paysages : Textures refactoring and improving (WIP).

git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@545 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
Michaël Lemaire 2013-04-03 20:37:29 +00:00 committed by ThunderK
parent bf87e72a4a
commit 701c6b35c1
10 changed files with 192 additions and 32 deletions

1
TODO
View file

@ -7,7 +7,6 @@ Technology Preview 2 :
=> Restore cloud lighting
=> Improve cloud rendering precision (and beware of precision discontinuity when rendering clouds in front of ground (shorter distance)).
- Improve textures (current model is greatly incorrect).
=> Convert to new architecture model.
=> Use triplanar projection.
=> Separate models (basic texture and covering texture).
=> Covering texture height should inpact terrain height.

View file

@ -75,11 +75,10 @@ private:
static AtmosphereResult _applyAerialPerspective(Renderer*, Vector3, Color base)
{
AtmosphereResult result;
atmosphereInitResult(&result);
result.base = base;
result.distance = 0.0;
result.inscattering = COLOR_BLACK;
result.attenuation = COLOR_BLACK;
result.final = base;
atmosphereUpdateResult(&result);
return result;
}
};

View file

@ -53,6 +53,16 @@ static Vector3 _getCameraLocation(Renderer* renderer, Vector3)
return ((CameraDefinition*)renderer->customData[2])->location;
}
static AtmosphereResult _applyAerialPerspective(Renderer*, Vector3, Color base)
{
AtmosphereResult result;
atmosphereInitResult(&result);
result.base = base;
result.final = base;
atmosphereUpdateResult(&result);
return result;
}
WidgetExplorer::WidgetExplorer(QWidget *parent, CameraDefinition* camera):
QGLWidget(parent)
{
@ -66,6 +76,7 @@ WidgetExplorer::WidgetExplorer(QWidget *parent, CameraDefinition* camera):
_renderer->render_quality = 3;
_renderer->customData[2] = _base_camera;
_renderer->getCameraLocation = _getCameraLocation;
_renderer->atmosphere->applyAerialPerspective = _applyAerialPerspective;
lightingManagerDisableSpecularity(_renderer->lighting);
_inited = false;

View file

@ -116,17 +116,96 @@ static TerrainResult _fakeGetResult(Renderer* renderer, double x, double z, int
return result;
}
static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, Vector3 south, Vector3 west)
{
Vector3 dnorth, deast, dsouth, dwest, normal;
dnorth = v3Sub(north, center);
deast = v3Sub(east, center);
dsouth = v3Sub(south, center);
dwest = v3Sub(west, center);
normal = v3Cross(deast, dnorth);
normal = v3Add(normal, v3Cross(dsouth, deast));
normal = v3Add(normal, v3Cross(dwest, dsouth));
normal = v3Add(normal, v3Cross(dnorth, dwest));
return v3Normalize(normal);
}
static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south)
{
return v3Normalize(v3Cross(v3Sub(south, center), v3Sub(east, center)));
}
static TerrainResult _realGetResult(Renderer* renderer, double x, double z, int with_painting, int with_textures)
{
TerrainResult result;
double detail = 0.01;
result.location.x = x;
result.location.y = renderer->terrain->getHeight(renderer, x, z, with_painting);
result.location.z = z;
/* Normal */
Vector3 center, north, east, south, west;
center.x = x;
center.z = z;
center.y = renderer->terrain->getHeight(renderer, center.x, center.z, with_painting);
east.x = x + detail;
east.z = z;
east.y = renderer->terrain->getHeight(renderer, east.x, east.z, with_painting);
south.x = x;
south.z = z + detail;
south.y = renderer->terrain->getHeight(renderer, south.x, south.z, with_painting);
if (renderer->render_quality > 5)
{
west.x = x - detail;
west.z = z;
west.y = renderer->terrain->getHeight(renderer, west.x, west.z, with_painting);
north.x = x;
north.z = z - detail;
north.y = renderer->terrain->getHeight(renderer, north.x, north.z, with_painting);
result.normal = _getNormal4(center, north, east, south, west);
}
else
{
result.normal = _getNormal2(center, east, south);
}
/* Location */
result.location = center;
/* Texture displacement */
if (with_textures)
{
result = renderer->textures->displaceTerrain(renderer, result);
center = result.location = renderer->textures->displaceTerrain(renderer, result);
/* TODO Recompute normal */
if (renderer->render_quality > 7)
{
/* Use 5 points on displaced terrain */
east = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, east.x, east.z, with_painting, 0));
south = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, south.x, south.z, with_painting, 0));
west = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, west.x, west.z, with_painting, 0));
north = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, north.x, north.z, with_painting, 0));
result.normal = _getNormal4(center, north, east, south, west);
}
else if (renderer->render_quality > 2)
{
/* Use 3 points on displaced terrain */
east = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, east.x, east.z, with_painting, 0));
south = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, south.x, south.z, with_painting, 0));
result.normal = _getNormal2(center, east, south);
}
else
{
/* Use texture noise directly, as if terrain was a plane */
}
}
return result;
@ -140,10 +219,10 @@ static Color _fakeGetFinalColor(Renderer* renderer, Vector3 location, double pre
return COLOR_GREEN;
}
static Color _realgetFinalColor(Renderer* renderer, Vector3 location, double precision)
static Color _realGetFinalColor(Renderer* renderer, Vector3 location, double precision)
{
TerrainResult terrain = renderer->terrain->getResult(renderer, location.x, location.z, 1, 1);
TexturesResult textures = renderer->textures->applyToTerrain(renderer, terrain);
/* TODO Restore precision control */
TexturesResult textures = renderer->textures->applyToTerrain(renderer, location.x, location.z);
return renderer->applyMediumTraversal(renderer, textures.final_location, textures.final_color);
}
@ -192,7 +271,7 @@ static RayCastingResult _realCastRay(Renderer* renderer, Vector3 start, Vector3
}
result.hit = 1;
result.hit_location = start;
result.hit_color = _realgetFinalColor(renderer, start, renderer->getPrecision(renderer, result.hit_location));
result.hit_color = _realGetFinalColor(renderer, start, renderer->getPrecision(renderer, result.hit_location));
return result;
}
@ -350,7 +429,7 @@ static void _bindRenderer(Renderer* renderer, TerrainDefinition* definition)
renderer->terrain->castRay = _realCastRay;
renderer->terrain->getHeight = _realGetHeight;
renderer->terrain->getResult = _realGetResult;
renderer->terrain->getFinalColor = _realgetFinalColor;
renderer->terrain->getFinalColor = _realGetFinalColor;
lightingManagerRegisterFilter(renderer->lighting, (FuncLightingAlterLight)_alterLight, renderer);
}

