Tweaked vegetation rendering, and improved render tests
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parent
bdb2a3edb8
commit
72877c4361
6 changed files with 76 additions and 51 deletions
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@ -4,13 +4,23 @@
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#include "RandomGenerator.h"
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#include "Matrix4.h"
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#include "SurfaceMaterial.h"
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#include "Color.h"
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#include "PackStream.h"
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VegetationModelDefinition::VegetationModelDefinition(DefinitionNode *parent):
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DefinitionNode(parent, "model")
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{
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solid_material = new SurfaceMaterial();
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foliage_material = new SurfaceMaterial();
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solid_material = new SurfaceMaterial(Color(0.2, 0.15, 0.15));
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solid_material->reflection = 0.002;
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solid_material->shininess = 2.0;
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solid_material->hardness = 0.3;
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solid_material->validate();
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foliage_material = new SurfaceMaterial(Color(0.4, 0.8, 0.45));
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foliage_material->reflection = 0.007;
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foliage_material->shininess = 12.0;
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foliage_material->hardness = 0.2;
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foliage_material->validate();
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randomize();
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}
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@ -127,10 +137,13 @@ static void addBranchRecurse(std::vector<CappedCylinder> &branches, const Vector
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new_direction = pivot2.multPoint(new_direction);
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Vector3 new_base = base.add(direction.scale(randomizeValue(length, 0.4, 1.0)));
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if (new_base.add(new_direction).y > 0.1)
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{
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addBranchRecurse(branches, new_base, new_direction, randomizeValue(radius, 0.45, 0.6), randomizeValue(length, 0.55, 0.85));
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}
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}
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}
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}
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void VegetationModelDefinition::randomize()
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{
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@ -140,7 +153,7 @@ void VegetationModelDefinition::randomize()
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foliage_items.clear();
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// Add trunk and branches
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addBranchRecurse(solid_volumes, VECTOR_ZERO, VECTOR_UP, 0.04, 0.5);
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addBranchRecurse(solid_volumes, VECTOR_ZERO, VECTOR_UP, randomizeValue(0.05, 0.6, 1.0), randomizeValue(0.5, 0.8, 1.0));
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// Add foliage groups
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for (const auto &branch: solid_volumes)
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@ -155,7 +168,7 @@ void VegetationModelDefinition::randomize()
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}
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// Add foliage items
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for (int i = 0; i < 50; i++)
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for (int i = 0; i < 30; i++)
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{
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double radius = 0.15;
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double scale = randomizeValue(radius, 0.5, 1.0);
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@ -21,6 +21,9 @@ public:
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VegetationModelDefinition(DefinitionNode *parent);
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virtual ~VegetationModelDefinition();
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inline const SurfaceMaterial &getSolidMaterial() const {return *solid_material;}
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inline const SurfaceMaterial &getFoliageMaterial() const {return *foliage_material;}
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inline const std::vector<CappedCylinder> &getSolidVolumes() const {return solid_volumes;}
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inline const std::vector<Sphere> &getFoliageGroups() const {return foliage_groups;}
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inline const std::vector<Disk> &getFoliageItems() const {return foliage_items;}
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@ -110,12 +110,12 @@ static void testCloudQuality()
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SoftwareCanvasRenderer renderer(&scenery);
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renderer.setSize(600, 800);
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SkyRasterizer *rasterizer = new SkyRasterizer(&renderer, renderer.getProgressHelper(), 0);
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renderer.setSoloRasterizer(rasterizer);
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SkyRasterizer rasterizer(&renderer, renderer.getProgressHelper(), 0);
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renderer.setSoloRasterizer(&rasterizer);
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for (int i = 0; i < 6; i++)
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{
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renderer.setQuality((double)i / 5.0);
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rasterizer->setQuality(0.2);
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rasterizer.setQuality(0.2);
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startTestRender(&renderer, "cloud_quality", i);
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}
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}
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@ -164,8 +164,8 @@ static void testGodRays()
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TestRenderer renderer(&scenery);
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renderer.setSize(500, 300);
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SkyRasterizer *rasterizer = new SkyRasterizer(&renderer, renderer.getProgressHelper(), 0);
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renderer.setSoloRasterizer(rasterizer);
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SkyRasterizer rasterizer(&renderer, renderer.getProgressHelper(), 0);
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renderer.setSoloRasterizer(&rasterizer);
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TestLightFilter filter;
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renderer.getLightingManager()->clearFilters();
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renderer.getLightingManager()->registerFilter(&filter);
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@ -174,7 +174,7 @@ static void testGodRays()
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for (int i = 0; i < 6; i++)
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{
