paysages : Noise level offsets are now fixed.
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@508 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
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4 changed files with 54 additions and 37 deletions
2
TODO
2
TODO
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@ -21,8 +21,8 @@ Technology Preview 2 :
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=> Covering texture height should inpact terrain height.
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=> Add texture shadowing.
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- Clouds should keep distance to ground.
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- Waves noise should not change layers offsets each time a setting is changed (layers are reconstructed currently).
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- Fix rendering when inside a cloud layer, with other upper or lower layers.
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- Make fileNew work again (call auto presets and randomize all noise offsets).
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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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Technlogy Preview 3 :
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@ -283,10 +283,8 @@ void DialogNoise::addLevel()
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level.amplitude = 0.1;
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level.wavelength = 0.1;
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level.xoffset = 0.0;
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level.yoffset = 0.0;
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level.zoffset = 0.0;
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noiseAddLevel(_current, level);
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noiseAddLevel(_current, level, 1);
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revertToCurrent();
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@ -340,7 +338,7 @@ void DialogNoise::levelChanged(int row)
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void DialogNoise::heightChanged(int value)
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{
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_current_level_params.amplitude = ((double)value) / 1000.0;
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noiseSetLevel(_current, _current_level, _current_level_params);
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noiseSetLevel(_current, _current_level, _current_level_params, 1);
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previewLevel->redraw();
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previewTotal->redraw();
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}
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@ -348,7 +346,7 @@ void DialogNoise::heightChanged(int value)
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void DialogNoise::scalingChanged(int value)
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{
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_current_level_params.wavelength = ((double)value) / 1000.0;
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noiseSetLevel(_current, _current_level, _current_level_params);
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noiseSetLevel(_current, _current_level, _current_level_params, 1);
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previewLevel->redraw();
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previewTotal->redraw();
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}
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@ -80,6 +80,7 @@ NoiseGenerator* noiseCreateGenerator()
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result->level_count = 0;
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result->height_offset = 0.0;
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noiseRandomizeOffsets(result);
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noiseValidate(result);
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return result;
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@ -215,6 +216,17 @@ void noiseValidate(NoiseGenerator* generator)
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}
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}
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void noiseRandomizeOffsets(NoiseGenerator* generator)
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{
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int i;
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for (i = 0; i < MAX_LEVEL_COUNT; i++)
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{
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result->levels[i].xoffset = toolsRandom();
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result->levels[i].yoffset = toolsRandom();
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result->levels[i].zoffset = toolsRandom();
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}
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}
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NoiseFunction noiseGetFunction(NoiseGenerator* generator)
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{
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return generator->function;
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@ -256,10 +268,19 @@ void noiseClearLevels(NoiseGenerator* generator)
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noiseValidate(generator);
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}
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void noiseAddLevel(NoiseGenerator* generator, NoiseLevel level)
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void noiseAddLevel(NoiseGenerator* generator, NoiseLevel level, int protect_offsets)
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{
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if (generator->level_count < MAX_LEVEL_COUNT)
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{
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NoiseLevel baselevel = generator->levels[generator->level_count];
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if (protect_offsets)
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{
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level.xoffset = baselevel.xoffset;
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level.yoffset = baselevel.yoffset;
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level.zoffset = baselevel.zoffset;
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}
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generator->levels[generator->level_count] = level;
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generator->level_count++;
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noiseValidate(generator);
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@ -273,26 +294,17 @@ void noiseAddLevelSimple(NoiseGenerator* generator, double scaling, double minva
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level.wavelength = scaling;
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level.minvalue = minvalue;
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level.amplitude = maxvalue - minvalue;
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level.xoffset = toolsRandom();
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level.yoffset = toolsRandom();
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level.zoffset = toolsRandom();
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noiseAddLevel(generator, level);
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noiseAddLevel(generator, level, 1);
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}
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void noiseAddLevels(NoiseGenerator* generator, int level_count, NoiseLevel start_level, double scaling_factor, double amplitude_factor, double center_factor, int randomize_offset)
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void noiseAddLevels(NoiseGenerator* generator, int level_count, NoiseLevel start_level, double scaling_factor, double amplitude_factor, double center_factor)
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{
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int i;
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for (i = 0; i < level_count; i++)
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{
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if (randomize_offset)
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{
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start_level.xoffset = toolsRandom();
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start_level.yoffset = toolsRandom();