View file

@ -77,6 +77,8 @@ static TexturesLayerDefinition* _layerCreateDefinition()
result->_displacement_noise = noiseCreateGenerator();
_layerValidateDefinition(result);
return result;
}

View file

@ -2,15 +2,17 @@
void texturesAutoPreset(TexturesDefinition* definition, TexturesPreset preset)
{
int layer;
layersClear(definition->layers);
if (preset == TEXTURES_PRESET_IRELAND)
{
layer = layersAddLayer(definition->layers, NULL);
}
else if (preset == TEXTURES_PRESET_IRELAND)
else if (preset == TEXTURES_PRESET_ALPS)
{
}
else if (preset == TEXTURES_PRESET_IRELAND)
else if (preset == TEXTURES_PRESET_CANYON)
{
}
}
@ -33,7 +35,7 @@ void texturesLayerAutoPreset(TexturesLayerDefinition* definition, TexturesLayerP
break;
}
cloudsLayerValidateDefinition(definition);
texturesGetLayerType().callback_validate(definition);
}
#if 0

View file

@ -6,7 +6,7 @@
/*
* Get the base presence factor of a layer, not accounting for other layers.
*/
double texturesGetLayerBasePresence(Renderer* renderer, TexturesLayerDefinition* layer, TerrainResult result);
double texturesGetLayerBasePresence(TexturesLayerDefinition* layer, TerrainResult terrain);
/*
* Get triplanar noise value, depending on the normal direction.
@ -16,6 +16,6 @@ double texturesGetTriplanarNoise(NoiseGenerator* noise, Vector3 location, Vector
/*
* Apply texture displacement on a terrain result.
*/
TerrainResult texturesApplyLayerDisplacement(Renderer* renderer, TexturesLayerDefinition* layer, TerrainResult initial, TerrainResult support, double presence, double cancel_factor);
/*TerrainResult texturesApplyLayerDisplacement(Renderer* renderer, TexturesLayerDefinition* layer, TerrainResult initial, TerrainResult support, double presence, double cancel_factor);*/
#endif

