paysages : Noise level offsets are now fixed.

git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@508 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
Michaël Lemaire 2013-01-30 14:11:59 +00:00 committed by ThunderK
parent fad0b9941b
commit 756ff0ec99
4 changed files with 54 additions and 37 deletions

2
TODO
View file

@ -21,8 +21,8 @@ Technology Preview 2 :
=> Covering texture height should inpact terrain height.
=> Add texture shadowing.
- Clouds should keep distance to ground.
- Waves noise should not change layers offsets each time a setting is changed (layers are reconstructed currently).
- Fix rendering when inside a cloud layer, with other upper or lower layers.
- Make fileNew work again (call auto presets and randomize all noise offsets).
- Improve cloud rendering precision (and beware of precision discontinuity when rendering clouds in front of ground (shorter distance)).
Technlogy Preview 3 :

View file

@ -283,10 +283,8 @@ void DialogNoise::addLevel()
level.amplitude = 0.1;
level.wavelength = 0.1;
level.xoffset = 0.0;
level.yoffset = 0.0;
level.zoffset = 0.0;
noiseAddLevel(_current, level);
noiseAddLevel(_current, level, 1);
revertToCurrent();
@ -340,7 +338,7 @@ void DialogNoise::levelChanged(int row)
void DialogNoise::heightChanged(int value)
{
_current_level_params.amplitude = ((double)value) / 1000.0;
noiseSetLevel(_current, _current_level, _current_level_params);
noiseSetLevel(_current, _current_level, _current_level_params, 1);
previewLevel->redraw();
previewTotal->redraw();
}
@ -348,7 +346,7 @@ void DialogNoise::heightChanged(int value)
void DialogNoise::scalingChanged(int value)
{
_current_level_params.wavelength = ((double)value) / 1000.0;
noiseSetLevel(_current, _current_level, _current_level_params);
noiseSetLevel(_current, _current_level, _current_level_params, 1);
previewLevel->redraw();
previewTotal->redraw();
}

View file

@ -80,6 +80,7 @@ NoiseGenerator* noiseCreateGenerator()
result->level_count = 0;
result->height_offset = 0.0;
noiseRandomizeOffsets(result);
noiseValidate(result);
return result;
@ -215,6 +216,17 @@ void noiseValidate(NoiseGenerator* generator)
}
}
void noiseRandomizeOffsets(NoiseGenerator* generator)
{
int i;
for (i = 0; i < MAX_LEVEL_COUNT; i++)
{
result->levels[i].xoffset = toolsRandom();
result->levels[i].yoffset = toolsRandom();
result->levels[i].zoffset = toolsRandom();
}
}
NoiseFunction noiseGetFunction(NoiseGenerator* generator)
{
return generator->function;
@ -256,10 +268,19 @@ void noiseClearLevels(NoiseGenerator* generator)
noiseValidate(generator);
}
void noiseAddLevel(NoiseGenerator* generator, NoiseLevel level)
void noiseAddLevel(NoiseGenerator* generator, NoiseLevel level, int protect_offsets)
{
if (generator->level_count < MAX_LEVEL_COUNT)
{
NoiseLevel baselevel = generator->levels[generator->level_count];
if (protect_offsets)
{
level.xoffset = baselevel.xoffset;
level.yoffset = baselevel.yoffset;
level.zoffset = baselevel.zoffset;
}
generator->levels[generator->level_count] = level;
generator->level_count++;
noiseValidate(generator);
@ -273,26 +294,17 @@ void noiseAddLevelSimple(NoiseGenerator* generator, double scaling, double minva
level.wavelength = scaling;
level.minvalue = minvalue;
level.amplitude = maxvalue - minvalue;
level.xoffset = toolsRandom();
level.yoffset = toolsRandom();
level.zoffset = toolsRandom();
noiseAddLevel(generator, level);
noiseAddLevel(generator, level, 1);
}
void noiseAddLevels(NoiseGenerator* generator, int level_count, NoiseLevel start_level, double scaling_factor, double amplitude_factor, double center_factor, int randomize_offset)
void noiseAddLevels(NoiseGenerator* generator, int level_count, NoiseLevel start_level, double scaling_factor, double amplitude_factor, double center_factor)
{
int i;
for (i = 0; i < level_count; i++)
{
if (randomize_offset)
{
start_level.xoffset = toolsRandom();
start_level.yoffset = toolsRandom();
start_level.zoffset = toolsRandom();
}
noiseAddLevel(generator, start_level);
noiseAddLevel(generator, start_level, 1);
start_level.minvalue += start_level.amplitude * (1.0 - amplitude_factor) * center_factor;
start_level.wavelength *= scaling_factor;
start_level.amplitude *= amplitude_factor;
@ -306,7 +318,7 @@ void noiseAddLevelsSimple(NoiseGenerator* generator, int level_count, double sca
level.wavelength = scaling;
level.minvalue = minvalue;
level.amplitude = maxvalue - minvalue;
noiseAddLevels(generator, level_count, level, 0.5, 0.5, 0.5, 1);
noiseAddLevels(generator, level_count, level, 0.5, 0.5, 0.5);
}
void noiseRemoveLevel(NoiseGenerator* generator, int level)
@ -335,27 +347,33 @@ int noiseGetLevel(NoiseGenerator* generator, int level, NoiseLevel* params)
}
}
void noiseSetLevel(NoiseGenerator* generator, int level, NoiseLevel params)
void noiseSetLevel(NoiseGenerator* generator, int index, NoiseLevel level, int protect_offsets)
{
if (level >= 0 && level < generator->level_count)
if (index >= 0 && index < generator->level_count)
{
generator->levels[level] = params;
NoiseLevel baselevel = generator->levels[index];
if (protect_offsets)
{
level.xoffset = baselevel.xoffset;
level.yoffset = baselevel.yoffset;
level.zoffset = baselevel.zoffset;
}
generator->levels[index] = level;
noiseValidate(generator);
}
}
void noiseSetLevelSimple(NoiseGenerator* generator, int level, double scaling, double minvalue, double maxvalue)
void noiseSetLevelSimple(NoiseGenerator* generator, int index, double scaling, double minvalue, double maxvalue)
{
NoiseLevel params;
NoiseLevel level;
params.wavelength = scaling;
params.minvalue = minvalue;
params.amplitude = maxvalue - minvalue;
params.xoffset = toolsRandom();
params.yoffset = toolsRandom();
params.zoffset = toolsRandom();
level.wavelength = scaling;
level.minvalue = minvalue;
level.amplitude = maxvalue - minvalue;
noiseSetLevel(generator, level, params);
noiseSetLevel(generator, index, level, 1);
}
void noiseNormalizeAmplitude(NoiseGenerator* generator, double minvalue, double maxvalue, int adjust_scaling)

