paysages : Added detail textures + improved makefiles + gui tab icons.
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@548 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
parent
e99633f7c4
commit
06841dfe89
18 changed files with 213 additions and 96 deletions
1
TODO
1
TODO
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@ -7,7 +7,6 @@ Technology Preview 2 :
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=> Restore cloud lighting
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=> Improve cloud rendering precision (and beware of precision discontinuity when rendering clouds in front of ground (shorter distance)).
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- Finish texture refactoring.
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=> Push displaced polygons, but keep undisplaced coordinates for second pass.
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=> Add detail texture.
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=> Displacement on 3d explorer and previews.
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=> Optimize ray marching (for tracing and shadows), using base terrain and displacement power.
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31
cli/Makefile
31
cli/Makefile
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@ -1,27 +1,10 @@
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BUILDMODE=debug
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BUILDPATH=../build/${BUILDMODE}
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SOURCES=$(wildcard *.c)
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OBJECTS=${SOURCES:%.c=obj/%.o}
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HEADERS=$(wildcard ../lib_paysages/shared/*.h ../lib_paysages/*.h *.h)
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RESULT=${BUILDPATH}/paysages-cli
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CC_FLAGS=-g -pg -Wall
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CC_LDFLAGS=-L${BUILDPATH} -lpaysages
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include ../common_pre.mk
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all:prepare ${RESULT}
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OBJPATH = ${BUILDPATH}/cli
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RESULT = ${BUILDPATH}/paysages-cli
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SOURCES += $(wildcard *.c)
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HEADERS += $(wildcard *.h)
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prepare:
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mkdir -p ./obj
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mkdir -p ${BUILDPATH}
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clean:
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rm -f ${OBJECTS}
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rm -f ${RESULT}
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obj/%.o:%.c ${HEADERS}
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${CC} -c ${CC_FLAGS} $< -o $@
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${RESULT}:${OBJECTS}
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${CC} $^ ${CC_LDFLAGS} -o $@
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.PHONY:all clean prepare
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CC_LDFLAGS += -L${BUILDPATH} -lpaysages
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include ../common_post.mk
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27
common_post.mk
Normal file
27
common_post.mk
Normal file
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@ -0,0 +1,27 @@
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OBJECTS = ${SOURCES:%.c=${OBJPATH}/%.o}
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ifeq (${BUILDMODE},debug)
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CC_FLAGS += -g -pg
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CC_LDFLAGS += -g -pg
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endif
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ifeq (${BUILDMODE},release)
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CC_FLAGS += -O3 -DNDEBUG -Wno-unused-variable -Wno-unused-but-set-variable
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endif
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all:prepare ${RESULT}
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prepare:
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mkdir -p ${BUILDPATH}
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clean:
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rm -f ${OBJECTS}
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rm -f ${RESULT}
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${OBJPATH}/%.o:%.c ${HEADERS}
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mkdir -p `dirname $@`
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${CC} -c ${CC_FLAGS} $< -o $@
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${RESULT}:${OBJECTS}
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${CC} $^ ${CC_LDFLAGS} -o $@
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.PHONY:all clean prepare
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6
common_pre.mk
Normal file
6
common_pre.mk
Normal file
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@ -0,0 +1,6 @@
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PATH_LIB_PAYSAGES = ../lib_paysages
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BUILDMODE = debug
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BUILDPATH = ../build/${BUILDMODE}
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HEADERS = $(${PATH_LIB_PAYSAGES}/atmosphere/*.h ${PATH_LIB_PAYSAGES}/clouds/*.h ${PATH_LIB_PAYSAGES}/terrain/*.h ${PATH_LIB_PAYSAGES}/textures/*.h ${PATH_LIB_PAYSAGES}/water/*.h ${PATH_LIB_PAYSAGES}/tools/*.h ${PATH_LIB_PAYSAGES}/shared/*.h)
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CC_FLAGS = -Wall -fPIC
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@ -85,34 +85,35 @@ QMainWindow(parent)
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QToolBar* toolbar;
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tabs = new QTabWidget(this);
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tabs->setIconSize(QSize(32, 32));
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form = new FormTerrain(tabs);
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tabs->addTab(form, tr("Terrain"));
