paysages: Added water depth color.
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@198 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
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7 changed files with 156 additions and 42 deletions
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@ -975,7 +975,7 @@ A small entropy will make the noise repeat more often.</property>
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<property name="border_width">5</property>
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<property name="row_spacing">5</property>
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<property name="column_spacing">5</property>
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<property name="n_rows">4</property>
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<property name="n_rows">6</property>
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<property name="n_columns">2</property>
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<child>
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<object class="GtkLabel" id="label20">
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@ -1050,7 +1050,7 @@ A small entropy will make the noise repeat more often.</property>
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<object class="GtkLabel" id="label23">
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<property name="visible">True</property>
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<property name="can_focus">False</property>
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<property name="label" translatable="yes">Base color</property>
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<property name="label" translatable="yes">Surface color</property>
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</object>
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<packing>
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<property name="left_attach">0</property>
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@ -1092,6 +1092,65 @@ A small entropy will make the noise repeat more often.</property>
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<property name="height">1</property>
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</packing>
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</child>
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<child>
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<object class="GtkLabel" id="label28">
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<property name="visible">True</property>
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<property name="can_focus">False</property>
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<property name="label" translatable="yes">Depth color</property>
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</object>
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<packing>
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<property name="left_attach">0</property>
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<property name="top_attach">4</property>
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<property name="width">1</property>
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<property name="height">1</property>
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</packing>
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</child>
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<child>
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<object class="GtkLabel" id="label32">
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<property name="visible">True</property>
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<property name="can_focus">False</property>
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<property name="label" translatable="yes">Depth limit</property>
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</object>
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<packing>
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<property name="left_attach">0</property>
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<property name="top_attach">5</property>
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<property name="width">1</property>
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<property name="height">1</property>
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</packing>
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</child>
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<child>
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<object class="GtkColorButton" id="water_color_depth">
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<property name="width_request">100</property>
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<property name="visible">True</property>
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<property name="can_focus">True</property>
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<property name="receives_default">True</property>
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<property name="halign">start</property>
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<property name="use_action_appearance">False</property>
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<property name="title" translatable="yes">Choose a main water color</property>
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<property name="rgba">rgb(0,0,0)</property>
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</object>
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<packing>
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<property name="left_attach">1</property>
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<property name="top_attach">4</property>
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<property name="width">1</property>
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<property name="height">1</property>
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</packing>
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</child>
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<child>
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<object class="GtkScale" id="water_transparency_depth">
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<property name="width_request">250</property>
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<property name="visible">True</property>
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<property name="can_focus">True</property>
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<property name="round_digits">2</property>
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<property name="digits">2</property>
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</object>
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<packing>
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<property name="left_attach">1</property>
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<property name="top_attach">5</property>
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<property name="width">1</property>
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<property name="height">1</property>
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</packing>
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</child>
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</object>
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<packing>
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<property name="expand">False</property>
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@ -170,12 +170,17 @@ void autoGenRealisticLandscape(int seed)
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/* Water */
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water.height = 0.0;
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water.transparency = 0.4;
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water.reflection = 0.5;
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water.transparency = 0.5;
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water.reflection = 0.3;
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water.transparency_depth = 6.0;
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water.main_color.r = 0.1;
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water.main_color.g = 0.3;
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water.main_color.b = 0.4;
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water.main_color.a = 1.0;
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water.depth_color.r = 0.0;
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water.depth_color.g = 0.2;
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water.depth_color.b = 0.3;
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water.depth_color.a = 1.0;
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water.height_noise = noiseCreateGenerator();
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noiseGenerateBaseNoise(water.height_noise, 262144);
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noiseAddLevelsSimple(water.height_noise, 2, 0.2, 0.015);
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@ -206,4 +206,5 @@ ColorGradation colorGradationLoad(FILE* f)
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result.parts[i].col = colorLoad(f);
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}
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return result;
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}
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@ -127,6 +127,12 @@ static void _cbReflectionChanged(GtkRange* range, gpointer data)
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guiPreviewRedraw(_preview_render);
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}
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static void _cbTransparencyDepthChanged(GtkRange* range, gpointer data)
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{
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_definition.transparency_depth = gtk_range_get_value(range);
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guiPreviewRedraw(_preview_render);
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}
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static void _cbColorChanged(GtkColorButton* colorbutton, gpointer data)
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{
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GdkRGBA col;
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@ -141,6 +147,20 @@ static void _cbColorChanged(GtkColorButton* colorbutton, gpointer data)
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guiPreviewRedraw(_preview_coverage);
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}
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static void _cbColorDepthChanged(GtkColorButton* colorbutton, gpointer data)
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{
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GdkRGBA col;