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renderer.setQuality((double)i / 5.0);
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rasterizer->setQuality(0.2);
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rasterizer.setQuality(0.2);
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startTestRender(&renderer, "god_rays_quality", i);
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}
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renderer.setQuality(0.5);
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@ -259,25 +259,42 @@ static void testSunNearHorizon()
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static void testVegetationModels()
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{
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class TestRasterizer: public OverlayRasterizer
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class InstanceRenderer: public SoftwareCanvasRenderer, public OverlayRasterizer, public LightFilter
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{
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public:
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TestRasterizer(SoftwareCanvasRenderer *renderer, const VegetationModelDefinition &model):
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OverlayRasterizer(renderer, renderer->getProgressHelper()),
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InstanceRenderer(Scenery *scenery, const VegetationModelDefinition &model):
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SoftwareCanvasRenderer(scenery),
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OverlayRasterizer(this, this->getProgressHelper()),
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instance(model, VECTOR_ZERO),
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vegetation(renderer->getVegetationRenderer())
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{
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}
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virtual void prepare() override
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{
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SoftwareCanvasRenderer::prepare();
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getLightingManager()->clearFilters();
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getLightingManager()->registerFilter(this);
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// TODO Add filter for vegetation instance (for self shadows)
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}
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virtual Color applyMediumTraversal(const Vector3&, const Color &color) override
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{
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return color;
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}
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virtual Color processPixel(int, int, double relx, double rely) const override
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{
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relx *= 0.75;
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rely *= 0.75;
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SpaceSegment segment(Vector3(relx, rely + 0.5, -5.0), Vector3(relx, rely + 0.5, 5.0));
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SpaceSegment segment(Vector3(relx, rely + 0.5, 5.0), Vector3(relx, rely + 0.5, -5.0));
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RayCastingResult result = vegetation->renderInstance(segment, instance, false, true);
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return result.hit ? result.hit_color : Color(0.6, 0.7, 0.9);
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}
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virtual bool applyLightFilter(LightComponent &light, const Vector3 &at) override
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{
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SpaceSegment segment(at, at.add(light.direction.scale(-5.0)));
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RayCastingResult result = vegetation->renderInstance(segment, instance, true, true);
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return not result.hit;
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}
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VegetationInstance instance;
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VegetationRenderer *vegetation;
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};
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@ -285,21 +302,18 @@ static void testVegetationModels()
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Scenery scenery;
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scenery.autoPreset(1);
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scenery.getClouds()->clear();
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scenery.getTerrain()->propWaterHeight()->setValue(1.0);
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scenery.getCamera()->setTarget(VECTOR_ZERO);
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scenery.getCamera()->setLocation(Vector3(0.0, 0.0, -5.0));
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scenery.getCamera()->setLocation(Vector3(0.0, 0.0, 5.0));
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int width = 800;
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int height = 800;
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SoftwareCanvasRenderer renderer(&scenery);
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renderer.setSize(width, height);
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renderer.setQuality(0.5);
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for (int i = 0; i < 10; i++)
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{
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// TODO Make random sequence repeatable
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VegetationModelDefinition model(NULL);
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renderer.setSoloRasterizer(new TestRasterizer(&renderer, model));
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InstanceRenderer renderer(&scenery, model);
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renderer.setSize(width, height);
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renderer.setSoloRasterizer(&renderer);
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startTestRender(&renderer, "vegetation_model_basic", i);
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}
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@ -28,10 +28,10 @@ SoftwareCanvasRenderer::SoftwareCanvasRenderer(Scenery *scenery):
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postprocess_enabled = true;
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rasterizers.push_back(new SkyRasterizer(this, progress, RASTERIZER_CLIENT_SKY));
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rasterizers.push_back(new WaterRasterizer(this, progress, RASTERIZER_CLIENT_WATER));
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rasterizers.push_back(new TerrainRasterizer(this, progress, RASTERIZER_CLIENT_TERRAIN));
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rasterizers.push_back(new VegetationRasterizer(this, progress, RASTERIZER_CLIENT_VEGETATION));
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rasterizers.push_back(rasterizer_sky = new SkyRasterizer(this, progress, RASTERIZER_CLIENT_SKY));
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rasterizers.push_back(rasterizer_water = new WaterRasterizer(this, progress, RASTERIZER_CLIENT_WATER));
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rasterizers.push_back(rasterizer_terrain = new TerrainRasterizer(this, progress, RASTERIZER_CLIENT_TERRAIN));
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rasterizers.push_back(rasterizer_vegetation = new VegetationRasterizer(this, progress, RASTERIZER_CLIENT_VEGETATION));
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current_work = NULL;
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}