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start_level.zoffset = toolsRandom();
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}
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noiseAddLevel(generator, start_level);
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noiseAddLevel(generator, start_level, 1);
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start_level.minvalue += start_level.amplitude * (1.0 - amplitude_factor) * center_factor;
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start_level.wavelength *= scaling_factor;
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start_level.amplitude *= amplitude_factor;
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@ -306,7 +318,7 @@ void noiseAddLevelsSimple(NoiseGenerator* generator, int level_count, double sca
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level.wavelength = scaling;
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level.minvalue = minvalue;
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level.amplitude = maxvalue - minvalue;
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noiseAddLevels(generator, level_count, level, 0.5, 0.5, 0.5, 1);
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noiseAddLevels(generator, level_count, level, 0.5, 0.5, 0.5);
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}
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void noiseRemoveLevel(NoiseGenerator* generator, int level)
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@ -335,27 +347,33 @@ int noiseGetLevel(NoiseGenerator* generator, int level, NoiseLevel* params)
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}
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}
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void noiseSetLevel(NoiseGenerator* generator, int level, NoiseLevel params)
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void noiseSetLevel(NoiseGenerator* generator, int index, NoiseLevel level, int protect_offsets)
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{
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if (level >= 0 && level < generator->level_count)
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if (index >= 0 && index < generator->level_count)
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{
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generator->levels[level] = params;
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NoiseLevel baselevel = generator->levels[index];
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if (protect_offsets)
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{
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level.xoffset = baselevel.xoffset;
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level.yoffset = baselevel.yoffset;
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level.zoffset = baselevel.zoffset;
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}
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generator->levels[index] = level;
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noiseValidate(generator);
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}
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}
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void noiseSetLevelSimple(NoiseGenerator* generator, int level, double scaling, double minvalue, double maxvalue)
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void noiseSetLevelSimple(NoiseGenerator* generator, int index, double scaling, double minvalue, double maxvalue)
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{
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NoiseLevel params;
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NoiseLevel level;
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params.wavelength = scaling;
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params.minvalue = minvalue;
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params.amplitude = maxvalue - minvalue;
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params.xoffset = toolsRandom();
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params.yoffset = toolsRandom();
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params.zoffset = toolsRandom();
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level.wavelength = scaling;
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level.minvalue = minvalue;
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level.amplitude = maxvalue - minvalue;
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noiseSetLevel(generator, level, params);
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noiseSetLevel(generator, index, level, 1);
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}
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void noiseNormalizeAmplitude(NoiseGenerator* generator, double minvalue, double maxvalue, int adjust_scaling)
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@ -44,6 +44,7 @@ void noiseSaveGenerator(PackStream* stream, NoiseGenerator* generator);
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void noiseLoadGenerator(PackStream* stream, NoiseGenerator* generator);
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void noiseCopy(NoiseGenerator* source, NoiseGenerator* destination);
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void noiseValidate(NoiseGenerator* generator);
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void noiseRandomizeOffsets(NoiseGenerator* generator);
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NoiseFunction noiseGetFunction(NoiseGenerator* generator);
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void noiseSetFunction(NoiseGenerator* generator, NoiseFunction* function);
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void noiseSetFunctionParams(NoiseGenerator* generator, NoiseFunctionAlgorithm algorithm, double ridge_factor, double curve_factor);
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@ -51,14 +52,14 @@ void noiseForceValue(NoiseGenerator* generator, double value);
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void noiseGetRange(NoiseGenerator* generator, double* minvalue, double* maxvalue);
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int noiseGetLevelCount(NoiseGenerator* generator);
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void noiseClearLevels(NoiseGenerator* generator);
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void noiseAddLevel(NoiseGenerator* generator, NoiseLevel level);
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void noiseAddLevel(NoiseGenerator* generator, NoiseLevel level, int protect_offsets);
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void noiseAddLevelSimple(NoiseGenerator* generator, double scaling, double minvalue, double maxvalue);
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void noiseAddLevels(NoiseGenerator* generator, int level_count, NoiseLevel start_level, double scaling_factor, double amplitude_factor, double center_factor, int randomize_offset);
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void noiseAddLevels(NoiseGenerator* generator, int level_count, NoiseLevel start_level, double scaling_factor, double amplitude_factor, double center_factor);
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void noiseAddLevelsSimple(NoiseGenerator* generator, int level_count, double scaling, double minvalue, double maxvalue);
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void noiseRemoveLevel(NoiseGenerator* generator, int level);
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int noiseGetLevel(NoiseGenerator* generator, int level, NoiseLevel* params);
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void noiseSetLevel(NoiseGenerator* generator, int level, NoiseLevel params);
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void noiseSetLevelSimple(NoiseGenerator* generator, int level, double scaling, double minvalue, double maxvalue);
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void noiseSetLevel(NoiseGenerator* generator, int index, NoiseLevel level, int protect_offsets);
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void noiseSetLevelSimple(NoiseGenerator* generator, int index, double scaling, double minvalue, double maxvalue);
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void noiseNormalizeAmplitude(NoiseGenerator* generator, double minvalue, double maxvalue, int adjust_scaling);
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double noiseGet1DLevel(NoiseGenerator* generator, int level, double x);
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double noiseGet1DTotal(NoiseGenerator* generator, double x);
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