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tabs->addTab(form, QIcon("images/tab_terrain.png"), tr("Terrain"));
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QObject::connect(form, SIGNAL(configApplied()), this, SLOT(refreshAll()), Qt::QueuedConnection);
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_forms.append(form);
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form = new FormTextures(tabs);
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tabs->addTab(form, tr("Textures"));
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tabs->addTab(form, QIcon("images/tab_textures.png"), tr("Textures"));
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QObject::connect(form, SIGNAL(configApplied()), this, SLOT(refreshAll()), Qt::QueuedConnection);
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_forms.append(form);
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form = new FormWater(tabs);
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tabs->addTab(form, tr("Water"));
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tabs->addTab(form, QIcon("images/tab_water.png"), tr("Water"));
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QObject::connect(form, SIGNAL(configApplied()), this, SLOT(refreshAll()), Qt::QueuedConnection);
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_forms.append(form);
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form = new FormAtmosphere(tabs);
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tabs->addTab(form, tr("Atmosphere"));
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tabs->addTab(form, QIcon("images/tab_atmosphere.png"), tr("Atmosphere"));
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QObject::connect(form, SIGNAL(configApplied()), this, SLOT(refreshAll()), Qt::QueuedConnection);
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_forms.append(form);
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form = new FormClouds(tabs);
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tabs->addTab(form, tr("Clouds"));
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tabs->addTab(form, QIcon("images/tab_clouds.png"), tr("Clouds"));
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QObject::connect(form, SIGNAL(configApplied()), this, SLOT(refreshAll()), Qt::QueuedConnection);
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_forms.append(form);
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_form_render = new FormRender(tabs);
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tabs->addTab(_form_render, tr("Render"));
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tabs->addTab(_form_render, QIcon("images/tab_render.png"), tr("Render"));
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_forms.append(_form_render);
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toolbar = new QToolBar(this);
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@ -3,9 +3,9 @@ CONFIG += qt
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QT += core gui opengl
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DEPENDPATH += .
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INCLUDEPATH += .
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OBJECTS_DIR = ./obj/$$BUILDMODE/
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MOC_DIR = ./moc/$$BUILDMODE/
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DESTDIR = ../build/$$BUILDMODE/
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OBJECTS_DIR = $$DESTDIR/gui_qt/
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MOC_DIR = $$DESTDIR/gui_qt/moc
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CONFIG -= release
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CONFIG += $$BUILDMODE
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BIN
images/tab_atmosphere.png
Normal file
BIN
images/tab_atmosphere.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.7 KiB |
BIN
images/tab_clouds.png
Normal file
BIN
images/tab_clouds.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.3 KiB |
BIN
images/tab_render.png
Normal file
BIN
images/tab_render.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.2 KiB |
BIN
images/tab_terrain.png
Normal file
BIN
images/tab_terrain.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.1 KiB |
BIN
images/tab_textures.png
Normal file
BIN
images/tab_textures.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.3 KiB |
BIN
images/tab_water.png
Normal file
BIN
images/tab_water.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.3 KiB |
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@ -1,12 +1,12 @@
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BUILDMODE = debug
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BUILDPATH = ../build/${BUILDMODE}
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OBJPATH = ./obj/${BUILDMODE}
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SOURCES = $(wildcard *.c atmosphere/*.c clouds/*.c terrain/*.c textures/*.c water/*.c tools/*.c shared/*.c)
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OBJECTS = ${SOURCES:%.c=${OBJPATH}/%.o}
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HEADERS = $(wildcard *.h atmosphere/*.h clouds/*.h terrain/*.h textures/*.h water/*.h tools/*.h shared/*.h)
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include ../common_pre.mk
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OBJPATH = ${BUILDPATH}/lib_paysages
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RESULT = ${BUILDPATH}/libpaysages.so
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LIBS = glib-2.0 gthread-2.0 IL ILU
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CC_FLAGS = -Wall -fPIC -DHAVE_GLIB=1
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SOURCES += $(wildcard *.c atmosphere/*.c clouds/*.c terrain/*.c textures/*.c water/*.c tools/*.c shared/*.c)
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LIBS += glib-2.0 gthread-2.0 IL ILU
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CC_FLAGS += -DHAVE_GLIB=1
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CC_LDFLAGS += -shared
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CHECK_OPENCL = $(shell pkg-config --modversion --silence-errors OpenCL)
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ifneq (,${CHECK_OPENCL})
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@ -15,32 +15,6 @@ ifneq (,${CHECK_OPENCL})
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endif
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CC_FLAGS += $(shell pkg-config --cflags ${LIBS})
