paysages : Polished weather effects.
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@542 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
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6 changed files with 74 additions and 28 deletions
1
TODO
1
TODO
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@ -1,4 +1,5 @@
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Technology Preview 2 :
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- Better time selection widget for atmosphere.
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- Replace terrain canvas editor by full sculpting editor.
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=> Add a generation dialog, with fixed resolution.
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=> Store local terrain modifications in fully dynamic canvas.
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@ -84,7 +84,7 @@ FormAtmosphere::FormAtmosphere(QWidget *parent):
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//addInputColor(tr("Sun color"), &_definition->sun_color);
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addInputDouble(tr("Sun radius"), &_definition->sun_radius, 0.0, 5.0, 0.05, 0.5);
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//addInputDouble(tr("Influence of skydome on lighting"), &_definition->dome_lighting, 0.0, 2.0, 0.01, 0.1);
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/*addInputDouble(tr("Humidity"), &_definition->humidity, 0.0, 1.0, 0.01, 0.1);*/
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addInputDouble(tr("Humidity"), &_definition->humidity, 0.0, 1.0, 0.01, 0.1);
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revertConfig();
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}
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@ -919,10 +919,10 @@ static Color _getInscatterColor(Vector3* _x, double* _t, Vector3 v, Vector3 s, d
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}
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/* direct sun light for ray x+tv, when sun in direction s (=L0) */
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static Color _sunColor(Vector3 v, Vector3 s, double r, double mu)
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static Color _sunColor(Vector3 v, Vector3 s, double r, double mu, double radius)
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{
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Color transmittance = r <= Rt ? _transmittanceWithShadow(r, mu) : COLOR_WHITE; /* T(x,xo) */
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double isun = step(cos(M_PI / 180.0), v3Dot(v, s)) * ISun; /* Lsun */
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double isun = step(cos(radius * M_PI / 180.0), v3Dot(v, s)) * ISun; /* Lsun */
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transmittance.r *= isun;
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transmittance.g *= isun;
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transmittance.b *= isun;
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@ -1169,15 +1169,14 @@ AtmosphereResult brunetonGetSkyColor(Renderer* renderer, Vector3 eye, Vector3 di
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AtmosphereResult result;
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Vector3 attenuation;
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Color sunColor = _sunColor(v, s, r, mu); /* L0 */
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Color sunColor = _sunColor(v, s, r, mu, renderer->atmosphere->definition->sun_radius); /* L0 */
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result.base.r = base.r + sunColor.r;
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atmosphereInitResult(&result);
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/*result.base.r = base.r + sunColor.r;
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result.base.g = base.g + sunColor.g;
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result.base.b = base.b + sunColor.b;
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result.base.b = base.b + sunColor.b;*/
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result.base = sunColor;
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result.inscattering = _getInscatterColor(&x, &t, v, s, &r, &mu, &attenuation); /* S[L]-T(x,xs)S[l]|xs */
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result.attenuation.r = 1.0;
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result.attenuation.g = 1.0;
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result.attenuation.b = 1.0;
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/* TODO Use atmosphere attenuation */
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result.distance = SPHERE_SIZE;
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@ -1220,12 +1219,14 @@ AtmosphereResult brunetonApplyAerialPerspective(Renderer* renderer, Vector3 loca
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AtmosphereResult result;
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Vector3 attenuation;
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atmosphereInitResult(&result);
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result.base = base;
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result.inscattering = _getInscatterColor(&x, &t, v, s, &r, &mu, &attenuation); /* S[L]-T(x,xs)S[l]|xs */
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result.attenuation.r = attenuation.x;
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result.attenuation.g = attenuation.y;
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result.attenuation.b = attenuation.z;
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result.distance = t;
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result.distance = t / WORLD_SCALING;
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atmosphereUpdateResult(&result);
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@ -32,19 +32,19 @@ void atmosphereAutoPreset(AtmosphereDefinition* definition, AtmospherePreset pre
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definition->hour = 8;
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definition->minute = 30;
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definition->dome_lighting = 0.25;
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definition->humidity = 0.3;
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definition->humidity = 0.4;
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break;
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case ATMOSPHERE_PRESET_FOGGY:
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definition->hour = 15;
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definition->minute = 0;
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definition->dome_lighting = 0.1;
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definition->humidity = 0.5;
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definition->humidity = 0.7;
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break;
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case ATMOSPHERE_PRESET_STORMY:
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definition->hour = 15;
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definition->minute = 0;
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definition->dome_lighting = 0.05;
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definition->humidity = 0.8;
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definition->humidity = 0.9;
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break;
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default:
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;
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@ -45,6 +45,7 @@ typedef struct
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double distance;
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Color inscattering;
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Color attenuation;
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Color mask;
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Color final;
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} AtmosphereResult;
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@ -72,6 +73,7 @@ void atmosphereAutoPreset(AtmosphereDefinition* definition, AtmospherePreset pre
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void atmosphereRenderSkydome(Renderer* renderer);
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void atmosphereInitResult(AtmosphereResult* result);
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void atmosphereUpdateResult(AtmosphereResult* result);
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Renderer* atmosphereCreatePreviewRenderer();
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@ -57,23 +57,53 @@ static void _fakeGetLightingStatus(Renderer* renderer, LightStatus* status, Vect
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}
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/******************** Real ********************/
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static inline double _getDayFactor(double daytime)
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{
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daytime = 1.0 - fabs(0.5 - daytime) / 0.5;
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return daytime < 0.45 ? 0.0 : sqrt((daytime - 0.45) / 0.55);
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}
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static inline void _applyWeatherEffects(AtmosphereDefinition* definition, AtmosphereResult* result)
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{
