paysages: Fixed cloud rendering.

git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@259 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
Michaël Lemaire 2012-02-06 20:54:23 +00:00 committed by ThunderK
parent 007c5769e5
commit 8657714d9d
7 changed files with 71 additions and 31 deletions

2
TODO
View file

@ -1,3 +1,5 @@
- Camera looses its orientation when changing render quality.
- Choosing New in Scene menu makes the daytime at 0.0.
- All noises should use the same entropy pool (saved separately), and avoid reallocs.
- Implement light multi-sampling (mainly for skydome).
- Implement scaling and scrolling on previews.

View file

@ -236,13 +236,25 @@ void DialogNoise::addLevel()
noiseAddLevel(_current, level);
revertToCurrent();
levels->setCurrentRow(levels->count() - 1);
}
void DialogNoise::removeLevel()
{
int row;
row = levels->currentRow();
noiseRemoveLevel(_current, _current_level);
revertToCurrent();
if (row >= levels->count())
{
row--;
}
levels->setCurrentRow(row);
}
void DialogNoise::levelChanged(int row)

View file

@ -1,7 +1,9 @@
#include "preview.h"
#include <QVector>
#include <QPainter>
#include <QTimer>
#include <QWheelEvent>
class PreviewDrawer:public QThread
{
@ -203,6 +205,28 @@ void Preview::renderPixbuf()
}
}
void Preview::wheelEvent(QWheelEvent* event)
{
if (event->orientation() == Qt::Vertical)
{
if (event->delta() > 0 && scaling > 0.19)
{
scaling -= 0.1;
redraw();
}
else if (event->delta() < 0 && scaling < 10.0)
{
scaling += 0.1;
redraw();
}
event->accept();
}
else
{
event->ignore();
}
}
//static void _scrollPixbuf(SmallPreview* preview, int dx, int dy)
//{
// int xstart, ystart, xsize, ysize, y;

View file

@ -35,6 +35,8 @@ private:
void resizeEvent(QResizeEvent* event);
void paintEvent(QPaintEvent* event);
void wheelEvent(QWheelEvent* event);
QThread* updater;
QMutex* lock_drawing;

View file

@ -89,20 +89,20 @@ void autoGenRealisticLandscape(int seed)
cloud->scaling = 50.0;
cloud->coverage = 0.5;
noiseGenerateBaseNoise(cloud->noise, 262144);
noiseAddLevelSimple(cloud->noise, 50.0, 0.3);
noiseAddLevelSimple(cloud->noise, 50.0 / 2.0, 0.2);
noiseAddLevelSimple(cloud->noise, 50.0 / 4.0, 0.1);
noiseAddLevelSimple(cloud->noise, 50.0 / 10.0, 0.05);
noiseAddLevelSimple(cloud->noise, 50.0 / 20.0, 0.03);
noiseAddLevelSimple(cloud->noise, 50.0 / 40.0, 0.02);
noiseAddLevelSimple(cloud->noise, 50.0 / 60.0, 0.01);
noiseAddLevelSimple(cloud->noise, 50.0 / 80.0, 0.005);
noiseAddLevelSimple(cloud->noise, 50.0 / 100.0, 0.02);
noiseAddLevelSimple(cloud->noise, 50.0 / 150.0, 0.005);
noiseAddLevelSimple(cloud->noise, 50.0 / 200.0, 0.003);
noiseAddLevelSimple(cloud->noise, 50.0 / 400.0, 0.008);
noiseAddLevelSimple(cloud->noise, 50.0 / 800.0, 0.001);
noiseAddLevelSimple(cloud->noise, 50.0 / 1000.0, 0.0005);
noiseAddLevelSimple(cloud->noise, 1.0, 1.0);
noiseAddLevelSimple(cloud->noise, 1.0 / 2.0, 0.6);
noiseAddLevelSimple(cloud->noise, 1.0 / 4.0, 0.3);
noiseAddLevelSimple(cloud->noise, 1.0 / 10.0, 0.15);
noiseAddLevelSimple(cloud->noise, 1.0 / 20.0, 0.09);
noiseAddLevelSimple(cloud->noise, 1.0 / 40.0, 0.06);
noiseAddLevelSimple(cloud->noise, 1.0 / 60.0, 0.03);
noiseAddLevelSimple(cloud->noise, 1.0 / 80.0, 0.015);
noiseAddLevelSimple(cloud->noise, 1.0 / 100.0, 0.06);
noiseAddLevelSimple(cloud->noise, 1.0 / 150.0, 0.015);
noiseAddLevelSimple(cloud->noise, 1.0 / 200.0, 0.009);
noiseAddLevelSimple(cloud->noise, 1.0 / 400.0, 0.024);
noiseAddLevelSimple(cloud->noise, 1.0 / 800.0, 0.003);
noiseAddLevelSimple(cloud->noise, 1.0 / 1000.0, 0.0015);
scenerySetClouds(&clouds);
cloudsDeleteDefinition(&clouds);

