paysages : New texture model (WIP).
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@317 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
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8 changed files with 224 additions and 127 deletions
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@ -2,8 +2,9 @@
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-------------------------------
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* Previews scaling is now logarithmic (slower when zoomed).
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* Previews drawing now takes advantage of multiple CPUs.
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* New displacement mode for textures (perpendicular to local ground surface).
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* New texture model (perpendicular displacement and thickness).
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* Added clouds hardness to light.
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* Version management in saved files.
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2012-04-20 Technology Preview 1
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-------------------------------
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16
TODO
16
TODO
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@ -1,6 +1,9 @@
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Technology Preview 2 :
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- Interface for textures thickness and slope_range.
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- Render tab previews should not rerender when changing render options.
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- Compute shadows only once for all textures at a same location (need an intermediary light status).
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- Compute shadows only once for all textures at a same location.
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=> Add an intermediary light status (two pass lighting).
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- Don't change opacity when scrolling previews.
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- Add layer sorting/naming.
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- Save GUI config (views, render params).
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- Add an OSD ability on previews and use it for camera location and user landmarks.
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@ -9,21 +12,30 @@ Technology Preview 2 :
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- Add a terrain modifier dialog with zones.
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- Add a noise filler (and maybe noise intervals ?).
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- Improve curve editor.
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=> Add curve modes
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=> Improve curve rendering
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=> Add axis labels
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- Water and terrain LOD moves with the camera, fix it like in the wanderer.
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- Pause previews drawing of main window when a dialog is opened.
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- Interrupt preview chunk renderings that will be discarded at commit, or that are no more visible.
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- Can't overwrite picture files (ILError).
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- Fix "RGB parameters out of range" (and segfault) on preview while moving render params fast in render tab.
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=> May need to change the updateData system.
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=> Previews need to be paused while updating data.
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- When there are two previews in the same view, balance rendering between the two.
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- Lock some previews together (eg: terrain height and colored preview).
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- Find a new licence.
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Technology Preview 3 :
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- Restore render progress.
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- Add antialiasing option (pay attention to memory usage).
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- Add basic vegetation system (not sure).
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- Add basic vegetation system ?
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- Texture shadowing and self-shadowing ?
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- Improve sky rendering (colors and light halo).
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- Add a progress indicator on previews.
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- Multi threaded first pass.
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- Fix potential holes in land rendering.
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- Progressive final render.
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Release Candidate :
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- Polish all features and UI.
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@ -76,7 +76,7 @@ private:
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static Color _applyTextures(Renderer* renderer, Vector3 location, double precision)
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{
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return texturesGetColor((TexturesDefinition*)(renderer->customData[1]), renderer, location, precision);
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return texturesGetColor((TexturesDefinition*)(renderer->customData[1]), renderer, location.x, location.z, precision);
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}
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static Color _applyLightingToSurface(Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material)
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@ -120,7 +120,7 @@ private:
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static Color _applyTextures(Renderer* renderer, Vector3 location, double precision)
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{
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return texturesGetColor((TexturesDefinition*)(renderer->customData[1]), renderer, location, precision);
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return texturesGetColor((TexturesDefinition*)(renderer->customData[1]), renderer, location.x, location.z, precision);
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}
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static Color _applyLightingToSurface(Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material)
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@ -96,8 +96,8 @@ void autoGenRealisticLandscape(int seed)
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water.depth_color.b = 0.3;
