paysages : Big terrain refactoring for future sculpt mode (WIP).

git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@475 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
Michaël Lemaire 2012-12-09 17:49:28 +00:00 committed by ThunderK
parent de719c62dd
commit 5f22647b1c
44 changed files with 884 additions and 1389 deletions

View file

@ -8,7 +8,6 @@
#include "inputnoise.h"
#include "inputcurve.h"
#include "inputmaterial.h"
#include "inputheightmap.h"
#include "inputenum.h"
#include "inputlayers.h"
@ -28,14 +27,14 @@ BaseForm::BaseForm(QWidget* parent, bool auto_apply, bool with_layers) : QWidget
this->_with_layers = with_layers;
setLayout(new QHBoxLayout());
control = new QWidget(this);
control->setLayout(new QVBoxLayout());
control->setSizePolicy(QSizePolicy::MinimumExpanding, QSizePolicy::MinimumExpanding);
layout()->addWidget(control);
_layer_count = 0;
if (with_layers)
{
layers = new QWidget(this);
@ -45,7 +44,7 @@ BaseForm::BaseForm(QWidget* parent, bool auto_apply, bool with_layers) : QWidget
label = new QLabel(tr("Layers : "), layers);
label->setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Fixed);
layers->layout()->addWidget(label);
_layer_list = new QComboBox(layers);
layers->layout()->addWidget(_layer_list);
QObject::connect(_layer_list, SIGNAL(currentIndexChanged(int)), this, SLOT(layerListChanged()));
@ -55,7 +54,7 @@ BaseForm::BaseForm(QWidget* parent, bool auto_apply, bool with_layers) : QWidget
_layer_new->setMaximumSize(30, 30);
layers->layout()->addWidget(_layer_new);
QObject::connect(_layer_new, SIGNAL(clicked()), this, SLOT(layerAddClicked()));
_layer_del = new QPushButton(QIcon("images/layer_del.png"), "", layers);
_layer_del->setToolTip(tr("Delete layer"));
_layer_del->setMaximumSize(30, 30);
@ -67,7 +66,7 @@ BaseForm::BaseForm(QWidget* parent, bool auto_apply, bool with_layers) : QWidget
_layer_rename->setMaximumSize(30, 30);
layers->layout()->addWidget(_layer_rename);
QObject::connect(_layer_rename, SIGNAL(clicked()), this, SLOT(layerRenameClicked()));
_layer_up = new QPushButton(QIcon("images/layer_up.png"), "", layers);
_layer_up->setToolTip(tr("Move layer upward"));
_layer_up->setMaximumSize(30, 30);
@ -79,7 +78,7 @@ BaseForm::BaseForm(QWidget* parent, bool auto_apply, bool with_layers) : QWidget
_layer_down->setMaximumSize(30, 30);
layers->layout()->addWidget(_layer_down);
QObject::connect(_layer_down, SIGNAL(clicked()), this, SLOT(layerDownClicked()));
control->layout()->addWidget(layers);
control->layout()->setAlignment(_buttons, Qt::AlignTop);
}
@ -89,12 +88,12 @@ BaseForm::BaseForm(QWidget* parent, bool auto_apply, bool with_layers) : QWidget
_previews->setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Fixed);
layout()->addWidget(_previews);
layout()->setAlignment(_previews, Qt::AlignTop);
_form = new QWidget(this);
_form->setLayout(new QHBoxLayout());
control->layout()->addWidget(_form);
control->layout()->setAlignment(_form, Qt::AlignTop);
_form_labels = new QWidget(_form);
_form_labels->setLayout(new QVBoxLayout());
_form->layout()->addWidget(_form_labels);
@ -106,7 +105,7 @@ BaseForm::BaseForm(QWidget* parent, bool auto_apply, bool with_layers) : QWidget
_form_controls = new QWidget(_form);
_form_controls->setLayout(new QVBoxLayout());
_form->layout()->addWidget(_form_controls);
_buttons = new QWidget(this);
_buttons->setLayout(new QHBoxLayout());
control->layout()->addWidget(_buttons);
@ -124,7 +123,7 @@ BaseForm::BaseForm(QWidget* parent, bool auto_apply, bool with_layers) : QWidget
_button_preset->setIcon(QIcon("images/auto.png"));
_button_preset->hide();
connect(_button_preset, SIGNAL(clicked()), this, SLOT(presetChoiceClicked()));
_auto_update_previews = true;
if (auto_apply)
@ -180,7 +179,7 @@ void BaseForm::configChangeEvent()
_inputs_list[i]->checkVisibility(true);
}
}
if (_auto_update_previews)
{
updatePreviews();
@ -203,7 +202,7 @@ void BaseForm::revertConfig()
{
_inputs_list[i]->revert();
}
if (_with_layers)
{
rebuildLayerList();
@ -234,7 +233,7 @@ void BaseForm::rebuildLayerList()
{
int selected = _layer_list->currentIndex();
_layer_list->clear();
_layer_names = getLayers();
_layer_count = _layer_names.count();
@ -259,10 +258,10 @@ void BaseForm::rebuildLayerList()
void BaseForm::layerAddClicked()
{
layerAddedEvent();
rebuildLayerList();
_layer_list->setCurrentIndex(_layer_list->count() - 1);
_button_apply->setEnabled(true);
_button_revert->setEnabled(true);
}
@ -279,7 +278,7 @@ void BaseForm::layerDelClicked()
_button_revert->setEnabled(true);
}
}
void BaseForm::layerUpClicked()
{
if (_layer_list->currentIndex() < _layer_count - 1)
@ -287,9 +286,9 @@ void BaseForm::layerUpClicked()
layerMovedEvent(_layer_list->currentIndex(), _layer_list->currentIndex() + 1);
rebuildLayerList();
_layer_list->setCurrentIndex(_layer_list->currentIndex() + 1);
_button_apply->setEnabled(true);
_button_revert->setEnabled(true);
}
@ -329,9 +328,9 @@ void BaseForm::layerRenameClicked()
void BaseForm::layerListChanged()
{
bool changed = _button_apply->isEnabled();
layerSelectedEvent(_layer_list->currentIndex());
_button_apply->setEnabled(changed);
_button_revert->setEnabled(changed);
}
@ -340,7 +339,7 @@ void BaseForm::presetChoiceClicked()
{
bool ok;
QString item = QInputDialog::getItem(this, tr("Choose a preset"), tr("Preset settings : "), _preset_list, 0, false, &ok);
if (ok && !item.isEmpty())
{
int preset = _preset_list.indexOf(item);
@ -354,13 +353,13 @@ void BaseForm::presetChoiceClicked()
void BaseForm::addPreview(BasePreview* preview, QString label)
{
QLabel* label_widget;
label_widget = new QLabel(label, _previews);
label_widget->setSizePolicy(QSizePolicy::Minimum, QSizePolicy::Fixed);
_previews->layout()->addWidget(label_widget);
_previews->layout()->addWidget(preview);
_previews_list.append(preview);
}
@ -380,19 +379,19 @@ void BaseForm::addAutoPreset(QString label)
BaseInput* BaseForm::addInput(BaseInput* input)
{
int row_height = 30;
_form_labels->layout()->addWidget(input->label());
_form_previews->layout()->addWidget(input->preview());
_form_controls->layout()->addWidget(input->control());
input->label()->setSizePolicy(QSizePolicy::Minimum, QSizePolicy::Fixed);
input->label()->setMinimumSize(150, row_height);
input->label()->setMaximumSize(250, row_height);
input->preview()->setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Fixed);
input->preview()->setMinimumSize(100, row_height);
input->preview()->setMaximumSize(250, row_height);
input->control()->setSizePolicy(QSizePolicy::MinimumExpanding, QSizePolicy::Fixed);
input->control()->setMinimumSize(280, row_height);
input->control()->setMaximumSize(700, row_height);
@ -401,7 +400,7 @@ BaseInput* BaseForm::addInput(BaseInput* input)
_inputs_list.append(input);
input->revert();
return input;
}
@ -445,11 +444,6 @@ BaseInput* BaseForm::addInputMaterial(QString label, SurfaceMaterial* material)
return addInput(new InputMaterial(_form, label, material));
}
BaseInput* BaseForm::addInputHeightMap(QString label, HeightMap* heightmap, TerrainCanvas* canvas)
{
return addInput(new InputHeightMap(_form, label, heightmap, canvas));
}
BaseInput* BaseForm::addInputEnum(QString label, int* value, const QStringList& values)
{
return addInput(new InputEnum(_form, label, value, values));
@ -489,7 +483,7 @@ QStringList BaseForm::getLayers()
{
return QStringList();
}
void BaseForm::layerAddedEvent()
{
rebuildLayerList();
@ -522,7 +516,7 @@ void BaseForm::layerSelectedEvent(int layer)
{
_previews_list[i]->redraw();
}
_layer_del->setEnabled(layer >= 0);
_layer_rename->setEnabled(layer >= 0);
_layer_down->setEnabled(layer > 0);

View file

@ -15,7 +15,6 @@
#include "../lib_paysages/layers.h"
#include "../lib_paysages/heightmap.h"
#include "../lib_paysages/pack.h"
#include "../lib_paysages/terraincanvas.h"
class BaseForm:public QWidget
{
@ -37,7 +36,7 @@ public slots:
protected slots:
virtual void configChangeEvent();
virtual void autoPresetSelected(int preset);
private slots:
void rebuildLayerList();
void layerAddClicked();
@ -61,16 +60,15 @@ protected:
BaseInput* addInputNoise(QString label, NoiseGenerator* value);
BaseInput* addInputCurve(QString label, Curve* value, double xmin, double xmax, double ymin, double ymax, QString xlabel, QString ylabel);
BaseInput* addInputMaterial(QString label, SurfaceMaterial* material);
BaseInput* addInputHeightMap(QString label, HeightMap* heightmap, TerrainCanvas* canvas);
BaseInput* addInputEnum(QString label, int* value, const QStringList& values);
BaseInput* addInputLayers(QString label, Layers* value, FormLayerBuilder form_builder);
void updatePreviews();
void disablePreviewsUpdate();
int currentLayer();
virtual QStringList getLayers();
virtual void layerAddedEvent();
virtual void layerDeletedEvent(int layer);
virtual void layerMovedEvent(int layer, int new_position);
@ -91,11 +89,11 @@ private:
QWidget* _previews;
QVector<BasePreview*> _previews_list;
bool _auto_update_previews;
QVector<BaseInput*> _inputs_list;
QStringList _preset_list;
bool _with_layers;
QComboBox* _layer_list;
int _layer_count;

View file

@ -9,51 +9,49 @@
#include <QFileDialog>
#include <QInputDialog>
#include <math.h>
#include "../lib_paysages/terrain.h"
#include "../lib_paysages/scenery.h"
#include "widgetheightmap.h"
/**************** Dialog form ****************/
DialogHeightMap::DialogHeightMap(QWidget* parent, HeightMap* heightmap, TerrainCanvas* canvas) : DialogWithPreview(parent)
DialogHeightMap::DialogHeightMap(QWidget* parent, HeightMap* heightmap, void* canvas) : DialogWithPreview(parent)
{
QWidget* mainarea;
QWidget* buttons;
QWidget* panel;
QWidget* viewer;
QGridLayout* viewer_layout;
QLabel* label;
QSlider* slider;
QPushButton* button;
QComboBox* combobox;
_canvas = canvas;
_value_original = heightmap;
_value_modified = heightmapCreate();
heightmapCopy(_value_original, &_value_modified);
setLayout(new QVBoxLayout());
// Dialog layout (main area + buttons)
mainarea = new QWidget(this);
mainarea->setLayout(new QHBoxLayout());
this->layout()->addWidget(mainarea);
buttons = new QWidget(this);
buttons->setLayout(new QHBoxLayout());
buttons->layout()->setAlignment(buttons, Qt::AlignBottom);
this->layout()->addWidget(buttons);
// Main area layout (viewer + panel)
viewer = new QWidget(mainarea);
viewer_layout = new QGridLayout();
viewer->setLayout(viewer_layout);
mainarea->layout()->addWidget(viewer);
panel = new QWidget(mainarea);
panel->setLayout(new QVBoxLayout());
mainarea->layout()->addWidget(panel);
mainarea->layout()->setAlignment(panel, Qt::AlignTop);
// Viewer layout (3d display + sliders)
_3dview = new WidgetHeightMap(viewer, &_value_modified);
viewer_layout->addWidget(_3dview, 0, 0);
@ -65,7 +63,7 @@ DialogHeightMap::DialogHeightMap(QWidget* parent, HeightMap* heightmap, TerrainC
slider->setRange(-300, 700);
connect(slider, SIGNAL(valueChanged(int)), this, SLOT(angleVChanged(int)));
viewer_layout->addWidget(slider, 0, 1);
// Panel layout
if (canvas)
{
@ -81,20 +79,20 @@ DialogHeightMap::DialogHeightMap(QWidget* parent, HeightMap* heightmap, TerrainC
button = new QPushButton(tr("Change resolution"), panel);
connect(button, SIGNAL(clicked()), this, SLOT(changeResolution()));
panel->layout()->addWidget(button);
_resolution_label = new QLabel("", panel);
panel->layout()->addWidget(_resolution_label);
updateResolutionLabel();
combobox = new QComboBox(panel);
combobox->addItem(tr("Raise / lower"));
combobox->addItem(tr("Add noise / smooth"));
connect(combobox, SIGNAL(currentIndexChanged(int)), this, SLOT(brushModeChanged(int)));
panel->layout()->addWidget(combobox);
label = new QLabel(tr("Brush size"), panel);
panel->layout()->addWidget(label);
slider = new QSlider(Qt::Horizontal, panel);
slider->setRange(6, 300);
connect(slider, SIGNAL(valueChanged(int)), this, SLOT(brushSizeChanged(int)));
@ -103,22 +101,22 @@ DialogHeightMap::DialogHeightMap(QWidget* parent, HeightMap* heightmap, TerrainC
label = new QLabel(tr("Brush smoothing"), panel);
panel->layout()->addWidget(label);
slider = new QSlider(Qt::Horizontal, panel);
slider->setRange(0, 1000);
connect(slider, SIGNAL(valueChanged(int)), this, SLOT(brushSmoothingChanged(int)));
panel->layout()->addWidget(slider);
slider->setValue(600);
label = new QLabel(tr("Brush strength"), panel);
panel->layout()->addWidget(label);
slider = new QSlider(Qt::Horizontal, panel);
slider->setRange(0, 1000);
connect(slider, SIGNAL(valueChanged(int)), this, SLOT(brushStrengthChanged(int)));
panel->layout()->addWidget(slider);
slider->setValue(200);
// Buttons layout
button = new QPushButton(tr("Cancel"), buttons);
button->setIcon(QIcon("images/cancel.png"));
@ -138,7 +136,7 @@ DialogHeightMap::DialogHeightMap(QWidget* parent, HeightMap* heightmap, TerrainC
setWindowTitle(tr("Paysages 3D - Height map painting"));
}
bool DialogHeightMap::editHeightMap(QWidget* parent, HeightMap* heightmap, TerrainCanvas* canvas)
bool DialogHeightMap::editHeightMap(QWidget* parent, HeightMap* heightmap, void* canvas)
{
int result;
@ -206,7 +204,7 @@ void DialogHeightMap::loadFromFile()
void DialogHeightMap::resetToTerrain()
{
if (_canvas)
/*if (_canvas)
{
TerrainDefinition terrain;
@ -216,9 +214,9 @@ void DialogHeightMap::resetToTerrain()
heightmapRevertToTerrain(&_value_modified, &terrain, &_canvas->area);
terrainDeleteDefinition(&terrain);
_3dview->revert();
}
}*/
}
void DialogHeightMap::changeResolution()
@ -226,7 +224,7 @@ void DialogHeightMap::changeResolution()
QString result;
QStringList items;
int current;
items << QString("64 x 64") << QString("128 x 128") << QString("256 x 256") << QString("512 x 512");
current = 1;
if (_value_modified.resolution_x == 64 && _value_modified.resolution_z == 64)
@ -261,7 +259,7 @@ void DialogHeightMap::changeResolution()
{
new_res_x = new_res_z = 128;
}
if (new_res_x != _value_modified.resolution_x or new_res_z != _value_modified.resolution_z)
{
heightmapChangeResolution(&_value_modified, new_res_x, new_res_z);

