Removed unused definition members

This commit is contained in:
Michaël Lemaire 2015-12-31 01:29:59 +01:00
parent cd9f1bd34c
commit 4347d7f454
6 changed files with 17 additions and 47 deletions

1
TODO
View file

@ -1,6 +1,7 @@
Technlology Preview 2 :
- Rewrite UI in QtQuick, with full-window OpenGL editor.
- Streamline the definition system, with undo and events.
- Switch all noise generators to FractalNoise, and restore detail-based fractal levels.
- Implement copy-on-write on definitions (to avoid copying whole heightmaps for instance).
- Add clouds to OpenGL with 3d textures.
- Refactor medium traversal to unify clouds, atmosphere and god rays.

View file

@ -5,8 +5,6 @@ FractalNoise::FractalNoise() {
height = 1.0;
step_scaling = 2.0;
step_height = 0.5;
slope = 0.0;
ridge = 0.0;
}
FractalNoise::~FractalNoise() {
@ -22,14 +20,6 @@ void FractalNoise::setStep(double scaling_factor, double height_factor) {
this->step_height = scaling_factor * height_factor;
}
void FractalNoise::setSlope(double slope_factor) {
this->slope = slope_factor;
}
void FractalNoise::setRidge(double ridge_factor) {
this->ridge = ridge_factor;
}
void FractalNoise::setState(const NoiseState &state) {
state.copy(&this->state);
}
@ -38,8 +28,8 @@ double FractalNoise::get1d(double detail, double x) const {
double current_scaling = scaling;
double current_height = height;
double result = 0.0;
int state_level_count = state.level_offsets.size();
int i = 0;
auto state_level_count = state.level_offsets.size();
decltype(state_level_count) i = 0;
while (current_height >= detail) {
const NoiseState::NoiseOffset &offset = state.level_offsets[i];
@ -62,8 +52,8 @@ double FractalNoise::get2d(double detail, double x, double y) const {
double current_scaling = scaling;
double current_height = height;
double result = 0.0;
int state_level_count = state.level_offsets.size();
int i = 0;
auto state_level_count = state.level_offsets.size();
decltype(state_level_count) i = 0;
while (current_height >= detail) {
const NoiseState::NoiseOffset &offset = state.level_offsets[i];
@ -86,8 +76,8 @@ double FractalNoise::get3d(double detail, double x, double y, double z) const {
double current_scaling = scaling;
double current_height = height;
double result = 0.0;
int state_level_count = state.level_offsets.size();
int i = 0;
auto state_level_count = state.level_offsets.size();
decltype(state_level_count) i = 0;
while (current_height >= detail) {
const NoiseState::NoiseOffset &offset = state.level_offsets[i];

View file

@ -31,8 +31,6 @@ class BASICSSHARED_EXPORT FractalNoise {
void setScaling(double scaling, double height = 1.0);
void setStep(double scaling_factor, double height_factor = 1.0);
void setSlope(double slope_factor);
void setRidge(double ridge_factor);
void setState(const NoiseState &state);
double get1d(double detail, double x) const;
@ -50,8 +48,6 @@ class BASICSSHARED_EXPORT FractalNoise {
double height;
double step_scaling;
double step_height;
double slope;
double ridge;
};
}
}

