WIP on clouds walking
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af3e0c2fe6
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6e8e1bc307
5 changed files with 153 additions and 198 deletions
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@ -4,6 +4,7 @@
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#include "../tools.h"
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#include "../renderer.h"
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#include "clo_density.h"
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#include "clo_walking.h"
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/******************** Fake ********************/
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static int _fakeAlterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
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@ -25,13 +26,9 @@ static Color _fakeGetColor(Renderer* renderer, Color base, Vector3 start, Vector
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}
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/******************** Real ********************/
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/*static int _cmpLayer(const void* layer1, const void* layer2)
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{
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return (((CloudsLayerDefinition*)layer1)->lower_altitude > ((CloudsLayerDefinition*)layer2)->lower_altitude) ? -1 : 1;
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}*/
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static int _alterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
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{
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#if 0
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CloudsDefinition* definition = renderer->clouds->definition;
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int i, n;
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@ -43,6 +40,18 @@ static int _alterLight(Renderer* renderer, LightDefinition* light, Vector3 locat
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/* TODO Reduce light->reflection too */
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}
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return n > 0;
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#endif
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return 0;
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}
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typedef struct
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{
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Color result;
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} AccumulatedMaterialData;
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static void _walkerMaterialCallback(CloudsWalker* walker)
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{
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/*AccumulatedMaterialData* data = (AccumulatedMaterialData*)segment->data;*/
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}
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static Color _getColor(Renderer* renderer, Color base, Vector3 start, Vector3 end)
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@ -59,7 +68,27 @@ static Color _getColor(Renderer* renderer, Color base, Vector3 start, Vector3 en
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/* TODO Iter layers in sorted order */
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for (i = 0; i < n; i++)
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{
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base = cloudsApplyLayer(layersGetLayer(definition->layers, i), base, renderer, start, end);
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CloudsLayerDefinition* layer = (CloudsLayerDefinition*)layersGetLayer(renderer->clouds->definition->layers, i);
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Vector3 ostart, oend;
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ostart = start;
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oend = end;
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if (!cloudsOptimizeWalkingBounds(layer, &ostart, &oend))
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{
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continue;
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}
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else
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{
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CloudsWalker* walker;
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AccumulatedMaterialData data;
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data.result = COLOR_TRANSPARENT;
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walker = cloudsCreateWalker(renderer, layer, start, end);
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cloudsStartWalking(walker, _walkerMaterialCallback, &data);
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cloudsDeleteWalker(walker);
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colorMask(&base, &data.result);
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}
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}
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return base;
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@ -1,143 +0,0 @@
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#include "private.h"
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/*
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* Clouds tools.
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*/
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#include "clo_walking.h"
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#include "../renderer.h"
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#include "../tools.h"
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static inline Vector3 _getNormal(CloudsLayerDefinition* layer, Vector3 position, double detail)
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{
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Vector3 result = {0.0, 0.0, 0.0};
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/*Vector3 dposition;
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double val, dval;
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val = _getDistanceToBorder(layer, position);
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dposition.x = position.x + detail;
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dposition.y = position.y;
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dposition.z = position.z;
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dval = val - _getDistanceToBorder(layer, dposition);
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result.x += dval;
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dposition.x = position.x - detail;
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dval = val - _getDistanceToBorder(layer, dposition);
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result.x -= dval;
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dposition.x = position.x;
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dposition.y = position.y + detail;
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dval = val - _getDistanceToBorder(layer, dposition);
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result.y += dval;
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dposition.y = position.y - detail;
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dval = val - _getDistanceToBorder(layer, dposition);
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result.y -= dval;
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dposition.y = position.y;
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dposition.z = position.z + detail;
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dval = val - _getDistanceToBorder(layer, dposition);
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result.z += dval;
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dposition.z = position.z - detail;
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dval = val - _getDistanceToBorder(layer, dposition);
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result.z -= dval;*/
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return v3Normalize(result);
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}
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static Color _applyLayerLighting(CloudsLayerDefinition* definition, Renderer* renderer, Vector3 location, double detail)
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{
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Vector3 normal;
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Color col1, col2;
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LightStatus* lighting;
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normal = _getNormal(definition, location, 3.0);
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if (renderer->render_quality > 3)
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{
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normal = v3Add(normal, _getNormal(definition, location, 2.0));
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normal = v3Add(normal, _getNormal(definition, location, 1.0));
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}
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if (renderer->render_quality > 5)
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{
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normal = v3Add(normal, _getNormal(definition, location, 0.5));
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}
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if (renderer->render_quality > 8)
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{
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normal = v3Add(normal, _getNormal(definition, location, 0.75));
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normal = v3Add(normal, _getNormal(definition, location, 1.25));
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normal = v3Add(normal, _getNormal(definition, location, 2.5));
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}
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normal = v3Scale(v3Normalize(normal), definition->hardness);
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return renderer->applyLightingToSurface(renderer, location, normal, &definition->material);