View file

@ -5,19 +5,18 @@
#include "tools.h"
#include "widgetheightmap.h"
#include "../lib_paysages/heightmap.h"
#include "../lib_paysages/terraincanvas.h"
class DialogHeightMap : public DialogWithPreview
{
Q_OBJECT
public:
explicit DialogHeightMap(QWidget* parent, HeightMap* heightmap, TerrainCanvas* canvas);
static bool editHeightMap(QWidget* parent, HeightMap* heightmap, TerrainCanvas* canvas);
explicit DialogHeightMap(QWidget* parent, HeightMap* heightmap, void* canvas);
static bool editHeightMap(QWidget* parent, HeightMap* heightmap, void* canvas);
public slots:
virtual void accept();
void revert();
private slots:
void angleHChanged(int value);
void angleVChanged(int value);
@ -35,7 +34,6 @@ private:
HeightMap _value_modified;
WidgetHeightMap* _3dview;
QLabel* _resolution_label;
TerrainCanvas* _canvas;
};
#endif

View file

@ -10,14 +10,14 @@ ExplorerChunkTerrain::ExplorerChunkTerrain(Renderer* renderer, double x, double
_startz = z;
_size = size;
_overall_step = size * (double)nbchunks;
_tessellation_max_size = 32;
_tessellation = new double[(_tessellation_max_size + 1) * (_tessellation_max_size + 1)];
_tessellation_current_size = 0;
_tessellation_step = _size / (double)_tessellation_max_size;
setMaxTextureSize(128);
maintain();
}
@ -36,7 +36,7 @@ void ExplorerChunkTerrain::onResetEvent()
bool ExplorerChunkTerrain::onMaintainEvent()
{
Renderer* renderer = this->renderer();
// Improve heightmap resolution
if (_tessellation_current_size < _tessellation_max_size)
{
@ -49,7 +49,7 @@ bool ExplorerChunkTerrain::onMaintainEvent()
{
if (_tessellation_current_size == 0 || i % old_tessellation_inc != 0 || j % old_tessellation_inc != 0)
{
double height = renderer->getTerrainHeight(renderer, _startx + _tessellation_step * (double)i, _startz + _tessellation_step * (double)j);
double height = renderer->terrain->getHeight(renderer, _startx + _tessellation_step * (double)i, _startz + _tessellation_step * (double)j);
_tessellation[j * (_tessellation_max_size + 1) + i] = height;
}
}
@ -100,7 +100,7 @@ void ExplorerChunkTerrain::onRenderEvent(QGLWidget* widget)
int tessellation_size = _tessellation_current_size;
double tsize = 1.0 / (double)_tessellation_max_size;
_lock_data.unlock();
if (tessellation_size <= 1)
{
return;
@ -149,10 +149,10 @@ Color ExplorerChunkTerrain::getTextureColor(double x, double y)
Vector3 ExplorerChunkTerrain::getCenter()
{
Vector3 result;
result.x = _startx + _size / 2.0;
result.y = 0.0;
result.z = _startz + _size / 2.0;
return result;
}

View file

@ -16,18 +16,17 @@ public:
{
_renderer = rendererCreate();
_renderer.applyTextures = _applyTextures;
_renderer.getTerrainHeight = _getTerrainHeight;
_renderer.alterLight = _alterLight;
_renderer.getLightStatus = _getLightStatus;
_renderer.camera_location.x = 0.0;
_renderer.camera_location.y = 50.0;
_renderer.camera_location.z = 0.0;
_terrain = terrainCreateDefinition();
_textures = texturesCreateDefinition();
_lighting = lightingCreateDefinition();
_water = waterCreateDefinition();
_atmosphere = (AtmosphereDefinition*)AtmosphereDefinitionClass.create();
_terrain = (TerrainDefinition*)TerrainDefinitionClass.create();
_renderer.customData[0] = &_terrain;
_renderer.customData[1] = &_textures;
@ -44,7 +43,7 @@ protected:
{
Vector3 down = {0.0, -1.0, 0.0};
Vector3 location;
double height = terrainGetHeight(&_terrain, x, y);
double height = _renderer.terrain->getHeight(&_renderer, x, y);
if (height < _water.height)
{
@ -55,12 +54,14 @@ protected:
}
else
{
return colorToQColor(terrainGetColor(&_terrain, &_renderer, x, y, scaling));
location.x = x;
location.y = height;
location.z = y;
return colorToQColor(_renderer.terrain->getFinalColor(&_renderer, location, scaling));
}
}
void updateData()
{
sceneryGetTerrain(&_terrain);
sceneryGetLighting(&_lighting);
sceneryGetTextures(&_textures);
sceneryGetWater(&_water);
@ -68,30 +69,23 @@ protected:
sceneryGetAtmosphere(_atmosphere);
AtmosphereRendererClass.bind(_renderer.atmosphere, _atmosphere);
_renderer.atmosphere->applyAerialPerspective = _applyAerialPerspective;
sceneryGetTerrain(_terrain);
TerrainRendererClass.bind(_renderer.terrain, _terrain);
}
private:
Renderer _renderer;
TerrainDefinition _terrain;
TerrainDefinition* _terrain;
WaterDefinition _water;
TexturesDefinition _textures;
LightingDefinition _lighting;
AtmosphereDefinition* _atmosphere;
static double _getTerrainHeight(Renderer* renderer, double x, double z)
{
return terrainGetHeight((TerrainDefinition*)(renderer->customData[0]), x, z);
}
static Color _applyTextures(Renderer* renderer, Vector3 location, double precision)
{
return texturesGetColor((TexturesDefinition*)(renderer->customData[1]), renderer, location.x, location.z, precision);
}
static void _alterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
{
light->color = terrainLightFilter((TerrainDefinition*)(renderer->customData[0]), renderer, light->color, location, v3Scale(light->direction, -1000.0), v3Scale(light->direction, -1.0));
}
static void _getLightStatus(Renderer* renderer, LightStatus* status, Vector3 location)
{
lightingGetStatus((LightingDefinition*)renderer->customData[2], renderer, location, status);

View file

@ -3,14 +3,12 @@
#include <math.h>
#include <QColor>
#include <QSlider>
#include "formterraincanvas.h"
#include "tools.h"
#include "../lib_paysages/terrain.h"
#include "../lib_paysages/scenery.h"
#include "../lib_paysages/euclid.h"
static TerrainDefinition _definition;
static TerrainDefinition* _definition;
/**************** Previews ****************/
class PreviewTerrainHeight:public BasePreview
@ -18,27 +16,28 @@ class PreviewTerrainHeight:public BasePreview
public:
PreviewTerrainHeight(QWidget* parent):BasePreview(parent)
{
_preview_definition = terrainCreateDefinition();
_renderer = rendererCreate();
addOsd(QString("geolocation"));
configScaling(0.5, 200.0, 3.0, 50.0);
configScrolling(-1000.0, 1000.0, 0.0, -1000.0, 1000.0, 0.0);
}
protected:
QColor getColor(double x, double y)
{
double height;
double height = 0.0;
height = terrainGetHeightNormalized(&_preview_definition, x, y);
// TODO
//height = terrainGetHeightNormalized(&_preview_definition, x, y);
return QColor((int)(255.0 * height), (int)(255.0 * height), (int)(255.0 * height));
}
void updateData()
{
terrainCopyDefinition(&_definition, &_preview_definition);
TerrainRendererClass.bind(_renderer.terrain, _definition);
}
private:
TerrainDefinition _preview_definition;
Renderer _renderer;
};
class PreviewTerrainColor:public BasePreview
@ -52,8 +51,6 @@ public:
_renderer = rendererCreate();
_renderer.render_quality = 3;
_renderer.applyTextures = _applyTextures;
_renderer.getTerrainHeight = _getTerrainHeight;
_renderer.alterLight = _alterLight;
_renderer.getLightStatus = _getLightStatus;
_renderer.camera_location.x = 0.0;
_renderer.camera_location.y = 50.0;
@ -83,7 +80,6 @@ public:
lightingAddLight(&_lighting, light);
lightingValidateDefinition(&_lighting);
_terrain = terrainCreateDefinition();
_textures = texturesCreateDefinition();
texture = (TextureLayerDefinition*)layersGetLayer(_textures.layers, layersAddLayer(_textures.layers, NULL));
texture->material.base = COLOR_WHITE;
@ -92,92 +88,80 @@ public:
texture->bump_height = 0.0;
texturesLayerValidateDefinition(texture);
_renderer.customData[0] = &_terrain;
_renderer.customData[1] = &_textures;
_renderer.customData[2] = &_lighting;
addOsd(QString("geolocation"));
configScaling(0.5, 200.0, 3.0, 50.0);
configScrolling(-1000.0, 1000.0, 0.0, -1000.0, 1000.0, 0.0);
}
protected:
QColor getColor(double x, double y)
{
return colorToQColor(terrainGetColor(&_terrain, &_renderer, x, y, scaling));
Vector3 point;
point.x = x;
point.y = _renderer.terrain->getHeight(&_renderer, x, y);
point.z = y;
return colorToQColor(_renderer.terrain->getFinalColor(&_renderer, point, scaling));
}
void updateData()
{
terrainCopyDefinition(&_definition, &_terrain);
TerrainRendererClass.bind(_renderer.terrain, _definition);
//sceneryGetTextures(&_textures);
}
private:
Renderer _renderer;
TerrainDefinition _terrain;
TexturesDefinition _textures;
LightingDefinition _lighting;
static double _getTerrainHeight(Renderer* renderer, double x, double z)
{
return terrainGetHeight((TerrainDefinition*)(renderer->customData[0]), x, z);
}
static Color _applyTextures(Renderer* renderer, Vector3 location, double precision)
{
return texturesGetColor((TexturesDefinition*)(renderer->customData[1]), renderer, location.x, location.z, precision);
}
static void _alterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
{
light->color = terrainLightFilter((TerrainDefinition*)(renderer->customData[0]), renderer, light->color, location, v3Scale(light->direction, -1000.0), v3Scale(light->direction, -1.0));
}
static void _getLightStatus(Renderer* renderer, LightStatus* status, Vector3 location)
{
lightingGetStatus((LightingDefinition*)renderer->customData[2], renderer, location, status);
}
};
/**************** Form ****************/
static BaseFormLayer* _formBuilderCanvas(DialogLayers* parent, Layers* layers)
{
return new FormTerrainCanvas(parent, layers);
}
FormTerrain::FormTerrain(QWidget *parent):
BaseForm(parent)
{
_definition = terrainCreateDefinition();
_definition = (TerrainDefinition*)TerrainDefinitionClass.create();
previewHeight = new PreviewTerrainHeight(this);
previewColor = new PreviewTerrainColor(this);
addPreview(previewHeight, tr("Height preview (normalized)"));
addPreview(previewColor, tr("Lighted preview (no texture)"));
addInputNoise(tr("Noise"), _definition.height_noise);
addInputDouble(tr("Height"), &_definition.height_factor, 0.0, 20.0, 0.1, 1.0);
addInputDouble(tr("Scaling"), &_definition.scaling, 20.0, 200.0, 1.0, 10.0);
addInputDouble(tr("Shadow smoothing"), &_definition.shadow_smoothing, 0.0, 0.3, 0.003, 0.03);
addInputLayers(tr("Canvases"), _definition.canvases, _formBuilderCanvas);
//addInputNoise(tr("Noise"), _definition.height_noise);
addInputDouble(tr("Height"), &_definition->height, 0.0, 20.0, 0.1, 1.0);
addInputDouble(tr("Scaling"), &_definition->scaling, 20.0, 200.0, 1.0, 10.0);
addInputDouble(tr("Shadow smoothing"), &_definition->shadow_smoothing, 0.0, 0.3, 0.003, 0.03);
revertConfig();
}
void FormTerrain::revertConfig()
{
sceneryGetTerrain(&_definition);
sceneryGetTerrain(_definition);
BaseForm::revertConfig();
}
void FormTerrain::applyConfig()
{
scenerySetTerrain(&_definition);
scenerySetTerrain(_definition);
BaseForm::applyConfig();
}
void FormTerrain::configChangeEvent()
{
terrainValidateDefinition(&_definition);
TerrainDefinitionClass.validate(_definition);
BaseForm::configChangeEvent();
}

View file

@ -1,98 +0,0 @@
#include "formterraincanvas.h"
/**************** Form ****************/
class PreviewTerrainCanvasHeight:public BasePreview
{
public:
PreviewTerrainCanvasHeight(QWidget* parent, TerrainCanvas* canvas):BasePreview(parent)
{
_base_canvas = canvas;
_preview_canvas = terrainCanvasCreate();
//addOsd(QString("geolocation"));
configScaling(1.0, 1.0, 1.0, 1.0);
//configScrolling(-1000.0, 1000.0, 0.0, -1000.0, 1000.0, 0.0);
}
~PreviewTerrainCanvasHeight()
{
terrainCanvasDelete(_preview_canvas);
}
protected:
QColor getColor(double x, double y)
{
Color col, mask;
double height;
if (_max - _min < 0.000001)
{
return Qt::black;
}
else
{
height = heightmapGetValue(&_preview_canvas->height_map, x + 0.5, y + 0.5);
col.r = col.g = col.b = (height - _min) / (_max - _min);
col.a = 1.0;
mask.r = 0.3;
mask.g = 0.0;
mask.b = 0.0;
mask.a = 1.0 - terrainCanvasGetMaskValue(_preview_canvas, x + 0.5, y + 0.5);
colorMask(&col, &mask);
return colorToQColor(col);
}
}
void updateData()
{
terrainCanvasCopy(_base_canvas, _preview_canvas);
heightmapGetLimits(&_preview_canvas->height_map, &_min, &_max);
}
private:
TerrainCanvas* _base_canvas;
TerrainCanvas* _preview_canvas;
double _max, _min;
};
/**************** Form ****************/
FormTerrainCanvas::FormTerrainCanvas(QWidget *parent, Layers* layers):
BaseFormLayer(parent, layers)
{
_definition = terrainCanvasCreate();
// TODO Area
//addInputDouble(tr("Apply at height"), &_definition->offset_y, -20.0, 20.0, 0.1, 1.0);
addInputHeightMap(tr("Height map"), &_definition->height_map, _definition);
//addInputDouble(tr("Canvas height"), &_definition->height_factor, 0.0, 20.0, 0.1, 1.0);
addInputNoise(tr("Detail noise"), _definition->detail_noise);
addInputDouble(tr("Detail noise height"), &_definition->detail_height_factor, 0.0, 20.0, 0.1, 1.0);
addInputDouble(tr("Detail noise scaling"), &_definition->detail_scaling, 0.0, 20.0, 0.1, 1.0);
addInputEnum(tr("Mask shape"), &_definition->mask.mode, QStringList(tr("Square")) << tr("Circle"));
addInputDouble(tr("Mask smoothing"), &_definition->mask.smoothing, 0.0, 1.0, 0.01, 0.1);
_previewHeight = new PreviewTerrainCanvasHeight(this, _definition);
addPreview(_previewHeight, tr("Height preview (normalized)"));
revertConfig();
}
FormTerrainCanvas::~FormTerrainCanvas()
{
terrainCanvasDelete(_definition);
}
void FormTerrainCanvas::layerReadCurrentFrom(void* layer_definition)
{
terrainCanvasCopy((TerrainCanvas*)layer_definition, _definition);
}
void FormTerrainCanvas::layerWriteCurrentTo(void* layer_definition)
{
terrainCanvasCopy(_definition, (TerrainCanvas*)layer_definition);
}
void FormTerrainCanvas::afterLayerAdded(void* layer_definition)
{
terrainCanvasRevertToTerrain((TerrainCanvas*)layer_definition);
}

