paysages : Textures refactoring and improving (WIP).
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@545 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
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10 changed files with 192 additions and 32 deletions
1
TODO
1
TODO
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@ -7,7 +7,6 @@ Technology Preview 2 :
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=> Restore cloud lighting
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=> Improve cloud rendering precision (and beware of precision discontinuity when rendering clouds in front of ground (shorter distance)).
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- Improve textures (current model is greatly incorrect).
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=> Convert to new architecture model.
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=> Use triplanar projection.
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=> Separate models (basic texture and covering texture).
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=> Covering texture height should inpact terrain height.
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@ -75,11 +75,10 @@ private:
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static AtmosphereResult _applyAerialPerspective(Renderer*, Vector3, Color base)
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{
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AtmosphereResult result;
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atmosphereInitResult(&result);
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result.base = base;
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result.distance = 0.0;
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result.inscattering = COLOR_BLACK;
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result.attenuation = COLOR_BLACK;
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result.final = base;
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atmosphereUpdateResult(&result);
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return result;
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}
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};
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@ -53,6 +53,16 @@ static Vector3 _getCameraLocation(Renderer* renderer, Vector3)
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return ((CameraDefinition*)renderer->customData[2])->location;
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}
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static AtmosphereResult _applyAerialPerspective(Renderer*, Vector3, Color base)
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{
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AtmosphereResult result;
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atmosphereInitResult(&result);
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result.base = base;
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result.final = base;
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atmosphereUpdateResult(&result);
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return result;
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}
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WidgetExplorer::WidgetExplorer(QWidget *parent, CameraDefinition* camera):
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QGLWidget(parent)
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{
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@ -66,6 +76,7 @@ WidgetExplorer::WidgetExplorer(QWidget *parent, CameraDefinition* camera):
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_renderer->render_quality = 3;
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_renderer->customData[2] = _base_camera;
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_renderer->getCameraLocation = _getCameraLocation;
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_renderer->atmosphere->applyAerialPerspective = _applyAerialPerspective;
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lightingManagerDisableSpecularity(_renderer->lighting);
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_inited = false;
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@ -116,17 +116,96 @@ static TerrainResult _fakeGetResult(Renderer* renderer, double x, double z, int
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return result;
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}
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static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, Vector3 south, Vector3 west)
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{
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Vector3 dnorth, deast, dsouth, dwest, normal;
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dnorth = v3Sub(north, center);
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deast = v3Sub(east, center);
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dsouth = v3Sub(south, center);
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dwest = v3Sub(west, center);
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normal = v3Cross(deast, dnorth);
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normal = v3Add(normal, v3Cross(dsouth, deast));
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normal = v3Add(normal, v3Cross(dwest, dsouth));
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normal = v3Add(normal, v3Cross(dnorth, dwest));
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return v3Normalize(normal);
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}
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static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south)
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{
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return v3Normalize(v3Cross(v3Sub(south, center), v3Sub(east, center)));
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}
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static TerrainResult _realGetResult(Renderer* renderer, double x, double z, int with_painting, int with_textures)
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{
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TerrainResult result;
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double detail = 0.01;
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result.location.x = x;
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result.location.y = renderer->terrain->getHeight(renderer, x, z, with_painting);
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result.location.z = z;
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/* Normal */
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Vector3 center, north, east, south, west;
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center.x = x;
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center.z = z;
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center.y = renderer->terrain->getHeight(renderer, center.x, center.z, with_painting);
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east.x = x + detail;
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east.z = z;
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east.y = renderer->terrain->getHeight(renderer, east.x, east.z, with_painting);
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south.x = x;
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south.z = z + detail;
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south.y = renderer->terrain->getHeight(renderer, south.x, south.z, with_painting);
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if (renderer->render_quality > 5)
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{
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west.x = x - detail;
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west.z = z;
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west.y = renderer->terrain->getHeight(renderer, west.x, west.z, with_painting);
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north.x = x;
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north.z = z - detail;
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north.y = renderer->terrain->getHeight(renderer, north.x, north.z, with_painting);
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result.normal = _getNormal4(center, north, east, south, west);
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}
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else
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{
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result.normal = _getNormal2(center, east, south);
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}
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/* Location */
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result.location = center;
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/* Texture displacement */
