Added terrain ray marching visual testing

This commit is contained in:
Michaël Lemaire 2016-03-17 19:56:57 +01:00
parent 24b73b1504
commit 6ac1e899f8

View file

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