View file

@ -1,28 +0,0 @@
#ifndef _PAYSAGES_QT_FORMTERRAINCANVAS_H_
#define _PAYSAGES_QT_FORMTERRAINCANVAS_H_
#include <QWidget>
#include "basepreview.h"
#include "baseformlayer.h"
#include "../lib_paysages/terraincanvas.h"
class FormTerrainCanvas : public BaseFormLayer
{
Q_OBJECT
public:
FormTerrainCanvas(QWidget* parent, Layers* layers);
~FormTerrainCanvas();
protected:
virtual void layerReadCurrentFrom(void* layer_definition);
virtual void layerWriteCurrentTo(void* layer_definition);
virtual void afterLayerAdded(void* layer_definition);
private:
TerrainCanvas* _definition;
BasePreview* _previewHeight;
BasePreview* _previewColor;
};
#endif

View file

@ -17,12 +17,10 @@ class PreviewTexturesCoverage:public BasePreview
public:
PreviewTexturesCoverage(QWidget* parent, TextureLayerDefinition* layer):BasePreview(parent)
{
_terrain = terrainCreateDefinition();
_terrain = (TerrainDefinition*)TerrainDefinitionClass.create();
_renderer = rendererCreate();
_renderer.render_quality = 3;
_renderer.getTerrainHeight = _getTerrainHeight;
_renderer.customData[0] = &_terrain;
_original_layer = layer;
_preview_layer = texturesLayerCreateDefinition();
@ -42,27 +40,24 @@ protected:
Vector3 location;
double coverage;
location.x = x;
location.y = terrainGetHeight(&_terrain, x, y);
location.y = _renderer.terrain->getHeight(&_renderer, x, y);
location.z = y;
coverage = texturesGetLayerCoverage(_preview_layer, &_renderer, location, this->scaling);
return QColor::fromRgbF(coverage, coverage, coverage, 1.0);
}
void updateData()
{
sceneryGetTerrain(&_terrain);
sceneryGetTerrain(_terrain);
TerrainRendererClass.bind(_renderer.terrain, _terrain);
texturesLayerCopyDefinition(_original_layer, _preview_layer);
}
private:
static double _getTerrainHeight(Renderer* renderer, double x, double z)
{
return terrainGetHeight((TerrainDefinition*)(renderer->customData[0]), x, z);
}
Renderer _renderer;
TextureLayerDefinition* _original_layer;
TextureLayerDefinition* _preview_layer;
TerrainDefinition _terrain;
TerrainDefinition* _terrain;
};
class PreviewTexturesColor:public BasePreview

View file

@ -9,7 +9,6 @@
#include "../lib_paysages/lighting.h"
#include "../lib_paysages/renderer.h"
#include "../lib_paysages/scenery.h"
#include "../lib_paysages/terrain.h"
#include "../lib_paysages/water.h"
#include "tools.h"
@ -21,15 +20,15 @@ class PreviewWaterCoverage:public BasePreview
public:
PreviewWaterCoverage(QWidget* parent):BasePreview(parent)
{
_water = waterCreateDefinition();
_terrain = terrainCreateDefinition();
/*_water = waterCreateDefinition();
_terrain = terrainCreateDefinition();*/
addOsd(QString("geolocation"));
configScaling(0.5, 200.0, 3.0, 50.0);
configScrolling(-1000.0, 1000.0, 0.0, -1000.0, 1000.0, 0.0);
}
protected:
/*protected:
QColor getColor(double x, double y)
{
double height;
@ -49,7 +48,7 @@ protected:
{
waterCopyDefinition(&_definition, &_water);
sceneryGetTerrain(&_terrain);
}
}*/
private:
WaterDefinition _water;
TerrainDefinition _terrain;
@ -61,12 +60,12 @@ public:
PreviewWaterColor(QWidget* parent):BasePreview(parent)
{
LightDefinition light;
_background = 0;
_lighting_enabled = false;
_water = waterCreateDefinition();
_lighting = lightingCreateDefinition();
light.color = COLOR_WHITE;
light.direction.x = 0.0;
@ -85,7 +84,7 @@ public:
_renderer.customData[0] = &_water;
_renderer.customData[1] = &_lighting;
_renderer.customData[2] = this;
configScaling(10.0, 1000.0, 10.0, 250.0);
//configScrolling(-30.0, 30.0, 0.0, -20.0, 20.0, 0.0);
@ -149,7 +148,7 @@ private:
WaterDefinition _water;
LightingDefinition _lighting;
bool _lighting_enabled;
static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector3 direction, int terrain, int water, int sky, int clouds)
{
RayCastingResult result;
@ -208,7 +207,7 @@ FormWater::FormWater(QWidget *parent):
{
addAutoPreset(tr("Lake surface"));
addAutoPreset(tr("Standard sea"));
_definition = waterCreateDefinition();
previewCoverage = new PreviewWaterCoverage(this);

View file

@ -1,85 +0,0 @@
#include "inputheightmap.h"
#include <QPushButton>
#include <QPainter>
#include "dialogheightmap.h"
class SmallPreviewHeightMap:public QWidget
{
public:
SmallPreviewHeightMap(QWidget* parent, HeightMap* value) : QWidget(parent)
{
_value = value;
}
void paintEvent(QPaintEvent* event)
{
double min, max, value, fx, fy;
int ivalue;
QPainter painter(this);
heightmapGetLimits(_value, &min, &max);
if (max - min < 0.000001)
{
painter.fillRect(rect(), Qt::black);
return;
}
fx = 1.0 / (double)(width() - 1);
fy = 1.0 / (double)(height() - 1);
for (int x = 0; x < width(); x++)
{
for (int y = 0; y < height(); y++)
{
value = heightmapGetRawValue(_value, fx * x, fy * y);
ivalue = (int)(255.0 * (value - min) / (max - min));
if (ivalue > 255 || ivalue < 0)
{
ivalue = 128;
}
painter.setPen(QColor(ivalue, ivalue, ivalue));
painter.drawPoint(x, y);
}
}
}
HeightMap* _value;
};
InputHeightMap::InputHeightMap(QWidget* form, QString label, HeightMap* value, TerrainCanvas* canvas) : BaseInput(form, label)
{
_value = value;
_canvas = canvas;
_preview = new SmallPreviewHeightMap(form, value);
_preview->setMinimumSize(100, 100);
_control = new QPushButton(tr("Paint"), form);
_control->setMaximumWidth(150);
connect((QPushButton*)_control, SIGNAL(clicked()), this, SLOT(editHeightMap()));
}
void InputHeightMap::updatePreview()
{
_preview->update();
BaseInput::updatePreview();
}
void InputHeightMap::applyValue()
{
BaseInput::applyValue();
}
void InputHeightMap::revert()
{
BaseInput::revert();
}
void InputHeightMap::editHeightMap()
{
if (DialogHeightMap::editHeightMap(_control, _value, _canvas))
{
applyValue();
}
}

View file

@ -1,30 +0,0 @@
#ifndef _PAYSAGES_QT_INPUTHEIGHTMAP_H_
#define _PAYSAGES_QT_INPUTHEIGHTMAP_H_
#include <QWidget>
#include "baseinput.h"
#include "../lib_paysages/heightmap.h"
#include "../lib_paysages/terraincanvas.h"
class InputHeightMap:public BaseInput
{
Q_OBJECT
public:
InputHeightMap(QWidget* form, QString label, HeightMap* value, TerrainCanvas* canvas);
public slots:
virtual void updatePreview();
virtual void applyValue();
virtual void revert();
private slots:
void editHeightMap();
private:
HeightMap* _value;
TerrainCanvas* _canvas;
};
#endif

View file

@ -54,7 +54,7 @@ int main(int argc, char** argv)
}
BasePreview::initDrawers();
window = new MainWindow();
window->show();
@ -127,14 +127,14 @@ QMainWindow(parent)
toolbar->addAction(QIcon("images/explore.png"), tr("&Explore (F2)"), this, SLOT(explore3D()))->setShortcut(QKeySequence(tr("F2")));
toolbar->addAction(QIcon("images/render.png"), tr("&Quick\nrender (F5)"), this, SLOT(quickPreview()))->setShortcut(QKeySequence(tr("F5")));
toolbar->addAction(QIcon("images/about.png"), tr("&About"), this, SLOT(showAboutDialog()));
setCentralWidget(tabs);
setWindowTitle("Paysages 3D");
setWindowIcon(QIcon("images/logo_32.png"));
scenerySetCustomDataCallback(MainWindow::guiSaveCallback, MainWindow::guiLoadCallback, this);
refreshAll();
}
@ -144,20 +144,20 @@ bool MainWindow::event(QEvent* event)
{
BasePreview::reviveAll();
}
return QMainWindow::event(event);
}
void MainWindow::refreshAll()
{
logDebug("[MainWindow] Refreshing whole UI");
// Refresh all tabs
for (int i = 0; i < _forms.size(); i++)
{
_forms[i]->revertConfig();
}
// Refresh preview OSD
CameraDefinition camera = cameraCreateDefinition();
PreviewOsd* osd = PreviewOsd::getInstance(QString("geolocation"));

View file

@ -25,12 +25,12 @@ public:
{
_running = false;
}
static inline void usleep(unsigned long us)
{
QThread::usleep(us);
}
protected:
void run()
{
@ -40,7 +40,7 @@ protected:
QThread::usleep(10000);
}
}
private:
bool _running;
WidgetExplorer* _wanderer;
@ -48,21 +48,11 @@ private:
static QVector<ChunkMaintenanceThread*> _threads;
static double _getTerrainHeight(Renderer* renderer, double x, double z)
{
return terrainGetHeight((TerrainDefinition*)(renderer->customData[0]), x, z);
}
static Color _applyTextures(Renderer* renderer, Vector3 location, double precision)
{
return texturesGetColor((TexturesDefinition*)(renderer->customData[1]), renderer, location.x, location.z, precision);
}
static void _alterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
{
light->color = terrainLightFilter((TerrainDefinition*)(renderer->customData[0]), renderer, light->color, location, v3Scale(light->direction, -1000.0), v3Scale(light->direction, -1.0));
}
static void _getLightStatus(Renderer* renderer, LightStatus* status, Vector3 location)
{
lightingGetStatus((LightingDefinition*)renderer->customData[2], renderer, location, status);
@ -79,24 +69,19 @@ WidgetExplorer::WidgetExplorer(QWidget *parent, CameraDefinition* camera):
_water = waterCreateDefinition();
sceneryGetWater(&_water);
_terrain = terrainCreateDefinition();
sceneryGetTerrain(&_terrain);
_textures = texturesCreateDefinition();
sceneryGetTextures(&_textures);
_lighting = lightingCreateDefinition();
sceneryGetLighting(&_lighting);
_renderer = sceneryCreateStandardRenderer();
_renderer.render_quality = 3;
_renderer.customData[0] = &_terrain;
_renderer.customData[1] = &_textures;
_renderer.customData[2] = &_lighting;
_renderer.customData[3] = &_water;
_renderer.applyTextures = _applyTextures;
_renderer.getTerrainHeight = _getTerrainHeight;
_renderer.alterLight = _alterLight;
_renderer.getLightStatus = _getLightStatus;
_updated = false;
// Add terrain
@ -113,7 +98,7 @@ WidgetExplorer::WidgetExplorer(QWidget *parent, CameraDefinition* camera):
_updateQueue.append(chunk);
}
}
// Add skybox
for (int orientation = 0; orientation < 6; orientation++)
{
@ -124,7 +109,7 @@ WidgetExplorer::WidgetExplorer(QWidget *parent, CameraDefinition* camera):
startThreads();
startTimer(500);
_average_frame_time = 0.05;
_quality = 3;
_last_mouse_x = 0;
@ -134,7 +119,7 @@ WidgetExplorer::WidgetExplorer(QWidget *parent, CameraDefinition* camera):
WidgetExplorer::~WidgetExplorer()
{
stopThreads();
for (int i = 0; i < _chunks.count(); i++)
{
delete _chunks[i];
@ -145,15 +130,15 @@ WidgetExplorer::~WidgetExplorer()
void WidgetExplorer::startThreads()
{
int nbcore;
_alive = true;
nbcore = QThread::idealThreadCount();
if (nbcore < 1)
{
nbcore = 1;
}
for (int i = 0; i < nbcore; i++)
{
_threads.append(new ChunkMaintenanceThread(this));
@ -185,7 +170,7 @@ bool _cmpChunks(const BaseExplorerChunk* c1, const BaseExplorerChunk* c2)
void WidgetExplorer::performChunksMaintenance()
{
BaseExplorerChunk* chunk;
_lock_chunks.lock();
if (_updateQueue.count() > 0)
{
@ -197,7 +182,7 @@ void WidgetExplorer::performChunksMaintenance()
_lock_chunks.unlock();
return;
}
if (chunk->maintain())
{
if (!_alive)
@ -207,7 +192,7 @@ void WidgetExplorer::performChunksMaintenance()
_updated = true;
}
_lock_chunks.lock();
_updateQueue.append(chunk);
_lock_chunks.unlock();
@ -361,7 +346,7 @@ void WidgetExplorer::timerEvent(QTimerEvent *event)
_updated = false;
updateGL();
}
for (int i = 0; i < _chunks.count(); i++)
{
_chunks[i]->updatePriority(&_current_camera);
@ -397,13 +382,13 @@ void WidgetExplorer::initializeGL()
void WidgetExplorer::resizeGL(int w, int h)
{
cameraSetRenderSize(&_current_camera, w, h);
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(_current_camera.yfov * 180.0 / M_PI, _current_camera.xratio, _current_camera.znear, _current_camera.zfar);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
@ -412,17 +397,17 @@ void WidgetExplorer::paintGL()
GLenum error_code;
QTime start_time;
double frame_time;
if (_current_camera.location.y > 30.0)
{
_current_camera.location.y = 30.0;
}
cameraValidateDefinition(&_current_camera, 1);
_renderer.camera_location = _current_camera.location;
start_time = QTime::currentTime();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(_current_camera.location.x, _current_camera.location.y, _current_camera.location.z, _current_camera.target.x, _current_camera.target.y, _current_camera.target.z, _current_camera.up.x, _current_camera.up.y, _current_camera.up.z);
@ -448,12 +433,12 @@ void WidgetExplorer::paintGL()
glColor3f(1.0, 1.0, 1.0);
_chunks[i]->render(this);
}
frame_time = 0.001 * (double)start_time.msecsTo(QTime::currentTime());
_average_frame_time = _average_frame_time * 0.8 + frame_time * 0.2;
//printf("%d %f\n", quality, average_frame_time);
if (_average_frame_time > 0.1 && _quality > 1)
{
_quality--;
@ -462,7 +447,7 @@ void WidgetExplorer::paintGL()
{
_quality++;
}
while ((error_code = glGetError()) != GL_NO_ERROR)
{
logDebug(QString("[OpenGL] ERROR : ") + (const char*)gluErrorString(error_code));

