WIP on clouds walking

This commit is contained in:
Michaël Lemaire 2013-05-28 22:43:51 +02:00 committed by Michael Lemaire
parent af3e0c2fe6
commit 6e8e1bc307
5 changed files with 153 additions and 198 deletions

View file

@ -4,6 +4,7 @@
#include "../tools.h"
#include "../renderer.h"
#include "clo_density.h"
#include "clo_walking.h"
/******************** Fake ********************/
static int _fakeAlterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
@ -25,13 +26,9 @@ static Color _fakeGetColor(Renderer* renderer, Color base, Vector3 start, Vector
}
/******************** Real ********************/
/*static int _cmpLayer(const void* layer1, const void* layer2)
{
return (((CloudsLayerDefinition*)layer1)->lower_altitude > ((CloudsLayerDefinition*)layer2)->lower_altitude) ? -1 : 1;
}*/
static int _alterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
{
#if 0
CloudsDefinition* definition = renderer->clouds->definition;
int i, n;
@ -43,6 +40,18 @@ static int _alterLight(Renderer* renderer, LightDefinition* light, Vector3 locat
/* TODO Reduce light->reflection too */
}
return n > 0;
#endif
return 0;
}
typedef struct
{
Color result;
} AccumulatedMaterialData;
static void _walkerMaterialCallback(CloudsWalker* walker)
{
/*AccumulatedMaterialData* data = (AccumulatedMaterialData*)segment->data;*/
}
static Color _getColor(Renderer* renderer, Color base, Vector3 start, Vector3 end)
@ -59,7 +68,27 @@ static Color _getColor(Renderer* renderer, Color base, Vector3 start, Vector3 en
/* TODO Iter layers in sorted order */
for (i = 0; i < n; i++)
{
base = cloudsApplyLayer(layersGetLayer(definition->layers, i), base, renderer, start, end);
CloudsLayerDefinition* layer = (CloudsLayerDefinition*)layersGetLayer(renderer->clouds->definition->layers, i);
Vector3 ostart, oend;
ostart = start;
oend = end;
if (!cloudsOptimizeWalkingBounds(layer, &ostart, &oend))
{
continue;
}
else
{
CloudsWalker* walker;
AccumulatedMaterialData data;
data.result = COLOR_TRANSPARENT;
walker = cloudsCreateWalker(renderer, layer, start, end);
cloudsStartWalking(walker, _walkerMaterialCallback, &data);
cloudsDeleteWalker(walker);
colorMask(&base, &data.result);
}
}
return base;