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lighting = lightingCreateStatus(renderer->lighting, location, renderer->getCameraLocation(renderer, location));
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renderer->atmosphere->getLightingStatus(renderer, lighting, normal, 0);
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col1 = lightingApplyStatus(lighting, normal, &definition->material);
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col2 = lightingApplyStatus(lighting, v3Scale(normal, -1.0), &definition->material);
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lightingDeleteStatus(lighting);
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col1.r = (col1.r + col2.r) / 2.0;
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col1.g = (col1.g + col2.g) / 2.0;
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col1.b = (col1.b + col2.b) / 2.0;
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col1.a = (col1.a + col2.a) / 2.0;
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return col1;
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}
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Color cloudsApplyLayer(CloudsLayerDefinition* definition, Color base, Renderer* renderer, Vector3 start, Vector3 end)
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{
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Color col = COLOR_TRANSPARENT;
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if (!cloudsOptimizeWalkingBounds(definition, &start, &end))
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{
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return base;
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}
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/* TODO Walk through the cloud */
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/*segment_count = cloudsGetLayerPrimarySegments(renderer, definition, start, end, MAX_SEGMENT_COUNT, segments);*/
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col = renderer->atmosphere->applyAerialPerspective(renderer, start, col).final;
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col.a = 0.0;
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colorMask(&base, &col);
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return base;
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}
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Color cloudsLayerFilterLight(CloudsLayerDefinition* definition, Renderer* renderer, Color light, Vector3 location, Vector3 light_location, Vector3 direction_to_light)
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{
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/*double inside_depth, total_depth, factor;
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CloudSegment segments[MAX_SEGMENT_COUNT];
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if (!cloudsOptimizeWalkingBounds(definition, &location, &light_location))
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{
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return light;
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}
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_getPrimarySegments(definition, renderer, location, direction_to_light, MAX_SEGMENT_COUNT, definition->lighttraversal, v3Norm(v3Sub(light_location, location)), &inside_depth, &total_depth, segments);
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if (definition->lighttraversal < 0.0001)
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{
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factor = 0.0;
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}
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else
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{
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factor = inside_depth / definition->lighttraversal;
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if (factor > 1.0)
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{
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factor = 1.0;
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}
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}
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factor = 1.0 - (1.0 - definition->minimumlight) * factor;
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light.r = light.r * factor;
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light.g = light.g * factor;
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light.b = light.b * factor;*/
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return light;
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}
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@ -2,6 +2,27 @@
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#include "../renderer.h"
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/**
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* Control of the next walking order.
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*/
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typedef enum
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{
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CLOUD_WALKING_CONTINUE,
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CLOUD_WALKING_STOP,
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CLOUD_WALKING_REFINE,
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CLOUD_WALKING_SUBDIVIDE
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} CloudWalkingOrder;
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/**
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* Additional info for walking orders.
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*/
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typedef struct
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{
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CloudWalkingOrder order;
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double precision;
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int max_segments;
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} CloudWalkingNextAction;
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int cloudsOptimizeWalkingBounds(CloudsLayerDefinition* layer, Vector3* start, Vector3* end)
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{
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return 1;
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}
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CloudsWalker* cloudsCreateWalker(Renderer* renderer, CloudsLayerDefinition* layer, Vector3 start, Vector3 end)
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{
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}
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void cloudsDeleteWalker(CloudsWalker* walker)
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{
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}
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void cloudsWalkerPerformStep(CloudsWalker* walker)
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{
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}
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void cloudsWalkerOrderStop(CloudsWalker* walker)
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{
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}
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void cloudsWalkerOrderRefine(CloudsWalker* walker, double precision)
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{
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}
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void cloudsWalkerOrderSubdivide(CloudsWalker* walker, double max_segments)
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{
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}
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CloudWalkerStepInfo* cloudsWalkerGetLastSegment(CloudsWalker* walker)
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{
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}
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void cloudsStartWalking(CloudsWalker* walker, FuncCloudsWalkingCallback callback, void* data)
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{
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}
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@ -31,29 +31,11 @@ typedef struct
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double precision_asked;
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void* data;
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} CloudWalkingInfo;
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} CloudWalkerStepInfo;
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/**
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* Control of the next walking order.
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*/
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typedef enum
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{
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CLOUD_WALKING_CONTINUE,
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CLOUD_WALKING_STOP,
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CLOUD_WALKING_REFINE,
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CLOUD_WALKING_SUBDIVIDE
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} CloudWalkingOrder;
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typedef struct CloudsWalker CloudsWalker;
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/**
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* Additional info for walking orders.
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*/
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typedef struct
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{
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double precision;
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int max_segments;
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} CloudWalkingOrderInfo;
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typedef CloudWalkingOrder(*FuncCloudSegmentCallback)(CloudWalkingInfo* segment, CloudWalkingOrderInfo* order);
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typedef void (*FuncCloudsWalkingCallback)(CloudsWalker* walker);
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/**
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* Optimize the search limits in a layer.