View file

@ -143,14 +143,14 @@ void cloudsLayerCopyDefinition(CloudsLayerDefinition* source, CloudsLayerDefinit
void cloudsLayerValidateDefinition(CloudsLayerDefinition* definition)
{
if (definition->coverage < 0.5)
/*if (definition->coverage < 0.5)
{
noiseNormalizeHeight(definition->noise, -1.0, definition->coverage * 2.0, 0);
}
else
{
noiseNormalizeHeight(definition->noise, -(1.0 - definition->coverage) * 2.0, 1.0, 0);
}
}*/
}
int cloudsGetLayerCount(CloudsDefinition* definition)
@ -201,7 +201,7 @@ void cloudsDeleteLayer(CloudsDefinition* definition, int layer)
}
}
static inline double _getDistanceToBorder(CloudsLayerDefinition* layer, Vector3 position, double detail)
static inline double _getDistanceToBorder(CloudsLayerDefinition* layer, Vector3 position)
{
double val, min;
@ -214,9 +214,9 @@ static inline double _getDistanceToBorder(CloudsLayerDefinition* layer, Vector3
min = (layer->ycenter - position.y) / (layer->ycenter - layer->ymin);
}
val = noiseGet3DDetail(layer->noise, position.x, position.y, position.z, detail);
val = 0.5 * noiseGet3DTotal(layer->noise, position.x / layer->scaling, position.y / layer->scaling, position.z / layer->scaling) / noiseGetMaxValue(layer->noise);
return (val - min) * layer->scaling;
return (val - 0.5 - min + layer->coverage) * layer->scaling;
}
static inline Vector3 _getNormal(CloudsLayerDefinition* layer, Vector3 position, double detail)
@ -224,24 +224,24 @@ static inline Vector3 _getNormal(CloudsLayerDefinition* layer, Vector3 position,
Vector3 result = {0.0, 0.0, 0.0};
double val, dval;
val = noiseGet3DDetail(layer->noise, position.x, position.y, position.z, detail);
val = noiseGet3DDetail(layer->noise, position.x / layer->scaling, position.y / layer->scaling, position.z / layer->scaling, detail);
dval = val - noiseGet3DDetail(layer->noise, position.x + detail, position.y, position.z, detail);
dval = val - noiseGet3DDetail(layer->noise, (position.x + detail) / layer->scaling, position.y / layer->scaling, position.z / layer->scaling, detail);
result.x += dval;
dval = val - noiseGet3DDetail(layer->noise, position.x - detail, position.y, position.z, detail);
dval = val - noiseGet3DDetail(layer->noise, (position.x - detail) / layer->scaling, position.y / layer->scaling, position.z / layer->scaling, detail);
result.x -= dval;
dval = val - noiseGet3DDetail(layer->noise, position.x, position.y + detail, position.z, detail);
dval = val - noiseGet3DDetail(layer->noise, position.x / layer->scaling, (position.y + detail) / layer->scaling, position.z / layer->scaling, detail);
result.y += dval;
dval = val - noiseGet3DDetail(layer->noise, position.x, position.y - detail, position.z, detail);
dval = val - noiseGet3DDetail(layer->noise, position.x / layer->scaling, (position.y - detail) / layer->scaling, position.z / layer->scaling, detail);
result.y -= dval;
dval = val - noiseGet3DDetail(layer->noise, position.x, position.y, position.z + detail, detail);
dval = val - noiseGet3DDetail(layer->noise, position.x / layer->scaling, position.y / layer->scaling, (position.z + detail) / layer->scaling, detail);
result.z += dval;
dval = val - noiseGet3DDetail(layer->noise, position.x, position.y, position.z - detail, detail);
dval = val - noiseGet3DDetail(layer->noise, position.x / layer->scaling, position.y / layer->scaling, (position.z - detail) / layer->scaling, detail);
result.z -= dval;
return v3Normalize(result);
@ -345,7 +345,7 @@ static int _findSegments(CloudsLayerDefinition* definition, Renderer* renderer,
current_inside_length = 0.0;
segment_length = 0.0;
walker = start;
noise_distance = _getDistanceToBorder(definition, start, detail) * render_precision;
noise_distance = _getDistanceToBorder(definition, start) * render_precision;
inside = (noise_distance > 0.0) ? 1 : 0;
step = v3Scale(direction, render_precision);
@ -354,7 +354,7 @@ static int _findSegments(CloudsLayerDefinition* definition, Renderer* renderer,
walker = v3Add(walker, step);
step_length = v3Norm(step);
last_noise_distance = noise_distance;
noise_distance = _getDistanceToBorder(definition, walker, detail) * render_precision;
noise_distance = _getDistanceToBorder(definition, walker) * render_precision;
current_total_length += step_length;
if (noise_distance > 0.0)

View file

@ -33,7 +33,7 @@ struct RenderArea
RenderCallbackUpdate callback_update;
};
/*#define RENDER_INVERSE 1*/
#define RENDER_INVERSE 1
#define RENDER_WIREFRAME 1
static void _callbackStart(int width, int height, Color background) {}