Added terrain ray marching visual testing
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1 changed files with 63 additions and 0 deletions
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@ -37,6 +37,7 @@
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#include "NoiseFunctionSimplex.h"
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#include "NoiseFunctionSimplex.h"
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#include "Zone.h"
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#include "Zone.h"
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#include "MaterialNode.h"
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#include "MaterialNode.h"
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#include "TerrainRayWalker.h"
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#include <cmath>
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#include <cmath>
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#include <sstream>
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#include <sstream>
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@ -581,12 +582,72 @@ static void testCanvasAliasing() {
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}
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}
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}
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}
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static void testTerrainRayMarching() {
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int width = 2000;
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int height = 600;
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Texture2D result(width, height);
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result.fill(COLOR_WHITE);
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Scenery scenery;
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SoftwareRenderer renderer(&scenery);
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auto terrain = scenery.getTerrain();
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terrain->propWaterHeight()->setValue(0.0);
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terrain->propHeightNoise()->setConfig(to_double(height), 1.0, 0.5, 0.1);
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TextureLayerDefinition disp(NULL, "disp");
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disp.propDisplacementNoise()->setConfig(to_double(height) * 0.4);
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terrain->propDisplacements()->addLayer(disp);
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terrain->validate();
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int multisample = 8;
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// Draw terrain shape
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for (int x = 0; x < width * multisample; x++) {
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double altitude = terrain->getInterpolatedHeight(to_double(x) / to_double(multisample), 0.0, true, false);
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int y = height / 2 + round_to_int(altitude);
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if (y >= 0 && y < height) {
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result.setPixel(x / multisample, y, COLOR_GREY);
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}
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Vector3 displaced = renderer.getTerrainRenderer()->getDisplaced(to_double(x) / to_double(multisample), 0.0, true);
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int hx = round_to_int(displaced.x);
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int hy = height / 2 + round_to_int(displaced.y);
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if (hx >= 0 && hx < width && hy >= 0 && hy < height) {
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result.setPixel(hx, hy, COLOR_BLACK);
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}
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result.setPixel(x / multisample, height / 2 + round_to_int(terrain->propWaterHeight()->getValue()), COLOR_BLUE);
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}
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// Draw ray marcher iterations
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TerrainRayWalker walker(&renderer);
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walker.setQuality(1.0, 0.1, 5.0, 1.0, to_double(height), 0.1);
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walker.update();
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double offset = 0.0;
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Vector3 direction = Vector3(offset, -1.0, 0.0).normalize();
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for (int x = 0; x < width * multisample; x++) {
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TerrainRayWalker::TerrainHitResult hit;
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double max_height = terrain->getHeightInfo().max_height;
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walker.startWalking(Vector3(to_double(x) / to_double(multisample) - to_double(max_height) * offset, to_double(max_height), 0.0), direction, 0.0, hit);
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int hx = round_to_int(hit.hit_location.x);
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int hy = height / 2 + round_to_int(hit.hit_location.y);
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if (hx >= 0 && hx < width && hy >= 0 && hy < height) {
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result.setPixel(hx, hy, COLOR_RED);
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}
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}
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result.saveToFile(getFileName("terrain_ray_marching"));
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}
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void runTestSuite() {
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void runTestSuite() {
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testNoise();
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testNoise();
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testCanvasAliasing();
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testCanvasAliasing();
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testTextures();
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testTextures();
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testGodRays();
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testGodRays();
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testCelestialBodies();
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testCelestialBodies();
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testTerrainRayMarching();
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testNearFrustum();
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testNearFrustum();
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testCloudsLighting();
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testCloudsLighting();
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testCloudModels();
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testCloudModels();
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@ -597,4 +658,6 @@ void runTestSuite() {
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testGroundShadowQuality();
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testGroundShadowQuality();
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testCloudQuality();
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testCloudQuality();
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testAtmosphereBruneton();
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testAtmosphereBruneton();
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cout << "Done." << endl;
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}
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}
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