paysages : Polished weather effects.

git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@542 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
Michaël Lemaire 2013-03-18 21:07:57 +00:00 committed by ThunderK
parent 56270e9941
commit 46148424c0
6 changed files with 74 additions and 28 deletions

1
TODO
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@ -1,4 +1,5 @@
Technology Preview 2 :
- Better time selection widget for atmosphere.
- Replace terrain canvas editor by full sculpting editor.
=> Add a generation dialog, with fixed resolution.
=> Store local terrain modifications in fully dynamic canvas.

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@ -84,7 +84,7 @@ FormAtmosphere::FormAtmosphere(QWidget *parent):
//addInputColor(tr("Sun color"), &_definition->sun_color);
addInputDouble(tr("Sun radius"), &_definition->sun_radius, 0.0, 5.0, 0.05, 0.5);
//addInputDouble(tr("Influence of skydome on lighting"), &_definition->dome_lighting, 0.0, 2.0, 0.01, 0.1);
/*addInputDouble(tr("Humidity"), &_definition->humidity, 0.0, 1.0, 0.01, 0.1);*/
addInputDouble(tr("Humidity"), &_definition->humidity, 0.0, 1.0, 0.01, 0.1);
revertConfig();
}

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@ -919,10 +919,10 @@ static Color _getInscatterColor(Vector3* _x, double* _t, Vector3 v, Vector3 s, d
}
/* direct sun light for ray x+tv, when sun in direction s (=L0) */
static Color _sunColor(Vector3 v, Vector3 s, double r, double mu)
static Color _sunColor(Vector3 v, Vector3 s, double r, double mu, double radius)
{
Color transmittance = r <= Rt ? _transmittanceWithShadow(r, mu) : COLOR_WHITE; /* T(x,xo) */
double isun = step(cos(M_PI / 180.0), v3Dot(v, s)) * ISun; /* Lsun */
double isun = step(cos(radius * M_PI / 180.0), v3Dot(v, s)) * ISun; /* Lsun */
transmittance.r *= isun;
transmittance.g *= isun;
transmittance.b *= isun;
@ -1169,15 +1169,14 @@ AtmosphereResult brunetonGetSkyColor(Renderer* renderer, Vector3 eye, Vector3 di
AtmosphereResult result;
Vector3 attenuation;
Color sunColor = _sunColor(v, s, r, mu); /* L0 */
Color sunColor = _sunColor(v, s, r, mu, renderer->atmosphere->definition->sun_radius); /* L0 */
result.base.r = base.r + sunColor.r;
atmosphereInitResult(&result);
/*result.base.r = base.r + sunColor.r;
result.base.g = base.g + sunColor.g;
result.base.b = base.b + sunColor.b;
result.base.b = base.b + sunColor.b;*/
result.base = sunColor;
result.inscattering = _getInscatterColor(&x, &t, v, s, &r, &mu, &attenuation); /* S[L]-T(x,xs)S[l]|xs */
result.attenuation.r = 1.0;
result.attenuation.g = 1.0;
result.attenuation.b = 1.0;
/* TODO Use atmosphere attenuation */
result.distance = SPHERE_SIZE;
@ -1220,12 +1219,14 @@ AtmosphereResult brunetonApplyAerialPerspective(Renderer* renderer, Vector3 loca
AtmosphereResult result;
Vector3 attenuation;
atmosphereInitResult(&result);
result.base = base;
result.inscattering = _getInscatterColor(&x, &t, v, s, &r, &mu, &attenuation); /* S[L]-T(x,xs)S[l]|xs */
result.attenuation.r = attenuation.x;
result.attenuation.g = attenuation.y;
result.attenuation.b = attenuation.z;
result.distance = t;
result.distance = t / WORLD_SCALING;
atmosphereUpdateResult(&result);

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@ -32,19 +32,19 @@ void atmosphereAutoPreset(AtmosphereDefinition* definition, AtmospherePreset pre
definition->hour = 8;
definition->minute = 30;
definition->dome_lighting = 0.25;
definition->humidity = 0.3;
definition->humidity = 0.4;
break;
case ATMOSPHERE_PRESET_FOGGY:
definition->hour = 15;
definition->minute = 0;
definition->dome_lighting = 0.1;
definition->humidity = 0.5;
definition->humidity = 0.7;
break;
case ATMOSPHERE_PRESET_STORMY:
definition->hour = 15;
definition->minute = 0;
definition->dome_lighting = 0.05;
definition->humidity = 0.8;
definition->humidity = 0.9;
break;
default:
;

View file

@ -45,6 +45,7 @@ typedef struct
double distance;
Color inscattering;
Color attenuation;
Color mask;
Color final;
} AtmosphereResult;
@ -72,6 +73,7 @@ void atmosphereAutoPreset(AtmosphereDefinition* definition, AtmospherePreset pre
void atmosphereRenderSkydome(Renderer* renderer);
void atmosphereInitResult(AtmosphereResult* result);
void atmosphereUpdateResult(AtmosphereResult* result);
Renderer* atmosphereCreatePreviewRenderer();