View file

@ -6,7 +6,6 @@
#include "../lib_paysages/camera.h"
#include "../lib_paysages/water.h"
#include "../lib_paysages/renderer.h"
#include "../lib_paysages/terrain.h"
#include "../lib_paysages/textures.h"
#include "../lib_paysages/lighting.h"
@ -16,7 +15,7 @@ class WidgetExplorer : public QGLWidget
public:
WidgetExplorer(QWidget* parent, CameraDefinition* camera);
~WidgetExplorer();
void performChunksMaintenance();
public slots:
@ -33,27 +32,26 @@ protected:
void initializeGL();
void resizeGL(int w, int h);
void paintGL();
private:
void startThreads();
void stopThreads();
CameraDefinition _current_camera;
CameraDefinition* _base_camera;
Renderer _renderer;
bool _updated;
QVector<BaseExplorerChunk*> _chunks;
QList<BaseExplorerChunk*> _updateQueue;
bool _alive;
QMutex _lock_chunks;
WaterDefinition _water;
TerrainDefinition _terrain;
TexturesDefinition _textures;
LightingDefinition _lighting;
double _average_frame_time;
int _quality;

View file

@ -1,9 +1,9 @@
BUILDMODE = debug
BUILDPATH = ../build/${BUILDMODE}
OBJPATH = ./obj/${BUILDMODE}
SOURCES = $(wildcard *.c atmosphere/*.c)
SOURCES = $(wildcard *.c atmosphere/*.c terrain/*.c)
OBJECTS = ${SOURCES:%.c=${OBJPATH}/%.o}
HEADERS = $(wildcard shared/*.h atmosphere/*.h *.h)
HEADERS = $(wildcard *.h atmosphere/*.h terrain/*.h shared/*.h)
RESULT = ${BUILDPATH}/libpaysages.so
LIBS = glib-2.0 gthread-2.0 IL ILU
CC_FLAGS = -Wall -fPIC -DHAVE_GLIB=1

View file

@ -9,7 +9,6 @@
#include "../lighting.h"
#include "../system.h"
#define SPHERE_SIZE 1000.0
#define MAX_SKYDOME_LIGHTS 100
typedef struct
@ -342,73 +341,3 @@ StandardRenderer AtmosphereRendererClass = {
(FuncObjectDelete)_deleteRenderer,
(FuncObjectBind)_bindRenderer
};
/******************** Utilities ********************/
static Color _postProcessFragment(Renderer* renderer, Vector3 location, void* data)
{
Vector3 direction;
Color result;
UNUSED(data);
direction = v3Sub(location, renderer->camera_location);
/* TODO Don't compute result->color if it's fully covered by clouds */
result = renderer->atmosphere->getSkyColor(renderer, v3Normalize(direction));
result = renderer->applyClouds(renderer, result, renderer->camera_location, v3Add(renderer->camera_location, v3Scale(direction, 10.0)));
return result;
}
void atmosphereRenderSkydome(Renderer* renderer)
{
int res_i, res_j;
int i, j;
double step_i, step_j;
double current_i, current_j;
Vector3 vertex1, vertex2, vertex3, vertex4;
Vector3 direction;
res_i = renderer->render_quality * 40;
res_j = renderer->render_quality * 20;
step_i = M_PI * 2.0 / (double)res_i;
step_j = M_PI / (double)res_j;
for (j = 0; j < res_j; j++)
{
if (!renderer->addRenderProgress(renderer, 0.0))
{
return;
}
current_j = (double)(j - res_j / 2) * step_j;
for (i = 0; i < res_i; i++)
{
current_i = (double)i * step_i;
direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j);
direction.y = SPHERE_SIZE * sin(current_j);
direction.z = SPHERE_SIZE * sin(current_i) * cos(current_j);
vertex1 = v3Add(renderer->camera_location, direction);
direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j);
direction.y = SPHERE_SIZE * sin(current_j);
direction.z = SPHERE_SIZE * sin(current_i + step_i) * cos(current_j);
vertex2 = v3Add(renderer->camera_location, direction);
direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j + step_j);
direction.y = SPHERE_SIZE * sin(current_j + step_j);
direction.z = SPHERE_SIZE * sin(current_i + step_i) * cos(current_j + step_j);
vertex3 = v3Add(renderer->camera_location, direction);
direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j + step_j);
direction.y = SPHERE_SIZE * sin(current_j + step_j);
direction.z = SPHERE_SIZE * sin(current_i) * cos(current_j + step_j);
vertex4 = v3Add(renderer->camera_location, direction);
/* TODO Triangles at poles */
renderer->pushQuad(renderer, vertex1, vertex4, vertex3, vertex2, _postProcessFragment, NULL);
}
}
}

View file

@ -2,7 +2,6 @@
#include "../renderer.h"
#include "../lighting.h"
#include "../terrain.h"
/*
* Atmosphere previews.

View file

@ -1,6 +1,8 @@
#ifndef _PAYSAGES_ATMOSPHERE_PRIVATE_H_
#define _PAYSAGES_ATMOSPHERE_PRIVATE_H_
#define SPHERE_SIZE 1000.0
Color brunetonGetSkyColor(AtmosphereDefinition* definition, Vector3 eye, Vector3 direction, Vector3 sun_position);
Color preethamGetSkyColor(AtmosphereDefinition* definition, Vector3 eye, Vector3 direction, Vector3 sun_position);

View file

@ -11,31 +11,6 @@
extern "C" {
#endif
/*** TO EXTRACT ***/
typedef void* (*FuncObjectCreate)();
typedef void (*FuncObjectDelete)(void* object);
typedef void (*FuncObjectCopy)(void* source, void* destination);
typedef void (*FuncObjectValidate)(void* object);
typedef void (*FuncObjectSave)(PackStream* stream, void* object);
typedef void (*FuncObjectLoad)(PackStream* stream, void* object);
typedef void (*FuncObjectBind)(void* base, void* sub);
typedef struct {
FuncObjectCreate create;
FuncObjectDelete destroy;
FuncObjectCopy copy;
FuncObjectValidate validate;
FuncObjectSave save;
FuncObjectLoad load;
} StandardDefinition;
typedef struct {
FuncObjectCreate create;
FuncObjectDelete destroy;
FuncObjectBind bind;
} StandardRenderer;
/*** TO EXTRACT ***/
typedef enum
{
ATMOSPHERE_MODEL_PREETHAM = 0,

View file

@ -0,0 +1,76 @@
#include "public.h"
#include "private.h"
#include <math.h>
#include <stdlib.h>
#include "../tools.h"
#include "../renderer.h"
static Color _postProcessFragment(Renderer* renderer, Vector3 location, void* data)
{
Vector3 direction;
Color result;
UNUSED(data);
direction = v3Sub(location, renderer->camera_location);
/* TODO Don't compute result->color if it's fully covered by clouds */
result = renderer->atmosphere->getSkyColor(renderer, v3Normalize(direction));
result = renderer->applyClouds(renderer, result, renderer->camera_location, v3Add(renderer->camera_location, v3Scale(direction, 10.0)));
return result;
}
void atmosphereRenderSkydome(Renderer* renderer)
{
int res_i, res_j;
int i, j;
double step_i, step_j;
double current_i, current_j;
Vector3 vertex1, vertex2, vertex3, vertex4;
Vector3 direction;
res_i = renderer->render_quality * 40;
res_j = renderer->render_quality * 20;
step_i = M_PI * 2.0 / (double)res_i;
step_j = M_PI / (double)res_j;
for (j = 0; j < res_j; j++)
{
if (!renderer->addRenderProgress(renderer, 0.0))
{
return;
}
current_j = (double)(j - res_j / 2) * step_j;
for (i = 0; i < res_i; i++)
{
current_i = (double)i * step_i;
direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j);
direction.y = SPHERE_SIZE * sin(current_j);
direction.z = SPHERE_SIZE * sin(current_i) * cos(current_j);
vertex1 = v3Add(renderer->camera_location, direction);
direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j);
direction.y = SPHERE_SIZE * sin(current_j);
direction.z = SPHERE_SIZE * sin(current_i + step_i) * cos(current_j);
vertex2 = v3Add(renderer->camera_location, direction);
direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j + step_j);
direction.y = SPHERE_SIZE * sin(current_j + step_j);
direction.z = SPHERE_SIZE * sin(current_i + step_i) * cos(current_j + step_j);
vertex3 = v3Add(renderer->camera_location, direction);
direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j + step_j);
direction.y = SPHERE_SIZE * sin(current_j + step_j);
direction.z = SPHERE_SIZE * sin(current_i) * cos(current_j + step_j);
vertex4 = v3Add(renderer->camera_location, direction);
/* TODO Triangles at poles */
renderer->pushQuad(renderer, vertex1, vertex4, vertex3, vertex2, _postProcessFragment, NULL);
}
}
}

View file

@ -10,7 +10,6 @@
#include "lighting.h"
#include "modifiers.h"
#include "render.h"
#include "terrain.h"
#include "textures.h"
#include "scenery.h"
#include "system.h"
@ -66,17 +65,6 @@ void autoGenRealisticLandscape(int seed)
scenerySetWater(&water);
waterDeleteDefinition(&water);
/* Terrain */
terrain = terrainCreateDefinition();
noiseClearLevels(terrain.height_noise);
noiseAddLevelsSimple(terrain.height_noise, 10, 1.0, 1.0);
noiseSetFunctionParams(terrain.height_noise, NOISE_FUNCTION_SIMPLEX, -0.2);
terrain.height_factor = 12.0 / noiseGetMaxValue(terrain.height_noise);
terrain.scaling = 80.0;
terrain.shadow_smoothing = 0.03;
scenerySetTerrain(&terrain);
terrainDeleteDefinition(&terrain);
/* Textures */
textures = texturesCreateDefinition();
layer = layersAddLayer(textures.layers, NULL);

View file

@ -36,14 +36,14 @@ CameraDefinition cameraCreateDefinition()
definition.yaw = 0.0;
definition.pitch = 0.0;
definition.roll = 0.0;
definition.width = 1.0;
definition.height = 1.0;
definition.yfov = 1.57;
definition.xratio = 1.0;
definition.znear = 1.0;
definition.zfar = 1000.0;
cameraValidateDefinition(&definition, 0);
return definition;
@ -56,18 +56,18 @@ void cameraDeleteDefinition(CameraDefinition* definition)
void cameraCopyDefinition(CameraDefinition* source, CameraDefinition* destination)
{
*destination = *source;
cameraValidateDefinition(destination, 0);
}
void cameraValidateDefinition(CameraDefinition* definition, int check_above)
{
WaterDefinition water;
TerrainDefinition terrain;
Renderer renderer;
double water_height, terrain_height, diff;
Vector3 move;
Matrix4 rotation;
if (check_above)
{
water = waterCreateDefinition();
@ -75,11 +75,10 @@ void cameraValidateDefinition(CameraDefinition* definition, int check_above)
water_height = water.height + 0.5;
waterDeleteDefinition(&water);
terrain = terrainCreateDefinition();
sceneryGetTerrain(&terrain);
terrain_height = terrainGetHeight(&terrain, definition->location.x, definition->location.z) + 0.5;
terrainDeleteDefinition(&terrain);
renderer = sceneryCreateStandardRenderer();
terrain_height = renderer.terrain->getHeight(&renderer, definition->location.x, definition->location.z) + 0.5;
rendererDelete(&renderer);
if (definition->location.y < water_height || definition->location.y < terrain_height)
{
if (water_height > terrain_height)
@ -96,7 +95,7 @@ void cameraValidateDefinition(CameraDefinition* definition, int check_above)
definition->location = v3Add(definition->location, move);
}
}
definition->forward.x = 1.0;
definition->forward.y = 0.0;
definition->forward.z = 0.0;
@ -106,13 +105,13 @@ void cameraValidateDefinition(CameraDefinition* definition, int check_above)
definition->up.x = 0.0;
definition->up.y = 1.0;
definition->up.z = 0.0;
rotation = m4NewRotateEuler(definition->yaw, definition->pitch, definition->roll);
definition->forward = m4MultPoint(rotation, definition->forward);
definition->right = m4MultPoint(rotation, definition->right);
definition->up = m4MultPoint(rotation, definition->up);
definition->target = v3Add(definition->location, definition->forward);
definition->project = m4Mult(m4NewPerspective(definition->yfov, definition->xratio, definition->znear, definition->zfar), m4NewLookAt(definition->location, definition->target, definition->up));
@ -131,18 +130,18 @@ void cameraSetLocation(CameraDefinition* camera, double x, double y, double z)
void cameraSetTarget(CameraDefinition* camera, double x, double y, double z)
{
Vector3 forward, target;
target.x = x;
target.y = y;
target.z = z;
forward = v3Sub(target, camera->location);
if (v3Norm(forward) < 0.0000001)
{
return;
}
forward = v3Normalize(forward);
if (fabs(forward.x) < 0.0000001 && fabs(forward.z) < 0.0000001)
{
/* Forward vector is vertical */
@ -217,7 +216,7 @@ void cameraSetRenderSize(CameraDefinition* camera, int width, int height)
camera->width = (double)width;
camera->height = (double)height;
camera->xratio = camera->width / camera->height;
cameraValidateDefinition(camera, 0);
}
@ -288,7 +287,7 @@ static inline void _updateBox(Vector3* point, double* xmin, double* xmax, double
{
*xmin = (*xmin < point->x) ? *xmin : point->x;
*ymin = (*ymin < point->y) ? *ymin : point->y;
*xmax = (*xmax > point->x) ? *xmax : point->x;
*ymax = (*ymax > point->y) ? *ymax : point->y;
*zmax = (*zmax > point->z) ? *zmax : point->z;
@ -298,7 +297,7 @@ int cameraIsBoxInView(CameraDefinition* camera, Vector3 center, double xsize, do
{
Vector3 projected;
double xmin, xmax, ymin, ymax, zmax;
center.x -= xsize / 2.0;
center.y -= ysize / 2.0;
center.z -= zsize / 2.0;
@ -306,7 +305,7 @@ int cameraIsBoxInView(CameraDefinition* camera, Vector3 center, double xsize, do
xmin = xmax = projected.x;
ymin = ymax = projected.y;
zmax = projected.z;
center.x += xsize;
projected = cameraProject(camera, NULL, center);
_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
@ -322,7 +321,7 @@ int cameraIsBoxInView(CameraDefinition* camera, Vector3 center, double xsize, do
center.y += ysize;
projected = cameraProject(camera, NULL, center);
_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
center.x += xsize;
projected = cameraProject(camera, NULL, center);
_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
@ -334,6 +333,6 @@ int cameraIsBoxInView(CameraDefinition* camera, Vector3 center, double xsize, do
center.x -= xsize;
projected = cameraProject(camera, NULL, center);
_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
return xmin <= camera->width && xmax >= 0.0 && ymin <= camera->height && ymax >= 0.0 && zmax >= camera->znear;
}

