Removed unused definition members
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cd9f1bd34c
commit
4347d7f454
6 changed files with 17 additions and 47 deletions
1
TODO
1
TODO
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@ -1,6 +1,7 @@
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Technlology Preview 2 :
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- Rewrite UI in QtQuick, with full-window OpenGL editor.
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- Streamline the definition system, with undo and events.
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- Switch all noise generators to FractalNoise, and restore detail-based fractal levels.
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- Implement copy-on-write on definitions (to avoid copying whole heightmaps for instance).
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- Add clouds to OpenGL with 3d textures.
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- Refactor medium traversal to unify clouds, atmosphere and god rays.
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@ -5,8 +5,6 @@ FractalNoise::FractalNoise() {
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height = 1.0;
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step_scaling = 2.0;
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step_height = 0.5;
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slope = 0.0;
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ridge = 0.0;
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}
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FractalNoise::~FractalNoise() {
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@ -22,14 +20,6 @@ void FractalNoise::setStep(double scaling_factor, double height_factor) {
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this->step_height = scaling_factor * height_factor;
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}
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void FractalNoise::setSlope(double slope_factor) {
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this->slope = slope_factor;
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}
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void FractalNoise::setRidge(double ridge_factor) {
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this->ridge = ridge_factor;
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}
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void FractalNoise::setState(const NoiseState &state) {
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state.copy(&this->state);
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}
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@ -38,8 +28,8 @@ double FractalNoise::get1d(double detail, double x) const {
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double current_scaling = scaling;
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double current_height = height;
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double result = 0.0;
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int state_level_count = state.level_offsets.size();
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int i = 0;
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auto state_level_count = state.level_offsets.size();
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decltype(state_level_count) i = 0;
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while (current_height >= detail) {
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const NoiseState::NoiseOffset &offset = state.level_offsets[i];
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@ -62,8 +52,8 @@ double FractalNoise::get2d(double detail, double x, double y) const {
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double current_scaling = scaling;
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double current_height = height;
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double result = 0.0;
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int state_level_count = state.level_offsets.size();
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int i = 0;
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auto state_level_count = state.level_offsets.size();
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decltype(state_level_count) i = 0;
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while (current_height >= detail) {
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const NoiseState::NoiseOffset &offset = state.level_offsets[i];
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@ -86,8 +76,8 @@ double FractalNoise::get3d(double detail, double x, double y, double z) const {
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double current_scaling = scaling;
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double current_height = height;
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double result = 0.0;
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int state_level_count = state.level_offsets.size();
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int i = 0;
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auto state_level_count = state.level_offsets.size();
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decltype(state_level_count) i = 0;
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while (current_height >= detail) {
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const NoiseState::NoiseOffset &offset = state.level_offsets[i];
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@ -31,8 +31,6 @@ class BASICSSHARED_EXPORT FractalNoise {
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void setScaling(double scaling, double height = 1.0);
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void setStep(double scaling_factor, double height_factor = 1.0);
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void setSlope(double slope_factor);
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void setRidge(double ridge_factor);
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void setState(const NoiseState &state);
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double get1d(double detail, double x) const;
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@ -50,8 +48,6 @@ class BASICSSHARED_EXPORT FractalNoise {
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double height;
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double step_scaling;
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double step_height;
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double slope;
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double ridge;
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};
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}
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}
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@ -54,20 +54,19 @@ void TextureLayerDefinition::validate() {
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}
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}
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void TextureLayerDefinition::copy(DefinitionNode *_destination) const {
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DefinitionNode::copy(_destination);
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void TextureLayerDefinition::copy(DefinitionNode *destination) const {
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DefinitionNode::copy(destination);
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TextureLayerDefinition *destination = (TextureLayerDefinition *)_destination;
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if (auto tex_destination = static_cast<TextureLayerDefinition *>(destination)) {
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terrain_zone->copy(tex_destination->terrain_zone);
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terrain_zone->copy(destination->terrain_zone);
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tex_destination->displacement_scaling = displacement_scaling;
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tex_destination->displacement_height = displacement_height;
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*tex_destination->material = *material;
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destination->displacement_scaling = displacement_scaling;