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water.depth_color.a = 1.0;
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water.lighting_depth = 3.0;
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water.waves_noise_height = 0.015;
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water.waves_noise_scale = 0.2;
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water.waves_noise_height = 0.005;
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water.waves_noise_scale = 0.07;
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noiseGenerateBaseNoise(water.waves_noise, 262144);
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noiseAddLevelsSimple(water.waves_noise, 2, 1.0, 1.0);
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noiseAddLevelsSimple(water.waves_noise, 3, 0.15, 0.1);
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@ -139,7 +139,7 @@ void autoGenRealisticLandscape(int seed)
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/* Terrain */
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terrain = terrainCreateDefinition();
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noiseGenerateBaseNoise(terrain.height_noise, 1048576);
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noiseAddLevelsSimple(terrain.height_noise, 10, 1.0, 1.0);
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noiseAddLevelsSimple(terrain.height_noise, 12, 1.0, 1.0);
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terrain.height_factor = 12.0 / noiseGetMaxValue(terrain.height_noise);
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terrain.scaling = 10.0;
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scenerySetTerrain(&terrain);
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@ -152,35 +152,44 @@ void autoGenRealisticLandscape(int seed)
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zoneAddSlopeRangeQuick(texture->zone, 1.0, 0.0, 0.0, 5.0, 5.0);
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noiseGenerateBaseNoise(texture->bump_noise, 102400);
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noiseAddLevelsSimple(texture->bump_noise, 8, 1.0, 1.0);
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texture->bump_height = 0.1;
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texture->bump_scaling = 0.15;
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texture->bump_height = 0.01;
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texture->bump_scaling = 0.015;
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texture->material.base.r = 0.6;
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texture->material.base.g = 0.55;
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texture->material.base.b = 0.57;
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texture->material.reflection = 0.2;
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texture->material.shininess = 3.0;
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texture->thickness = 0.001;
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texture->slope_range = 0.001;
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texture = texturesGetLayer(&textures, texturesAddLayer(&textures));
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zoneAddHeightRangeQuick(texture->zone, 1.0, -1.0, 0.0, 3.0, 15.0);
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zoneAddSlopeRangeQuick(texture->zone, 1.0, 0.0, 0.0, 0.2, 0.3);
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zoneAddSlopeRangeQuick(texture->zone, 1.0, 0.0, 0.0, 0.1, 0.7);
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noiseGenerateBaseNoise(texture->bump_noise, 102400);
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noiseAddLevelsSimple(texture->bump_noise, 5, 1.0, 0.4);
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noiseAddLevelsSimple(texture->bump_noise, 2, 0.03, 0.08);
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texture->bump_height = 0.02;
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texture->bump_scaling = 0.1;
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texture->bump_height = 0.002;
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texture->bump_scaling = 0.01;
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texture->material.base.r = 0.12;
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texture->material.base.g = 0.19;
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texture->material.base.b = 0.035;
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texture->material.reflection = 0.1;
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texture->material.shininess = 2.0;
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/*texture = texturesGetLayer(&textures, texturesAddLayer(&textures));
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zoneAddHeightRange(texture->zone, 1.0, 3.0, 4.0, 100.0, 100.0);
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texture->thickness = 0.02;
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texture->slope_range = 0.03;
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texture = texturesGetLayer(&textures, texturesAddLayer(&textures));
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zoneAddHeightRangeQuick(texture->zone, 1.0, 4.0, 5.0, 100.0, 100.0);
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zoneAddSlopeRangeQuick(texture->zone, 1.0, 0.0, 0.0, 0.2, 1.0);
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noiseGenerateBaseNoise(texture->bump_noise, 102400);
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noiseAddLevelsSimple(texture->bump_noise, 6, 0.04, 0.003);
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texture->color.r = 1.0;
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texture->color.g = 1.0;
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texture->color.b = 1.0;
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texturesSetDefinition(layer, texture);
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texturesDeleteDefinition(texture);*/
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noiseAddLevelsSimple(texture->bump_noise, 6, 1.0, 1.0);
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texture->bump_height = 0.002;
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texture->bump_scaling = 0.03;
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texture->material.base.r = 1.0;
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texture->material.base.g = 1.0;
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texture->material.base.b = 1.0;
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texture->material.reflection = 0.25;
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texture->material.shininess = 0.6;
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texture->thickness = 0.05;
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texture->slope_range = 0.3;
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scenerySetTextures(&textures);
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texturesDeleteDefinition(&textures);