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CC_LDFLAGS = $(shell pkg-config --libs ${LIBS})
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ifeq (${BUILDMODE},debug)
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CC_FLAGS += -g -pg
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CC_LDFLAGS += -g -pg
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endif
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ifeq (${BUILDMODE},release)
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CC_FLAGS += -O3 -DNDEBUG -Wno-unused-variable -Wno-unused-but-set-variable
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endif
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all:prepare ${RESULT}
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prepare:
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mkdir -p ${OBJPATH}
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mkdir -p ${BUILDPATH}
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clean:
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rm -f ${OBJECTS}
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rm -f ${RESULT}
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${OBJPATH}/%.o:%.c ${HEADERS}
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mkdir -p `dirname $@`
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${CC} -c ${CC_FLAGS} $< -o $@
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${RESULT}:${OBJECTS}
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${CC} $^ -shared ${CC_LDFLAGS} -o $@
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.PHONY:all clean prepare
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CC_LDFLAGS += $(shell pkg-config --libs ${LIBS})
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include ../common_post.mk
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@ -57,6 +57,19 @@ Renderer* terrainCreatePreviewRenderer()
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result->getCameraLocation = _getCameraLocation;
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result->atmosphere->getLightingStatus = _getLightingStatus;
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TexturesDefinition* textures;
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textures = TexturesDefinitionClass.create();
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TexturesLayerDefinition* layer = layersGetLayer(textures->layers, layersAddLayer(textures->layers, NULL));
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layer->displacement_height = 0.0;
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layer->material.base = COLOR_WHITE;
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layer->material.reflection = 0.05;
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layer->material.shininess = 2.0;
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noiseClearLevels(layer->_detail_noise);
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TexturesRendererClass.bind(result, textures);
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TexturesDefinitionClass.destroy(textures);
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return result;
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}
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@ -60,6 +60,11 @@ static void _layerValidateDefinition(TexturesLayerDefinition* definition)
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noiseAddLevelsSimple(definition->_displacement_noise, 4, 1.0, -1.0, 1.0, 0.0);
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noiseNormalizeAmplitude(definition->_displacement_noise, -1.0, 1.0, 0);
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noiseValidate(definition->_displacement_noise);
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noiseClearLevels(definition->_detail_noise);
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noiseAddLevelsSimple(definition->_detail_noise, 4, 0.1, -1.0, 1.0, 0.0);
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noiseNormalizeAmplitude(definition->_detail_noise, -0.01, 0.01, 0);
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noiseValidate(definition->_detail_noise);
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}
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static TexturesLayerDefinition* _layerCreateDefinition()
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result->material.shininess = 0.0;
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result->_displacement_noise = noiseCreateGenerator();
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result->_detail_noise = noiseCreateGenerator();
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_layerValidateDefinition(result);
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{
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zoneDelete(definition->terrain_zone);
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noiseDeleteGenerator(definition->_displacement_noise);
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noiseDeleteGenerator(definition->_detail_noise);
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free(definition);
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}
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destination->material = source->material;
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noiseCopy(source->_displacement_noise, destination->_displacement_noise);
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noiseCopy(source->_detail_noise, destination->_detail_noise);
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}
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static void _layerSave(PackStream* stream, TexturesLayerDefinition* layer)
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materialSave(stream, &layer->material);
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noiseSaveGenerator(stream, layer->_displacement_noise);
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noiseSaveGenerator(stream, layer->_detail_noise);
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}
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static void _layerLoad(PackStream* stream, TexturesLayerDefinition* layer)
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@ -121,6 +130,7 @@ static void _layerLoad(PackStream* stream, TexturesLayerDefinition* layer)
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materialLoad(stream, &layer->material);
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noiseLoadGenerator(stream, layer->_displacement_noise);
