Moved triplanar noise to FractalNoise
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4 changed files with 31 additions and 28 deletions
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@ -1,6 +1,8 @@
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#include "FractalNoise.h"
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#include <cmath>
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#include "PackStream.h"
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#include "Vector3.h"
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FractalNoise::FractalNoise() {
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scaling = 1.0;
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@ -128,6 +130,22 @@ double FractalNoise::get3d(double detail, double x, double y, double z) const {
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return result;
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}
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double FractalNoise::getTriplanar(double detail, const Vector3 &location, const Vector3 &normal) const {
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double noiseXY = get2d(detail, location.x, location.y);
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double noiseXZ = get2d(detail, location.x, location.z);
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double noiseYZ = get2d(detail, location.y, location.z);
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double mXY = fabs(normal.z);
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double mXZ = fabs(normal.y);
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double mYZ = fabs(normal.x);
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double total = 1.0 / (mXY + mXZ + mYZ);
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mXY *= total;
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mXZ *= total;
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mYZ *= total;
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return noiseXY * mXY + noiseXZ * mXZ + noiseYZ * mYZ;
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}
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void FractalNoise::estimateRange(double *min, double *max) const {
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// TODO Better estimate
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*max = height;
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@ -46,6 +46,13 @@ class BASICSSHARED_EXPORT FractalNoise {
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double get2d(double detail, double x, double y) const;
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double get3d(double detail, double x, double y, double z) const;
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/**
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* Get the triplanar noise value, according to a normal vector at a given location.
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*
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* Triplanar noise avoids stretching effects while applying a noise to texture a non-planar surface.
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*/
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double getTriplanar(double detail, const Vector3 &location, const Vector3 &normal) const;
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/**
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* Estimate the range of values this generator will yield with a very small detail value.
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*/
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@ -27,25 +27,6 @@ double TexturesRenderer::getLayerBasePresence(TextureLayerDefinition *layer,
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return layer->terrain_zone->getValue(terrain.location, terrain.normal);
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}
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/*
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* Get triplanar noise value, depending on the normal direction.
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*/
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double TexturesRenderer::getTriplanarNoise(const FractalNoise *noise, const Vector3 &location, const Vector3 &normal, double detail) {
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double noiseXY = noise->get2d(detail, location.x, location.y);
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double noiseXZ = noise->get2d(detail, location.x, location.z);
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double noiseYZ = noise->get2d(detail, location.y, location.z);
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double mXY = fabs(normal.z);
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double mXZ = fabs(normal.y);
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double mYZ = fabs(normal.x);
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double total = 1.0 / (mXY + mXZ + mYZ);
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mXY *= total;
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mXZ *= total;
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mYZ *= total;
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return noiseXY * mXY + noiseXZ * mXZ + noiseYZ * mYZ;
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}
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double TexturesRenderer::getMaximalDisplacement(TexturesDefinition *textures) {
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int i, n;
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double disp = 0.0;
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@ -82,7 +63,6 @@ static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south) {
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static Vector3 _getDetailNormal(SoftwareRenderer *renderer, Vector3 base_location, Vector3 base_normal,
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TextureLayerDefinition *layer, double precision) {
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TexturesRenderer *textures = renderer->getTexturesRenderer();
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Vector3 result;
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/* Find guiding vectors in the appoximated local plane */
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@ -102,21 +82,20 @@ static Vector3 _getDetailNormal(SoftwareRenderer *renderer, Vector3 base_locatio
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double detail = precision;
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double offset = precision * 0.1;
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center =
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base_location.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, base_location, base_normal, detail)));
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center = base_location.add(base_normal.scale(detail_noise->getTriplanar(detail, base_location, base_normal)));
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east = base_location.add(dx.scale(offset));
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east = east.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, east, base_normal, detail)));
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east = east.add(base_normal.scale(detail_noise->getTriplanar(detail, east, base_normal)));
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south = base_location.add(dy.scale(offset));
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south = south.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, south, base_normal, detail)));
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south = south.add(base_normal.scale(detail_noise->getTriplanar(detail, south, base_normal)));
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if (renderer->render_quality > 6) {
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west = base_location.add(dx.scale(-offset));
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west = west.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, west, base_normal, detail)));
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west = west.add(base_normal.scale(detail_noise->getTriplanar(detail, west, base_normal)));
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north = base_location.add(dy.scale(-offset));
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north = north.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, north, base_normal, detail)));
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north = north.add(base_normal.scale(detail_noise->getTriplanar(detail, north, base_normal)));
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result = _getNormal4(center, north, east, south, west);
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} else {
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@ -141,7 +120,7 @@ Vector3 TexturesRenderer::displaceTerrain(const TerrainRenderer::TerrainResult &
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if (layer->hasDisplacement()) {
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double presence = getLayerBasePresence(layer, terrain);
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auto noise = layer->propDisplacementNoise()->getGenerator();
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offset += getTriplanarNoise(noise, terrain.location, terrain.normal, 0.001) * presence;
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offset += noise->getTriplanar(0.001, terrain.location, terrain.normal) * presence;
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}
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}
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@ -35,7 +35,6 @@ class SOFTWARESHARED_EXPORT TexturesRenderer {
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virtual double getMaximalDisplacement(TexturesDefinition *textures);
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virtual double getLayerBasePresence(TextureLayerDefinition *layer, const TerrainRenderer::TerrainResult &terrain);
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virtual double getTriplanarNoise(const FractalNoise *noise, const Vector3 &location, const Vector3 &normal, double detail);
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virtual Vector3 displaceTerrain(const TerrainRenderer::TerrainResult &terrain);
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virtual double getBasePresence(int layer, const TerrainRenderer::TerrainResult &terrain);
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