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gtk_color_button_get_rgba(colorbutton, &col);
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_definition.depth_color.r = col.red;
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_definition.depth_color.g = col.green;
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_definition.depth_color.b = col.blue;
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_definition.depth_color.a = 1.0;
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guiPreviewRedraw(_preview_render);
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guiPreviewRedraw(_preview_coverage);
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}
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static void _cbRevertConfig(GtkWidget* widget, gpointer data)
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{
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GdkRGBA col;
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@ -150,11 +170,17 @@ static void _cbRevertConfig(GtkWidget* widget, gpointer data)
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gtk_range_set_value(GTK_RANGE(GET_WIDGET("water_height")), _definition.height);
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gtk_range_set_value(GTK_RANGE(GET_WIDGET("water_transparency")), _definition.transparency);
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gtk_range_set_value(GTK_RANGE(GET_WIDGET("water_reflection")), _definition.reflection);
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gtk_range_set_value(GTK_RANGE(GET_WIDGET("water_transparency_depth")), _definition.transparency_depth);
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col.red = _definition.main_color.r;
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col.green = _definition.main_color.g;
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col.blue = _definition.main_color.b;
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col.alpha = 1.0;
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gtk_color_button_set_rgba(GTK_COLOR_BUTTON(GET_WIDGET("water_color")), &col);
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col.red = _definition.depth_color.r;
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col.green = _definition.depth_color.g;
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col.blue = _definition.depth_color.b;
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col.alpha = 1.0;
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gtk_color_button_set_rgba(GTK_COLOR_BUTTON(GET_WIDGET("water_color_depth")), &col);
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guiPreviewRedraw(_preview_render);
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guiPreviewRedraw(_preview_coverage);
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@ -179,12 +205,15 @@ void guiWaterInit()
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gtk_range_set_range(GTK_RANGE(GET_WIDGET("water_height")), -20.0, 20.0);
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gtk_range_set_range(GTK_RANGE(GET_WIDGET("water_transparency")), 0.0, 1.0);
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gtk_range_set_range(GTK_RANGE(GET_WIDGET("water_reflection")), 0.0, 1.0);
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gtk_range_set_range(GTK_RANGE(GET_WIDGET("water_transparency_depth")), 0.0, 100.0);
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/* Config signals */
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g_signal_connect(GET_WIDGET("water_height"), "value-changed", G_CALLBACK(_cbHeightChanged), NULL);
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g_signal_connect(GET_WIDGET("water_transparency"), "value-changed", G_CALLBACK(_cbTransparencyChanged), NULL);
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g_signal_connect(GET_WIDGET("water_transparency_depth"), "value-changed", G_CALLBACK(_cbTransparencyDepthChanged), NULL);
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g_signal_connect(GET_WIDGET("water_reflection"), "value-changed", G_CALLBACK(_cbReflectionChanged), NULL);
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g_signal_connect(GET_WIDGET("water_color"), "color-set", G_CALLBACK(_cbColorChanged), NULL);
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g_signal_connect(GET_WIDGET("water_color_depth"), "color-set", G_CALLBACK(_cbColorDepthChanged), NULL);
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/* Previews */
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_preview_coverage = guiPreviewNew(GTK_IMAGE(GET_WIDGET("water_preview_coverage")));
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@ -192,8 +192,8 @@ void skyRender(RenderProgressCallback callback)
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Color col;
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Vector3 direction;
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res_i = render_quality * 20;
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res_j = render_quality * 10;
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res_i = render_quality * 40;
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res_j = render_quality * 20;
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step_i = M_PI * 2.0 / (double)res_i;
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step_j = M_PI / (double)res_j;
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22
src/water.c
22
src/water.c
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@ -49,6 +49,8 @@ void waterSave(FILE* f)
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{
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toolsSaveDouble(f, _definition.height);
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colorSave(_definition.main_color, f);
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colorSave(_definition.depth_color, f);
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toolsSaveDouble(f, _definition.transparency_depth);
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toolsSaveDouble(f, _definition.transparency);
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toolsSaveDouble(f, _definition.reflection);
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noiseSave(_definition.height_noise, f);
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@ -58,6 +60,8 @@ void waterLoad(FILE* f)
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{
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_definition.height = toolsLoadDouble(f);
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_definition.main_color = colorLoad(f);
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_definition.depth_color = colorLoad(f);
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_definition.transparency_depth = toolsLoadDouble(f);
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_definition.transparency = toolsLoadDouble(f);
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_definition.reflection = toolsLoadDouble(f);
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noiseLoad(_definition.height_noise, f);
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@ -164,9 +168,10 @@ static inline Vector3 _refractRay(Vector3 incoming, Vector3 normal)
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WaterResult waterGetColorCustom(Vector3 location, Vector3 look, WaterDefinition* definition, WaterQuality* quality, WaterEnvironment* environment)
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{
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WaterResult result;
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RayCastingResult refracted;
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Vector3 normal;
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Color color;
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double shadowed, detail;
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double shadowed, detail, depth;
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if (definition == NULL)
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{
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@ -196,7 +201,20 @@ WaterResult waterGetColorCustom(Vector3 location, Vector3 look, WaterDefinition*
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normal = _getNormal(definition, location, detail);
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look = v3Normalize(look);
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result.reflected = environment->reflection_function(location, _reflectRay(look, normal)).hit_color;
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result.refracted = environment->refraction_function(location, _refractRay(look, normal)).hit_color;
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refracted = environment->refraction_function(location, _refractRay(look, normal));
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depth = v3Norm(v3Sub(location, refracted.hit_location));
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if (depth > definition->transparency_depth)
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{
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result.refracted = definition->depth_color;
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}
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else
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{
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depth /= definition->transparency_depth;
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result.refracted.r = refracted.hit_color.r * (1.0 - depth) + definition->depth_color.r * depth;
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result.refracted.g = refracted.hit_color.g * (1.0 - depth) + definition->depth_color.g * depth;
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result.refracted.b = refracted.hit_color.b * (1.0 - depth) + definition->depth_color.b * depth;
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result.refracted.a = 1.0;
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}
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color.r = definition->main_color.r * (1.0 - definition->transparency) + result.reflected.r * definition->reflection + result.refracted.r * definition->transparency;
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color.g = definition->main_color.g * (1.0 - definition->transparency) + result.reflected.g * definition->reflection + result.refracted.g * definition->transparency;
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@ -10,6 +10,8 @@ typedef struct
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double transparency;
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double reflection;
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Color main_color;
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Color depth_color;
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double transparency_depth;
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NoiseGenerator* height_noise;
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} WaterDefinition;
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