Refactor : Quad::add{Triangle,Quad,Octo} → addGPU*
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6c35e2e47c
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63d69b2c22
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@ -48,5 +48,5 @@ void BatimentQuad::triangulation() {
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int htoit = hashInRange(seed,0,minHeight/2,maxHeight/2);
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h += htoit;
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addOcto(c, c + Vertex(0,0,h), 0xFF, 0xFF, 0x00);
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addGPUOcto(c, c + Vertex(0,0,h), 0xFF, 0xFF, 0x00);
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}
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@ -10,5 +10,5 @@ void BatimentQuadBlock::getBoundingBoxPoints() {
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}
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void BatimentQuadBlock::triangulation() {
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addOcto(c, c + Vertex(0,0,height), 0xF1, 0xE0, 0xE0);
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addGPUOcto(c, c + Vertex(0,0,height), 0xF1, 0xE0, 0xE0);
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}
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@ -12,6 +12,6 @@ void BatimentQuadJardin::getBoundingBoxPoints() {
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void BatimentQuadJardin::triangulation() {
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triangles.reserve(2);
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addTriangle(new GPUTriangle(c[NE],c[NW],c[SW],0x12,0x64,0x12));
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addTriangle(new GPUTriangle(c[SW],c[SE],c[NE],0x12,0x64,0x12));
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addGPUTriangle(new GPUTriangle(c[NE],c[NW],c[SW],0x12,0x64,0x12));
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addGPUTriangle(new GPUTriangle(c[SW],c[SE],c[NE],0x12,0x64,0x12));
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}
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@ -18,14 +18,14 @@ void BatimentQuadMaison::triangulation() {
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Vertex toit = (ch[NE] + ch[SE] + ch[SW] + ch[NW]) / 4 + Vertex(0,0,htoit);
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// 4 Murs
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addQuad(ch[NE],ch[SE],c[SE],c[NE],0xf1,0xe3,0xad);
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addQuad(ch[SE],ch[SW],c[SW],c[SE],0xf1,0xe3,0xad);
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addQuad(ch[SW],ch[NW],c[NW],c[SW],0xf1,0xe3,0xad);
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addQuad(ch[NW],ch[NE],c[NE],c[NW],0xf1,0xe3,0xad);
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addGPUQuad(ch[NE],ch[SE],c[SE],c[NE],0xf1,0xe3,0xad);
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addGPUQuad(ch[SE],ch[SW],c[SW],c[SE],0xf1,0xe3,0xad);
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addGPUQuad(ch[SW],ch[NW],c[NW],c[SW],0xf1,0xe3,0xad);
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addGPUQuad(ch[NW],ch[NE],c[NE],c[NW],0xf1,0xe3,0xad);
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// 1 Toit
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addTriangle(new GPUTriangle(ch[NE],toit,ch[SE],0x96,0x16,0x18));
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addTriangle(new GPUTriangle(ch[SE],toit,ch[SW],0x96,0x16,0x18));
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addTriangle(new GPUTriangle(ch[SW],toit,ch[NW],0x96,0x16,0x18));
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addTriangle(new GPUTriangle(ch[NW],toit,ch[NE],0x96,0x16,0x18));
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addGPUTriangle(new GPUTriangle(ch[NE],toit,ch[SE],0x96,0x16,0x18));
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addGPUTriangle(new GPUTriangle(ch[SE],toit,ch[SW],0x96,0x16,0x18));
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addGPUTriangle(new GPUTriangle(ch[SW],toit,ch[NW],0x96,0x16,0x18));
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addGPUTriangle(new GPUTriangle(ch[NW],toit,ch[NE],0x96,0x16,0x18));
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}
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@ -41,15 +41,15 @@ void BatimentQuadMaisonPont::triangulation() {
