Coding style
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d88cb29f4c
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7 changed files with 16 additions and 11 deletions
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@ -30,9 +30,9 @@ static double g1[B + B + 2];
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#define setup(i, b0, b1, r0, r1) \
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#define setup(i, b0, b1, r0, r1) \
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t = vec[i] + N; \
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t = vec[i] + N; \
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b0 = trunc_to_int(t) & BM; \
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b0 = trunc_to_int(t) & BM; \
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b1 = (b0 + 1) & BM; \
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b1 = (b0 + 1) & BM; \
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r0 = t - trunc_to_int(t); \
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r0 = t - trunc_to_int(t); \
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r1 = r0 - 1.;
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r1 = r0 - 1.;
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double noisePerlinGet1DValue(double x) {
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double noisePerlinGet1DValue(double x) {
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@ -18,7 +18,7 @@ void Layers::save(PackStream *stream) const {
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int layer_count = static_cast<int>(layers.size());
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int layer_count = static_cast<int>(layers.size());
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stream->write(&layer_count);
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stream->write(&layer_count);
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for (auto &layer: layers) {
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for (auto &layer : layers) {
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stream->write(layer->getName());
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stream->write(layer->getName());
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layer->save(stream);
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layer->save(stream);
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}
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}
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@ -114,8 +114,8 @@ static void addBranchRecurse(RandomGenerator &random, vector<CappedCylinder> &br
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Matrix4 pivot1 = Matrix4::newRotateAxis(randomizeValue(random, 1.0 - 0.6 * length, 0.9, 1.1), VECTOR_EAST);
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Matrix4 pivot1 = Matrix4::newRotateAxis(randomizeValue(random, 1.0 - 0.6 * length, 0.9, 1.1), VECTOR_EAST);
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Vector3 new_direction = pivot1.multPoint(direction);
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Vector3 new_direction = pivot1.multPoint(direction);
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for (int i = 0; i < split_count; i++) {
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for (int i = 0; i < split_count; i++) {
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Matrix4 pivot2 =
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Matrix4 pivot2 = Matrix4::newRotateAxis(
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Matrix4::newRotateAxis(randomizeValue(random, M_PI * 2.0 / to_double(split_count), 0.9, 1.1), direction);
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randomizeValue(random, M_PI * 2.0 / to_double(split_count), 0.9, 1.1), direction);
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new_direction = pivot2.multPoint(new_direction);
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new_direction = pivot2.multPoint(new_direction);
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Vector3 new_base = base.add(direction.scale(randomizeValue(random, length, 0.4, 1.0)));
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Vector3 new_base = base.add(direction.scale(randomizeValue(random, length, 0.4, 1.0)));
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@ -127,7 +127,8 @@ int main(int argc, char **argv) {
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scenery->autoPreset();
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scenery->autoPreset();
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}
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}
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Logs::debug("CommandLine") << "Rendered scenery :" << endl << scenery->toString() << endl;
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Logs::debug("CommandLine") << "Rendered scenery :" << endl
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<< scenery->toString() << endl;
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TimeManager time;
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TimeManager time;
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time.setWind(conf_wind_x, conf_wind_z);
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time.setWind(conf_wind_x, conf_wind_z);
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@ -252,7 +252,9 @@ void OpenGLRenderer::cameraChangeEvent(CameraDefinition *camera) {
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// Set in shaders
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// Set in shaders
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shared_state->set("cameraLocation", location);
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shared_state->set("cameraLocation", location);
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float *matdata = view_matrix->transposed().data();
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float *matdata = view_matrix->transposed().data();
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shared_state->set("viewMatrix", Matrix4(matdata[0], matdata[1], matdata[2], matdata[3], matdata[4], matdata[5], matdata[6], matdata[7], matdata[8], matdata[9], matdata[10], matdata[11], matdata[12], matdata[13], matdata[14], matdata[15]));
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shared_state->set("viewMatrix", Matrix4(matdata[0], matdata[1], matdata[2], matdata[3], matdata[4], matdata[5],