View file

@ -54,20 +54,19 @@ void TextureLayerDefinition::validate() {
}
}
void TextureLayerDefinition::copy(DefinitionNode *_destination) const {
DefinitionNode::copy(_destination);
void TextureLayerDefinition::copy(DefinitionNode *destination) const {
DefinitionNode::copy(destination);
TextureLayerDefinition *destination = (TextureLayerDefinition *)_destination;
if (auto tex_destination = static_cast<TextureLayerDefinition *>(destination)) {
terrain_zone->copy(tex_destination->terrain_zone);
terrain_zone->copy(destination->terrain_zone);
tex_destination->displacement_scaling = displacement_scaling;
tex_destination->displacement_height = displacement_height;
*tex_destination->material = *material;
destination->displacement_scaling = displacement_scaling;
destination->displacement_height = displacement_height;
destination->displacement_offset = displacement_offset;
*destination->material = *material;
_displacement_noise->copy(destination->_displacement_noise);
_detail_noise->copy(destination->_detail_noise);
_displacement_noise->copy(tex_destination->_displacement_noise);
_detail_noise->copy(tex_destination->_detail_noise);
}
}
void TextureLayerDefinition::save(PackStream *stream) const {
@ -76,7 +75,6 @@ void TextureLayerDefinition::save(PackStream *stream) const {
terrain_zone->save(stream);
stream->write(&displacement_scaling);
stream->write(&displacement_height);
stream->write(&displacement_offset);
material->save(stream);
_displacement_noise->save(stream);
@ -89,7 +87,6 @@ void TextureLayerDefinition::load(PackStream *stream) {
terrain_zone->load(stream);
stream->read(&displacement_scaling);
stream->read(&displacement_height);
stream->read(&displacement_offset);
material->load(stream);
_displacement_noise->load(stream);
@ -106,7 +103,6 @@ void TextureLayerDefinition::applyPreset(TextureLayerPreset preset, RandomGenera
case TEXTURES_LAYER_PRESET_MUD:
displacement_height = 0.02;
displacement_scaling = 3.0;
displacement_offset = 0.0;
material->setColor(0.015, 0.014, 0.014, 1.0);
material->reflection = 0.003;
material->shininess = 4.0;
@ -115,7 +111,6 @@ void TextureLayerDefinition::applyPreset(TextureLayerPreset preset, RandomGenera
terrain_zone->addHeightRangeQuick(1.0, 0.6, 0.7, 1.0, 1.0);
displacement_height = 0.3;
displacement_scaling = 2.0;
displacement_offset = 0.0;
material->setColor(0.6, 0.55, 0.57, 1.0);
material->reflection = 0.006;
material->shininess = 6.0;
@ -125,7 +120,6 @@ void TextureLayerDefinition::applyPreset(TextureLayerPreset preset, RandomGenera
terrain_zone->addSlopeRangeQuick(1.0, 0.0, 0.0, 0.05, 0.4);
displacement_height = 0.0;
displacement_scaling = 1.0;
displacement_offset = 0.0;
material->setColor(0.12, 0.19, 0.035, 1.0);
material->reflection = 0.001;
material->shininess = 4.0;
@ -135,7 +129,6 @@ void TextureLayerDefinition::applyPreset(TextureLayerPreset preset, RandomGenera
terrain_zone->addSlopeRangeQuick(1.0, 0.0, 0.0, 0.1, 0.4);
displacement_height = 0.05;
displacement_scaling = 5.0;
displacement_offset = 0.0;
material->setColor(1.2, 1.1, 0.9, 1.0);
material->reflection = 0.008;
material->shininess = 1.0;
@ -145,13 +138,10 @@ void TextureLayerDefinition::applyPreset(TextureLayerPreset preset, RandomGenera
terrain_zone->addSlopeRangeQuick(1.0, 0.0, 0.0, 0.2, 1.0);
displacement_height = 0.1;
displacement_scaling = 1.0;
displacement_offset = 0.0;
material->setColor(5.0, 5.0, 5.0, 1.0);
material->reflection = 0.02;
material->shininess = 0.6;
break;
default:
break;
}
validate();

View file

@ -35,16 +35,10 @@ class DEFINITIONSHARED_EXPORT TextureLayerDefinition : public DefinitionNode {
Zone *terrain_zone;
double displacement_scaling;
double displacement_height;
double displacement_offset;
/*double detail_scaling;
double detail_height;*/
SurfaceMaterial *material;
/*double cancel_displacement_factor;
TexturesMergeMode merge_mode;*/
NoiseGenerator *_displacement_noise;
NoiseGenerator *_detail_noise;
/*Curve* _local_slope_condition;*/
};
}
}

View file

@ -71,7 +71,6 @@ static void testGroundShadowQuality() {
TextureLayerDefinition texture(NULL, "test");
texture.displacement_height = 0.3;
texture.displacement_scaling = 2.0;
texture.displacement_offset = 0.0;
texture.material->setColor(0.6, 0.55, 0.57, 1.0);
texture.material->reflection = 0.006;
texture.material->shininess = 6.0;