View file

@ -76,8 +76,8 @@ typedef struct
Color final_color;
} TexturesResult;
typedef TerrainResult (*FuncTexturesDisplaceTerrain)(Renderer* renderer, TerrainResult terrain);
typedef TexturesResult (*FuncTexturesApplyToTerrain)(Renderer* renderer, TerrainResult terrain);
typedef Vector3 (*FuncTexturesDisplaceTerrain)(Renderer* renderer, TerrainResult terrain);
typedef TexturesResult (*FuncTexturesApplyToTerrain)(Renderer* renderer, double x, double z);
typedef struct
{

View file

@ -5,37 +5,72 @@
#include "../renderer.h"
/******************** Fake ********************/
static TerrainResult _fakeDisplaceTerrain(Renderer* renderer, TerrainResult terrain)
static Vector3 _fakeDisplaceTerrain(Renderer* renderer, TerrainResult terrain)
{
UNUSED(renderer);
return terrain;
return terrain.location;
}
static TexturesResult _fakeApplyToTerrain(Renderer* renderer, TerrainResult terrain)
static TexturesResult _fakeApplyToTerrain(Renderer* renderer, double x, double z)
{
TexturesResult result;
result.base_location = terrain.location;
result.base_normal = terrain.normal;
result.base_location.x = x;
result.base_location.y = 0.0;
result.base_location.z = z;
result.base_normal = VECTOR_UP;
result.layer_count = 0;
result.final_location = terrain.location;
result.final_location = result.base_location;
result.final_color = COLOR_WHITE;
return result;
}
/******************** Real ********************/
static TerrainResult _realDisplaceTerrain(Renderer* renderer, TerrainResult terrain)
static Vector3 _realDisplaceTerrain(Renderer* renderer, TerrainResult terrain)
{
/* TODO */
return _fakeDisplaceTerrain(renderer, terrain);
TexturesDefinition* textures = renderer->textures->definition;
double offset = 0.0;
int i, n;
n = layersCount(textures->layers);
for (i = 0; i < n; i++)
{
TexturesLayerDefinition* layer = layersGetLayer(textures->layers, i);
if (layer->displacement_height > 0.0)
{
double presence = texturesGetLayerBasePresence(layer, terrain);
offset += texturesGetTriplanarNoise(layer->_displacement_noise, terrain.location, terrain.normal) * presence * layer->displacement_height;
}
}
return v3Add(terrain.location, v3Scale(v3Normalize(terrain.normal), offset));
}
static TexturesResult _realApplyToTerrain(Renderer* renderer, TerrainResult terrain)
static TexturesResult _realApplyToTerrain(Renderer* renderer, double x, double z)
{
/* TODO */
return _fakeApplyToTerrain(renderer, terrain);
TexturesResult result;
/* Displacement */
TerrainResult terrain = renderer->terrain->getResult(renderer, x, z, 1, 1);
/* TODO Detail */
/* TEMP */
SurfaceMaterial temp;
temp.base.r = 0.6;
temp.base.g = 0.55;
temp.base.b = 0.57;
temp.reflection = 0.02;
temp.shininess = 3.0;
result.base_location = terrain.location;
result.base_normal = terrain.normal;
result.final_location = terrain.location;
result.final_color = renderer->applyLightingToSurface(renderer, terrain.location, terrain.normal, &temp);
return result;
}
/******************** Renderer ********************/

View file

@ -0,0 +1,33 @@
#include "private.h"
#include <assert.h>
/*
* Get the base presence factor of a layer, not accounting for other layers.
*/
double texturesGetLayerBasePresence(TexturesLayerDefinition* layer, TerrainResult terrain)
{
return zoneGetValue(layer->terrain_zone, terrain.location, terrain.normal);
}
/*
* Get triplanar noise value, depending on the normal direction.
*/
double texturesGetTriplanarNoise(NoiseGenerator* noise, Vector3 location, Vector3 normal)
{
/*assert(v3Norm(normal) == 1.0);*/
double noiseXY = noiseGet2DTotal(noise, location.x, location.y);
double noiseXZ = noiseGet2DTotal(noise, location.x, location.z);
double noiseYZ = noiseGet2DTotal(noise, location.y, location.z);
double mXY = fabs(normal.z);
double mXZ = fabs(normal.y);
double mYZ = fabs(normal.x);
double total = mXY + mXZ + mYZ;
mXY /= total;
mXZ /= total;
mYZ /= total;
return noiseXY * mXY + noiseXZ * mXZ + noiseYZ * mYZ;
}