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noiseLoadGenerator(stream, layer->_detail_noise);
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}
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LayerType texturesGetLayerType()
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@ -47,7 +47,7 @@ typedef struct
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TexturesMergeMode merge_mode;*/
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NoiseGenerator* _displacement_noise;
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/*NoiseGenerator* _detail_noise;*/
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NoiseGenerator* _detail_noise;
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/*Curve* _local_slope_condition;*/
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} TexturesLayerDefinition;
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@ -56,7 +56,7 @@ typedef struct
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Layers* layers;
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} TexturesDefinition;
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typedef struct
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/*typedef struct
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{
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double global_presence;
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double local_presence;
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@ -64,14 +64,14 @@ typedef struct
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Vector3 displaced_normal;
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Color color;
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Color cancelled_color;
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} TexturesLayerResult;
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} TexturesLayerResult;*/
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typedef struct
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{
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Vector3 base_location;
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Vector3 base_normal;
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int layer_count;
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TexturesLayerResult layers[TEXTURES_MAX_LAYERS];
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/*int layer_count;
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TexturesLayerResult layers[TEXTURES_MAX_LAYERS];*/
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Vector3 final_location;
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Color final_color;
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} TexturesResult;
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@ -4,26 +4,80 @@
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#include "../tools.h"
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#include "../renderer.h"
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/******************** Fake ********************/
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static Vector3 _fakeDisplaceTerrain(Renderer* renderer, TerrainResult terrain)
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/******************** Tools ********************/
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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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UNUSED(renderer);
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/* TODO This is duplicated in terrain/main.c */
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Vector3 dnorth, deast, dsouth, dwest, normal;
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return terrain.location;
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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 TexturesResult _fakeApplyToTerrain(Renderer* renderer, double x, double z)
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static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south)
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{
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TexturesResult result;
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/* TODO This is duplicated in terrain/main.c */
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return v3Normalize(v3Cross(v3Sub(south, center), v3Sub(east, center)));
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}
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result.base_location.x = x;
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result.base_location.y = 0.0;
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result.base_location.z = z;
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result.base_normal = VECTOR_UP;
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result.layer_count = 0;
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result.final_location = result.base_location;
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result.final_color = COLOR_WHITE;
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static Vector3 _getDetailNormal(Renderer* renderer, Vector3 base_location, Vector3 base_normal, TexturesLayerDefinition* layer)
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{
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Vector3 result;
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double offset = 0.01;
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/* Find guiding vectors in the appoximated local plane */
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Vector3 dx, dy;
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Vector3 pivot;
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if (base_normal.y > 0.95)
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{
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pivot = VECTOR_NORTH;
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}
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else
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{
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pivot = VECTOR_UP;
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}
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dx = v3Normalize(v3Cross(base_normal, pivot));
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dy = v3Cross(base_normal, dx);
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/* Apply detail noise locally */