View file

@ -11,11 +11,11 @@
HeightMap heightmapCreate()
{
HeightMap result;
result.data = malloc(sizeof(double));
result.resolution_x = 1;
result.resolution_z = 1;
return result;
}
@ -40,7 +40,7 @@ void heightmapValidate(HeightMap* heightmap)
void heightmapSave(PackStream* stream, HeightMap* heightmap)
{
int i;
packWriteInt(stream, &heightmap->resolution_x);
packWriteInt(stream, &heightmap->resolution_z);
for (i = 0; i < heightmap->resolution_x * heightmap->resolution_z; i++)
@ -52,7 +52,7 @@ void heightmapSave(PackStream* stream, HeightMap* heightmap)
void heightmapLoad(PackStream* stream, HeightMap* heightmap)
{
int i;
packReadInt(stream, &heightmap->resolution_x);
packReadInt(stream, &heightmap->resolution_z);
heightmap->data = realloc(heightmap->data, sizeof(double) * heightmap->resolution_x * heightmap->resolution_z);
@ -66,7 +66,7 @@ static void _loadFromFilePixel(HeightMap* heightmap, int x, int y, Color col)
{
assert(x >= 0 && x < heightmap->resolution_x);
assert(y >= 0 && y < heightmap->resolution_z);
heightmap->data[y * heightmap->resolution_x + x] = (col.r + col.g + col.b) / 3.0;
}
@ -95,7 +95,7 @@ double heightmapGetRawValue(HeightMap* heightmap, double x, double z)
{
assert(x >= 0.0 && x <= 1.0);
assert(z >= 0.0 && z <= 1.0);
return heightmap->data[((int)(z * (double)(heightmap->resolution_z - 1))) * heightmap->resolution_x + ((int)(x * (double)(heightmap->resolution_x - 1)))];
}
@ -107,7 +107,7 @@ double heightmapGetValue(HeightMap* heightmap, double x, double z)
int zlow;
double stencil[16];
int ix, iz, cx, cz;
if (x < 0.0)
{
x = 0.0;
@ -139,7 +139,7 @@ double heightmapGetValue(HeightMap* heightmap, double x, double z)
stencil[(iz - (zlow - 1)) * 4 + ix - (xlow - 1)] = heightmap->data[cz * heightmap->resolution_x + cx];
}
}
return toolsBicubicInterpolate(stencil, x * xmax - (double)xlow, z * zmax - (double)zlow);
}
@ -152,11 +152,11 @@ void heightmapImportFromPicture(HeightMap* heightmap, const char* picturepath)
void heightmapChangeResolution(HeightMap* heightmap, int resolution_x, int resolution_z)
{
int i;
heightmap->resolution_x = resolution_x;
heightmap->resolution_z = resolution_z;
heightmap->data = realloc(heightmap->data, sizeof(double) * heightmap->resolution_x * heightmap->resolution_z);
for (i = 0; i < heightmap->resolution_x * heightmap->resolution_z; i++)
{
heightmap->data[i] = 0.0;
@ -168,7 +168,7 @@ void heightmapRevertToTerrain(HeightMap* heightmap, TerrainDefinition* terrain,
int rx, rz;
int x, z;
double dx, dz;
rx = heightmap->resolution_x;
rz = heightmap->resolution_z;
for (x = 0; x < rx; x++)
@ -178,7 +178,7 @@ void heightmapRevertToTerrain(HeightMap* heightmap, TerrainDefinition* terrain,
dx = (double)x / (double)(rx - 1);
dz = (double)z / (double)(rz - 1);
geoareaFromLocal(area, dx, dz, &dx, &dz);
heightmap->data[z * rx + x] = terrainGetHeight(terrain, dx, dz);
// heightmap->data[z * rx + x] = terrainGetHeight(terrain, dx, dz);
}
}
}
@ -235,9 +235,9 @@ static inline void _applyBrush(HeightMap* heightmap, HeightMapBrush* brush, doub
{
int x, x1, x2, z, z1, z2;
double dx, dz, distance, influence;
_getBrushBoundaries(brush, heightmap->resolution_x - 1, heightmap->resolution_z - 1, &x1, &x2, &z1, &z2);
for (x = x1; x <= x2; x++)
{
dx = (double)x / (double)heightmap->resolution_x;
@ -245,7 +245,7 @@ static inline void _applyBrush(HeightMap* heightmap, HeightMapBrush* brush, doub
{
dz = (double)z / (double)heightmap->resolution_z;
distance = sqrt((brush->relative_x - dx) * (brush->relative_x - dx) + (brush->relative_z - dz) * (brush->relative_z - dz));
if (distance > brush->hard_radius)
{
if (distance <= brush->hard_radius + brush->smoothed_size)
@ -261,7 +261,7 @@ static inline void _applyBrush(HeightMap* heightmap, HeightMapBrush* brush, doub
{
influence = 1.0;
}
heightmap->data[z * heightmap->resolution_x + x] = callback(heightmap, brush, dx, dz, heightmap->data[z * heightmap->resolution_x + x], influence, force, data);
}
}

View file

@ -6,7 +6,7 @@
#include "pack.h"
#include "noise.h"
#include "geoarea.h"
#include "terrain.h"
#include "terrain/public.h"
#ifdef __cplusplus
extern "C" {
@ -47,7 +47,7 @@ void heightmapRevertToTerrain(HeightMap* heightmap, TerrainDefinition* terrain,
void heightmapBrushElevation(HeightMap* heightmap, HeightMapBrush* brush, double value);
void heightmapBrushSmooth(HeightMap* heightmap, HeightMapBrush* brush, double value);
void heightmapBrushAddNoise(HeightMap* heightmap, HeightMapBrush* brush, NoiseGenerator* generator, double value);
#ifdef __cplusplus
}
#endif

View file

@ -10,7 +10,6 @@
#include "euclid.h"
#include "renderer.h"
#include "scenery.h"
#include "terrain.h"
#include "tools.h"
#include "water.h"
@ -130,12 +129,12 @@ void lightingDeleteLight(LightingDefinition* definition, int light)
static int _getLightStatus(LightDefinition* definition, Renderer* renderer, Vector3 location, LightDefinition* result)
{
*result = *definition;
if (definition->masked || definition->filtered)
{
renderer->alterLight(renderer, result, location);
}
if (result->color.r > 0.0 || result->color.g > 0.0 || result->color.b > 0.0)
{
return 1;
@ -209,9 +208,9 @@ void lightingGetStatus(LightingDefinition* definition, Renderer* renderer, Vecto
{
int i, skydome_lights_count;
LightDefinition skydome_lights[LIGHTING_MAX_LIGHTS];
result->nblights = 0;
/* Apply static lights */
for (i = 0; i < definition->nblights; i++)
{
@ -220,7 +219,7 @@ void lightingGetStatus(LightingDefinition* definition, Renderer* renderer, Vecto
result->nblights++;
}
}
/* Apply skydome lights */
/* TODO Cache skydome lights for same render */
skydome_lights_count = renderer->atmosphere->getSkydomeLights(renderer, skydome_lights, LIGHTING_MAX_LIGHTS);
@ -240,7 +239,7 @@ Color lightingApplyStatusToSurface(Renderer* renderer, LightStatus* status, Vect
result = COLOR_BLACK;
result.a = material.base.a;
for (i = 0; i < status->nblights; i++)
{
lighted = _applyDirectLight(status->lights + i, renderer, location, normal, material);
@ -248,14 +247,14 @@ Color lightingApplyStatusToSurface(Renderer* renderer, LightStatus* status, Vect
result.g += lighted.g;
result.b += lighted.b;
}
return result;
}
Color lightingApplyToSurface(LightingDefinition* definition, Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material)
{
LightStatus status;
lightingGetStatus(definition, renderer, location, &status);
return lightingApplyStatusToSurface(renderer, &status, location, normal, material);
}

View file

@ -2,7 +2,6 @@
#define _PAYSAGES_LIGHTING_H_
#include "shared/types.h"
#include "renderer.h"
#include "pack.h"
#ifdef __cplusplus
@ -32,6 +31,8 @@ struct LightStatus
LightDefinition lights[LIGHTING_MAX_LIGHTS * 2];
};
typedef LightDefinition (*FuncLightingAlterLight)(Renderer* renderer, LightDefinition* light, Vector3 at);
void lightingInit();
void lightingQuit();
void lightingSave(PackStream* stream, LightingDefinition* definition);

View file

@ -11,7 +11,7 @@ HeightInfo _WATER_HEIGHT_INFO = {-1000000.0, -1000000.0, -1000000.0};
static void* _renderFirstPass(void* data)
{
Renderer* renderer = (Renderer*)data;
sceneryRenderFirstPass(renderer);
renderer->is_rendering = 0;
return NULL;
@ -40,11 +40,11 @@ static Vector3 _unprojectPoint(Renderer* renderer, Vector3 point)
static void _pushTriangle(Renderer* renderer, Vector3 v1, Vector3 v2, Vector3 v3, f_RenderFragmentCallback callback, void* callback_data)
{
Vector3 p1, p2, p3;
p1 = renderer->projectPoint(renderer, v1);
p2 = renderer->projectPoint(renderer, v2);
p3 = renderer->projectPoint(renderer, v3);
renderPushTriangle(renderer->render_area, p1, p2, p3, v1, v2, v3, callback, callback_data);
}
@ -73,11 +73,6 @@ static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector
return _RAYCASTING_NULL;
}
static double _getTerrainHeight(Renderer* renderer, double x, double z)
{
return 0.0;
}
static HeightInfo _getWaterHeightInfo(Renderer* renderer)
{
return _WATER_HEIGHT_INFO;
@ -107,7 +102,7 @@ Renderer rendererCreate()
result.render_camera = cameraCreateDefinition();
result.camera_location = result.render_camera.location;
result.render_area = renderCreateArea();
renderSetParams(result.render_area, params);
result.addRenderProgress = _addRenderProgress;
@ -118,7 +113,6 @@ Renderer rendererCreate()
result.pushQuad = _pushQuad;
result.rayWalking = _rayWalking;
result.getTerrainHeight = _getTerrainHeight;
result.getWaterHeightInfo = _getWaterHeightInfo;
result.applyTextures = _applyTextures;
result.applyClouds = _applyClouds;
@ -126,8 +120,9 @@ Renderer rendererCreate()
result.alterLight = _alterLight;
result.getLightStatus = _getLightStatus;
result.applyLightStatus = _applyLightStatus;
result.atmosphere = AtmosphereRendererClass.create();
result.terrain = TerrainRendererClass.create();
return result;
}
@ -135,6 +130,8 @@ Renderer rendererCreate()
void rendererDelete(Renderer* renderer)
{
AtmosphereRendererClass.destroy(renderer->atmosphere);
TerrainRendererClass.destroy(renderer->terrain);
renderDeleteArea(renderer->render_area);
}
@ -151,13 +148,13 @@ void rendererStart(Renderer* renderer, RenderParams params)
params.antialias = (params.antialias < 1) ? 1 : params.antialias;
params.antialias = (params.antialias > 4) ? 4 : params.antialias;
renderer->render_quality = params.quality;
renderer->render_width = params.width * params.antialias;
renderer->render_height = params.height * params.antialias;
renderer->render_interrupt = 0;
renderer->render_progress = 0.0;
cameraSetRenderSize(&renderer->render_camera, renderer->render_width, renderer->render_height);
renderer->camera_location = renderer->render_camera.location;
@ -180,7 +177,7 @@ void rendererStart(Renderer* renderer, RenderParams params)
}
}
threadJoin(thread);
renderer->is_rendering = 1;
renderPostProcess(renderer->render_area, renderer, core_count);
renderer->is_rendering = 0;

View file

@ -3,6 +3,7 @@
#include "shared/types.h"
#include "atmosphere/public.h"
#include "terrain/public.h"
#ifdef __cplusplus
extern "C" {
@ -31,7 +32,6 @@ struct Renderer
/* Scenery related */
RayCastingResult (*rayWalking)(Renderer* renderer, Vector3 location, Vector3 direction, int terrain, int water, int sky, int clouds);
double (*getTerrainHeight)(Renderer* renderer, double x, double z);
HeightInfo (*getWaterHeightInfo)(Renderer* renderer);
Color (*applyTextures)(Renderer* renderer, Vector3 location, double precision);
Color (*applyClouds)(Renderer* renderer, Color base, Vector3 start, Vector3 end);
@ -43,6 +43,7 @@ struct Renderer
/* Autonomous sub-renderers */
AtmosphereRenderer* atmosphere;
TerrainRenderer* terrain;
/* Custom data */
void* customData[10];

View file

@ -10,7 +10,7 @@ static AtmosphereDefinition* _atmosphere;
static CameraDefinition _camera;
static CloudsDefinition _clouds;
static LightingDefinition _lighting;
static TerrainDefinition _terrain;
static TerrainDefinition* _terrain;
static TexturesDefinition _textures;
static WaterDefinition _water;
@ -27,10 +27,10 @@ void sceneryInit()
_camera = cameraCreateDefinition();
_clouds = cloudsCreateDefinition();
_lighting = lightingCreateDefinition();
_terrain = terrainCreateDefinition();
_terrain = TerrainDefinitionClass.create();
_textures = texturesCreateDefinition();
_water = waterCreateDefinition();
_custom_save = NULL;
_custom_load = NULL;
}
@ -41,7 +41,7 @@ void sceneryQuit()
cameraDeleteDefinition(&_camera);
cloudsDeleteDefinition(&_clouds);
lightingDeleteDefinition(&_lighting);
terrainDeleteDefinition(&_terrain);
TerrainDefinitionClass.destroy(_terrain);
texturesDeleteDefinition(&_textures);
waterDeleteDefinition(&_water);
@ -63,10 +63,10 @@ void scenerySave(PackStream* stream)
cameraSave(stream, &_camera);
cloudsSave(stream, &_clouds);
lightingSave(stream, &_lighting);
terrainSave(stream, &_terrain);
TerrainDefinitionClass.save(stream, _terrain);
texturesSave(stream, &_textures);
waterSave(stream, &_water);
if (_custom_save)
{
_custom_save(stream, _custom_data);
@ -82,17 +82,16 @@ void sceneryLoad(PackStream* stream)
cameraLoad(stream, &_camera);
cloudsLoad(stream, &_clouds);
lightingLoad(stream, &_lighting);
terrainLoad(stream, &_terrain);
TerrainDefinitionClass.load(stream, _terrain);
texturesLoad(stream, &_textures);
waterLoad(stream, &_water);
cameraValidateDefinition(&_camera, 0);
cloudsValidateDefinition(&_clouds);
lightingValidateDefinition(&_lighting);
terrainValidateDefinition(&_terrain);
texturesValidateDefinition(&_textures);
waterValidateDefinition(&_water);
if (_custom_load)
{
_custom_load(stream, _custom_data);
@ -102,7 +101,6 @@ void sceneryLoad(PackStream* stream)
void scenerySetAtmosphere(AtmosphereDefinition* atmosphere)
{
AtmosphereDefinitionClass.copy(atmosphere, _atmosphere);
AtmosphereDefinitionClass.validate(_atmosphere);
}
void sceneryGetAtmosphere(AtmosphereDefinition* atmosphere)
@ -145,15 +143,14 @@ void sceneryGetLighting(LightingDefinition* lighting)
void scenerySetTerrain(TerrainDefinition* terrain)
{
terrainCopyDefinition(terrain, &_terrain);
terrainValidateDefinition(&_terrain);
TerrainDefinitionClass.copy(terrain, _terrain);
cameraValidateDefinition(&_camera, 1);
}
void sceneryGetTerrain(TerrainDefinition* terrain)
{
terrainCopyDefinition(&_terrain, terrain);
TerrainDefinitionClass.copy(_terrain, terrain);
}
void scenerySetTextures(TexturesDefinition* textures)
@ -182,7 +179,7 @@ void sceneryGetWater(WaterDefinition* water)
void sceneryRenderFirstPass(Renderer* renderer)
{
terrainRender(&_terrain, renderer);
terrainRenderSurface(renderer);
waterRender(&_water, renderer);
atmosphereRenderSkydome(renderer);
}
@ -197,10 +194,10 @@ static void _alterLight(Renderer* renderer, LightDefinition* light, Vector3 loca
{
Vector3 light_location;
Vector3 direction_to_light;
direction_to_light = v3Normalize(v3Scale(light->direction, -1.0));
light_location = v3Add(location, v3Scale(direction_to_light, 1000.0));
if (light->filtered)
{
// TODO atmosphere filter
@ -208,7 +205,7 @@ static void _alterLight(Renderer* renderer, LightDefinition* light, Vector3 loca
}
if (light->masked)
{
light->color = terrainLightFilter(&_terrain, renderer, light->color, location, light_location, direction_to_light);
*light = renderer->terrain->alterLight(renderer, light, location);
light->color = cloudsFilterLight(&_clouds, renderer, light->color, location, light_location, direction_to_light);
}
}
@ -228,22 +225,19 @@ static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector
RayCastingResult result;
Color sky_color;
if (!terrainProjectRay(&_terrain, renderer, location, direction, &result.hit_location, &result.hit_color))
result = renderer->terrain->castRay(renderer, location, direction);
if (!result.hit)
{
sky_color = renderer->atmosphere->getSkyColor(renderer, direction);
result.hit = 1;
result.hit_location = v3Add(location, v3Scale(direction, 1000.0));
result.hit_color = renderer->applyClouds(renderer, sky_color, location, result.hit_location);
}
result.hit = 1;
return result;
}
static double _getTerrainHeight(Renderer* renderer, double x, double z)
{
return terrainGetHeight(&_terrain, x, z);
}
static HeightInfo _getWaterHeightInfo(Renderer* renderer)
{
return waterGetHeightInfo(&_water);
@ -283,7 +277,7 @@ static double _getPrecision(Renderer* renderer, Vector3 location)
Renderer sceneryCreateStandardRenderer()
{
Renderer result;
result = rendererCreate();
cameraCopyDefinition(&_camera, &result.render_camera);
@ -293,15 +287,15 @@ Renderer sceneryCreateStandardRenderer()
result.getLightStatus = _getLightStatus;
result.applyLightStatus = _applyLightStatus;
result.rayWalking = _rayWalking;
result.getTerrainHeight = _getTerrainHeight;
result.getWaterHeightInfo = _getWaterHeightInfo;
result.applyTextures = _applyTextures;
result.applyClouds = _applyClouds;
result.projectPoint = _projectPoint;
result.unprojectPoint = _unprojectPoint;
result.getPrecision = _getPrecision;
AtmosphereRendererClass.bind(result.atmosphere, _atmosphere);
TerrainRendererClass.bind(result.terrain, _terrain);
return result;
}