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Quad q = Quad(c[NE],c[SE],c[SW],c[NW]).makeParallelogram();
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Quad qh = q + Vertex(0,0,h);
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addQuad(c,0x80,0x80,0x80);
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addOcto(q,qh,0xF1,0xE0,0xE0);
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addGPUQuad(c,0x80,0x80,0x80);
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addGPUOcto(q,qh,0xF1,0xE0,0xE0);
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Vertex ce = qh[SE] + (qh[NE] - qh[SE])/2 + Vertex(0,0,0.5*height/3.f);
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Vertex cw = qh[SW] + (qh[NW] - qh[SW])/2 + Vertex(0,0,0.5*height/3.f);
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addTriangle(new GPUTriangle(qh[SW],qh[NW],cw,0xF1,0xE0,0xE0));
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addTriangle(new GPUTriangle(qh[NE],qh[SE],ce,0xF1,0xE0,0xE0));
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addGPUTriangle(new GPUTriangle(qh[SW],qh[NW],cw,0xF1,0xE0,0xE0));
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addGPUTriangle(new GPUTriangle(qh[NE],qh[SE],ce,0xF1,0xE0,0xE0));
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addQuad(qh[NE],qh[NW],cw,ce,0xE0,0x20,0x00);
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addQuad(qh[SW],qh[SE],ce,cw,0xE0,0x20,0x00);
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addGPUQuad(qh[NE],qh[NW],cw,ce,0xE0,0x20,0x00);
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addGPUQuad(qh[SW],qh[SE],ce,cw,0xE0,0x20,0x00);
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}
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@ -36,35 +36,35 @@ void BatimentQuadPont::triangulation() {
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int middle = steps/2;
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int n;
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addTriangle(new GPUTriangle(c[SW],pb,ch[SW],0xD0,0xD0,0xD0));
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addTriangle(new GPUTriangle(pa,c[NW],ch[NW],0xD0,0xD0,0xD0));
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addGPUTriangle(new GPUTriangle(c[SW],pb,ch[SW],0xD0,0xD0,0xD0));
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addGPUTriangle(new GPUTriangle(pa,c[NW],ch[NW],0xD0,0xD0,0xD0));
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for(var=-1.7,n=0; var <= 1.7; var+=pas,n++) {
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q.offset(W,-n2);
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a = q.c[3] + Vertex(0,0,nt(var,height));
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b = q.c[2] + Vertex(0,0,nt(var,height));
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addQuad(a,b,pb,pa,0xD0,0xD0,0xD0);
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addGPUQuad(a,b,pb,pa,0xD0,0xD0,0xD0);
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if( n < middle) {
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addTriangle(new GPUTriangle(pa,a,ch[NW],0xD0,0xD0,0xD0));
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addTriangle(new GPUTriangle(b,pb,ch[SW],0xD0,0xD0,0xD0));
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addGPUTriangle(new GPUTriangle(pa,a,ch[NW],0xD0,0xD0,0xD0));
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addGPUTriangle(new GPUTriangle(b,pb,ch[SW],0xD0,0xD0,0xD0));
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}
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else if(n == middle) {
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addTriangle(new GPUTriangle(pa,a,ch[NW],0xD0,0xD0,0xD0));
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addTriangle(new GPUTriangle(b,pb,ch[SW],0xD0,0xD0,0xD0));
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addTriangle(new GPUTriangle(a,ch[NE],ch[NW],0xD0,0xD0,0xD0));
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addTriangle(new GPUTriangle(b,ch[SW],ch[SE],0xD0,0xD0,0xD0));
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addGPUTriangle(new GPUTriangle(pa,a,ch[NW],0xD0,0xD0,0xD0));
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addGPUTriangle(new GPUTriangle(b,pb,ch[SW],0xD0,0xD0,0xD0));
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addGPUTriangle(new GPUTriangle(a,ch[NE],ch[NW],0xD0,0xD0,0xD0));
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addGPUTriangle(new GPUTriangle(b,ch[SW],ch[SE],0xD0,0xD0,0xD0));
