Added render tests from command line
This commit is contained in:
parent
035c957054
commit
4fcf1d071c
10 changed files with 173 additions and 73 deletions
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@ -7,7 +7,9 @@ TARGET = paysages-cli
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include(../../common.pri)
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SOURCES += \
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main.cpp
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main.cpp \
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tests.cpp \
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render.cpp
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win32:CONFIG(release, debug|release): LIBS += -L$$OUT_PWD/../../system/release/ -lpaysages_system
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else:win32:CONFIG(debug, debug|release): LIBS += -L$$OUT_PWD/../../system/debug/ -lpaysages_system
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@ -1,60 +1,20 @@
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#include <cstdlib>
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#include <cstdio>
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#include <cstring>
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#include <cmath>
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#include "CameraDefinition.h"
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#include "AtmosphereDefinition.h"
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#include "SoftwareCanvasRenderer.h"
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#include "Scenery.h"
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#include "RenderConfig.h"
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#include "ColorProfile.h"
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#include "Thread.h"
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#include "Scenery.h"
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#include "AtmosphereDefinition.h"
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#include "CameraDefinition.h"
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class RenderThread: public Thread
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{
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public:
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RenderThread(SoftwareCanvasRenderer *renderer, char *outputpath):
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renderer(renderer), outputpath(outputpath)
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{
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}
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#include <cstring>
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virtual void run() override
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{
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renderer->render();
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}
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private:
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SoftwareCanvasRenderer *renderer;
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char *outputpath;
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};
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static void startRender(SoftwareCanvasRenderer *renderer, char *outputpath)
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{
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RenderThread thread(renderer, outputpath);
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printf("\rRendering %s ... \n", outputpath);
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thread.start();
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while (thread.isWorking())
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{
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Thread::timeSleepMs(200);
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printf("\rProgress : %0.1f%% ", renderer->getProgress() * 100.0);
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fflush(stdout);
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}
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thread.join();
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printf("\rSaving %s ... \n", outputpath);
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remove(outputpath);
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renderer->saveToDisk(outputpath);
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}
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void startRender(SoftwareCanvasRenderer *renderer, const char *outputpath);
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void runTestSuite();
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static void displayHelp()
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{
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printf("Usage : paysages-cli [options]\n");
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printf("Options :\n");
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printf(" -h Show this help\n");
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printf(" -ts Run the render test suite\n");
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printf(" -f x Saved file to load (str)\n");
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printf(" -n Number of pictures in the sequence\n");
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printf(" -rw x Render width (int)\n");
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@ -93,6 +53,11 @@ int main(int argc, char** argv)
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displayHelp();
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return 0;
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}
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else if (strcmp(*argv, "-ts") == 0 || strcmp(*argv, "--testsuite") == 0)
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{
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runTestSuite();
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return 0;
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}
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else if (strcmp(*argv, "-f") == 0 || strcmp(*argv, "--file") == 0)
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{
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if (argc--)
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42
src/interface/commandline/render.cpp
Normal file
42
src/interface/commandline/render.cpp
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@ -0,0 +1,42 @@
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#include "Thread.h"
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#include "SoftwareCanvasRenderer.h"
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class RenderThread: public Thread
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{
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public:
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RenderThread(SoftwareCanvasRenderer *renderer, const char *outputpath):
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renderer(renderer), outputpath(outputpath)
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{
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}
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virtual void run() override
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{
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renderer->render();
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}
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private:
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SoftwareCanvasRenderer *renderer;
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const char *outputpath;
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};
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void startRender(SoftwareCanvasRenderer *renderer, const char *outputpath)
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{
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RenderThread thread(renderer, outputpath);
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printf("\rRendering %s ... \n", outputpath);
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thread.start();
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while (thread.isWorking())
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{
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Thread::timeSleepMs(200);
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printf("\rProgress : %0.1f%% ", renderer->getProgress() * 100.0);
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fflush(stdout);
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}
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thread.join();
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printf("\rSaving %s ... \n", outputpath);
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remove(outputpath);
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renderer->saveToDisk(outputpath);
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}
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71
src/interface/commandline/tests.cpp
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71
src/interface/commandline/tests.cpp
Normal file
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@ -0,0 +1,71 @@
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#include "SoftwareCanvasRenderer.h"
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#include "Scenery.h"
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#include "CameraDefinition.h"
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#include "TerrainDefinition.h"
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#include "AtmosphereDefinition.h"
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#include "TexturesDefinition.h"
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#include "TextureLayerDefinition.h"
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#include "WaterDefinition.h"
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#include "SurfaceMaterial.h"
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#include "FloatNode.h"
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#include <sstream>
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void startRender(SoftwareCanvasRenderer *renderer, const char *outputpath);
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static void startTestRender(SoftwareCanvasRenderer *renderer, const std::string &name, int iteration)
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{
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std::ostringstream stream;
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stream << "pic_test_" << name << "_";
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stream.width(4);
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stream.fill('0');
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stream << iteration;
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stream << ".png";