View file

@ -9,10 +9,10 @@
*/
#include "atmosphere/public.h"
#include "terrain/public.h"
#include "camera.h"
#include "clouds.h"
#include "lighting.h"
#include "terrain.h"
#include "textures.h"
#include "water.h"
#include "pack.h"

View file

@ -51,7 +51,7 @@ typedef struct
Color hit_color;
Vector3 hit_location;
} RayCastingResult;
typedef RayCastingResult (*RayCastingFunction)(Vector3 start, Vector3 direction);
typedef RayCastingResult (*FuncGeneralCastRay)(Renderer* renderer, Vector3 start, Vector3 direction);
typedef struct
{
@ -66,23 +66,46 @@ typedef struct
double yaw;
double pitch;
double roll;
Vector3 target;
Vector3 forward;
Vector3 right;
Vector3 up;
double width;
double height;
double yfov;
double xratio;
double znear;
double zfar;
Matrix4 project;
Matrix4 unproject;
} CameraDefinition;
typedef void* (*FuncObjectCreate)();
typedef void (*FuncObjectDelete)(void* object);
typedef void (*FuncObjectCopy)(void* source, void* destination);
typedef void (*FuncObjectValidate)(void* object);
typedef void (*FuncObjectSave)(PackStream* stream, void* object);
typedef void (*FuncObjectLoad)(PackStream* stream, void* object);
typedef void (*FuncObjectBind)(void* base, void* sub);
typedef struct {
FuncObjectCreate create;
FuncObjectDelete destroy;
FuncObjectCopy copy;
FuncObjectValidate validate;
FuncObjectSave save;
FuncObjectLoad load;
} StandardDefinition;
typedef struct {
FuncObjectCreate create;
FuncObjectDelete destroy;
FuncObjectBind bind;
} StandardRenderer;
#ifdef __cplusplus
}
#endif

View file

@ -1,390 +0,0 @@
#include "terrain.h"
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <assert.h>
#include "shared/types.h"
#include "euclid.h"
#include "render.h"
#include "textures.h"
#include "water.h"
#include "tools.h"
#include "layers.h"
#include "terraincanvas.h"
void terrainSave(PackStream* stream, TerrainDefinition* definition)
{
noiseSaveGenerator(stream, definition->height_noise);
packWriteDouble(stream, &definition->height_factor);
packWriteDouble(stream, &definition->scaling);
layersSave(stream, definition->canvases);
packWriteDouble(stream, &definition->shadow_smoothing);
}
void terrainLoad(PackStream* stream, TerrainDefinition* definition)
{
noiseLoadGenerator(stream, definition->height_noise);
packReadDouble(stream, &definition->height_factor);
packReadDouble(stream, &definition->scaling);
layersLoad(stream, definition->canvases);
packReadDouble(stream, &definition->shadow_smoothing);
terrainValidateDefinition(definition);
}
TerrainDefinition terrainCreateDefinition()
{
TerrainDefinition definition;
definition.height_noise = noiseCreateGenerator();
definition.height_factor = 0.0;
definition.scaling = 1.0;
definition.canvases = layersCreate(terrainCanvasGetLayerType(), 50);
definition.shadow_smoothing = 0.0;
terrainValidateDefinition(&definition);
return definition;
}
void terrainDeleteDefinition(TerrainDefinition* definition)
{
noiseDeleteGenerator(definition->height_noise);
layersDelete(definition->canvases);
}
void terrainCopyDefinition(TerrainDefinition* source, TerrainDefinition* destination)
{
noiseCopy(source->height_noise, destination->height_noise);
destination->height_factor = source->height_factor;
destination->scaling = source->scaling;
layersCopy(source->canvases, destination->canvases);
destination->shadow_smoothing = source->shadow_smoothing;
terrainValidateDefinition(destination);
}
void terrainValidateDefinition(TerrainDefinition* definition)
{
int i, n;
TerrainCanvas* canvas;
double min, max;
noiseValidate(definition->height_noise);
layersValidate(definition->canvases);
/* Get minimal and maximal height */
definition->_min_height = -noiseGetMaxValue(definition->height_noise) * definition->height_factor;
definition->_max_height = noiseGetMaxValue(definition->height_noise) * definition->height_factor;
n = layersCount(definition->canvases);
for (i = 0; i < n; i++)
{
canvas = layersGetLayer(definition->canvases, i);
terrainCanvasGetLimits(canvas, &min, &max);
if (min < definition->_min_height)
{
definition->_min_height = min;
}
if (max > definition->_max_height)
{
definition->_max_height = max;
}
}
}
static inline double _getHeight(TerrainDefinition* definition, double x, double z)
{
TerrainCanvas* canvas;
Vector3 location;
int i, n;
location.x = x;
location.y = noiseGet2DTotal(definition->height_noise, x / definition->scaling, z / definition->scaling) * definition->height_factor;
location.z = z;
n = layersCount(definition->canvases);
for (i = 0; i < n; i++)
{
canvas = layersGetLayer(definition->canvases, i);
location = terrainCanvasApply(canvas, location);
}
/* TODO Apply modifiers */
return location.y;
}
static inline double _getHeightDetail(TerrainDefinition* definition, double x, double z, double detail)
{
TerrainCanvas* canvas;
Vector3 location;
int i, n;
location.x = x;
location.y = noiseGet2DDetail(definition->height_noise, x / definition->scaling, z / definition->scaling, detail / definition->height_factor) * definition->height_factor;
location.z = z;
n = layersCount(definition->canvases);
for (i = 0; i < n; i++)
{
canvas = layersGetLayer(definition->canvases, i);
location = terrainCanvasApply(canvas, location);
}
/* TODO Apply modifiers */
return location.y;
}
static inline Vector3 _getPoint(TerrainDefinition* definition, double x, double z)
{
Vector3 result;
result.x = x;
result.y = _getHeight(definition, x, z);
result.z = z;
return result;
}
Color terrainLightFilter(TerrainDefinition* definition, Renderer* renderer, Color light, Vector3 location, Vector3 light_location, Vector3 direction_to_light)
{
Vector3 inc_vector;
double inc_value, inc_base, inc_factor, height, diff, light_factor, smoothing, length;
direction_to_light = v3Normalize(direction_to_light);
if ((fabs(direction_to_light.x) < 0.0001 && fabs(direction_to_light.z) < 0.0001) || definition->height_factor < 0.001)
{
return light;
}
else if (direction_to_light.y < 0.05)
{
return COLOR_BLACK;
}
else if (direction_to_light.y < 0.0000)
{
light.r *= (0.05 + direction_to_light.y) / 0.05;
light.g *= (0.05 + direction_to_light.y) / 0.05;
light.b *= (0.05 + direction_to_light.y) / 0.05;
}
inc_factor = (double)renderer->render_quality;
inc_base = definition->height_factor / definition->scaling;
inc_value = inc_base / inc_factor;
smoothing = definition->shadow_smoothing;
light_factor = 1.0;
length = 0.0;
diff = 0.0;
do
{
inc_vector = v3Scale(direction_to_light, inc_value);
length += v3Norm(inc_vector);
location = v3Add(location, inc_vector);
height = _getHeightDetail(definition, location.x, location.z, diff / inc_factor);
diff = location.y - height;
if (diff < 0.0)
{
if (length * smoothing > 0.000001)
{
light_factor += diff * v3Norm(inc_vector) / (length * smoothing);
}
else
{
light_factor = 0.0;
}
}
if (diff < inc_base / inc_factor)
{
inc_value = inc_base / inc_factor;
}
else if (diff > inc_base)
{
inc_value = inc_base;
}
else
{
inc_value = diff;
}
} while (light_factor > 0.0 && length < (10.0 * inc_factor) && location.y <= definition->_max_height);
if (light_factor <= 0.0)
{
return COLOR_BLACK;
}
else
{
light.r *= light_factor;
light.g *= light_factor;
light.b *= light_factor;
return light;
}
}
static Color _getColor(TerrainDefinition* definition, Renderer* renderer, Vector3 point, double precision)
{
Color color;
color = renderer->applyTextures(renderer, point, precision);
color = renderer->atmosphere->applyAerialPerspective(renderer, point, color);
color = renderer->applyClouds(renderer, color, renderer->camera_location, point);
return color;
}
int terrainProjectRay(TerrainDefinition* definition, Renderer* renderer, Vector3 start, Vector3 direction, Vector3* hit_point, Color* hit_color)
{
Vector3 inc_vector;
double inc_value, inc_base, inc_factor, height, diff, lastdiff, length;
direction = v3Normalize(direction);
inc_factor = (double)renderer->render_quality;
inc_base = 1.0;
inc_value = inc_base / inc_factor;
lastdiff = start.y - _getHeight(definition, start.x, start.z);
length = 0.0;
do
{
inc_vector = v3Scale(direction, inc_value);
length += v3Norm(inc_vector);
start = v3Add(start, inc_vector);
height = _getHeight(definition, start.x, start.z);
diff = start.y - height;
if (diff < 0.0)
{
if (fabs(diff - lastdiff) > 0.00001)
{
start = v3Add(start, v3Scale(inc_vector, -diff / (diff - lastdiff)));
start.y = _getHeight(definition, start.x, start.z);
}
else
{
start.y = height;
}
*hit_point = start;
*hit_color = _getColor(definition, renderer, start, renderer->getPrecision(renderer, start));
return 1;
}
if (diff < inc_base / inc_factor)
{
inc_value = inc_base / inc_factor;
}
else if (diff > inc_base)
{
inc_value = inc_base;
}
else
{
inc_value = diff;
}
lastdiff = diff;
} while (length < 50.0 && start.y <= definition->_max_height);
return 0;
}
static Color _postProcessFragment(Renderer* renderer, Vector3 point, void* data)
{
double precision;
TerrainDefinition* definition;
definition = (TerrainDefinition*)data;
point = _getPoint(definition, point.x, point.z);
precision = renderer->getPrecision(renderer, point);
return _getColor(definition, renderer, point, precision);
}
static void _renderQuad(TerrainDefinition* definition, Renderer* renderer, double x, double z, double size, double water_height)
{
Vector3 v1, v2, v3, v4;
v1 = _getPoint(definition, x, z);
v2 = _getPoint(definition, x, z + size);
v3 = _getPoint(definition, x + size, z + size);
v4 = _getPoint(definition, x + size, z);
if (v1.y > water_height || v2.y > water_height || v3.y > water_height || v4.y > water_height)
{
renderer->pushQuad(renderer, v1, v2, v3, v4, _postProcessFragment, definition);
}
}
double terrainGetHeight(TerrainDefinition* definition, double x, double z)
{
return _getHeight(definition, x, z);
}
double terrainGetHeightNormalized(TerrainDefinition* definition, double x, double z)
{
if (definition->_max_height - definition->_min_height <= 0.0000001)
{
return 0.5;
}
else
{
return (_getHeight(definition, x, z) - definition->_min_height) / (definition->_max_height - definition->_min_height);
}
}
Color terrainGetColor(TerrainDefinition* definition, Renderer* renderer, double x, double z, double detail)
{
Vector3 point = _getPoint(definition, x, z);
return _getColor(definition, renderer, point, detail);
}
void terrainRender(TerrainDefinition* definition, Renderer* renderer)
{
int chunk_factor, chunk_count, i;
double cx = renderer->camera_location.x;
double cz = renderer->camera_location.z;
double min_chunk_size, visible_chunk_size;
double radius_int, radius_ext, chunk_size;
double water_height;
min_chunk_size = 0.1 / (double)renderer->render_quality;
visible_chunk_size = 0.05 / (double)renderer->render_quality;
chunk_factor = 1;
chunk_count = 2;
radius_int = 0.0;
radius_ext = min_chunk_size;
chunk_size = min_chunk_size;
water_height = renderer->getWaterHeightInfo(renderer).max_height;
while (radius_ext < 1000.0)
{
if (!renderer->addRenderProgress(renderer, 0.0))
{
return;
}
for (i = 0; i < chunk_count - 1; i++)
{
_renderQuad(definition, renderer, cx - radius_ext + chunk_size * i, cz - radius_ext, chunk_size, water_height);
_renderQuad(definition, renderer, cx + radius_int, cz - radius_ext + chunk_size * i, chunk_size, water_height);
_renderQuad(definition, renderer, cx + radius_int - chunk_size * i, cz + radius_int, chunk_size, water_height);
_renderQuad(definition, renderer, cx - radius_ext, cz + radius_int - chunk_size * i, chunk_size, water_height);
}
if (chunk_count % 64 == 0 && chunk_size / radius_int < visible_chunk_size)
{
chunk_count /= 2;
chunk_factor *= 2;
/* TODO Fill in gaps with triangles */
}
chunk_count += 2;
chunk_size = min_chunk_size * chunk_factor;
radius_int = radius_ext;
radius_ext += chunk_size;
}
}

View file

@ -1,48 +0,0 @@
#ifndef _PAYSAGES_TERRAIN_H_
#define _PAYSAGES_TERRAIN_H_
#include "shared/types.h"
#include "modifiers.h"
#include "noise.h"
#include "lighting.h"
#include "pack.h"
#include "layers.h"
#ifdef __cplusplus
extern "C" {
#endif
#define TERRAIN_MAX_MODIFIERS 50
typedef struct
{
NoiseGenerator* height_noise;
double height_factor;
double scaling;
Layers* canvases;
double shadow_smoothing;
double _min_height;
double _max_height;
} TerrainDefinition;
void terrainSave(PackStream* stream, TerrainDefinition* definition);
void terrainLoad(PackStream* stream, TerrainDefinition* definition);
TerrainDefinition terrainCreateDefinition();
void terrainDeleteDefinition(TerrainDefinition* definition);
void terrainCopyDefinition(TerrainDefinition* source, TerrainDefinition* destination);
void terrainValidateDefinition(TerrainDefinition* definition);
Color terrainLightFilter(TerrainDefinition* definition, Renderer* renderer, Color light, Vector3 location, Vector3 light_location, Vector3 direction_to_light);
int terrainProjectRay(TerrainDefinition* definition, Renderer* renderer, Vector3 start, Vector3 direction, Vector3* hit_point, Color* hit_color);
double terrainGetHeight(TerrainDefinition* definition, double x, double z);
double terrainGetHeightNormalized(TerrainDefinition* definition, double x, double z);
Color terrainGetColor(TerrainDefinition* definition, Renderer* renderer, double x, double z, double detail);
void terrainRender(TerrainDefinition* definition, Renderer* renderer);
#ifdef __cplusplus
}
#endif
#endif