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@ -66,18 +48,69 @@ typedef CloudWalkingOrder(*FuncCloudSegmentCallback)(CloudWalkingInfo* segment,
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int cloudsOptimizeWalkingBounds(CloudsLayerDefinition* layer, Vector3* start, Vector3* end);
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/**
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* Start walking through a segment.
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* Create a cloud walker.
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*
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* For better performance, the segment should by optimized using cloudsOptimizeWalkingBounds.
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* @param renderer Renderer context
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* @param layer The cloud layer to traverse
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* @param start Start of the walk
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* @param end End of the walk
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*/
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CloudsWalker* cloudsCreateWalker(Renderer* renderer, CloudsLayerDefinition* layer, Vector3 start, Vector3 end);
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/**
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* Delete a cloud walker.
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*
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* @param walker The walker to free
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*/
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void cloudsDeleteWalker(CloudsWalker* walker);
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/**
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* Perform a single step.
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*
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* @param walker The walker to use
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*/
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void cloudsWalkerPerformStep(CloudsWalker* walker);
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/**
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* Order the walker to stop.
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*
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* @param walker The walker to use
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*/
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void cloudsWalkerOrderStop(CloudsWalker* walker);
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/**
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* Order the walker to refine the search for cloud entry or exit.
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*
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* @param walker The walker to use
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* @param precision Precision wanted for the refinement
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*/
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void cloudsWalkerOrderRefine(CloudsWalker* walker, double precision);
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/**
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* Order the walker to subdivide the previous segment in smaller segments.
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*
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* @param walker The walker to use
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* @param max_segments Maximal number of segments
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*/
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void cloudsWalkerOrderSubdivide(CloudsWalker* walker, double max_segments);
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/**
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* Get the last segment information.
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*
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* @param walker The walker to use
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*/
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CloudWalkerStepInfo* cloudsWalkerGetLastSegment(CloudsWalker* walker);
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/**
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* Start walking automatically through a segment.
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*
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* The callback will be called with each segment found, giving info and asking for desired alteration on walking.
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* @param renderer The renderer environment
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* @param layer The cloud layer
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* @param start Start position of the lookup, already optimized
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* @param end End position of the lookup, already optimized
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* @param walker The walker to use
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* @param callback Callback to be called with each found segment
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* @param data User data that will be passed back in the callback
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*/
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void cloudsStartWalking(Renderer* renderer, CloudsLayerDefinition* layer, Vector3 start, Vector3 end, FuncCloudSegmentCallback callback, void* data);
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void cloudsStartWalking(CloudsWalker* walker, FuncCloudsWalkingCallback callback, void* data);
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#ifdef __cplusplus
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}
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@ -200,11 +200,8 @@ static double _getLayerDensitySinX(Renderer* renderer, CloudsLayerDefinition* la
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return (density > 0.0) ? density : 0.0;
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}
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/*START_TEST(test_clouds_primary_segments)
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START_TEST(test_clouds_walking)
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{
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int segment_count, i;
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CloudPrimarySegment segments[10];
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CloudsLayerDefinition* layer;
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layer = cloudsGetLayerType().callback_create();
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layer->lower_altitude = -1.0;
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renderer->render_quality = 8;
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renderer->clouds->getLayerDensity = _getLayerDensitySinX;
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segment_count = cloudsGetLayerPrimarySegments(renderer, layer, v3(-0.4, 0.0, 0.0), v3(1.9, 0.0, 0.0), 10, segments);
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ck_assert_int_eq(segment_count, 2);
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for (i = 0; i < segment_count; i++)
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{
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ck_assert_double_eq(segments[i].entry_point.y, 0.0);
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ck_assert_double_eq(segments[i].entry_point.z, 0.0);
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ck_assert_double_eq(segments[i].exit_point.y, 0.0);
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ck_assert_double_eq(segments[i].exit_point.z, 0.0);
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}
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ck_assert_double_in_range(segments[0].entry_point.x, -0.4, 0.0);
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ck_assert_double_in_range(segments[0].exit_point.x, 0.5, 1.0);
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ck_assert_double_in_range(segments[0].length, 0.5, 1.3);
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ck_assert_double_gte(segments[1].entry_point.x, segments[0].exit_point.x);
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ck_assert_double_in_range(segments[1].entry_point.x, 0.5, 1.0);
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ck_assert_double_in_range(segments[1].exit_point.x, 1.5, 1.9);
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ck_assert_double_in_range(segments[1].length, 0.5, 1.3);
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// TODO
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cloudsGetLayerType().callback_delete(layer);
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rendererDelete(renderer);
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}
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END_TEST*/
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END_TEST
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TEST_CASE(clouds,
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test_clouds_density,
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test_clouds_walking_boundaries)
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test_clouds_walking_boundaries,
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test_clouds_walking)
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