View file

@ -1,143 +0,0 @@
#include "private.h"
/*
* Clouds tools.
*/
#include "clo_walking.h"
#include "../renderer.h"
#include "../tools.h"
static inline Vector3 _getNormal(CloudsLayerDefinition* layer, Vector3 position, double detail)
{
Vector3 result = {0.0, 0.0, 0.0};
/*Vector3 dposition;
double val, dval;
val = _getDistanceToBorder(layer, position);
dposition.x = position.x + detail;
dposition.y = position.y;
dposition.z = position.z;
dval = val - _getDistanceToBorder(layer, dposition);
result.x += dval;
dposition.x = position.x - detail;
dval = val - _getDistanceToBorder(layer, dposition);
result.x -= dval;
dposition.x = position.x;
dposition.y = position.y + detail;
dval = val - _getDistanceToBorder(layer, dposition);
result.y += dval;
dposition.y = position.y - detail;
dval = val - _getDistanceToBorder(layer, dposition);
result.y -= dval;
dposition.y = position.y;
dposition.z = position.z + detail;
dval = val - _getDistanceToBorder(layer, dposition);
result.z += dval;
dposition.z = position.z - detail;
dval = val - _getDistanceToBorder(layer, dposition);
result.z -= dval;*/
return v3Normalize(result);
}
static Color _applyLayerLighting(CloudsLayerDefinition* definition, Renderer* renderer, Vector3 location, double detail)
{
Vector3 normal;
Color col1, col2;
LightStatus* lighting;
normal = _getNormal(definition, location, 3.0);
if (renderer->render_quality > 3)
{
normal = v3Add(normal, _getNormal(definition, location, 2.0));
normal = v3Add(normal, _getNormal(definition, location, 1.0));
}
if (renderer->render_quality > 5)
{
normal = v3Add(normal, _getNormal(definition, location, 0.5));
}
if (renderer->render_quality > 8)
{
normal = v3Add(normal, _getNormal(definition, location, 0.75));
normal = v3Add(normal, _getNormal(definition, location, 1.25));
normal = v3Add(normal, _getNormal(definition, location, 2.5));
}
normal = v3Scale(v3Normalize(normal), definition->hardness);
return renderer->applyLightingToSurface(renderer, location, normal, &definition->material);
lighting = lightingCreateStatus(renderer->lighting, location, renderer->getCameraLocation(renderer, location));
renderer->atmosphere->getLightingStatus(renderer, lighting, normal, 0);
col1 = lightingApplyStatus(lighting, normal, &definition->material);
col2 = lightingApplyStatus(lighting, v3Scale(normal, -1.0), &definition->material);
lightingDeleteStatus(lighting);
col1.r = (col1.r + col2.r) / 2.0;
col1.g = (col1.g + col2.g) / 2.0;
col1.b = (col1.b + col2.b) / 2.0;
col1.a = (col1.a + col2.a) / 2.0;
return col1;
}
Color cloudsApplyLayer(CloudsLayerDefinition* definition, Color base, Renderer* renderer, Vector3 start, Vector3 end)
{
Color col = COLOR_TRANSPARENT;
if (!cloudsOptimizeWalkingBounds(definition, &start, &end))
{
return base;
}
/* TODO Walk through the cloud */
/*segment_count = cloudsGetLayerPrimarySegments(renderer, definition, start, end, MAX_SEGMENT_COUNT, segments);*/
col = renderer->atmosphere->applyAerialPerspective(renderer, start, col).final;
col.a = 0.0;
colorMask(&base, &col);
return base;
}
Color cloudsLayerFilterLight(CloudsLayerDefinition* definition, Renderer* renderer, Color light, Vector3 location, Vector3 light_location, Vector3 direction_to_light)
{
/*double inside_depth, total_depth, factor;
CloudSegment segments[MAX_SEGMENT_COUNT];
if (!cloudsOptimizeWalkingBounds(definition, &location, &light_location))
{
return light;
}
_getPrimarySegments(definition, renderer, location, direction_to_light, MAX_SEGMENT_COUNT, definition->lighttraversal, v3Norm(v3Sub(light_location, location)), &inside_depth, &total_depth, segments);
if (definition->lighttraversal < 0.0001)
{
factor = 0.0;
}
else
{
factor = inside_depth / definition->lighttraversal;
if (factor > 1.0)
{
factor = 1.0;
}
}
factor = 1.0 - (1.0 - definition->minimumlight) * factor;
light.r = light.r * factor;
light.g = light.g * factor;
light.b = light.b * factor;*/
return light;
}

View file

@ -2,6 +2,27 @@
#include "../renderer.h"
/**
* Control of the next walking order.
*/
typedef enum
{
CLOUD_WALKING_CONTINUE,
CLOUD_WALKING_STOP,
CLOUD_WALKING_REFINE,
CLOUD_WALKING_SUBDIVIDE
} CloudWalkingOrder;
/**
* Additional info for walking orders.
*/
typedef struct
{
CloudWalkingOrder order;
double precision;
int max_segments;
} CloudWalkingNextAction;
int cloudsOptimizeWalkingBounds(CloudsLayerDefinition* layer, Vector3* start, Vector3* end)
{
@ -54,3 +75,35 @@ int cloudsOptimizeWalkingBounds(CloudsLayerDefinition* layer, Vector3* start, Ve
return 1;
}
CloudsWalker* cloudsCreateWalker(Renderer* renderer, CloudsLayerDefinition* layer, Vector3 start, Vector3 end)
{
}
void cloudsDeleteWalker(CloudsWalker* walker)
{
}
void cloudsWalkerPerformStep(CloudsWalker* walker)
{
}
void cloudsWalkerOrderStop(CloudsWalker* walker)
{
}
void cloudsWalkerOrderRefine(CloudsWalker* walker, double precision)
{
}
void cloudsWalkerOrderSubdivide(CloudsWalker* walker, double max_segments)
{
}
CloudWalkerStepInfo* cloudsWalkerGetLastSegment(CloudsWalker* walker)
{
}
void cloudsStartWalking(CloudsWalker* walker, FuncCloudsWalkingCallback callback, void* data)
{
}

