;
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if (!culler.isVisible(data, _patch, _owner.globeRadius)) {
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_isVisible = false;
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return traverseData.level - 1;
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}
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Geodetic2 cameraPositionOnGlobe = Geodetic2::fromCartesian(globeToCamera);
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Geodetic2 closestPatchPoint = _patch.closestPoint(cameraPositionOnGlobe);
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// Calculate desired level based on distance
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Scalar distance = glm::length(cameraToChunk);
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_owner.minDistToCamera = fmin(_owner.minDistToCamera, distance);
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Vec3 normalOfClosestPatchPoint = closestPatchPoint.asUnitCartesian();
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Scalar cosPatchNormalNormalizedGlobeToCamera = glm::dot(normalOfClosestPatchPoint, glm::normalize(globeToCamera));
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//LDEBUG(cosPatchNormalCameraDirection);
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double cosAngleToHorizon = _owner.globeRadius / glm::length(globeToCamera);
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if (cosPatchNormalNormalizedGlobeToCamera < cosAngleToHorizon) {
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return traverseData.level - 1;
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}
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// Do frustrum culling
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FrustrumCuller& culler = _owner.getFrustrumCuller();
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if (!culler.isVisible(data, _patch, _owner.globeRadius)) {
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return traverseData.level - 1;
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}
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// Calculate desired level based on distance
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Scalar distance = glm::length(cameraToChunk);
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_owner.minDistToCamera = fmin(_owner.minDistToCamera, distance);
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Scalar scaleFactor = 100 * _owner.globeRadius;
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Scalar projectedScaleFactor = scaleFactor / distance;
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int desiredLevel = floor( log2(projectedScaleFactor) );
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return desiredLevel;
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Scalar scaleFactor = 100 * _owner.globeRadius;
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Scalar projectedScaleFactor = scaleFactor / distance;
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int desiredLevel = floor( log2(projectedScaleFactor) );
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return desiredLevel;
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}
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void ChunkNode::split(int depth) {
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if (depth > 0 && isLeaf()) {
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if (depth > 0 && isLeaf()) {
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// Defining short handles for center, halfSize and quarterSize
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const Geodetic2& c = _patch.center();
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const Geodetic2& hs = _patch.halfSize();
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Geodetic2 qs = Geodetic2(0.5 * hs.lat, 0.5 * hs.lon);
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// Defining short handles for center, halfSize and quarterSize
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const Geodetic2& c = _patch.center();
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const Geodetic2& hs = _patch.halfSize();
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Geodetic2 qs = Geodetic2(0.5 * hs.lat, 0.5 * hs.lon);
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// Subdivide bounds
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GeodeticPatch nwBounds = GeodeticPatch(Geodetic2(c.lat + qs.lat, c.lon - qs.lon), qs);
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GeodeticPatch neBounds = GeodeticPatch(Geodetic2(c.lat - qs.lat, c.lon - qs.lon), qs);
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GeodeticPatch swBounds = GeodeticPatch(Geodetic2(c.lat + qs.lat, c.lon + qs.lon), qs);
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GeodeticPatch seBounds = GeodeticPatch(Geodetic2(c.lat - qs.lat, c.lon + qs.lon), qs);
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// Subdivide bounds
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GeodeticPatch nwBounds = GeodeticPatch(Geodetic2(c.lat + qs.lat, c.lon - qs.lon), qs);
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GeodeticPatch neBounds = GeodeticPatch(Geodetic2(c.lat - qs.lat, c.lon - qs.lon), qs);
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GeodeticPatch swBounds = GeodeticPatch(Geodetic2(c.lat + qs.lat, c.lon + qs.lon), qs);
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GeodeticPatch seBounds = GeodeticPatch(Geodetic2(c.lat - qs.lat, c.lon + qs.lon), qs);
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// Create new chunk nodes
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_children[Quad::NORTH_WEST] = std::unique_ptr<ChunkNode>(new ChunkNode(_owner, nwBounds, this));
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_children[Quad::NORTH_EAST] = std::unique_ptr<ChunkNode>(new ChunkNode(_owner, neBounds, this));
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_children[Quad::SOUTH_WEST] = std::unique_ptr<ChunkNode>(new ChunkNode(_owner, swBounds, this));
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_children[Quad::SOUTH_EAST] = std::unique_ptr<ChunkNode>(new ChunkNode(_owner, seBounds, this));
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}
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// Create new chunk nodes
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_children[Quad::NORTH_WEST] = std::unique_ptr<ChunkNode>(new ChunkNode(_owner, nwBounds, this));
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_children[Quad::NORTH_EAST] = std::unique_ptr<ChunkNode>(new ChunkNode(_owner, neBounds, this));
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_children[Quad::SOUTH_WEST] = std::unique_ptr<ChunkNode>(new ChunkNode(_owner, swBounds, this));
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_children[Quad::SOUTH_EAST] = std::unique_ptr<ChunkNode>(new ChunkNode(_owner, seBounds, this));
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}
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if (depth - 1 > 0) {
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for (int i = 0; i < 4; ++i) {
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_children[i]->split(depth - 1);
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}
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}
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if (depth - 1 > 0) {
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for (int i = 0; i < 4; ++i) {
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_children[i]->split(depth - 1);
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}
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}
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}
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void ChunkNode::merge() {
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for (int i = 0; i < 4; ++i) {
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if (_children[i] != nullptr) {
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_children[i]->merge();
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}
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_children[i] = nullptr;
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}
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for (int i = 0; i < 4; ++i) {
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if (_children[i] != nullptr) {
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_children[i]->merge();
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}
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_children[i] = nullptr;
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}
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}
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const ChunkNode& ChunkNode::getChild(Quad quad) const {
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return *_children[quad];
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return *_children[quad];
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}
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