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double distance = result->distance;
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double max_distance = 100.0 - 90.0 * definition->humidity;
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double distancefactor, dayfactor;
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if (distance > 100.0)
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if (distance > max_distance)
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{
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distance = 100.0;
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distance = max_distance;
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}
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distance /= 100.0;
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distancefactor = (distance > max_distance ? max_distance : distance) / max_distance;
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/* TODO Get day lighting from model */
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dayfactor = _getDayFactor(definition->_daytime);
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result->inscattering.r += distance * 0.2 * definition->humidity;
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result->inscattering.g += distance * 0.2 * definition->humidity;
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result->inscattering.b += distance * 0.2 * definition->humidity;
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/* Fog masking */
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if (definition->humidity > 0.3)
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{
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result->mask.r = result->mask.g = result->mask.b = (10.0 - 8.0 * definition->humidity) * dayfactor;
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result->mask.a = distancefactor * (definition->humidity - 0.3) / 0.7;
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}
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result->attenuation.r *= 1.0 - distance * definition->humidity;
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result->attenuation.g *= 1.0 - distance * definition->humidity;
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result->attenuation.b *= 1.0 - distance * definition->humidity;
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/* Scattering tweaking */
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if (definition->humidity < 0.15)
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{
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/* Limit scattering on ultra clear day */
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double force = (0.15 - definition->humidity) / 0.15;
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colorLimitPower(&result->inscattering, 100.0 - 90.0 * pow(force, 0.1));
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}
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else
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{
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/* Scattering boost */
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double force = 1.2 * (definition->humidity < 0.5 ? sqrt((definition->humidity - 0.15) / 0.35) : 1.0 - (definition->humidity - 0.5) / 0.5);
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result->inscattering.r *= 1.0 + force * distancefactor * (definition->humidity - 0.15) / 0.85;
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result->inscattering.g *= 1.0 + force * distancefactor * (definition->humidity - 0.15) / 0.85;
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result->inscattering.b *= 1.0 + force * distancefactor * (definition->humidity - 0.15) / 0.85;
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}
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/* Attenuation */
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result->attenuation.r *= 1.0 - 0.4 * distancefactor * definition->humidity;
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result->attenuation.g *= 1.0 - 0.4 * distancefactor * definition->humidity;
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result->attenuation.b *= 1.0 - 0.4 * distancefactor * definition->humidity;
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atmosphereUpdateResult(result);
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}
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@ -94,7 +124,7 @@ static AtmosphereResult _realApplyAerialPerspective(Renderer* renderer, Vector3
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}
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/* Apply weather effects */
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/*_applyWeatherEffects(definition, &result);*/
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_applyWeatherEffects(definition, &result);
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return result;
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}
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@ -114,14 +144,14 @@ static AtmosphereResult _realGetSkyColor(Renderer* renderer, Vector3 direction)
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/* Get sun shape */
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base = COLOR_BLACK;
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if (v3Dot(sun_direction, direction) >= 0)
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/*if (v3Dot(sun_direction, direction) >= 0)
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{
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double sun_radius = definition->sun_radius * SUN_RADIUS_SCALED * 5.0; /* FIXME Why should we multiply by 5 ? */
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double sun_radius = definition->sun_radius * SUN_RADIUS_SCALED * 5.0; // FIXME Why should we multiply by 5 ?
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Vector3 hit1, hit2;
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int hits = euclidRayIntersectSphere(camera_location, direction, sun_position, sun_radius, &hit1, &hit2);
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if (hits > 1)
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{
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double dist = v3Norm(v3Sub(hit2, hit1)) / sun_radius; /* distance between intersection points (relative to radius) */
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double dist = v3Norm(v3Sub(hit2, hit1)) / sun_radius; // distance between intersection points (relative to radius)
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Color sun_color = definition->sun_color;
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sun_color.r *= 100.0;
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@ -136,7 +166,7 @@ static AtmosphereResult _realGetSkyColor(Renderer* renderer, Vector3 direction)
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}
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base = sun_color;
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}
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}
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}*/
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/* TODO Get stars */
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@ -153,7 +183,7 @@ static AtmosphereResult _realGetSkyColor(Renderer* renderer, Vector3 direction)
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}
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/* Apply weather effects */
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/*_applyWeatherEffects(definition, &result);*/
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_applyWeatherEffects(definition, &result);
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return result;
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}
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@ -168,12 +198,24 @@ static Vector3 _realGetSunDirection(Renderer* renderer)
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return result;
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}
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void atmosphereInitResult(AtmosphereResult* result)
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{
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result->base = COLOR_BLACK;
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result->inscattering = COLOR_BLACK;
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result->attenuation = COLOR_WHITE;
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result->mask = COLOR_TRANSPARENT;
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result->distance = 0.0;
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result->final = COLOR_BLACK;
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}
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void atmosphereUpdateResult(AtmosphereResult* result)
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{
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result->final.r = result->base.r * result->attenuation.r + result->inscattering.r;
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result->final.g = result->base.g * result->attenuation.g + result->inscattering.g;
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result->final.b = result->base.b * result->attenuation.b + result->inscattering.b;
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result->final.a = 1.0;
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colorMask(&result->final, &result->mask);
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}
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/******************** Renderer ********************/
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