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if (with_textures)
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{
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result = renderer->textures->displaceTerrain(renderer, result);
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center = result.location = renderer->textures->displaceTerrain(renderer, result);
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/* TODO Recompute normal */
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if (renderer->render_quality > 7)
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{
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/* Use 5 points on displaced terrain */
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east = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, east.x, east.z, with_painting, 0));
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south = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, south.x, south.z, with_painting, 0));
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west = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, west.x, west.z, with_painting, 0));
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north = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, north.x, north.z, with_painting, 0));
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result.normal = _getNormal4(center, north, east, south, west);
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}
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else if (renderer->render_quality > 2)
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{
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/* Use 3 points on displaced terrain */
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east = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, east.x, east.z, with_painting, 0));
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south = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, south.x, south.z, with_painting, 0));
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result.normal = _getNormal2(center, east, south);
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}
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else
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{
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/* Use texture noise directly, as if terrain was a plane */
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}
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}
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return result;
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@ -140,10 +219,10 @@ static Color _fakeGetFinalColor(Renderer* renderer, Vector3 location, double pre
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return COLOR_GREEN;
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}
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static Color _realgetFinalColor(Renderer* renderer, Vector3 location, double precision)
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static Color _realGetFinalColor(Renderer* renderer, Vector3 location, double precision)
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{
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TerrainResult terrain = renderer->terrain->getResult(renderer, location.x, location.z, 1, 1);
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TexturesResult textures = renderer->textures->applyToTerrain(renderer, terrain);
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/* TODO Restore precision control */
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TexturesResult textures = renderer->textures->applyToTerrain(renderer, location.x, location.z);
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return renderer->applyMediumTraversal(renderer, textures.final_location, textures.final_color);
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}
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@ -192,7 +271,7 @@ static RayCastingResult _realCastRay(Renderer* renderer, Vector3 start, Vector3
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}
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result.hit = 1;
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result.hit_location = start;
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result.hit_color = _realgetFinalColor(renderer, start, renderer->getPrecision(renderer, result.hit_location));
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result.hit_color = _realGetFinalColor(renderer, start, renderer->getPrecision(renderer, result.hit_location));
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return result;
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}
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@ -350,7 +429,7 @@ static void _bindRenderer(Renderer* renderer, TerrainDefinition* definition)
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renderer->terrain->castRay = _realCastRay;
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renderer->terrain->getHeight = _realGetHeight;
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renderer->terrain->getResult = _realGetResult;
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renderer->terrain->getFinalColor = _realgetFinalColor;
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renderer->terrain->getFinalColor = _realGetFinalColor;
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lightingManagerRegisterFilter(renderer->lighting, (FuncLightingAlterLight)_alterLight, renderer);
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}
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@ -77,6 +77,8 @@ static TexturesLayerDefinition* _layerCreateDefinition()
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result->_displacement_noise = noiseCreateGenerator();
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_layerValidateDefinition(result);
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return result;
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}
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@ -2,15 +2,17 @@
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void texturesAutoPreset(TexturesDefinition* definition, TexturesPreset preset)
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{
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int layer;
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layersClear(definition->layers);
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if (preset == TEXTURES_PRESET_IRELAND)
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{
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layer = layersAddLayer(definition->layers, NULL);
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}
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else if (preset == TEXTURES_PRESET_IRELAND)
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else if (preset == TEXTURES_PRESET_ALPS)
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{
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}
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else if (preset == TEXTURES_PRESET_IRELAND)
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else if (preset == TEXTURES_PRESET_CANYON)
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{
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}
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}
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@ -33,7 +35,7 @@ void texturesLayerAutoPreset(TexturesLayerDefinition* definition, TexturesLayerP
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break;
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}
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cloudsLayerValidateDefinition(definition);
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texturesGetLayerType().callback_validate(definition);
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}
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#if 0
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@ -6,7 +6,7 @@
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/*
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* Get the base presence factor of a layer, not accounting for other layers.
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*/
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double texturesGetLayerBasePresence(Renderer* renderer, TexturesLayerDefinition* layer, TerrainResult result);
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double texturesGetLayerBasePresence(TexturesLayerDefinition* layer, TerrainResult terrain);
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/*
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* Get triplanar noise value, depending on the normal direction.
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@ -16,6 +16,6 @@ double texturesGetTriplanarNoise(NoiseGenerator* noise, Vector3 location, Vector
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/*
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* Apply texture displacement on a terrain result.