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matdata[6], matdata[7], matdata[8], matdata[9], matdata[10], matdata[11],
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matdata[12], matdata[13], matdata[14], matdata[15]));
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// Broadcast to parts
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// Broadcast to parts
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vegetation->cameraChanged(camera);
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vegetation->cameraChanged(camera);
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@ -270,7 +272,8 @@ void OpenGLRenderer::updateMouseProjection() {
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GLfloat z;
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GLfloat z;
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functions->glReadPixels(mouse_x, mouse_y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);
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functions->glReadPixels(mouse_x, mouse_y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);
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QVector4D located(to_float(mouse_x / render_camera->getWidth()), to_float(mouse_y / render_camera->getHeight()), z, 1.0);
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QVector4D located(to_float(mouse_x / render_camera->getWidth()), to_float(mouse_y / render_camera->getHeight()), z,
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1.0);
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QVector4D unprojected = view_matrix->inverted() * 2.0 * (located - QVector4D(0.5, 0.5, 0.5, 0.5));
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QVector4D unprojected = view_matrix->inverted() * 2.0 * (located - QVector4D(0.5, 0.5, 0.5, 0.5));
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*mouse_projected = Vector3(unprojected.x() / unprojected.w(), unprojected.y() / unprojected.w(),
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*mouse_projected = Vector3(unprojected.x() / unprojected.w(), unprojected.y() / unprojected.w(),
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unprojected.z() / unprojected.w());
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unprojected.z() / unprojected.w());
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@ -141,7 +141,8 @@ void OpenGLVegetationImpostor::setVertex(int i, float u, float v) {
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Matrix4 rotation = matrixForIndex(index);
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Matrix4 rotation = matrixForIndex(index);
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Vector3 vertex = rotation.multPoint(Vector3(1.0, u, -(v - 0.5)));
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Vector3 vertex = rotation.multPoint(Vector3(1.0, u, -(v - 0.5)));
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vertices->set(index * 4 + i, vertex, (u + to_double(px)) / to_double(parts), (v + to_double(py)) / to_double(parts));
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vertices->set(index * 4 + i, vertex, (u + to_double(px)) / to_double(parts),
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(v + to_double(py)) / to_double(parts));
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}
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}
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}
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}
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}
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}
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@ -453,7 +453,7 @@ static void _inscatter1(double r, double mu, double muS, double nu, Color *ray,
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_integrand1(r, mu, muS, nu, 0.0, &rayi, &miei);
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_integrand1(r, mu, muS, nu, 0.0, &rayi, &miei);
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int i;
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int i;
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for (i = 1; i <= INSCATTER_INTEGRAL_SAMPLES; ++i) {
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for (i = 1; i <= INSCATTER_INTEGRAL_SAMPLES; ++i) {
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double xj = to_double(i)*dx;
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double xj = to_double(i) * dx;
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Color rayj;
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Color rayj;
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Color miej;
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Color miej;
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_integrand1(r, mu, muS, nu, xj, &rayj, &miej);
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_integrand1(r, mu, muS, nu, xj, &rayj, &miej);
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@ -703,7 +703,7 @@ static Color _inscatterN(Texture4D *deltaJ, double r, double mu, double muS, dou
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Color raymiei = _integrand2(deltaJ, r, mu, muS, nu, 0.0);
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Color raymiei = _integrand2(deltaJ, r, mu, muS, nu, 0.0);
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int i;
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int i;
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for (i = 1; i <= INSCATTER_INTEGRAL_SAMPLES; ++i) {
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for (i = 1; i <= INSCATTER_INTEGRAL_SAMPLES; ++i) {
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double xj = to_double(i)*dx;
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double xj = to_double(i) * dx;
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Color raymiej = _integrand2(deltaJ, r, mu, muS, nu, xj);
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Color raymiej = _integrand2(deltaJ, r, mu, muS, nu, xj);
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raymie.r += (raymiei.r + raymiej.r) / 2.0 * dx;
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raymie.r += (raymiei.r + raymiej.r) / 2.0 * dx;
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raymie.g += (raymiei.g + raymiej.g) / 2.0 * dx;
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raymie.g += (raymiei.g + raymiej.g) / 2.0 * dx;
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