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@ -285,7 +285,7 @@ static HeightInfo _getWaterHeightInfo(Renderer* renderer)
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static Color _applyTextures(Renderer* renderer, Vector3 location, double precision)
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{
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return texturesGetColor(&_textures, renderer, location, precision);
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return texturesGetColor(&_textures, renderer, location.x, location.z, precision);
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}
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static Color _applyAtmosphere(Renderer* renderer, Vector3 location, Color base)
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@ -37,6 +37,8 @@ void texturesSave(PackStream* stream, TexturesDefinition* definition)
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packWriteDouble(stream, &definition->textures[i].bump_height);
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packWriteDouble(stream, &definition->textures[i].bump_scaling);
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materialSave(stream, &definition->textures[i].material);
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packWriteDouble(stream, &definition->textures[i].thickness);
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packWriteDouble(stream, &definition->textures[i].slope_range);
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}
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}
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packReadDouble(stream, &layer->bump_height);
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packReadDouble(stream, &layer->bump_scaling);
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materialLoad(stream, &layer->material);
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packReadDouble(stream, &definition->textures[i].thickness);
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packReadDouble(stream, &definition->textures[i].slope_range);
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}
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texturesValidateDefinition(definition);
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@ -120,6 +124,8 @@ TextureLayerDefinition texturesLayerCreateDefinition()
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result.material.base = COLOR_WHITE;
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result.material.reflection = 0.0;
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result.material.shininess = 0.0;
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result.thickness = 0.0;
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result.slope_range = 0.001;
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return result;
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}
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destination->material = source->material;
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destination->bump_height = source->bump_height;
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destination->bump_scaling = source->bump_scaling;
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destination->thickness = source->thickness;
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destination->slope_range = source->slope_range;
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noiseCopy(source->bump_noise, destination->bump_noise);
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zoneCopy(source->zone, destination->zone);
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}
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{
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definition->bump_scaling = 0.000001;
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}
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if (definition->slope_range < 0.001)
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{
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definition->slope_range = 0.001;
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}
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}
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int texturesGetLayerCount(TexturesDefinition* definition)
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}
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}
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static inline Vector3 _getPoint(TextureLayerDefinition* definition, Renderer* renderer, double x, double z, Vector3 prenormal, double scale)
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{
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Vector3 point;
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point.x = x;
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point.z = z;
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point.y = renderer->getTerrainHeight(renderer, point.x, point.z);
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return v3Add(point, v3Scale(prenormal, noiseGet2DTotal(definition->bump_noise, point.x / definition->bump_scaling, point.z / definition->bump_scaling) * definition->bump_height));
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}
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static inline Vector3 _getPreNormal(TextureLayerDefinition* definition, Renderer* renderer, Vector3 point, double scale)
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{
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Vector3 dpoint, ref, normal;
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/* TODO This method is better suited in terrain.c */
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ref.y = 0.0;
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point.y = renderer->getTerrainHeight(renderer, point.x, point.z);
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dpoint.x = point.x + scale;
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dpoint.z = point.z;
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dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z);
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ref.x = 0.0;
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ref.z = 1.0;
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normal = v3Normalize(v3Cross(ref, v3Sub(dpoint, point)));
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dpoint.x = point.x;
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dpoint.z = point.z + scale;
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dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z);
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ref.x = -1.0;
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ref.z = 0.0;
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normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
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if (renderer->render_quality > 5)
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{
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dpoint.x = point.x;
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dpoint.z = point.z - scale;