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*/
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TerrainResult texturesApplyLayerDisplacement(Renderer* renderer, TexturesLayerDefinition* layer, TerrainResult initial, TerrainResult support, double presence, double cancel_factor);
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/*TerrainResult texturesApplyLayerDisplacement(Renderer* renderer, TexturesLayerDefinition* layer, TerrainResult initial, TerrainResult support, double presence, double cancel_factor);*/
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#endif
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@ -76,8 +76,8 @@ typedef struct
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Color final_color;
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} TexturesResult;
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typedef TerrainResult (*FuncTexturesDisplaceTerrain)(Renderer* renderer, TerrainResult terrain);
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typedef TexturesResult (*FuncTexturesApplyToTerrain)(Renderer* renderer, TerrainResult terrain);
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typedef Vector3 (*FuncTexturesDisplaceTerrain)(Renderer* renderer, TerrainResult terrain);
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typedef TexturesResult (*FuncTexturesApplyToTerrain)(Renderer* renderer, double x, double z);
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typedef struct
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{
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@ -5,37 +5,72 @@
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#include "../renderer.h"
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/******************** Fake ********************/
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static TerrainResult _fakeDisplaceTerrain(Renderer* renderer, TerrainResult terrain)
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static Vector3 _fakeDisplaceTerrain(Renderer* renderer, TerrainResult terrain)
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{
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UNUSED(renderer);
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return terrain;
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return terrain.location;
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}
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static TexturesResult _fakeApplyToTerrain(Renderer* renderer, TerrainResult terrain)
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static TexturesResult _fakeApplyToTerrain(Renderer* renderer, double x, double z)
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{
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TexturesResult result;
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result.base_location = terrain.location;
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result.base_normal = terrain.normal;
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result.base_location.x = x;
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result.base_location.y = 0.0;
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result.base_location.z = z;
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result.base_normal = VECTOR_UP;
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result.layer_count = 0;
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result.final_location = terrain.location;
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result.final_location = result.base_location;
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result.final_color = COLOR_WHITE;
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return result;
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}
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/******************** Real ********************/
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static TerrainResult _realDisplaceTerrain(Renderer* renderer, TerrainResult terrain)
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static Vector3 _realDisplaceTerrain(Renderer* renderer, TerrainResult terrain)
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{
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/* TODO */
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return _fakeDisplaceTerrain(renderer, terrain);
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TexturesDefinition* textures = renderer->textures->definition;
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double offset = 0.0;
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int i, n;
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n = layersCount(textures->layers);
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for (i = 0; i < n; i++)
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{
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TexturesLayerDefinition* layer = layersGetLayer(textures->layers, i);
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if (layer->displacement_height > 0.0)
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{
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double presence = texturesGetLayerBasePresence(layer, terrain);
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offset += texturesGetTriplanarNoise(layer->_displacement_noise, terrain.location, terrain.normal) * presence * layer->displacement_height;
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}
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}
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static TexturesResult _realApplyToTerrain(Renderer* renderer, TerrainResult terrain)
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return v3Add(terrain.location, v3Scale(v3Normalize(terrain.normal), offset));
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}
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static TexturesResult _realApplyToTerrain(Renderer* renderer, double x, double z)
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{
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/* TODO */
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return _fakeApplyToTerrain(renderer, terrain);
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TexturesResult result;
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/* Displacement */
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TerrainResult terrain = renderer->terrain->getResult(renderer, x, z, 1, 1);
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/* TODO Detail */
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/* TEMP */
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SurfaceMaterial temp;
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temp.base.r = 0.6;
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temp.base.g = 0.55;
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temp.base.b = 0.57;
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temp.reflection = 0.02;
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temp.shininess = 3.0;
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result.base_location = terrain.location;
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result.base_normal = terrain.normal;
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result.final_location = terrain.location;
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result.final_color = renderer->applyLightingToSurface(renderer, terrain.location, terrain.normal, &temp);
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return result;
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}
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/******************** Renderer ********************/
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33
lib_paysages/textures/tools.c
Normal file
33
lib_paysages/textures/tools.c
Normal file
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#include "private.h"
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#include <assert.h>
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/*
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* Get the base presence factor of a layer, not accounting for other layers.
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*/
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double texturesGetLayerBasePresence(TexturesLayerDefinition* layer, TerrainResult terrain)
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{
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return zoneGetValue(layer->terrain_zone, 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 texturesGetTriplanarNoise(NoiseGenerator* noise, Vector3 location, Vector3 normal)
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{
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/*assert(v3Norm(normal) == 1.0);*/
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double noiseXY = noiseGet2DTotal(noise, location.x, location.y);
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double noiseXZ = noiseGet2DTotal(noise, location.x, location.z);
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double noiseYZ = noiseGet2DTotal(noise, 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 = 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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