Use the new terrain walker for improved shadows
This commit is contained in:
parent
eabe68b77d
commit
220fe89b05
6 changed files with 87 additions and 79 deletions
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@ -17,6 +17,8 @@ OpenGLRenderer::OpenGLRenderer(Scenery* scenery):
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{
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{
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ready = false;
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ready = false;
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render_quality = 3;
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functions = new OpenGLFunctions();
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functions = new OpenGLFunctions();
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shared_state = new OpenGLSharedState();
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shared_state = new OpenGLSharedState();
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@ -12,6 +12,7 @@ SceneryTopDownPreviewRenderer::SceneryTopDownPreviewRenderer(Scenery* scenery):
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scenery(scenery)
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scenery(scenery)
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{
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{
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clouds_enabled = true;
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clouds_enabled = true;
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render_quality = 3;
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}
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}
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void SceneryTopDownPreviewRenderer::bindEvent(BasePreview* preview)
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void SceneryTopDownPreviewRenderer::bindEvent(BasePreview* preview)
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@ -134,16 +134,16 @@ void SoftwareRenderer::disableAtmosphere()
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light.color.g = 1.5;
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light.color.g = 1.5;
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light.color.b = 1.5;
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light.color.b = 1.5;
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light.direction.x = -1.0;
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light.direction.x = -1.0;
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light.direction.y = -0.5;
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light.direction.y = -0.3;
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light.direction.z = 1.0;
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light.direction.z = 1.0;
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light.direction = light.direction.normalize();
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light.direction = light.direction.normalize();
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light.altered = 1;
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light.altered = 1;
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light.reflection = 0.0;
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light.reflection = 0.0;
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lights.push_back(light);
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lights.push_back(light);
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light.color.r = 0.4;
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light.color.r = 0.2;
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light.color.g = 0.4;
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light.color.g = 0.2;
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light.color.b = 0.42;
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light.color.b = 0.21;
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light.direction.x = 1.0;
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light.direction.x = 1.0;
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light.direction.y = -0.5;
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light.direction.y = -0.5;
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light.direction.z = -1.0;
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light.direction.z = -1.0;
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@ -6,6 +6,7 @@
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#include "TexturesDefinition.h"
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#include "TexturesDefinition.h"
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#include "TerrainRenderer.h"
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#include "TerrainRenderer.h"
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#include "TexturesRenderer.h"
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#include "TexturesRenderer.h"
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#include "Matrix4.h"
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TerrainRayWalker::TerrainRayWalker(SoftwareRenderer* renderer):
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TerrainRayWalker::TerrainRayWalker(SoftwareRenderer* renderer):
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renderer(renderer)
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renderer(renderer)
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@ -23,33 +24,57 @@ void TerrainRayWalker::update()
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ymin = info.min_height - disp;
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ymin = info.min_height - disp;
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ymax = info.max_height + disp;
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ymax = info.max_height + disp;
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ydispmin = -disp;
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ydispmax = disp * (0.5 + (double)renderer->render_quality * 0.1);
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ydispmax = disp;
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ydispmin = -ydispmax;
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minstep = 0.01 * terrain->scaling / (double)renderer->render_quality;
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minstep = 1.0 * terrain->scaling / (double)(renderer->render_quality * renderer->render_quality);
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maxstep = 1.0 * terrain->scaling;
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maxstep = 10.0 * terrain->scaling / (double)renderer->render_quality;
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}
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}
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bool TerrainRayWalker::startWalking(Vector3 start, const Vector3 &direction, double escaping_factor, double max_length, TerrainHitResult &result)
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static inline Vector3 _getShiftAxis(const Vector3 &direction)
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{
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if (fabs(direction.y) > 0.99)
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{
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// When the ray is vertical, we choose an arbitrary shift axis
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return VECTOR_NORTH;
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}
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else
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{
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return VECTOR_UP.crossProduct(direction);
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}
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}
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bool TerrainRayWalker::startWalking(const Vector3 &start, Vector3 direction, double escape_angle, double max_length, TerrainHitResult &result)
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{
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{
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TerrainRenderer* terrain_renderer = renderer->getTerrainRenderer();
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TerrainRenderer* terrain_renderer = renderer->getTerrainRenderer();
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TexturesRenderer* textures_renderer = renderer->getTexturesRenderer();
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TexturesRenderer* textures_renderer = renderer->getTexturesRenderer();
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TerrainRenderer::TerrainResult terrain_result;
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TerrainRenderer::TerrainResult terrain_result;
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Vector3 end, displaced;
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Vector3 cursor, displaced;
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bool hit;
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double diff;
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double diff;
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Matrix4 shift_matrix;
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double shift_step = 0.0;
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Vector3 previous_cursor = start;
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bool hit = false;
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double step_length = minstep;