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dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z);
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ref.x = 1.0;
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ref.z = 0.0;
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normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
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dpoint.x = point.x - scale;
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dpoint.z = point.z;
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dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z);
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ref.x = 0.0;
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ref.z = -1.0;
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normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
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}
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return v3Normalize(normal);
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}
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static inline Vector3 _getPostNormal(TextureLayerDefinition* definition, Renderer* renderer, Vector3 point, Vector3 prenormal, double scale)
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{
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Vector3 p0, d1, d2, d3, d4, normal;
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p0 = _getPoint(definition, renderer, point.x, point.z, prenormal, scale);
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d1 = v3Normalize(v3Sub(_getPoint(definition, renderer, point.x + scale, point.z, prenormal, scale), p0));
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d3 = v3Normalize(v3Sub(_getPoint(definition, renderer, point.x, point.z + scale, prenormal, scale), p0));
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if (renderer->render_quality > 5)
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{
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d2 = v3Normalize(v3Sub(_getPoint(definition, renderer, point.x - scale, point.z, prenormal, scale), p0));
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d4 = v3Normalize(v3Sub(_getPoint(definition, renderer, point.x, point.z - scale, prenormal, scale), p0));
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}
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normal = v3Cross(d3, d1);
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if (renderer->render_quality > 5)
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{
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normal = v3Add(normal, v3Cross(d1, d4));
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normal = v3Add(normal, v3Cross(d4, d2));
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normal = v3Add(normal, v3Cross(d2, d3));
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}
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return v3Normalize(normal);
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}
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double texturesGetLayerCoverage(TextureLayerDefinition* definition, Renderer* renderer, Vector3 location, double detail)
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{
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Vector3 normal;
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normal = _getPreNormal(definition, renderer, location, detail * 0.1);
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return zoneGetValue(definition->zone, location, normal);
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}
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Color texturesGetLayerColor(TextureLayerDefinition* definition, Renderer* renderer, Vector3 location, double detail)
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{
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Color result;
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Vector3 normal;
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double coverage;
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double coverage, noise;
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result = COLOR_TRANSPARENT;
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normal = _getPreNormal(definition, renderer, location, detail * 0.1);
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/*normal = _getPreNormal(definition, renderer, location, detail * 0.1);
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coverage = zoneGetValue(definition->zone, location, normal);
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if (coverage > 0.0)
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{
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normal = _getPostNormal(definition, renderer, location, normal, detail * 0.1);
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result = renderer->applyLightingToSurface(renderer, location, normal, definition->material);
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result.a = coverage;
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}
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if (coverage < 1.0)
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{
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noise = noiseGet2DTotal(definition->border_noise, location.x * 1000.0, location.z * 1000.0);
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coverage = -1.0 + 2.0 * coverage + noise * (1.0 - coverage);
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}
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if (coverage > 0.0)
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{
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normal = _getPostNormal(definition, renderer, location, normal, detail * 0.1);
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result = renderer->applyLightingToSurface(renderer, location, normal, definition->material);
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result.a = coverage < 0.1 ? coverage / 0.1 : 1.0;
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}
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}*/
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return result;
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}
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Color texturesGetColor(TexturesDefinition* definition, Renderer* renderer, Vector3 location, double detail)
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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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Color result, tex_color;
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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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static inline TextureResult _getTerrainResult(Renderer* renderer, double x, double z, double detail)
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{
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TextureResult result;
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Vector3 center, north, east, south, west;
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/* TODO This method is better suited in terrain.c */