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}
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else {
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addTriangle(new GPUTriangle(pa,a,ch[NE],0xD0,0xD0,0xD0));
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addTriangle(new GPUTriangle(b,pb,ch[SE],0xD0,0xD0,0xD0));
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addGPUTriangle(new GPUTriangle(pa,a,ch[NE],0xD0,0xD0,0xD0));
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addGPUTriangle(new GPUTriangle(b,pb,ch[SE],0xD0,0xD0,0xD0));
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}
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pa = a;
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pb = b;
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}
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addTriangle(new GPUTriangle(c[SE],pb,ch[SE],0xD0,0xD0,0xD0));
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addTriangle(new GPUTriangle(c[NE],pa,ch[NE],0xD0,0xD0,0xD0));
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addGPUTriangle(new GPUTriangle(c[SE],pb,ch[SE],0xD0,0xD0,0xD0));
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addGPUTriangle(new GPUTriangle(c[NE],pa,ch[NE],0xD0,0xD0,0xD0));
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}
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@ -14,9 +14,9 @@ void BatimentQuadToit::triangulation() {
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Vertex ce = c[SE] + (c[NE] - c[SE])/2 + Vertex(0,0,height/3.);
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Vertex cw = c[SW] + (c[NW] - c[SW])/2 + Vertex(0,0,height/3.);
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addTriangle(new GPUTriangle(c[SW],c[NW],cw,0xF1,0xE0,0xE0));
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addTriangle(new GPUTriangle(c[NE],c[SE],ce,0xF1,0xE0,0xE0));
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addGPUTriangle(new GPUTriangle(c[SW],c[NW],cw,0xF1,0xE0,0xE0));
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addGPUTriangle(new GPUTriangle(c[NE],c[SE],ce,0xF1,0xE0,0xE0));
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addQuad(c[NE],c[NW],cw,ce,0xE0,0x20,0x00);
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addQuad(c[SW],c[SE],ce,cw,0xE0,0x20,0x00);
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addGPUQuad(c[NE],c[NW],cw,ce,0xE0,0x20,0x00);
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addGPUQuad(c[SW],c[SE],ce,cw,0xE0,0x20,0x00);
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}
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@ -13,7 +13,7 @@ void Chose::addChild(Chose* c) {
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children.push_back(c);
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}
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void Chose::addTriangle(GPUTriangle* t) {
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void Chose::addGPUTriangle(GPUTriangle* t) {
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triangles.push_back(t);
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}
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@ -23,27 +23,27 @@ bool Chose::merge() {
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return true;
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}
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void Chose::addQuad(Vertex u, Vertex v, Vertex w, Vertex x, char r, char g, char b) {
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this->addTriangle(new GPUTriangle(u,x,w,r,g,b));
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this->addTriangle(new GPUTriangle(w,v,u,r,g,b));
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void Chose::addGPUQuad(Vertex u, Vertex v, Vertex w, Vertex x, char r, char g, char b) {
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this->addGPUTriangle(new GPUTriangle(u,x,w,r,g,b));
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this->addGPUTriangle(new GPUTriangle(w,v,u,r,g,b));
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}
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void Chose::addQuad(Quad q, char r, char g, char b) {
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addQuad(q[NE], q[SE], q[SW], q[NW], r, g, b);
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void Chose::addGPUQuad(Quad q, char r, char g, char b) {
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addGPUQuad(q[NE], q[SE], q[SW], q[NW], r, g, b);