View file

@ -57,23 +57,53 @@ static void _fakeGetLightingStatus(Renderer* renderer, LightStatus* status, Vect
}
/******************** Real ********************/
static inline double _getDayFactor(double daytime)
{
daytime = 1.0 - fabs(0.5 - daytime) / 0.5;
return daytime < 0.45 ? 0.0 : sqrt((daytime - 0.45) / 0.55);
}
static inline void _applyWeatherEffects(AtmosphereDefinition* definition, AtmosphereResult* result)
{
double distance = result->distance;
double max_distance = 100.0 - 90.0 * definition->humidity;
double distancefactor, dayfactor;
if (distance > 100.0)
if (distance > max_distance)
{
distance = 100.0;
distance = max_distance;
}
distance /= 100.0;
distancefactor = (distance > max_distance ? max_distance : distance) / max_distance;
/* TODO Get day lighting from model */
dayfactor = _getDayFactor(definition->_daytime);
result->inscattering.r += distance * 0.2 * definition->humidity;
result->inscattering.g += distance * 0.2 * definition->humidity;
result->inscattering.b += distance * 0.2 * definition->humidity;
/* Fog masking */
if (definition->humidity > 0.3)
{
result->mask.r = result->mask.g = result->mask.b = (10.0 - 8.0 * definition->humidity) * dayfactor;
result->mask.a = distancefactor * (definition->humidity - 0.3) / 0.7;
}
result->attenuation.r *= 1.0 - distance * definition->humidity;
result->attenuation.g *= 1.0 - distance * definition->humidity;
result->attenuation.b *= 1.0 - distance * definition->humidity;
/* Scattering tweaking */
if (definition->humidity < 0.15)
{
/* Limit scattering on ultra clear day */
double force = (0.15 - definition->humidity) / 0.15;
colorLimitPower(&result->inscattering, 100.0 - 90.0 * pow(force, 0.1));
}
else
{
/* Scattering boost */
double force = 1.2 * (definition->humidity < 0.5 ? sqrt((definition->humidity - 0.15) / 0.35) : 1.0 - (definition->humidity - 0.5) / 0.5);
result->inscattering.r *= 1.0 + force * distancefactor * (definition->humidity - 0.15) / 0.85;
result->inscattering.g *= 1.0 + force * distancefactor * (definition->humidity - 0.15) / 0.85;
result->inscattering.b *= 1.0 + force * distancefactor * (definition->humidity - 0.15) / 0.85;
}
/* Attenuation */
result->attenuation.r *= 1.0 - 0.4 * distancefactor * definition->humidity;
result->attenuation.g *= 1.0 - 0.4 * distancefactor * definition->humidity;
result->attenuation.b *= 1.0 - 0.4 * distancefactor * definition->humidity;
atmosphereUpdateResult(result);
}
@ -94,7 +124,7 @@ static AtmosphereResult _realApplyAerialPerspective(Renderer* renderer, Vector3
}
/* Apply weather effects */
/*_applyWeatherEffects(definition, &result);*/
_applyWeatherEffects(definition, &result);
return result;
}
@ -114,14 +144,14 @@ static AtmosphereResult _realGetSkyColor(Renderer* renderer, Vector3 direction)
/* Get sun shape */
base = COLOR_BLACK;
if (v3Dot(sun_direction, direction) >= 0)
/*if (v3Dot(sun_direction, direction) >= 0)
{
double sun_radius = definition->sun_radius * SUN_RADIUS_SCALED * 5.0; /* FIXME Why should we multiply by 5 ? */
double sun_radius = definition->sun_radius * SUN_RADIUS_SCALED * 5.0; // FIXME Why should we multiply by 5 ?
Vector3 hit1, hit2;
int hits = euclidRayIntersectSphere(camera_location, direction, sun_position, sun_radius, &hit1, &hit2);
if (hits > 1)
{
double dist = v3Norm(v3Sub(hit2, hit1)) / sun_radius; /* distance between intersection points (relative to radius) */
double dist = v3Norm(v3Sub(hit2, hit1)) / sun_radius; // distance between intersection points (relative to radius)
Color sun_color = definition->sun_color;
sun_color.r *= 100.0;
@ -136,7 +166,7 @@ static AtmosphereResult _realGetSkyColor(Renderer* renderer, Vector3 direction)
}
base = sun_color;
}
}
}*/
/* TODO Get stars */
@ -153,7 +183,7 @@ static AtmosphereResult _realGetSkyColor(Renderer* renderer, Vector3 direction)
}
/* Apply weather effects */
/*_applyWeatherEffects(definition, &result);*/
_applyWeatherEffects(definition, &result);
return result;
}
@ -168,12 +198,24 @@ static Vector3 _realGetSunDirection(Renderer* renderer)
return result;
}
void atmosphereInitResult(AtmosphereResult* result)
{
result->base = COLOR_BLACK;
result->inscattering = COLOR_BLACK;
result->attenuation = COLOR_WHITE;
result->mask = COLOR_TRANSPARENT;
result->distance = 0.0;
result->final = COLOR_BLACK;
}
void atmosphereUpdateResult(AtmosphereResult* result)
{
result->final.r = result->base.r * result->attenuation.r + result->inscattering.r;
result->final.g = result->base.g * result->attenuation.g + result->inscattering.g;
result->final.b = result->base.b * result->attenuation.b + result->inscattering.b;
result->final.a = 1.0;
colorMask(&result->final, &result->mask);
}
/******************** Renderer ********************/