Moved triplanar noise to FractalNoise

This commit is contained in:
Michaël Lemaire 2016-01-07 00:39:08 +01:00
parent eeeaa70e8b
commit 6cf607a557
4 changed files with 31 additions and 28 deletions

View file

@ -1,6 +1,8 @@
#include "FractalNoise.h" #include "FractalNoise.h"
#include <cmath>
#include "PackStream.h" #include "PackStream.h"
#include "Vector3.h"
FractalNoise::FractalNoise() { FractalNoise::FractalNoise() {
scaling = 1.0; scaling = 1.0;
@ -128,6 +130,22 @@ double FractalNoise::get3d(double detail, double x, double y, double z) const {
return result; return result;
} }
double FractalNoise::getTriplanar(double detail, const Vector3 &location, const Vector3 &normal) const {
double noiseXY = get2d(detail, location.x, location.y);
double noiseXZ = get2d(detail, location.x, location.z);
double noiseYZ = get2d(detail, location.y, location.z);
double mXY = fabs(normal.z);
double mXZ = fabs(normal.y);
double mYZ = fabs(normal.x);
double total = 1.0 / (mXY + mXZ + mYZ);
mXY *= total;
mXZ *= total;
mYZ *= total;
return noiseXY * mXY + noiseXZ * mXZ + noiseYZ * mYZ;
}
void FractalNoise::estimateRange(double *min, double *max) const { void FractalNoise::estimateRange(double *min, double *max) const {
// TODO Better estimate // TODO Better estimate
*max = height; *max = height;

View file

@ -46,6 +46,13 @@ class BASICSSHARED_EXPORT FractalNoise {
double get2d(double detail, double x, double y) const; double get2d(double detail, double x, double y) const;
double get3d(double detail, double x, double y, double z) const; double get3d(double detail, double x, double y, double z) const;
/**
* Get the triplanar noise value, according to a normal vector at a given location.
*
* Triplanar noise avoids stretching effects while applying a noise to texture a non-planar surface.
*/
double getTriplanar(double detail, const Vector3 &location, const Vector3 &normal) const;
/** /**
* Estimate the range of values this generator will yield with a very small detail value. * Estimate the range of values this generator will yield with a very small detail value.
*/ */

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@ -27,25 +27,6 @@ double TexturesRenderer::getLayerBasePresence(TextureLayerDefinition *layer,
return layer->terrain_zone->getValue(terrain.location, terrain.normal); return layer->terrain_zone->getValue(terrain.location, terrain.normal);
} }
/*
* Get triplanar noise value, depending on the normal direction.
*/
double TexturesRenderer::getTriplanarNoise(const FractalNoise *noise, const Vector3 &location, const Vector3 &normal, double detail) {
double noiseXY = noise->get2d(detail, location.x, location.y);
double noiseXZ = noise->get2d(detail, location.x, location.z);
double noiseYZ = noise->get2d(detail, location.y, location.z);
double mXY = fabs(normal.z);
double mXZ = fabs(normal.y);
double mYZ = fabs(normal.x);
double total = 1.0 / (mXY + mXZ + mYZ);
mXY *= total;
mXZ *= total;
mYZ *= total;
return noiseXY * mXY + noiseXZ * mXZ + noiseYZ * mYZ;
}
double TexturesRenderer::getMaximalDisplacement(TexturesDefinition *textures) { double TexturesRenderer::getMaximalDisplacement(TexturesDefinition *textures) {
int i, n; int i, n;
double disp = 0.0; double disp = 0.0;
@ -82,7 +63,6 @@ static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south) {
static Vector3 _getDetailNormal(SoftwareRenderer *renderer, Vector3 base_location, Vector3 base_normal, static Vector3 _getDetailNormal(SoftwareRenderer *renderer, Vector3 base_location, Vector3 base_normal,
TextureLayerDefinition *layer, double precision) { TextureLayerDefinition *layer, double precision) {
TexturesRenderer *textures = renderer->getTexturesRenderer();
Vector3 result; Vector3 result;
/* Find guiding vectors in the appoximated local plane */ /* Find guiding vectors in the appoximated local plane */
@ -102,21 +82,20 @@ static Vector3 _getDetailNormal(SoftwareRenderer *renderer, Vector3 base_locatio
double detail = precision; double detail = precision;
double offset = precision * 0.1; double offset = precision * 0.1;
center = center = base_location.add(base_normal.scale(detail_noise->getTriplanar(detail, base_location, base_normal)));
base_location.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, base_location, base_normal, detail)));
east = base_location.add(dx.scale(offset)); east = base_location.add(dx.scale(offset));
east = east.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, east, base_normal, detail))); east = east.add(base_normal.scale(detail_noise->getTriplanar(detail, east, base_normal)));
south = base_location.add(dy.scale(offset)); south = base_location.add(dy.scale(offset));
south = south.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, south, base_normal, detail))); south = south.add(base_normal.scale(detail_noise->getTriplanar(detail, south, base_normal)));
if (renderer->render_quality > 6) { if (renderer->render_quality > 6) {
west = base_location.add(dx.scale(-offset)); west = base_location.add(dx.scale(-offset));
west = west.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, west, base_normal, detail))); west = west.add(base_normal.scale(detail_noise->getTriplanar(detail, west, base_normal)));
north = base_location.add(dy.scale(-offset)); north = base_location.add(dy.scale(-offset));
north = north.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, north, base_normal, detail))); north = north.add(base_normal.scale(detail_noise->getTriplanar(detail, north, base_normal)));
result = _getNormal4(center, north, east, south, west); result = _getNormal4(center, north, east, south, west);
} else { } else {
@ -141,7 +120,7 @@ Vector3 TexturesRenderer::displaceTerrain(const TerrainRenderer::TerrainResult &
if (layer->hasDisplacement()) { if (layer->hasDisplacement()) {
double presence = getLayerBasePresence(layer, terrain); double presence = getLayerBasePresence(layer, terrain);
auto noise = layer->propDisplacementNoise()->getGenerator(); auto noise = layer->propDisplacementNoise()->getGenerator();
offset += getTriplanarNoise(noise, terrain.location, terrain.normal, 0.001) * presence; offset += noise->getTriplanar(0.001, terrain.location, terrain.normal) * presence;
} }
} }

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@ -35,7 +35,6 @@ class SOFTWARESHARED_EXPORT TexturesRenderer {
virtual double getMaximalDisplacement(TexturesDefinition *textures); virtual double getMaximalDisplacement(TexturesDefinition *textures);
virtual double getLayerBasePresence(TextureLayerDefinition *layer, const TerrainRenderer::TerrainResult &terrain); virtual double getLayerBasePresence(TextureLayerDefinition *layer, const TerrainRenderer::TerrainResult &terrain);
virtual double getTriplanarNoise(const FractalNoise *noise, const Vector3 &location, const Vector3 &normal, double detail);
virtual Vector3 displaceTerrain(const TerrainRenderer::TerrainResult &terrain); virtual Vector3 displaceTerrain(const TerrainRenderer::TerrainResult &terrain);
virtual double getBasePresence(int layer, const TerrainRenderer::TerrainResult &terrain); virtual double getBasePresence(int layer, const TerrainRenderer::TerrainResult &terrain);