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center.x = x;
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center.z = z;
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center.y = renderer->getTerrainHeight(renderer, center.x, center.z);
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east.x = x + detail;
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east.z = z;
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east.y = renderer->getTerrainHeight(renderer, east.x, east.z);
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south.x = x;
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south.z = z + detail;
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south.y = renderer->getTerrainHeight(renderer, south.x, south.z);
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if (renderer->render_quality > 5)
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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 = renderer->getTerrainHeight(renderer, west.x, west.z);
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north.x = x;
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north.z = z - detail;
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north.y = renderer->getTerrainHeight(renderer, north.x, north.z);
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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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result.location = center;
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result.color = COLOR_GREEN;
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result.thickness = -100.0;
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return result;
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}
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static inline void _getLayerThickness(TextureLayerDefinition* definition, Renderer* renderer, double x, double z, TextureResult* result)
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{
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TextureResult base;
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double coverage;
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|
||||
base = _getTerrainResult(renderer, x, z, definition->slope_range);
|
||||
coverage = zoneGetValue(definition->zone, base.location, base.normal);
|
||||
if (coverage > 0.0)
|
||||
{
|
||||
result->thickness = coverage * definition->thickness;
|
||||
result->thickness += noiseGet2DTotal(definition->bump_noise, base.location.x / definition->bump_scaling, base.location.z / definition->bump_scaling) * definition->bump_height;
|
||||
|
||||
result->location = v3Add(base.location, v3Scale(base.normal, result->thickness));
|
||||
}
|
||||
else
|
||||
{
|
||||
result->thickness = -1000.0;
|
||||
result->location = base.location;
|
||||
}
|
||||
}
|
||||
|
||||
static inline TextureResult _getLayerResult(TextureLayerDefinition* definition, Renderer* renderer, double x, double z, double detail)
|
||||
{
|
||||
TextureResult result_center, result_north, result_east, result_south, result_west;
|
||||
|
||||
_getLayerThickness(definition, renderer, x, z, &result_center);
|
||||
_getLayerThickness(definition, renderer, x + detail, z, &result_east);
|
||||
_getLayerThickness(definition, renderer, x, z + detail, &result_south);
|
||||
|
||||
if (renderer->render_quality > 5)
|
||||
{
|
||||
_getLayerThickness(definition, renderer, x - detail, z, &result_west);
|
||||
_getLayerThickness(definition, renderer, x, z - detail, &result_north);
|
||||
|
||||
result_center.normal = _getNormal4(result_center.location, result_north.location, result_east.location, result_south.location, result_west.location);
|
||||
}
|
||||
else
|
||||
{
|
||||
result_center.normal = _getNormal2(result_center.location, result_east.location, result_south.location);
|
||||
}
|
||||
|
||||
result_center.color = renderer->applyLightingToSurface(renderer, result_center.location, result_center.normal, definition->material);
|
||||
|
||||
return result_center;
|
||||
}
|
||||
|
||||
static int _cmpResults(const void* result1, const void* result2)
|
||||
{
|
||||
return ((TextureResult*)result1)->thickness > ((TextureResult*)result2)->thickness;
|
||||
}
|
||||
|
||||
double texturesGetLayerCoverage(TextureLayerDefinition* definition, Renderer* renderer, Vector3 location, double detail)
|
||||
{
|
||||
TextureResult base = _getTerrainResult(renderer, location.x, location.z, definition->slope_range);
|
||||
return zoneGetValue(definition->zone, base.location, base.normal);
|
||||
}
|
||||
|
||||
Color texturesGetColor(TexturesDefinition* definition, Renderer* renderer, double x, double z, double detail)
|
||||
{
|
||||
TextureResult results[TEXTURES_MAX_LAYERS + 1];
|
||||
Color result;
|
||||
int i;
|
||||
|
||||
result = COLOR_GREEN;
|
||||
/* TODO Do not compute layers fully covered */
|
||||
/* TODO Optimize : each layer computes the same shadows */
|
||||
|
||||
detail *= 0.1;
|
||||
|
||||
results[0] = _getTerrainResult(renderer, x, z, detail);
|
||||
|
||||
for (i = 0; i < definition->nbtextures; i++)
|
||||
{
|
||||
/* TODO Do not compute layers fully covered */
|
||||
/* TODO Optimize : each layer computes the same shadows */
|
||||
tex_color = texturesGetLayerColor(definition->textures + i, renderer, location, detail);
|
||||
if (tex_color.a > 0.0001)
|
||||
{
|
||||
colorMask(&result, &tex_color);
|
||||
}
|
||||
results[i + 1] = _getLayerResult(definition->textures + i, renderer, x, z, detail);
|
||||
}
|
||||
|
||||
qsort(results, definition->nbtextures + 1, sizeof(TextureResult), _cmpResults);
|
||||
|
||||
result = results[0].color;
|
||||
for (i = 0; i < definition->nbtextures; i++)
|
||||
{
|
||||
colorMask(&result, &results[i + 1].color);
|
||||
}
|
||||
|
||||
return result;
|
||||
|
|
|
@ -20,6 +20,8 @@ typedef struct
|
|||
double bump_scaling;
|
||||
double bump_height;
|
||||
SurfaceMaterial material;
|
||||
double thickness;
|
||||
double slope_range;
|
||||
} TextureLayerDefinition;
|
||||
|
||||
typedef struct
|
||||
|
@ -28,6 +30,14 @@ typedef struct
|
|||
TextureLayerDefinition textures[TEXTURES_MAX_LAYERS];
|
||||
} TexturesDefinition;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Vector3 location;
|
||||
Vector3 normal;
|
||||
double thickness;
|
||||
Color color;
|
||||
} TextureResult;
|
||||
|
||||
void texturesInit();
|
||||
void texturesQuit();
|
||||
void texturesSave(PackStream* stream, TexturesDefinition* definition);
|
||||
|
@ -50,7 +60,7 @@ void texturesDeleteLayer(TexturesDefinition* definition, int layer);
|
|||
|
||||
double texturesGetLayerCoverage(TextureLayerDefinition* definition, Renderer* renderer, Vector3 location, double detail);
|
||||
Color texturesGetLayerColor(TextureLayerDefinition* definition, Renderer* renderer, Vector3 location, double detail);
|
||||
Color texturesGetColor(TexturesDefinition* definition, Renderer* renderer, Vector3 location, double detail);
|
||||
Color texturesGetColor(TexturesDefinition* definition, Renderer* renderer, double x, double z, double detail);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue