2013-12-08 19:54:34 +00:00
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#include "TerrainRenderer.h"
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#include "SoftwareRenderer.h"
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#include "Scenery.h"
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#include "TerrainDefinition.h"
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#include "TexturesRenderer.h"
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#include "LightComponent.h"
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TerrainRenderer::TerrainRenderer(SoftwareRenderer* parent):
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parent(parent)
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{
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}
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TerrainRenderer::~TerrainRenderer()
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{
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}
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double TerrainRenderer::getHeight(double x, double z, int with_painting)
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{
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return parent->getScenery()->getTerrain()->getInterpolatedHeight(x, z, 1, with_painting);
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}
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static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, Vector3 south, Vector3 west)
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{
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Vector3 dnorth, deast, dsouth, dwest, normal;
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dnorth = v3Sub(north, center);
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deast = v3Sub(east, center);
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dsouth = v3Sub(south, center);
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dwest = v3Sub(west, center);
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normal = v3Cross(deast, dnorth);
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normal = v3Add(normal, v3Cross(dsouth, deast));
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normal = v3Add(normal, v3Cross(dwest, dsouth));
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normal = v3Add(normal, v3Cross(dnorth, dwest));
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return v3Normalize(normal);
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}
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static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south)
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{
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return v3Normalize(v3Cross(v3Sub(south, center), v3Sub(east, center)));
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}
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TerrainRenderer::TerrainResult TerrainRenderer::getResult(double x, double z, int with_painting, int with_textures)
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{
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TerrainResult result;
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double detail = 0.001; /* TODO */
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/* Normal */
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Vector3 center, north, east, south, west;
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center.x = x;
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center.z = z;
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center.y = getHeight(center.x, center.z, with_painting);
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east.x = x + detail;
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east.z = z;
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east.y = getHeight(east.x, east.z, with_painting);
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south.x = x;
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south.z = z + detail;
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south.y = getHeight(south.x, south.z, with_painting);
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if (parent->render_quality > 6)
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{
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west.x = x - detail;
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west.z = z;
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west.y = getHeight(west.x, west.z, with_painting);
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north.x = x;
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north.z = z - detail;
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north.y = getHeight(north.x, north.z, with_painting);
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result.normal = _getNormal4(center, north, east, south, west);
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}
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else
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{
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result.normal = _getNormal2(center, east, south);
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}
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/* Location */
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result.location = center;
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/* Texture displacement */
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if (with_textures)
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{
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center = parent->getTexturesRenderer()->displaceTerrain(result);
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result.location = center;
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/* Recompute normal */
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if (parent->render_quality > 6)
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{
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/* Use 5 points on displaced terrain */
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east = parent->getTexturesRenderer()->displaceTerrain(getResult(east.x, east.z, with_painting, 0));
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south = parent->getTexturesRenderer()->displaceTerrain(getResult(south.x, south.z, with_painting, 0));
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west = parent->getTexturesRenderer()->displaceTerrain(getResult(west.x, west.z, with_painting, 0));
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north = parent->getTexturesRenderer()->displaceTerrain(getResult(north.x, north.z, with_painting, 0));
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result.normal = _getNormal4(center, north, east, south, west);
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}
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else if (parent->render_quality > 2)
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{
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/* Use 3 points on displaced terrain */
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east = parent->getTexturesRenderer()->displaceTerrain(getResult(east.x, east.z, with_painting, 0));
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south = parent->getTexturesRenderer()->displaceTerrain(getResult(south.x, south.z, with_painting, 0));
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result.normal = _getNormal2(center, east, south);
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}
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else
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{
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/* TODO Use texture noise directly, as if terrain was a plane */
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}
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}
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return result;
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}
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Color TerrainRenderer::getFinalColor(const Vector3 &location, double)
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{
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/* TODO Restore precision control */
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TexturesRenderer::TexturesResult textures = parent->getTexturesRenderer()->applyToTerrain(location.x, location.z);
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return parent->applyMediumTraversal(textures.final_location, textures.final_color);
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}
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RayCastingResult TerrainRenderer::castRay(const Vector3 &start, const Vector3 &direction)
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{
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RayCastingResult result;
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TerrainDefinition* definition = parent->getScenery()->getTerrain();
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Vector3 inc_vector, direction_norm, cursor;
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double inc_value, inc_base, inc_factor, height, diff, lastdiff, length;
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cursor = start;
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direction_norm = direction.normalize();