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}
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void Chose::addOcto(Vertex a, Vertex b, Vertex c, Vertex d,
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void Chose::addGPUOcto(Vertex a, Vertex b, Vertex c, Vertex d,
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Vertex e, Vertex f, Vertex g, Vertex h, char red, char green, char blue) {
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this->addQuad(a,b,c,d,red,green,blue);
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this->addQuad(e,f,g,h,red,green,blue);
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this->addQuad(b,a,e,f,red,green,blue);
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this->addQuad(c,b,f,g,red,green,blue);
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this->addQuad(d,c,g,h,red,green,blue);
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this->addQuad(a,d,h,e,red,green,blue);
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this->addGPUQuad(a,b,c,d,red,green,blue);
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this->addGPUQuad(e,f,g,h,red,green,blue);
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this->addGPUQuad(b,a,e,f,red,green,blue);
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this->addGPUQuad(c,b,f,g,red,green,blue);
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this->addGPUQuad(d,c,g,h,red,green,blue);
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this->addGPUQuad(a,d,h,e,red,green,blue);
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}
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void Chose::addOcto(Quad q1, Quad q2, char red, char green, char blue) {
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addOcto(q1[NE], q1[SE], q1[SW], q1[NW], q2[NE], q2[SE], q2[SW], q2[NW], red, green, blue);
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void Chose::addGPUOcto(Quad q1, Quad q2, char red, char green, char blue) {
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addGPUOcto(q1[NE], q1[SE], q1[SW], q1[NW], q2[NE], q2[SE], q2[SW], q2[NW], red, green, blue);
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}
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void Chose::display() {
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@ -113,7 +113,7 @@ void Chose::updateAABB() {
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// DEBUG
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void Chose::drawAABB() {
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addOcto(
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addGPUOcto(
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Vertex(lod.splitBox[0], lod.splitBox[2], lod.splitBox[4]),
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Vertex(lod.splitBox[1], lod.splitBox[2], lod.splitBox[4]),
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Vertex(lod.splitBox[1], lod.splitBox[3], lod.splitBox[4]),
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@ -58,11 +58,11 @@ class Chose {
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addEntropy(t[LEFT], t[TOP], t[RIGHT]);
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}
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void addChild(Chose* c);
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void addTriangle(GPUTriangle* t);
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void addQuad(Vertex u, Vertex v, Vertex w, Vertex x, char r, char g, char b);
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void addQuad(Quad q, char r, char g, char b);
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void addOcto(Vertex a,Vertex b,Vertex c,Vertex d,Vertex e,Vertex f,Vertex g,Vertex h,char red,char green,char blue);
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void addOcto(Quad q1, Quad q2, char red, char green, char blue);
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void addGPUTriangle(GPUTriangle* t);
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void addGPUQuad(Vertex u, Vertex v, Vertex w, Vertex x, char r, char g, char b);
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void addGPUQuad(Quad q, char r, char g, char b);
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void addGPUOcto(Vertex a,Vertex b,Vertex c,Vertex d,Vertex e,Vertex f,Vertex g,Vertex h,char red,char green,char blue);