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destination->displacement_height = displacement_height;
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destination->displacement_offset = displacement_offset;
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*destination->material = *material;
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_displacement_noise->copy(destination->_displacement_noise);
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_detail_noise->copy(destination->_detail_noise);
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_displacement_noise->copy(tex_destination->_displacement_noise);
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_detail_noise->copy(tex_destination->_detail_noise);
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}
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}
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void TextureLayerDefinition::save(PackStream *stream) const {
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@ -76,7 +75,6 @@ void TextureLayerDefinition::save(PackStream *stream) const {
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terrain_zone->save(stream);
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stream->write(&displacement_scaling);
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stream->write(&displacement_height);
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stream->write(&displacement_offset);
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material->save(stream);
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_displacement_noise->save(stream);
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@ -89,7 +87,6 @@ void TextureLayerDefinition::load(PackStream *stream) {
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terrain_zone->load(stream);
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stream->read(&displacement_scaling);
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stream->read(&displacement_height);
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stream->read(&displacement_offset);
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material->load(stream);
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_displacement_noise->load(stream);
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@ -106,7 +103,6 @@ void TextureLayerDefinition::applyPreset(TextureLayerPreset preset, RandomGenera
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case TEXTURES_LAYER_PRESET_MUD:
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displacement_height = 0.02;
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displacement_scaling = 3.0;
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displacement_offset = 0.0;
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material->setColor(0.015, 0.014, 0.014, 1.0);
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material->reflection = 0.003;
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material->shininess = 4.0;
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@ -115,7 +111,6 @@ void TextureLayerDefinition::applyPreset(TextureLayerPreset preset, RandomGenera
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terrain_zone->addHeightRangeQuick(1.0, 0.6, 0.7, 1.0, 1.0);
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displacement_height = 0.3;
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displacement_scaling = 2.0;
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displacement_offset = 0.0;
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material->setColor(0.6, 0.55, 0.57, 1.0);
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material->reflection = 0.006;
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material->shininess = 6.0;
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@ -125,7 +120,6 @@ void TextureLayerDefinition::applyPreset(TextureLayerPreset preset, RandomGenera
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terrain_zone->addSlopeRangeQuick(1.0, 0.0, 0.0, 0.05, 0.4);
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displacement_height = 0.0;
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displacement_scaling = 1.0;
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displacement_offset = 0.0;
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material->setColor(0.12, 0.19, 0.035, 1.0);
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material->reflection = 0.001;
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material->shininess = 4.0;
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@ -135,7 +129,6 @@ void TextureLayerDefinition::applyPreset(TextureLayerPreset preset, RandomGenera
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terrain_zone->addSlopeRangeQuick(1.0, 0.0, 0.0, 0.1, 0.4);
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displacement_height = 0.05;
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displacement_scaling = 5.0;
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displacement_offset = 0.0;
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material->setColor(1.2, 1.1, 0.9, 1.0);
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material->reflection = 0.008;
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material->shininess = 1.0;
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@ -145,13 +138,10 @@ void TextureLayerDefinition::applyPreset(TextureLayerPreset preset, RandomGenera
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terrain_zone->addSlopeRangeQuick(1.0, 0.0, 0.0, 0.2, 1.0);
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displacement_height = 0.1;
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displacement_scaling = 1.0;
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displacement_offset = 0.0;
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material->setColor(5.0, 5.0, 5.0, 1.0);
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material->reflection = 0.02;
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material->shininess = 0.6;
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break;
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default:
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break;
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}
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validate();
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@ -35,16 +35,10 @@ class DEFINITIONSHARED_EXPORT TextureLayerDefinition : public DefinitionNode {
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Zone *terrain_zone;
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double displacement_scaling;
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double displacement_height;
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double displacement_offset;
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/*double detail_scaling;
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double detail_height;*/
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SurfaceMaterial *material;
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/*double cancel_displacement_factor;
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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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/*Curve* _local_slope_condition;*/
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};
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}
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}
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@ -71,7 +71,6 @@ static void testGroundShadowQuality() {
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TextureLayerDefinition texture(NULL, "test");
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texture.displacement_height = 0.3;
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texture.displacement_scaling = 2.0;
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texture.displacement_offset = 0.0;
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texture.material->setColor(0.6, 0.55, 0.57, 1.0);
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texture.material->reflection = 0.006;
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texture.material->shininess = 6.0;
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