View file

@ -31,29 +31,11 @@ typedef struct
double precision_asked;
void* data;
} CloudWalkingInfo;
} CloudWalkerStepInfo;
/**
* Control of the next walking order.
*/
typedef enum
{
CLOUD_WALKING_CONTINUE,
CLOUD_WALKING_STOP,
CLOUD_WALKING_REFINE,
CLOUD_WALKING_SUBDIVIDE
} CloudWalkingOrder;
typedef struct CloudsWalker CloudsWalker;
/**
* Additional info for walking orders.
*/
typedef struct
{
double precision;
int max_segments;
} CloudWalkingOrderInfo;
typedef CloudWalkingOrder(*FuncCloudSegmentCallback)(CloudWalkingInfo* segment, CloudWalkingOrderInfo* order);
typedef void (*FuncCloudsWalkingCallback)(CloudsWalker* walker);
/**
* Optimize the search limits in a layer.
@ -66,18 +48,69 @@ typedef CloudWalkingOrder(*FuncCloudSegmentCallback)(CloudWalkingInfo* segment,
int cloudsOptimizeWalkingBounds(CloudsLayerDefinition* layer, Vector3* start, Vector3* end);
/**
* Start walking through a segment.
* Create a cloud walker.
*
* For better performance, the segment should by optimized using cloudsOptimizeWalkingBounds.
* @param renderer Renderer context
* @param layer The cloud layer to traverse
* @param start Start of the walk
* @param end End of the walk
*/
CloudsWalker* cloudsCreateWalker(Renderer* renderer, CloudsLayerDefinition* layer, Vector3 start, Vector3 end);
/**
* Delete a cloud walker.
*
* @param walker The walker to free
*/
void cloudsDeleteWalker(CloudsWalker* walker);
/**
* Perform a single step.
*
* @param walker The walker to use
*/
void cloudsWalkerPerformStep(CloudsWalker* walker);
/**
* Order the walker to stop.
*
* @param walker The walker to use
*/
void cloudsWalkerOrderStop(CloudsWalker* walker);
/**
* Order the walker to refine the search for cloud entry or exit.
*
* @param walker The walker to use
* @param precision Precision wanted for the refinement
*/
void cloudsWalkerOrderRefine(CloudsWalker* walker, double precision);
/**
* Order the walker to subdivide the previous segment in smaller segments.
*
* @param walker The walker to use
* @param max_segments Maximal number of segments
*/
void cloudsWalkerOrderSubdivide(CloudsWalker* walker, double max_segments);
/**
* Get the last segment information.
*
* @param walker The walker to use
*/
CloudWalkerStepInfo* cloudsWalkerGetLastSegment(CloudsWalker* walker);
/**
* Start walking automatically through a segment.
*
* The callback will be called with each segment found, giving info and asking for desired alteration on walking.
* @param renderer The renderer environment
* @param layer The cloud layer
* @param start Start position of the lookup, already optimized
* @param end End position of the lookup, already optimized
* @param walker The walker to use
* @param callback Callback to be called with each found segment
* @param data User data that will be passed back in the callback
*/
void cloudsStartWalking(Renderer* renderer, CloudsLayerDefinition* layer, Vector3 start, Vector3 end, FuncCloudSegmentCallback callback, void* data);
void cloudsStartWalking(CloudsWalker* walker, FuncCloudsWalkingCallback callback, void* data);
#ifdef __cplusplus
}

View file

@ -200,11 +200,8 @@ static double _getLayerDensitySinX(Renderer* renderer, CloudsLayerDefinition* la
return (density > 0.0) ? density : 0.0;
}
/*START_TEST(test_clouds_primary_segments)
START_TEST(test_clouds_walking)
{
int segment_count, i;
CloudPrimarySegment segments[10];
CloudsLayerDefinition* layer;
layer = cloudsGetLayerType().callback_create();
layer->lower_altitude = -1.0;
@ -217,28 +214,14 @@ static double _getLayerDensitySinX(Renderer* renderer, CloudsLayerDefinition* la
renderer->render_quality = 8;
renderer->clouds->getLayerDensity = _getLayerDensitySinX;
segment_count = cloudsGetLayerPrimarySegments(renderer, layer, v3(-0.4, 0.0, 0.0), v3(1.9, 0.0, 0.0), 10, segments);
ck_assert_int_eq(segment_count, 2);
for (i = 0; i < segment_count; i++)
{
ck_assert_double_eq(segments[i].entry_point.y, 0.0);
ck_assert_double_eq(segments[i].entry_point.z, 0.0);
ck_assert_double_eq(segments[i].exit_point.y, 0.0);
ck_assert_double_eq(segments[i].exit_point.z, 0.0);
}
ck_assert_double_in_range(segments[0].entry_point.x, -0.4, 0.0);
ck_assert_double_in_range(segments[0].exit_point.x, 0.5, 1.0);
ck_assert_double_in_range(segments[0].length, 0.5, 1.3);
ck_assert_double_gte(segments[1].entry_point.x, segments[0].exit_point.x);
ck_assert_double_in_range(segments[1].entry_point.x, 0.5, 1.0);
ck_assert_double_in_range(segments[1].exit_point.x, 1.5, 1.9);
ck_assert_double_in_range(segments[1].length, 0.5, 1.3);
// TODO
cloudsGetLayerType().callback_delete(layer);
rendererDelete(renderer);
}
END_TEST*/
END_TEST
TEST_CASE(clouds,
test_clouds_density,
test_clouds_walking_boundaries)
test_clouds_walking_boundaries,
test_clouds_walking)