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void addGPUOcto(Quad q1, Quad q2, char red, char green, char blue);
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};
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#endif
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@ -40,6 +40,6 @@ bool QuartierQuad::split() {
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void QuartierQuad::triangulation() {
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triangles.reserve(2);
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addTriangle(new GPUTriangle(c[NE], c[NW], c[SW], 0xc0, 0xc0, 0xc0));
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addTriangle(new GPUTriangle(c[SW], c[SE], c[NE], 0xc0, 0xc0, 0xc0));
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addGPUTriangle(new GPUTriangle(c[NE], c[NW], c[SW], 0xc0, 0xc0, 0xc0));
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addGPUTriangle(new GPUTriangle(c[SW], c[SE], c[NE], 0xc0, 0xc0, 0xc0));
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}
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@ -22,5 +22,5 @@ bool QuartierTri::split() {
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void QuartierTri::triangulation() {
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triangles.reserve(1);
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addTriangle(new GPUTriangle(c[LEFT], c[TOP], c[RIGHT], 0xf0, 0xc0, 0xc0));
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addGPUTriangle(new GPUTriangle(c[LEFT], c[TOP], c[RIGHT], 0xf0, 0xc0, 0xc0));
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}
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@ -10,5 +10,5 @@ void RouteQuadCarrefour::getBoundingBoxPoints() {
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}
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void RouteQuadCarrefour::triangulation() {
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addQuad(c, 0x36, 0x36, 0x36);
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addGPUQuad(c, 0x36, 0x36, 0x36);
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}
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@ -10,5 +10,5 @@ void RouteQuadChaussee::getBoundingBoxPoints() {
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}
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void RouteQuadChaussee::triangulation() {
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addQuad(c, 0x36, 0x36, 0x36);
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addGPUQuad(c, 0x36, 0x36, 0x36);
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}
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@ -10,5 +10,5 @@ void RouteTriChaussee::getBoundingBoxPoints() {
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}
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void RouteTriChaussee::triangulation() {
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addTriangle(new GPUTriangle(c[LEFT], c[TOP], c[RIGHT], 0x36, 0x36, 0x36));
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addGPUTriangle(new GPUTriangle(c[LEFT], c[TOP], c[RIGHT], 0x36, 0x36, 0x36));
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}
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@ -14,32 +14,32 @@ void TrottoirQuadNormal::triangulation() {
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if(border == E) {
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q.offset(E,-15);
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addTriangle(new GPUTriangle(q.c[0] + h, q.c[3] + h, q.c[2] + h, 0x66, 0x66, 0x66));
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addTriangle(new GPUTriangle(q.c[2] + h, q.c[1] + h, q.c[0] + h, 0x66, 0x66, 0x66));
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addTriangle(new GPUTriangle(c[NE] + h, q.c[0] + h, q.c[1] + h, 0xAA, 0xAA, 0xAA));
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addTriangle(new GPUTriangle(q.c[1] + h, c[SE] + h, c[NE] + h, 0xAA, 0xAA, 0xAA));
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addGPUTriangle(new GPUTriangle(q.c[0] + h, q.c[3] + h, q.c[2] + h, 0x66, 0x66, 0x66));
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addGPUTriangle(new GPUTriangle(q.c[2] + h, q.c[1] + h, q.c[0] + h, 0x66, 0x66, 0x66));
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addGPUTriangle(new GPUTriangle(c[NE] + h, q.c[0] + h, q.c[1] + h, 0xAA, 0xAA, 0xAA));
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addGPUTriangle(new GPUTriangle(q.c[1] + h, c[SE] + h, c[NE] + h, 0xAA, 0xAA, 0xAA));
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addTriangle(new GPUTriangle(c[NW] + h, c[NW], c[SW], 0x66, 0x66, 0x66));
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addTriangle(new GPUTriangle(c[SW], c[SW] + h, c[NW] + h, 0x66, 0x66, 0x66));
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addTriangle(new GPUTriangle(c[NE], c[NE] + h, c[SE] + h, 0xAA, 0xAA, 0xAA));
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addTriangle(new GPUTriangle(c[SE] + h, c[SE], c[NE], 0xAA, 0xAA, 0xAA));
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addGPUTriangle(new GPUTriangle(c[NW] + h, c[NW], c[SW], 0x66, 0x66, 0x66));
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addGPUTriangle(new GPUTriangle(c[SW], c[SW] + h, c[NW] + h, 0x66, 0x66, 0x66));
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addGPUTriangle(new GPUTriangle(c[NE], c[NE] + h, c[SE] + h, 0xAA, 0xAA, 0xAA));
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addGPUTriangle(new GPUTriangle(c[SE] + h, c[SE], c[NE], 0xAA, 0xAA, 0xAA));
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addTriangle(new GPUTriangle(c[NE] + h, c[NE], c[NW], 0x66, 0x66, 0x66));
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addTriangle(new GPUTriangle(c[NW], c[NW] + h, c[NE] + h, 0x66, 0x66, 0x66));
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addTriangle(new GPUTriangle(c[SW], c[SW] + h, c[SE] + h, 0x66, 0x66, 0x66));
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addTriangle(new GPUTriangle(c[SE] + h, c[SE], c[SW], 0x66, 0x66, 0x66));
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addGPUTriangle(new GPUTriangle(c[NE] + h, c[NE], c[NW], 0x66, 0x66, 0x66));
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addGPUTriangle(new GPUTriangle(c[NW], c[NW] + h, c[NE] + h, 0x66, 0x66, 0x66));
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addGPUTriangle(new GPUTriangle(c[SW], c[SW] + h, c[SE] + h, 0x66, 0x66, 0x66));
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addGPUTriangle(new GPUTriangle(c[SE] + h, c[SE], c[SW], 0x66, 0x66, 0x66));
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||||
} else {
|
||||
addTriangle(new GPUTriangle(q.c[0] + h, q.c[3] + h, q.c[2] + h, 0x66, 0x66, 0x66));
|
||||
addTriangle(new GPUTriangle(q.c[2] + h, q.c[1] + h, q.c[0] + h, 0x66, 0x66, 0x66));
|
||||
addGPUTriangle(new GPUTriangle(q.c[0] + h, q.c[3] + h, q.c[2] + h, 0x66, 0x66, 0x66));
|
||||
addGPUTriangle(new GPUTriangle(q.c[2] + h, q.c[1] + h, q.c[0] + h, 0x66, 0x66, 0x66));
|
||||
|
||||
addTriangle(new GPUTriangle(c[NW] + h, c[NW], c[SW], 0x66, 0x66, 0x66));
|
||||
addTriangle(new GPUTriangle(c[SW], c[SW] + h, c[NW] + h, 0x66, 0x66, 0x66));
|
||||
addTriangle(new GPUTriangle(c[NE], c[NE] + h, c[SE] + h, 0x66, 0x66, 0x66));
|
||||
addTriangle(new GPUTriangle(c[SE] + h, c[SE], c[NE], 0x66, 0x66, 0x66));
|
||||
addGPUTriangle(new GPUTriangle(c[NW] + h, c[NW], c[SW], 0x66, 0x66, 0x66));
|
||||
addGPUTriangle(new GPUTriangle(c[SW], c[SW] + h, c[NW] + h, 0x66, 0x66, 0x66));
|
||||
addGPUTriangle(new GPUTriangle(c[NE], c[NE] + h, c[SE] + h, 0x66, 0x66, 0x66));
|
||||
addGPUTriangle(new GPUTriangle(c[SE] + h, c[SE], c[NE], 0x66, 0x66, 0x66));
|
||||
|
||||
addTriangle(new GPUTriangle(c[NE] + h, c[NE], c[NW], 0x66, 0x66, 0x66));
|
||||
addTriangle(new GPUTriangle(c[NW], c[NW] + h, c[NE] + h, 0x66, 0x66, 0x66));
|
||||
addTriangle(new GPUTriangle(c[SW], c[SW] + h, c[SE] + h, 0x66, 0x66, 0x66));
|
||||
addTriangle(new GPUTriangle(c[SE] + h, c[SE], c[SW], 0x66, 0x66, 0x66));
|
||||
addGPUTriangle(new GPUTriangle(c[NE] + h, c[NE], c[NW], 0x66, 0x66, 0x66));
|
||||
addGPUTriangle(new GPUTriangle(c[NW], c[NW] + h, c[NE] + h, 0x66, 0x66, 0x66));
|
||||
addGPUTriangle(new GPUTriangle(c[SW], c[SW] + h, c[SE] + h, 0x66, 0x66, 0x66));
|
||||
addGPUTriangle(new GPUTriangle(c[SE] + h, c[SE], c[SW], 0x66, 0x66, 0x66));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -11,6 +11,6 @@ void TerrainQuadHerbe::getBoundingBoxPoints() {
|
|||
|
||||
void TerrainQuadHerbe::triangulation() {
|
||||
triangles.reserve(2);
|
||||
addTriangle(new GPUTriangle(c[NE], c[NW], c[SW], 0x11, 0xaa, 0x22));
|
||||
addTriangle(new GPUTriangle(c[SW], c[SE], c[NE], 0x11, 0xaa, 0x22));
|
||||
addGPUTriangle(new GPUTriangle(c[NE], c[NW], c[SW], 0x11, 0xaa, 0x22));
|
||||
addGPUTriangle(new GPUTriangle(c[SW], c[SE], c[NE], 0x11, 0xaa, 0x22));
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue
Block a user