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Vector3 center, north, east, south, west;
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center = v3Add(base_location, v3Scale(base_normal, texturesGetTriplanarNoise(layer->_detail_noise, base_location, base_normal)));
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east = v3Add(base_location, v3Scale(dx, offset));
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east = v3Add(east, v3Scale(base_normal, texturesGetTriplanarNoise(layer->_detail_noise, east, base_normal)));
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south = v3Add(base_location, v3Scale(dy, offset));
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south = v3Add(south, v3Scale(base_normal, texturesGetTriplanarNoise(layer->_detail_noise, south, base_normal)));
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if (renderer->render_quality > 6)
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{
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west = v3Add(base_location, v3Scale(dx, -offset));
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west = v3Add(west, v3Scale(base_normal, texturesGetTriplanarNoise(layer->_detail_noise, west, base_normal)));
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north = v3Add(base_location, v3Scale(dy, -offset));
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north = v3Add(north, v3Scale(base_normal, texturesGetTriplanarNoise(layer->_detail_noise, north, base_normal)));
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result = _getNormal4(center, north, east, south, west);
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}
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else
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{
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result = _getNormal2(center, east, south);
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}
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if (v3Dot(result, base_normal) < 0.0)
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{
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result = v3Scale(result, -1.0);
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}
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return result;
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}
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@ -50,27 +104,76 @@ static Vector3 _realDisplaceTerrain(Renderer* renderer, TerrainResult terrain)
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return v3Add(terrain.location, v3Scale(v3Normalize(terrain.normal), offset));
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}
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typedef struct
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{
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TexturesLayerDefinition* layer;
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double presence;
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Color color;
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} TexturesIntermediaryResult;
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static TexturesResult _realApplyToTerrain(Renderer* renderer, double x, double z)
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{
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TexturesDefinition* textures = renderer->textures->definition;
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TexturesResult result;
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/* Displacement */
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TerrainResult terrain = renderer->terrain->getResult(renderer, x, z, 1, 1);
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/* TODO Detail */
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/* TODO Displaced textures had their presence already computed before, store that result and use it */
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/* TEMP */
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SurfaceMaterial temp;
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temp.base.r = 0.6;
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temp.base.g = 0.55;
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temp.base.b = 0.57;
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temp.reflection = 0.02;
|
||||
temp.shininess = 3.0;
|
||||
/* Find presence of each layer */
|
||||
TexturesIntermediaryResult layers_info[TEXTURES_MAX_LAYERS];
|
||||
int i, n;
|
||||
n = layersCount(textures->layers);
|
||||
for (i = 0; i < n; i++)
|
||||
{
|
||||
layers_info[i].layer = layersGetLayer(textures->layers, i);
|
||||
layers_info[i].presence = texturesGetLayerBasePresence(layers_info[i].layer, terrain);
|
||||
if (layers_info[i].presence > 0.0)
|
||||
{
|
||||
Vector3 normal = _getDetailNormal(renderer, terrain.location, terrain.normal, layers_info[i].layer);
|
||||
layers_info[i].color = renderer->applyLightingToSurface(renderer, terrain.location, normal, &layers_info[i].layer->material);
|
||||
}
|
||||
}
|
||||
|
||||
result.base_location = terrain.location;
|
||||
result.base_normal = terrain.normal;
|
||||
result.final_location = terrain.location;
|
||||
result.final_color = renderer->applyLightingToSurface(renderer, terrain.location, terrain.normal, &temp);
|
||||
result.final_color = COLOR_GREEN;
|
||||
for (i = 0; i < n; i++)
|
||||
{
|
||||
if (layers_info[i].presence > 0.0)
|
||||
{
|
||||
layers_info[i].color.a = layers_info[i].presence;
|
||||
colorMask(&result.final_color, &layers_info[i].color);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/******************** Fake ********************/
|
||||
static Vector3 _fakeDisplaceTerrain(Renderer* renderer, TerrainResult terrain)
|
||||
{
|
||||
UNUSED(renderer);
|
||||
|
||||
return terrain.location;
|
||||
}
|
||||
|
||||
static TexturesResult _fakeApplyToTerrain(Renderer* renderer, double x, double z)
|
||||
{
|
||||
UNUSED(renderer);
|
||||
|
||||
TexturesResult result;
|
||||
|
||||
result.base_location.x = x;
|
||||
result.base_location.y = 0.0;
|
||||
result.base_location.z = z;
|
||||
result.base_normal = VECTOR_UP;
|
||||
/*result.layer_count = 0;*/
|
||||
result.final_location = result.base_location;
|
||||
result.final_color = COLOR_WHITE;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#include "private.h"
|
||||
|
||||
#include <assert.h>
|
||||
#include <math.h>
|
||||
|
||||
/*
|
||||
* Get the base presence factor of a layer, not accounting for other layers.
|
||||
|
|
Loading…
Reference in a new issue