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@ -41,10 +41,10 @@ SoftwareCanvasRenderer::~SoftwareCanvasRenderer()
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delete canvas;
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delete progress;
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for (auto &rasterizer: rasterizers)
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{
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delete rasterizer;
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}
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delete rasterizer_sky;
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delete rasterizer_water;
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delete rasterizer_terrain;
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delete rasterizer_vegetation;
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}
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void SoftwareCanvasRenderer::setQuality(double factor)
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@ -59,10 +59,6 @@ void SoftwareCanvasRenderer::setQuality(double factor)
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void SoftwareCanvasRenderer::setSoloRasterizer(Rasterizer *rasterizer)
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{
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for (auto &rast: rasterizers)
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{
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delete rast;
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}
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rasterizers.clear();
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rasterizers.push_back(rasterizer);
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}
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@ -26,16 +26,15 @@ public:
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inline RenderProgress *getProgressHelper() const {return progress;}
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inline bool isFinished() const {return finished;}
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inline Rasterizer *getSkyRasterizer() const {return rasterizers[0];}
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inline Rasterizer *getWaterRasterizer() const {return rasterizers[1];}
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inline Rasterizer *getTerrainRasterizer() const {return rasterizers[2];}
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inline Rasterizer *getSkyRasterizer() const {return rasterizer_sky;}
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inline Rasterizer *getWaterRasterizer() const {return rasterizer_water;}
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inline Rasterizer *getTerrainRasterizer() const {return rasterizer_terrain;}
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inline Rasterizer *getVegetationRasterizer() const {return rasterizer_vegetation;}
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virtual void setQuality(double factor) override;
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/**
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* Clear the rasterizers list, and put a single one.
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*
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* The renderer takes ownership of the rasterizer.
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*/
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void setSoloRasterizer(Rasterizer *rasterizer);
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@ -99,7 +98,13 @@ private:
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Canvas *canvas;
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int samples;
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std::vector<Rasterizer *> rasterizers;
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Rasterizer *rasterizer_sky;
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Rasterizer *rasterizer_water;
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Rasterizer *rasterizer_terrain;
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Rasterizer *rasterizer_vegetation;
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bool started;
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bool finished;
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bool interrupted;
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@ -23,7 +23,7 @@ VegetationResult VegetationModelRenderer::getResult(const SpaceSegment &segment,
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{
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InfiniteRay ray(segment.getStart(), segment.getDirection());
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int intersections;
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Color result = COLOR_TRANSPARENT;
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const SurfaceMaterial *material = &SurfaceMaterial::getDefault();
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bool hit = false;
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Vector3 location, normal;
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double distance, nearest, maximal;
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@ -47,7 +47,7 @@ VegetationResult VegetationModelRenderer::getResult(const SpaceSegment &segment,
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if (distance < nearest)
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{
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result = Color(0.2, 0.15, 0.15);
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material = &model->getSolidMaterial();
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nearest = distance;
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hit = true;
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@ -100,7 +100,7 @@ VegetationResult VegetationModelRenderer::getResult(const SpaceSegment &segment,
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if (distance < nearest)
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{
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result = Color(0.3, 0.5, 0.3);
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material = &model->getFoliageMaterial();
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nearest = distance;
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hit = true;
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@ -110,7 +110,6 @@ VegetationResult VegetationModelRenderer::getResult(const SpaceSegment &segment,
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if (normal.dotProduct(location.sub(segment.getStart())) > 0.0)
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{
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// We look at backside
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result = Color(0.3, 0.4, 0.3);
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normal = normal.scale(-1.0);
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}
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}
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@ -123,12 +122,7 @@ VegetationResult VegetationModelRenderer::getResult(const SpaceSegment &segment,
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if (hit)
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{
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SurfaceMaterial material(result);
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material.reflection = 0.001;
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material.shininess = 2.0;
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material.hardness = 0.1;
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material.validate();
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return VegetationResult(location, normal, material);
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return VegetationResult(location, normal, *material);
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}
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else
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{
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