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inc_factor = (double)parent->render_quality;
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inc_base = 1.0;
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inc_value = inc_base / inc_factor;
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lastdiff = start.y - getHeight(start.x, start.z, 1);
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length = 0.0;
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do
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{
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inc_vector = v3Scale(direction_norm, inc_value);
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length += v3Norm(inc_vector);
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cursor = v3Add(cursor, inc_vector);
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height = getHeight(cursor.x, cursor.z, 1);
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diff = cursor.y - height;
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if (diff < 0.0)
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{
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if (fabs(diff - lastdiff) > 0.00001)
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{
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cursor = v3Add(cursor, v3Scale(inc_vector, -diff / (diff - lastdiff)));
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cursor.y = getHeight(cursor.x, cursor.z, 1);
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}
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else
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{
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cursor.y = height;
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}
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result.hit = 1;
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result.hit_location = cursor;
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2013-12-09 10:59:57 +00:00
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result.hit_color = getFinalColor(cursor, parent->getPrecision(result.hit_location));
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2013-12-08 19:54:34 +00:00
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return result;
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}
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if (diff < inc_base / inc_factor)
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{
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inc_value = inc_base / inc_factor;
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}
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else if (diff > inc_base)
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{
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inc_value = inc_base;
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}
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else
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{
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inc_value = diff;
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}
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lastdiff = diff;
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}
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while (length < 50.0 && cursor.y <= definition->_max_height);
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result.hit = 0;
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return result;
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}
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int TerrainRenderer::alterLight(LightComponent *light, const Vector3 &location)
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{
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TerrainDefinition* definition = parent->getScenery()->getTerrain();
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Vector3 inc_vector, direction_to_light, cursor;
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double inc_value, inc_base, inc_factor, height, diff, light_factor, smoothing, length;
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direction_to_light = v3Scale(light->direction, -1.0);
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if (direction_to_light.y < -0.05)
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{
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light->color = COLOR_BLACK;
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return 1;
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}
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else if (direction_to_light.y < 0.0000)
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{
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light->color.r *= (0.05 + direction_to_light.y) / 0.05;
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light->color.g *= (0.05 + direction_to_light.y) / 0.05;
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light->color.b *= (0.05 + direction_to_light.y) / 0.05;
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}
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cursor = location;
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inc_factor = (double)parent->render_quality;
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inc_base = definition->height / definition->scaling;
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inc_value = inc_base / inc_factor;
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smoothing = definition->shadow_smoothing;
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light_factor = 1.0;
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length = 0.0;
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diff = 0.0;
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do
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{
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inc_vector = v3Scale(direction_to_light, inc_value);
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length += v3Norm(inc_vector);
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cursor = v3Add(cursor, inc_vector);
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height = parent->getTerrainRenderer()->getResult(location.x, location.z, 1, 1).location.y;
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diff = location.y - height;
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if (diff < 0.0)
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{
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if (length * smoothing > 0.000001)
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{
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light_factor += diff * v3Norm(inc_vector) / (length * smoothing);
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}
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else
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{
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light_factor = 0.0;
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}
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}
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if (diff < inc_base / inc_factor)
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{
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inc_value = inc_base / inc_factor;
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}
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else if (diff > inc_base)
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{
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inc_value = inc_base;
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}
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else
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{
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inc_value = diff;
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}
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}
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while (light_factor > 0.0 && length < (10.0 * inc_factor) && location.y <= definition->_max_height);
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if (light_factor <= 0.0)
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{
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light->color = COLOR_BLACK;
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return 1;
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}
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else
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{
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light->color.r *= light_factor;
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light->color.g *= light_factor;
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light->color.b *= light_factor;
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return 1;
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}
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}
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double TerrainRenderer::getWaterHeight()
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{
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TerrainDefinition* terrain = parent->getScenery()->getTerrain();
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return terrain->water_height * terrain->height * terrain->scaling;
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}
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