300
lib_paysages/terrain/main.c Normal file
View file

@ -0,0 +1,300 @@
#include "public.h"
#include "private.h"
#include <stdlib.h>
#include <math.h>
#include "../tools.h"
#include "../lighting.h"
#include "../renderer.h"
/******************** Definition ********************/
static void _validateDefinition(TerrainDefinition* definition)
{
noiseValidate(definition->_height_noise);
/* Get minimal and maximal height */
definition->_min_height = -noiseGetMaxValue(definition->_height_noise) * definition->height;
definition->_max_height = noiseGetMaxValue(definition->_height_noise) * definition->height;
}
static TerrainDefinition* _createDefinition()
{
TerrainDefinition* definition = malloc(sizeof(TerrainDefinition));
definition->height = 0.0;
definition->scaling = 1.0;
definition->shadow_smoothing = 0.0;
definition->_height_noise = noiseCreateGenerator();
terrainAutoPreset(definition, TERRAIN_PRESET_STANDARD);
return definition;
}
static void _deleteDefinition(TerrainDefinition* definition)
{
noiseDeleteGenerator(definition->_height_noise);
free(definition);
}
static void _copyDefinition(TerrainDefinition* source, TerrainDefinition* destination)
{
destination->height = source->height;
destination->scaling = source->scaling;
destination->shadow_smoothing = source->shadow_smoothing;
_validateDefinition(destination);
}
static void _saveDefinition(PackStream* stream, TerrainDefinition* definition)
{
packWriteDouble(stream, &definition->height);
packWriteDouble(stream, &definition->scaling);
packWriteDouble(stream, &definition->shadow_smoothing);
}
static void _loadDefinition(PackStream* stream, TerrainDefinition* definition)
{
packReadDouble(stream, &definition->height);
packReadDouble(stream, &definition->scaling);
packReadDouble(stream, &definition->shadow_smoothing);
_validateDefinition(definition);
}
StandardDefinition TerrainDefinitionClass = {
(FuncObjectCreate)_createDefinition,
(FuncObjectDelete)_deleteDefinition,
(FuncObjectCopy)_copyDefinition,
(FuncObjectValidate)_validateDefinition,
(FuncObjectSave)_saveDefinition,
(FuncObjectLoad)_loadDefinition
};
/******************** Binding ********************/
static double _fakeGetHeight(Renderer* renderer, double x, double z)
{
UNUSED(renderer);
UNUSED(x);
UNUSED(z);
return 0.0;
}
static double _getHeight(Renderer* renderer, double x, double z)
{
TerrainDefinition* definition = renderer->terrain->definition;
return noiseGet2DTotal(definition->_height_noise, x / definition->scaling, z / definition->scaling) * definition->height;
}
static Color _fakeGetFinalColor(Renderer* renderer, Vector3 location, double precision)
{
return COLOR_GREEN;
}
static Color _getFinalColor(Renderer* renderer, Vector3 location, double precision)
{
Color color;
color = renderer->applyTextures(renderer, location, precision);
/* TODO Factorize this in scenery renderer */
color = renderer->atmosphere->applyAerialPerspective(renderer, location, color);
color = renderer->applyClouds(renderer, color, renderer->camera_location, location);
return color;
}
RayCastingResult _fakeCastRay(Renderer* renderer, Vector3 start, Vector3 direction)
{
UNUSED(renderer);
UNUSED(start);
UNUSED(direction);
RayCastingResult result;
result.hit = 0;
return result;
}
RayCastingResult _castRay(Renderer* renderer, Vector3 start, Vector3 direction)
{
RayCastingResult result;
TerrainDefinition* definition = renderer->terrain->definition;
Vector3 inc_vector;
double inc_value, inc_base, inc_factor, height, diff, lastdiff, length;
direction = v3Normalize(direction);
inc_factor = (double)renderer->render_quality;
inc_base = 1.0;
inc_value = inc_base / inc_factor;
lastdiff = start.y - _getHeight(renderer, start.x, start.z);
length = 0.0;
do
{
inc_vector = v3Scale(direction, inc_value);
length += v3Norm(inc_vector);
start = v3Add(start, inc_vector);
height = _getHeight(renderer, start.x, start.z);
diff = start.y - height;
if (diff < 0.0)
{
if (fabs(diff - lastdiff) > 0.00001)
{
start = v3Add(start, v3Scale(inc_vector, -diff / (diff - lastdiff)));
start.y = _getHeight(renderer, start.x, start.z);
}
else
{
start.y = height;
}
result.hit = 1;
result.hit_location = start;
result.hit_color = _getFinalColor(renderer, start, renderer->getPrecision(renderer, result.hit_location));
return result;
}
if (diff < inc_base / inc_factor)
{
inc_value = inc_base / inc_factor;
}
else if (diff > inc_base)
{
inc_value = inc_base;
}
else
{
inc_value = diff;
}
lastdiff = diff;
} while (length < 50.0 && start.y <= definition->_max_height);
result.hit = 0;
return result;
}
static LightDefinition _fakeAlterLight(Renderer* renderer, LightDefinition* light, Vector3 at)
{
UNUSED(renderer);
UNUSED(at);
return *light;
}
static LightDefinition _alterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
{
TerrainDefinition* definition = renderer->terrain->definition;
LightDefinition result = *light;
Vector3 inc_vector, direction_to_light;
double inc_value, inc_base, inc_factor, height, diff, light_factor, smoothing, length;
direction_to_light = v3Scale(light->direction, -1.0);
if ((fabs(direction_to_light.x) < 0.0001 && fabs(direction_to_light.z) < 0.0001) || definition->height < 0.001)
{
return result;
}
else if (direction_to_light.y < 0.05)
{
result.color = COLOR_BLACK;
return result;
}
else if (direction_to_light.y < 0.0000)
{
result.color.r *= (0.05 + direction_to_light.y) / 0.05;
result.color.g *= (0.05 + direction_to_light.y) / 0.05;
result.color.b *= (0.05 + direction_to_light.y) / 0.05;
}
inc_factor = (double)renderer->render_quality;
inc_base = definition->height / definition->scaling;
inc_value = inc_base / inc_factor;
smoothing = definition->shadow_smoothing;
light_factor = 1.0;
length = 0.0;
diff = 0.0;
do
{
inc_vector = v3Scale(direction_to_light, inc_value);
length += v3Norm(inc_vector);
location = v3Add(location, inc_vector);
height = _getHeight(renderer, location.x, location.z);
diff = location.y - height;
if (diff < 0.0)
{
if (length * smoothing > 0.000001)
{
light_factor += diff * v3Norm(inc_vector) / (length * smoothing);
}
else
{
light_factor = 0.0;
}
}
if (diff < inc_base / inc_factor)
{
inc_value = inc_base / inc_factor;
}
else if (diff > inc_base)
{
inc_value = inc_base;
}
else
{
inc_value = diff;
}
} while (light_factor > 0.0 && length < (10.0 * inc_factor) && location.y <= definition->_max_height);
if (light_factor <= 0.0)
{
result.color = COLOR_BLACK;
return result;
}
else
{
result.color.r *= light_factor;
result.color.g *= light_factor;
result.color.b *= light_factor;
return result;
}
}
/******************** Renderer ********************/
static TerrainRenderer* _createRenderer()
{
TerrainRenderer* result;
result = malloc(sizeof(TerrainRenderer));
result->definition = TerrainDefinitionClass.create();
result->castRay = _fakeCastRay;
result->alterLight = _fakeAlterLight;
result->getHeight = _fakeGetHeight;
result->getFinalColor = _fakeGetFinalColor;
return result;
}
static void _deleteRenderer(TerrainRenderer* renderer)
{
TerrainDefinitionClass.destroy(renderer->definition);
free(renderer);
}
static void _bindRenderer(TerrainRenderer* renderer, TerrainDefinition* definition)
{
TerrainDefinitionClass.copy(definition, renderer->definition);
renderer->castRay = _castRay;
renderer->alterLight = _alterLight;
renderer->getHeight = _getHeight;
renderer->getFinalColor = _getFinalColor;
}
StandardRenderer TerrainRendererClass = {
(FuncObjectCreate)_createRenderer,
(FuncObjectDelete)_deleteRenderer,
(FuncObjectBind)_bindRenderer
};

View file

@ -0,0 +1,25 @@
#include "public.h"
#include "private.h"
/*
* Terrain presets.
*/
void terrainAutoPreset(TerrainDefinition* definition, TerrainPreset preset)
{
switch (preset)
{
case TERRAIN_PRESET_STANDARD:
noiseClearLevels(definition->_height_noise);
noiseAddLevelsSimple(definition->_height_noise, 10, 1.0, 1.0);
noiseSetFunctionParams(definition->_height_noise, NOISE_FUNCTION_SIMPLEX, -0.2);
definition->height = 12.0 / noiseGetMaxValue(definition->_height_noise);
definition->scaling = 80.0;
definition->shadow_smoothing = 0.03;
break;
default:
;
}
TerrainDefinitionClass.validate(definition);
}

View file

@ -0,0 +1,4 @@
#ifndef _PAYSAGES_TERRAIN_PRIVATE_H_
#define _PAYSAGES_TERRAIN_PRIVATE_H_
#endif

View file

@ -0,0 +1,56 @@
#ifndef _PAYSAGES_TERRAIN_PUBLIC_H_
#define _PAYSAGES_TERRAIN_PUBLIC_H_
#include "../shared/types.h"
#include "../noise.h"
#include "../lighting.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef enum
{
TERRAIN_PRESET_STANDARD
} TerrainPreset;
typedef struct
{
double height;
double scaling;
double shadow_smoothing;
double _detail;
NoiseGenerator* _height_noise;
double _min_height;
double _max_height;
} TerrainDefinition;
typedef double (*FuncTerrainGetHeight)(Renderer* renderer, double x, double z);
typedef Color (*FuncTerrainGetFinalColor)(Renderer* renderer, Vector3 location, double precision);
typedef struct
{
TerrainDefinition* definition;
FuncGeneralCastRay castRay;
FuncLightingAlterLight alterLight;
FuncTerrainGetHeight getHeight;
FuncTerrainGetFinalColor getFinalColor;
void* _internal_data;
} TerrainRenderer;
extern StandardDefinition TerrainDefinitionClass;
extern StandardRenderer TerrainRendererClass;
void terrainAutoPreset(TerrainDefinition* definition, TerrainPreset preset);
void terrainRenderSurface(Renderer* renderer);
/*Renderer terrainCreatePreviewRenderer();
Color terrainGetPreview(Renderer* renderer, double x, double y);*/
#ifdef __cplusplus
}
#endif
#endif

View file

@ -0,0 +1,94 @@
#include "public.h"
#include "private.h"
#include <stdlib.h>
#include "../renderer.h"
/*
* Terrain rasterization.
*/
static inline Vector3 _getPoint(TerrainDefinition* definition, Renderer* renderer, double x, double z)
{
Vector3 result;
result.x = x;
result.y = renderer->terrain->getHeight(renderer, x, z);
result.z = z;
return result;
}
static Color _postProcessFragment(Renderer* renderer, Vector3 point, void* data)
{
double precision;
point = _getPoint(renderer->terrain->definition, renderer, point.x, point.z);
precision = renderer->getPrecision(renderer, point);
return renderer->terrain->getFinalColor(renderer, point, precision);
}
static void _renderQuad(TerrainDefinition* definition, Renderer* renderer, double x, double z, double size, double water_height)
{
Vector3 v1, v2, v3, v4;
v1 = _getPoint(definition, renderer, x, z);
v2 = _getPoint(definition, renderer, x, z + size);
v3 = _getPoint(definition, renderer, x + size, z + size);
v4 = _getPoint(definition, renderer, x + size, z);
if (v1.y > water_height || v2.y > water_height || v3.y > water_height || v4.y > water_height)
{
renderer->pushQuad(renderer, v1, v2, v3, v4, _postProcessFragment, NULL);
}
}
void terrainRenderSurface(Renderer* renderer)
{
int chunk_factor, chunk_count, i;
double cx = renderer->camera_location.x;
double cz = renderer->camera_location.z;
double min_chunk_size, visible_chunk_size;
double radius_int, radius_ext, chunk_size;
double water_height;
TerrainDefinition* definition = renderer->terrain->definition;
min_chunk_size = 0.1 / (double)renderer->render_quality;
visible_chunk_size = 0.05 / (double)renderer->render_quality;
chunk_factor = 1;
chunk_count = 2;
radius_int = 0.0;
radius_ext = min_chunk_size;
chunk_size = min_chunk_size;
water_height = renderer->getWaterHeightInfo(renderer).max_height;
while (radius_ext < 1000.0)
{
if (!renderer->addRenderProgress(renderer, 0.0))
{
return;
}
for (i = 0; i < chunk_count - 1; i++)
{
_renderQuad(definition, renderer, cx - radius_ext + chunk_size * i, cz - radius_ext, chunk_size, water_height);
_renderQuad(definition, renderer, cx + radius_int, cz - radius_ext + chunk_size * i, chunk_size, water_height);
_renderQuad(definition, renderer, cx + radius_int - chunk_size * i, cz + radius_int, chunk_size, water_height);
_renderQuad(definition, renderer, cx - radius_ext, cz + radius_int - chunk_size * i, chunk_size, water_height);
}
if (chunk_count % 64 == 0 && chunk_size / radius_int < visible_chunk_size)
{
chunk_count /= 2;
chunk_factor *= 2;
/* TODO Fill in gaps with triangles */
}
chunk_count += 2;
chunk_size = min_chunk_size * chunk_factor;
radius_int = radius_ext;
radius_ext += chunk_size;
}
}

View file

@ -1,175 +0,0 @@
#include "terraincanvas.h"
#include "scenery.h"
#include <stdlib.h>
#include <string.h>
#include <math.h>
TerrainCanvas* terrainCanvasCreate()
{
TerrainCanvas* result = malloc(sizeof(TerrainCanvas));
result->area = geoareaCreate();
result->offset_y = 0.0;
result->height_map = heightmapCreate();
heightmapChangeResolution(&result->height_map, 256, 256);
result->height_factor = 1.0;
result->detail_noise = noiseCreateGenerator();
noiseAddLevelsSimple(result->detail_noise, 5, 1.0, 1.0);
result->detail_height_factor = 0.2;
result->detail_scaling = 0.4;
result->mask.mode = INTEGRATIONMASK_MODE_CIRCLE;
result->mask.smoothing = 0.1;
return result;
}
void terrainCanvasDelete(TerrainCanvas* canvas)
{
heightmapDelete(&canvas->height_map);
noiseDeleteGenerator(canvas->detail_noise);
free(canvas);
}
void terrainCanvasCopy(TerrainCanvas* source, TerrainCanvas* destination)
{
geoareaCopy(&source->area, &destination->area);
destination->offset_y = source->offset_y;
destination->height_factor = source->height_factor;
heightmapCopy(&source->height_map, &destination->height_map);
noiseCopy(source->detail_noise, destination->detail_noise);
destination->detail_height_factor = source->detail_height_factor;
destination->detail_scaling = source->detail_scaling;
destination->mask = source->mask;
}
void terrainCanvasValidate(TerrainCanvas* canvas)
{
if (canvas->detail_scaling < 0.00001)
{
canvas->detail_scaling = 0.00001;
}
geoareaValidate(&canvas->area);
heightmapValidate(&canvas->height_map);
noiseValidate(canvas->detail_noise);
}
LayerType terrainCanvasGetLayerType()
{
LayerType result;
result.callback_create = (LayerCallbackCreate)terrainCanvasCreate;
result.callback_delete = (LayerCallbackDelete)terrainCanvasDelete;
result.callback_copy = (LayerCallbackCopy)terrainCanvasCopy;
result.callback_validate = (LayerCallbackValidate)terrainCanvasValidate;
result.callback_save = (LayerCallbackSave)terrainCanvasSave;
result.callback_load = (LayerCallbackLoad)terrainCanvasLoad;
return result;
}
void terrainCanvasSave(PackStream* stream, TerrainCanvas* canvas)
{
geoareaSave(stream, &canvas->area);
packWriteDouble(stream, &canvas->offset_y);
heightmapSave(stream, &canvas->height_map);
packWriteDouble(stream, &canvas->height_factor);
noiseSaveGenerator(stream, canvas->detail_noise);
packWriteDouble(stream, &canvas->detail_height_factor);
packWriteDouble(stream, &canvas->detail_scaling);
packWriteInt(stream, &canvas->mask.mode);
packWriteDouble(stream, &canvas->mask.smoothing);
}
void terrainCanvasLoad(PackStream* stream, TerrainCanvas* canvas)
{
geoareaLoad(stream, &canvas->area);
packReadDouble(stream, &canvas->offset_y);
heightmapLoad(stream, &canvas->height_map);
packReadDouble(stream, &canvas->height_factor);
noiseLoadGenerator(stream, canvas->detail_noise);
packReadDouble(stream, &canvas->detail_height_factor);
packReadDouble(stream, &canvas->detail_scaling);
packReadInt(stream, &canvas->mask.mode);
packReadDouble(stream, &canvas->mask.smoothing);
}
void terrainCanvasGetLimits(TerrainCanvas* canvas, double* ymin, double* ymax)
{
double noise_max = noiseGetMaxValue(canvas->detail_noise) * canvas->detail_height_factor;
heightmapGetLimits(&canvas->height_map, ymin, ymax);
*ymin -= noise_max;
*ymax += noise_max;
}
void terrainCanvasRevertToTerrain(TerrainCanvas* canvas)
{
TerrainDefinition terrain;
terrain = terrainCreateDefinition();
sceneryGetTerrain(&terrain);
heightmapRevertToTerrain(&canvas->height_map, &terrain, &canvas->area);
terrainDeleteDefinition(&terrain);
}
Vector3 terrainCanvasApply(TerrainCanvas* canvas, Vector3 location)
{
if (location.x >= canvas->area.location_x &&
location.z >= canvas->area.location_z &&
location.x <= canvas->area.location_x + canvas->area.size_x &&
location.z <= canvas->area.location_z + canvas->area.size_z)
{
double inside_x, inside_z;
double height;
/* Get height map displacement */
geoareaToLocal(&canvas->area, location.x, location.z, &inside_x, &inside_z);
height = heightmapGetValue(&canvas->height_map, inside_x, inside_z);
/* Apply factor */
height = height * canvas->height_factor + canvas->offset_y;
/* Apply detail noise */
height += noiseGet2DTotal(canvas->detail_noise, location.x / canvas->detail_scaling, location.z / canvas->detail_scaling) * canvas->detail_height_factor;
/* Apply integration mask */
double influence = terrainCanvasGetMaskValue(canvas, inside_x, inside_z);
location.y = influence * height + (1.0 - influence) * location.y;
}
return location;
}
double terrainCanvasGetMaskValue(TerrainCanvas* canvas, double local_x, double local_z)
{
double distance;
local_x = (local_x - 0.5) * 2.0;
local_z = (local_z - 0.5) * 2.0;
if (canvas->mask.mode == INTEGRATIONMASK_MODE_SQUARE)
{
local_x = fabs(local_x);
local_z = fabs(local_z);
distance = local_x > local_z ? local_x : local_z;
}
else
{
distance = sqrt(local_x * local_x + local_z * local_z);
}
if (distance <= 1.0 - canvas->mask.smoothing)
{
return 1.0;
}
else if (distance <= 1.0)
{
return (1.0 - distance) / canvas->mask.smoothing;
}
else
{
return 0.0;
}
}

View file

@ -1,56 +0,0 @@
#ifndef _PAYSAGES_TERRAINCANVAS_H_
#define _PAYSAGES_TERRAINCANVAS_H_
/* Terrain edition by painting over an area */
#include "pack.h"
#include "noise.h"
#include "terrain.h"
#include "layers.h"
#include "heightmap.h"
#include "geoarea.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct
{
int mode;
double smoothing;
} IntegrationMask;
#define INTEGRATIONMASK_MODE_SQUARE 0
#define INTEGRATIONMASK_MODE_CIRCLE 1
typedef struct
{
GeoArea area;
double offset_y;
HeightMap height_map;
double height_factor;
NoiseGenerator* detail_noise;
double detail_height_factor;
double detail_scaling;
IntegrationMask mask;
} TerrainCanvas;
TerrainCanvas* terrainCanvasCreate();
void terrainCanvasDelete(TerrainCanvas* canvas);
void terrainCanvasCopy(TerrainCanvas* source, TerrainCanvas* destination);
void terrainCanvasValidate(TerrainCanvas* canvas);
LayerType terrainCanvasGetLayerType();
void terrainCanvasSave(PackStream* stream, TerrainCanvas* canvas);
void terrainCanvasLoad(PackStream* stream, TerrainCanvas* canvas);
void terrainCanvasGetLimits(TerrainCanvas* canvas, double* ymin, double* ymax);
void terrainCanvasRevertToTerrain(TerrainCanvas* canvas);
Vector3 terrainCanvasApply(TerrainCanvas* canvas, Vector3 location);
double terrainCanvasGetMaskValue(TerrainCanvas* canvas, double local_x, double local_z);
#ifdef __cplusplus
}
#endif
#endif

View file

@ -6,10 +6,11 @@
#include <assert.h>
#include "shared/types.h"
#include "terrain/public.h"
#include "color.h"
#include "euclid.h"
#include "lighting.h"
#include "terrain.h"
#include "renderer.h"
#include "tools.h"
#define TEXTURES_MAX_LAYERS 50
@ -61,7 +62,7 @@ TextureLayerDefinition* texturesLayerCreateDefinition()
TextureLayerDefinition* result;
result = malloc(sizeof(TextureLayerDefinition));
result->zone = zoneCreate();
result->bump_noise = noiseCreateGenerator();
noiseAddLevelsSimple(result->bump_noise, 8, 1.0, 1.0);
@ -135,31 +136,31 @@ static void _texturesLayerLoad(PackStream* stream, TextureLayerDefinition* layer
LayerType texturesGetLayerType()
{
LayerType result;
result.callback_create = (LayerCallbackCreate)texturesLayerCreateDefinition;
result.callback_delete = (LayerCallbackDelete)texturesLayerDeleteDefinition;
result.callback_copy = (LayerCallbackCopy)texturesLayerCopyDefinition;
result.callback_validate = (LayerCallbackValidate)texturesLayerValidateDefinition;
result.callback_save = (LayerCallbackSave)_texturesLayerSave;
result.callback_load = (LayerCallbackLoad)_texturesLayerLoad;
return result;
}
static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, Vector3 south, Vector3 west)
{
Vector3 dnorth, deast, dsouth, dwest, normal;
dnorth = v3Sub(north, center);
deast = v3Sub(east, center);
dsouth = v3Sub(south, center);
dwest = v3Sub(west, center);
normal = v3Cross(deast, dnorth);
normal = v3Add(normal, v3Cross(dsouth, deast));
normal = v3Add(normal, v3Cross(dwest, dsouth));
normal = v3Add(normal, v3Cross(dnorth, dwest));
return v3Normalize(normal);
}
@ -172,30 +173,30 @@ static inline TextureResult _getTerrainResult(Renderer* renderer, double x, doub
{
TextureResult result;
Vector3 center, north, east, south, west;
/* TODO This method is better suited in terrain.c */
center.x = x;
center.z = z;
center.y = renderer->getTerrainHeight(renderer, center.x, center.z);
center.y = renderer->terrain->getHeight(renderer, center.x, center.z);
east.x = x + detail;
east.z = z;
east.y = renderer->getTerrainHeight(renderer, east.x, east.z);
east.y = renderer->terrain->getHeight(renderer, east.x, east.z);
south.x = x;
south.z = z + detail;
south.y = renderer->getTerrainHeight(renderer, south.x, south.z);
south.y = renderer->terrain->getHeight(renderer, south.x, south.z);
if (renderer->render_quality > 5)
{
west.x = x - detail;
west.z = z;
west.y = renderer->getTerrainHeight(renderer, west.x, west.z);
west.y = renderer->terrain->getHeight(renderer, west.x, west.z);
north.x = x;
north.z = z - detail;
north.y = renderer->getTerrainHeight(renderer, north.x, north.z);
north.y = renderer->terrain->getHeight(renderer, north.x, north.z);
result.normal = _getNormal4(center, north, east, south, west);
}
@ -207,7 +208,7 @@ static inline TextureResult _getTerrainResult(Renderer* renderer, double x, doub
result.location = center;
result.thickness = -100.0;
result.definition = NULL;
return result;
}
@ -235,25 +236,25 @@ static inline void _getLayerThickness(TextureLayerDefinition* definition, Render
static inline TextureResult _getLayerResult(TextureLayerDefinition* definition, Renderer* renderer, double x, double z, double detail)
{
TextureResult result_center, result_north, result_east, result_south, result_west;
_getLayerThickness(definition, renderer, x, z, &result_center);
_getLayerThickness(definition, renderer, x + detail, z, &result_east);
_getLayerThickness(definition, renderer, x, z + detail, &result_south);
if (renderer->render_quality > 5)
{
_getLayerThickness(definition, renderer, x - detail, z, &result_west);
_getLayerThickness(definition, renderer, x, z - detail, &result_north);
result_center.normal = _getNormal4(result_center.location, result_north.location, result_east.location, result_south.location, result_west.location);
}
else
{
result_center.normal = _getNormal2(result_center.location, result_east.location, result_south.location);
}
result_center.definition = definition;
return result_center;
}
@ -289,7 +290,7 @@ Color texturesGetColor(TexturesDefinition* definition, Renderer* renderer, doubl
int i, start, nblayers;
detail *= 0.1;
results[0] = _getTerrainResult(renderer, x, z, detail);
nblayers = layersCount(definition->layers);
@ -297,7 +298,7 @@ Color texturesGetColor(TexturesDefinition* definition, Renderer* renderer, doubl
{
results[i + 1] = _getLayerResult(layersGetLayer(definition->layers, i), renderer, x, z, detail);
}
qsort(results, nblayers + 1, sizeof(TextureResult), _cmpResults);
/* Pre compute alpha channel */
@ -308,7 +309,7 @@ Color texturesGetColor(TexturesDefinition* definition, Renderer* renderer, doubl
{
thickness = results[i].thickness - last_height;
last_height = results[i].thickness;
if (results[i].definition)
{
if (thickness < results[i].definition->thickness_transparency)
@ -324,7 +325,7 @@ Color texturesGetColor(TexturesDefinition* definition, Renderer* renderer, doubl
{
results[i].thickness = 1.0;
}
if (results[i].thickness >= 0.999999)
{
start = i;
@ -359,6 +360,6 @@ Color texturesGetColor(TexturesDefinition* definition, Renderer* renderer, doubl
colorMask(&result, &color);
}
}
return result;
}

View file

@ -4,7 +4,6 @@
#include "color.h"
#include "euclid.h"
#include "render.h"
#include "terrain.h"
#include "lighting.h"
#include "tools.h"
@ -19,7 +18,7 @@ void waterSave(PackStream* stream, WaterDefinition* definition)
packWriteDouble(stream, &definition->transparency);
packWriteDouble(stream, &definition->reflection);
packWriteDouble(stream, &definition->lighting_depth);
packWriteDouble(stream, &definition->scaling);
packWriteDouble(stream, &definition->waves_height);
packWriteDouble(stream, &definition->detail_height);
@ -27,7 +26,7 @@ void waterSave(PackStream* stream, WaterDefinition* definition)
packWriteDouble(stream, &definition->foam_coverage);
materialSave(stream, &definition->foam_material);
noiseSaveGenerator(stream, definition->_waves_noise);
}
@ -60,9 +59,9 @@ WaterDefinition waterCreateDefinition()
result.height = -4.0;
result._waves_noise = noiseCreateGenerator();
waterAutoPreset(&result, WATER_PRESET_LAKE);
return result;
}
@ -120,7 +119,7 @@ void waterAutoPreset(WaterDefinition* definition, WaterPreset preset)
definition->foam_material.base.a = 1.0;
definition->foam_material.reflection = 0.4;
definition->foam_material.shininess = 1.5;
waterValidateDefinition(definition);
}
@ -159,7 +158,7 @@ static inline Vector3 _getNormal(WaterDefinition* definition, Vector3 base, doub
{
Vector3 back, right;
double x, z;
x = base.x;
z = base.z;
@ -204,18 +203,18 @@ static inline Vector3 _refractRay(Vector3 incoming, Vector3 normal)
HeightInfo waterGetHeightInfo(WaterDefinition* definition)
{
HeightInfo info;
info.base_height = definition->height;
info.min_height = definition->height - noiseGetMaxValue(definition->_waves_noise);
info.max_height = definition->height + noiseGetMaxValue(definition->_waves_noise);
return info;
}
Color waterLightFilter(WaterDefinition* definition, Renderer* renderer, Color light, Vector3 location, Vector3 light_location, Vector3 direction_to_light)
{
double factor;
UNUSED(renderer);
UNUSED(light_location);
@ -251,9 +250,9 @@ static inline void _applyFoam(WaterDefinition* definition, Vector3 location, Vec
{
Color result = definition->foam_material.base;
double foam_factor, normal_diff, location_offset;
location_offset = 2.0 * detail;
foam_factor = 0.0;
location.x += location_offset;
normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, location, detail));
@ -280,22 +279,22 @@ static inline void _applyFoam(WaterDefinition* definition, Vector3 location, Vec
{
foam_factor = normal_diff;
}
foam_factor *= 10.0;
if (foam_factor > 1.0)
{
foam_factor = 1.0;
}
if (foam_factor <= 1.0 - definition->foam_coverage)
{
return;
}
foam_factor = (foam_factor - (1.0 - definition->foam_coverage)) * definition->foam_coverage;
material->reflection = foam_factor * definition->foam_material.reflection + (1.0 - foam_factor) * material->reflection;
material->shininess = foam_factor * definition->foam_material.shininess + (1.0 - foam_factor) * material->shininess;
/* TODO This should be configurable */
if (foam_factor > 0.2)
{
@ -349,17 +348,17 @@ WaterResult waterGetColorDetail(WaterDefinition* definition, Renderer* renderer,
color.g = definition->material.base.g * (1.0 - definition->transparency) + result.reflected.g * definition->reflection + result.refracted.g * definition->transparency;
color.b = definition->material.base.b * (1.0 - definition->transparency) + result.reflected.b * definition->reflection + result.refracted.b * definition->transparency;
color.a = 1.0;
material = definition->material;
material.base = color;
_applyFoam(definition, location, normal, detail, &material);
renderer->getLightStatus(renderer, &light, location);
color = renderer->applyLightStatus(renderer, &light, location, normal, material);
color = renderer->atmosphere->applyAerialPerspective(renderer, location, color);
color = renderer->applyClouds(renderer, color, renderer->camera_location, location);
result.base = definition->material.base;
result.final = color;
@ -395,7 +394,7 @@ static void _renderQuad(WaterDefinition* definition, Renderer* renderer, double
v2 = _getFirstPassVertex(definition, x, z + size, size);
v3 = _getFirstPassVertex(definition, x + size, z + size, size);
v4 = _getFirstPassVertex(definition, x + size, z, size);
renderer->pushQuad(renderer, v1, v2, v3, v4, _postProcessFragment, definition);
}