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double step_length = minstep;
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double walked_length = 0.0;
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double walked_length = 0.0;
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result.escape_angle = 0.0;
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if (escape_angle != 0.0)
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{
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// Prepare escape
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shift_step = escape_angle / (double)(renderer->render_quality * renderer->render_quality);
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shift_matrix = Matrix4::newRotateAxis(-shift_step, _getShiftAxis(direction));
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}
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do
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do
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{
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{
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// Perform a step
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// Perform a step
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end = start.add(direction.scale(step_length));
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cursor = previous_cursor.add(direction.scale(step_length));
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// Get the terrain info at end (without textures displacement)
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// Get the terrain info at end (without textures displacement)
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terrain_result = terrain_renderer->getResult(end.x, end.z, true, false);
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terrain_result = terrain_renderer->getResult(cursor.x, cursor.z, true, false);
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diff = end.y - terrain_result.location.y;
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diff = cursor.y - terrain_result.location.y;
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// If we are very under the terrain, consider a hit
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// If we are very under the terrain, consider a hit
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if (diff < ydispmin)
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if (diff < ydispmin)
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@ -61,33 +86,42 @@ bool TerrainRayWalker::startWalking(Vector3 start, const Vector3 &direction, dou
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else if (diff < ydispmax)
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else if (diff < ydispmax)
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{
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{
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displaced = textures_renderer->displaceTerrain(terrain_result);
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displaced = textures_renderer->displaceTerrain(terrain_result);
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diff = end.y - displaced.y;
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diff = cursor.y - displaced.y;
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hit = (diff < 0.0);
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hit = diff < 0.0;
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}
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}
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if (hit)
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if (hit)
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{
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{
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// Refine the hit with dichotomy at high quality
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// TODO Refine the hit with dichotomy at high quality
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/*if (renderer->render_quality > 7)
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/*if (renderer->render_quality > 7)
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{
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{
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end = refineHit(start, end, step_length);
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cursor = refineHit(previous_cursor, cursor, step_length);
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}*/
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}*/
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// Find an escape
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// Shift ray to escape terrain
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/*if (escaping_factor != 0.0)
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if (escape_angle != 0.0)
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{
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{
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result.escape_length = findEscape(end, walked_length, escaping_factor, max_length);
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result.escape_angle += shift_step;
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}*/
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if (result.escape_angle > escape_angle)
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{
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// Too much shifted to escape, make it a hit
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result.escape_angle = 0.0;
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return true;
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}
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hit = false;
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direction = shift_matrix.multPoint(direction);
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previous_cursor = start.add(shift_matrix.multPoint(previous_cursor.sub(start)));
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}
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result.hit_location = end;
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result.hit_location = cursor;
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}
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}
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else
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else
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{
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{
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// Prepare next step
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// Prepare next step
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start = end;
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previous_cursor = cursor;
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walked_length += step_length;
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walked_length += step_length;
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step_length = diff / (double)renderer->render_quality;
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step_length = diff * 3.0 / (double)renderer->render_quality;
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if (step_length < minstep)
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if (step_length < minstep)
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{
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{
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step_length = minstep;
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step_length = minstep;
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@ -97,7 +131,7 @@ bool TerrainRayWalker::startWalking(Vector3 start, const Vector3 &direction, dou
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step_length = maxstep;
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step_length = maxstep;
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}
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}
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}
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}
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} while (not hit and start.y < ymax and walked_length < max_length);
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} while (not hit and cursor.y < ymax and walked_length < max_length);
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return hit;
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return hit or result.escape_angle > 0.0;
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}
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}
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@ -20,7 +20,7 @@ class SOFTWARESHARED_EXPORT TerrainRayWalker
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public:
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public:
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typedef struct {
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typedef struct {
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Vector3 hit_location; // Location of the hit
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Vector3 hit_location; // Location of the hit
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double escape_length; // Length walked before terrain was escaped after hit (0.0 if no escape)
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double escape_angle; // Angle used to shift the ray to escape the terrain (0.0 if no escape was possible)
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} TerrainHitResult;
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} TerrainHitResult;
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public:
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public:
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@ -36,12 +36,12 @@ public:
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*
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*
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* \param start Point of origin of the ray
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* \param start Point of origin of the ray
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* \param direction Ray direction (normalized vector)
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* \param direction Ray direction (normalized vector)
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* \param escaping_factor Factor used to escape the terrain on hit (mainly for shadows computing)
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* \param escape_angle Maximal angle allowed to escape the terrain on hit (mainly for shadows computing)
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* \param max_length Maximum length to walk before considering no hit
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* \param max_length Maximum length to walk before considering no hit
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* \param result Object to store the results info
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* \param result Object to store the results info
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* \return true if there was a hit
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* \return true if there was a hit
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*/
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*/
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bool startWalking(Vector3 start, const Vector3 &direction, double escaping_factor, double max_length, TerrainHitResult &result);
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bool startWalking(const Vector3 &start, Vector3 direction, double escape_angle, double max_length, TerrainHitResult &result);
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private:
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private:
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SoftwareRenderer* renderer;
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SoftwareRenderer* renderer;
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@ -151,16 +151,16 @@ RayCastingResult TerrainRenderer::castRay(const Vector3 &start, const Vector3 &d
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bool TerrainRenderer::applyLightFilter(LightComponent &light, const Vector3 &at)
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bool TerrainRenderer::applyLightFilter(LightComponent &light, const Vector3 &at)
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{
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{
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TerrainDefinition* definition = parent->getScenery()->getTerrain();
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TerrainDefinition* definition = parent->getScenery()->getTerrain();
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Vector3 inc_vector, direction_to_light, cursor;
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TerrainRayWalker::TerrainHitResult walk_result;
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double inc_value, inc_base, inc_factor, height, diff, light_factor, smoothing, length;
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// If location is above terrain, don't bother
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if (at.y > definition->getHeightInfo().max_height)
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if (at.y > definition->getHeightInfo().max_height)
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{
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{
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// Location is above terrain, don't bother
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return true;
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return true;
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}
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}
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direction_to_light = light.direction.scale(-1.0);
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// Handle sun below horizon
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Vector3 direction_to_light = light.direction.scale(-1.0);
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if (direction_to_light.y < -0.05)
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if (direction_to_light.y < -0.05)
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{
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{
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light.color = COLOR_BLACK;
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light.color = COLOR_BLACK;
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@ -173,60 +173,31 @@ bool TerrainRenderer::applyLightFilter(LightComponent &light, const Vector3 &at)
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light.color.b *= (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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}
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cursor = at;
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// Walk to find an intersection
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inc_factor = (double)parent->render_quality;
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double escape_angle = definition->shadow_smoothing;
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inc_base = definition->height / definition->scaling;
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if (walker->startWalking(at, direction_to_light, escape_angle, 100.0, walk_result))
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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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{
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inc_vector = direction_to_light.scale(inc_value);
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if (walk_result.escape_angle == 0.0)
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length += inc_vector.getNorm();
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cursor = cursor.add(inc_vector);
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height = parent->getTerrainRenderer()->getResult(cursor.x, cursor.z, 1, 1).location.y;
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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 (length * smoothing > 0.000001)
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{
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light_factor += diff * inc_vector.getNorm() / (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) && cursor.y <= definition->_max_height);
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if (light_factor <= 0.0)
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{
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{
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// Hit, with no escape, cancelling the light
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light.color = COLOR_BLACK;
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light.color = COLOR_BLACK;
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return false;
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return false;
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}
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}
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else
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else
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{
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{
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// Hit, with an escape
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double light_factor = 1.0 - (walk_result.escape_angle / escape_angle);
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light.color.r *= light_factor;
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light.color.r *= light_factor;
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light.color.g *= light_factor;
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light.color.g *= light_factor;
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light.color.b *= light_factor;
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light.color.b *= light_factor;
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return true;
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}
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}
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else
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{
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// No hit, leave light alone
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return true;
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return true;
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}
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}
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}
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}
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