View file

@ -44,6 +44,7 @@ void noiseSaveGenerator(PackStream* stream, NoiseGenerator* generator);
void noiseLoadGenerator(PackStream* stream, NoiseGenerator* generator);
void noiseCopy(NoiseGenerator* source, NoiseGenerator* destination);
void noiseValidate(NoiseGenerator* generator);
void noiseRandomizeOffsets(NoiseGenerator* generator);
NoiseFunction noiseGetFunction(NoiseGenerator* generator);
void noiseSetFunction(NoiseGenerator* generator, NoiseFunction* function);
void noiseSetFunctionParams(NoiseGenerator* generator, NoiseFunctionAlgorithm algorithm, double ridge_factor, double curve_factor);
@ -51,14 +52,14 @@ void noiseForceValue(NoiseGenerator* generator, double value);
void noiseGetRange(NoiseGenerator* generator, double* minvalue, double* maxvalue);
int noiseGetLevelCount(NoiseGenerator* generator);
void noiseClearLevels(NoiseGenerator* generator);
void noiseAddLevel(NoiseGenerator* generator, NoiseLevel level);
void noiseAddLevel(NoiseGenerator* generator, NoiseLevel level, int protect_offsets);
void noiseAddLevelSimple(NoiseGenerator* generator, double scaling, double minvalue, double maxvalue);
void noiseAddLevels(NoiseGenerator* generator, int level_count, NoiseLevel start_level, double scaling_factor, double amplitude_factor, double center_factor, int randomize_offset);
void noiseAddLevels(NoiseGenerator* generator, int level_count, NoiseLevel start_level, double scaling_factor, double amplitude_factor, double center_factor);
void noiseAddLevelsSimple(NoiseGenerator* generator, int level_count, double scaling, double minvalue, double maxvalue);
void noiseRemoveLevel(NoiseGenerator* generator, int level);
int noiseGetLevel(NoiseGenerator* generator, int level, NoiseLevel* params);
void noiseSetLevel(NoiseGenerator* generator, int level, NoiseLevel params);
void noiseSetLevelSimple(NoiseGenerator* generator, int level, double scaling, double minvalue, double maxvalue);
void noiseSetLevel(NoiseGenerator* generator, int index, NoiseLevel level, int protect_offsets);
void noiseSetLevelSimple(NoiseGenerator* generator, int index, double scaling, double minvalue, double maxvalue);
void noiseNormalizeAmplitude(NoiseGenerator* generator, double minvalue, double maxvalue, int adjust_scaling);
double noiseGet1DLevel(NoiseGenerator* generator, int level, double x);
double noiseGet1DTotal(NoiseGenerator* generator, double x);