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startRender(renderer, stream.str().data());
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}
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static void testGroundShadowQuality()
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{
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Scenery scenery;
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srand(5);
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scenery.getTerrain()->applyPreset(TerrainDefinition::TERRAIN_PRESET_STANDARD);
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scenery.getTerrain()->propWaterHeight()->setValue(-0.5);
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scenery.getWater()->propReflection()->setValue(0.0);
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scenery.getWater()->material->base->r = 0.0;
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scenery.getWater()->material->base->g = 0.3;
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scenery.getWater()->material->base->b = 1.0;
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scenery.getWater()->material->reflection = 0.0;
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scenery.getWater()->foam_coverage = 0.0;
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scenery.getWater()->transparency = 0.0;
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scenery.getAtmosphere()->applyPreset(AtmosphereDefinition::ATMOSPHERE_PRESET_CLEAR_SUNSET);
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scenery.getAtmosphere()->setDayTime(16, 45);
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scenery.getTextures()->clear();
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TextureLayerDefinition *texture = scenery.getTextures()->getTextureLayer(scenery.getTextures()->addLayer());
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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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texture->validate();
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scenery.getCamera()->setLocation(Vector3(10.0, 10.0, -10.0));
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scenery.getCamera()->setTarget(VECTOR_ZERO);
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scenery.validate();
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SoftwareCanvasRenderer renderer(&scenery);
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renderer.setSize(400, 300);
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for (int i = 1; i <= 10; i++)
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{
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// TODO keep same rasterization across renders, or keep rasterization quality low
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renderer.render_quality = i;
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startTestRender(&renderer, "ground_shadow_quality", i);
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}
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}
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void runTestSuite()
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{
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testGroundShadowQuality();
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}
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@ -122,7 +122,11 @@ void MainModelerWindow::exit()
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void MainModelerWindow::keyReleaseEvent(QKeyEvent *event)
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{
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if (getState() == "Render Dialog")
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if (event->modifiers() & Qt::ControlModifier && event->key() == Qt::Key_Q)
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{
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exit();
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}
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else if (getState() == "Render Dialog")
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{
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if (event->key() == Qt::Key_Escape)
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{
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@ -153,13 +157,6 @@ void MainModelerWindow::keyReleaseEvent(QKeyEvent *event)
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{
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Logs::warning() << "Current scenery dump:" << std::endl << scenery->toString() << std::endl;
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}
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else if (event->key() == Qt::Key_Q)
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{
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if (event->modifiers() & Qt::ControlModifier)
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{
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exit();
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}
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}
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else if (event->key() == Qt::Key_N)
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{
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if (event->modifiers() & Qt::ControlModifier)
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@ -14,6 +14,19 @@ paysages::software::RenderProgress::~RenderProgress()
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delete lock;
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}
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void RenderProgress::reset()
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{
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lock->acquire();
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global = 0.0;
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while (not subs.empty())
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{
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subs.pop();
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}
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lock->release();
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}
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void RenderProgress::add(int value)
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{
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lock->acquire();
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@ -26,6 +26,7 @@ public:
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inline double get() const {return global;}
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void reset();
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void add(int value=1);
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void enterSub(int count);
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void exitSub();
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@ -69,6 +69,7 @@ void SoftwareCanvasRenderer::setSize(int width, int height, int samples)
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void SoftwareCanvasRenderer::render()
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{
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started = true;
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progress->reset();
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render_camera->setRenderSize(canvas->getWidth(), canvas->getHeight());
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@ -24,11 +24,11 @@ void TerrainRayWalker::update()
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ymin = info.min_height - disp;
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ymax = info.max_height + disp;
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ydispmax = disp * (0.5 + (double)renderer->render_quality * 0.1);
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ydispmax = disp * (0.5 + (double)renderer->render_quality * 0.05);
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ydispmin = -ydispmax;
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minstep = 1.0 * terrain->scaling / (double)(renderer->render_quality * renderer->render_quality);
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maxstep = 10.0 * terrain->scaling / (double)renderer->render_quality;
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minstep = 0.5 * terrain->scaling / (double)renderer->render_quality;
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maxstep = 50.0 * terrain->scaling / (double)renderer->render_quality;
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}
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static inline Vector3 _getShiftAxis(const Vector3 &direction)
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if (escape_angle != 0.0)
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{
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// Prepare escape
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if (renderer->render_quality >= 7)
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{
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shift_step = escape_angle / (double)(renderer->render_quality * renderer->render_quality);
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}
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else
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{
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shift_step = escape_angle / (double)renderer->render_quality;
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}
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shift_matrix = Matrix4::newRotateAxis(-shift_step, _getShiftAxis(direction));
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}
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previous_cursor = cursor;
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walked_length += step_length;
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step_length = diff * 3.0 / (double)renderer->render_quality;
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step_length = diff * 10.0 / (double)renderer->render_quality;
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if (step_length < minstep)
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{
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step_length = minstep;
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@ -175,6 +175,7 @@ bool TerrainRenderer::applyLightFilter(LightComponent &light, const Vector3 &at)
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// Walk to find an intersection
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double escape_angle = definition->shadow_smoothing;
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// TODO max length should depend on the sun light angle and altitude range
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if (walker->startWalking(at, direction_to_light, escape_angle, 100.0, walk_result))
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{
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if (walk_result.escape_angle == 0.0)
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