paysages: Fixed cloud rendering.
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@259 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
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007c5769e5
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7 changed files with 71 additions and 31 deletions
2
TODO
2
TODO
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@ -1,3 +1,5 @@
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- Camera looses its orientation when changing render quality.
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- Choosing New in Scene menu makes the daytime at 0.0.
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- All noises should use the same entropy pool (saved separately), and avoid reallocs.
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- Implement light multi-sampling (mainly for skydome).
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- Implement scaling and scrolling on previews.
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@ -236,13 +236,25 @@ void DialogNoise::addLevel()
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noiseAddLevel(_current, level);
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revertToCurrent();
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levels->setCurrentRow(levels->count() - 1);
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}
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void DialogNoise::removeLevel()
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{
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int row;
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row = levels->currentRow();
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noiseRemoveLevel(_current, _current_level);
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revertToCurrent();
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if (row >= levels->count())
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{
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row--;
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}
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levels->setCurrentRow(row);
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}
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void DialogNoise::levelChanged(int row)
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@ -1,7 +1,9 @@
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#include "preview.h"
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#include <QVector>
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#include <QPainter>
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#include <QTimer>
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#include <QWheelEvent>
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class PreviewDrawer:public QThread
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{
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@ -203,6 +205,28 @@ void Preview::renderPixbuf()
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}
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}
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void Preview::wheelEvent(QWheelEvent* event)
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{
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if (event->orientation() == Qt::Vertical)
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{
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if (event->delta() > 0 && scaling > 0.19)
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{
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scaling -= 0.1;
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redraw();
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}
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else if (event->delta() < 0 && scaling < 10.0)
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{
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scaling += 0.1;
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redraw();
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}
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event->accept();
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}
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else
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{
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event->ignore();
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}
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}
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//static void _scrollPixbuf(SmallPreview* preview, int dx, int dy)
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//{
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// int xstart, ystart, xsize, ysize, y;
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@ -35,6 +35,8 @@ private:
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void resizeEvent(QResizeEvent* event);
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void paintEvent(QPaintEvent* event);
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void wheelEvent(QWheelEvent* event);
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QThread* updater;
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QMutex* lock_drawing;
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@ -89,20 +89,20 @@ void autoGenRealisticLandscape(int seed)
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cloud->scaling = 50.0;
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cloud->coverage = 0.5;
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noiseGenerateBaseNoise(cloud->noise, 262144);
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noiseAddLevelSimple(cloud->noise, 50.0, 0.3);
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noiseAddLevelSimple(cloud->noise, 50.0 / 2.0, 0.2);
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noiseAddLevelSimple(cloud->noise, 50.0 / 4.0, 0.1);
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noiseAddLevelSimple(cloud->noise, 50.0 / 10.0, 0.05);
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noiseAddLevelSimple(cloud->noise, 50.0 / 20.0, 0.03);
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noiseAddLevelSimple(cloud->noise, 50.0 / 40.0, 0.02);
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noiseAddLevelSimple(cloud->noise, 50.0 / 60.0, 0.01);
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noiseAddLevelSimple(cloud->noise, 50.0 / 80.0, 0.005);
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noiseAddLevelSimple(cloud->noise, 50.0 / 100.0, 0.02);
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noiseAddLevelSimple(cloud->noise, 50.0 / 150.0, 0.005);
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noiseAddLevelSimple(cloud->noise, 50.0 / 200.0, 0.003);
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noiseAddLevelSimple(cloud->noise, 50.0 / 400.0, 0.008);
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noiseAddLevelSimple(cloud->noise, 50.0 / 800.0, 0.001);
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noiseAddLevelSimple(cloud->noise, 50.0 / 1000.0, 0.0005);
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noiseAddLevelSimple(cloud->noise, 1.0, 1.0);
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noiseAddLevelSimple(cloud->noise, 1.0 / 2.0, 0.6);
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noiseAddLevelSimple(cloud->noise, 1.0 / 4.0, 0.3);
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noiseAddLevelSimple(cloud->noise, 1.0 / 10.0, 0.15);
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noiseAddLevelSimple(cloud->noise, 1.0 / 20.0, 0.09);
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noiseAddLevelSimple(cloud->noise, 1.0 / 40.0, 0.06);
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noiseAddLevelSimple(cloud->noise, 1.0 / 60.0, 0.03);
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noiseAddLevelSimple(cloud->noise, 1.0 / 80.0, 0.015);
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noiseAddLevelSimple(cloud->noise, 1.0 / 100.0, 0.06);
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noiseAddLevelSimple(cloud->noise, 1.0 / 150.0, 0.015);
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noiseAddLevelSimple(cloud->noise, 1.0 / 200.0, 0.009);
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noiseAddLevelSimple(cloud->noise, 1.0 / 400.0, 0.024);
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noiseAddLevelSimple(cloud->noise, 1.0 / 800.0, 0.003);
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noiseAddLevelSimple(cloud->noise, 1.0 / 1000.0, 0.0015);
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scenerySetClouds(&clouds);
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cloudsDeleteDefinition(&clouds);
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@ -143,14 +143,14 @@ void cloudsLayerCopyDefinition(CloudsLayerDefinition* source, CloudsLayerDefinit
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void cloudsLayerValidateDefinition(CloudsLayerDefinition* definition)
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{
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if (definition->coverage < 0.5)
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/*if (definition->coverage < 0.5)
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{
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noiseNormalizeHeight(definition->noise, -1.0, definition->coverage * 2.0, 0);
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}
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else
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{
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noiseNormalizeHeight(definition->noise, -(1.0 - definition->coverage) * 2.0, 1.0, 0);
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}
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}*/
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}
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int cloudsGetLayerCount(CloudsDefinition* definition)
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@ -201,7 +201,7 @@ void cloudsDeleteLayer(CloudsDefinition* definition, int layer)
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}
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}
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static inline double _getDistanceToBorder(CloudsLayerDefinition* layer, Vector3 position, double detail)
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static inline double _getDistanceToBorder(CloudsLayerDefinition* layer, Vector3 position)
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{
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double val, min;
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@ -214,9 +214,9 @@ static inline double _getDistanceToBorder(CloudsLayerDefinition* layer, Vector3
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min = (layer->ycenter - position.y) / (layer->ycenter - layer->ymin);
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}
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val = noiseGet3DDetail(layer->noise, position.x, position.y, position.z, detail);
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val = 0.5 * noiseGet3DTotal(layer->noise, position.x / layer->scaling, position.y / layer->scaling, position.z / layer->scaling) / noiseGetMaxValue(layer->noise);
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return (val - min) * layer->scaling;
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return (val - 0.5 - min + layer->coverage) * layer->scaling;
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}
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static inline Vector3 _getNormal(CloudsLayerDefinition* layer, Vector3 position, double detail)
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@ -224,24 +224,24 @@ static inline Vector3 _getNormal(CloudsLayerDefinition* layer, Vector3 position,
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Vector3 result = {0.0, 0.0, 0.0};
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double val, dval;
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val = noiseGet3DDetail(layer->noise, position.x, position.y, position.z, detail);
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val = noiseGet3DDetail(layer->noise, position.x / layer->scaling, position.y / layer->scaling, position.z / layer->scaling, detail);
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dval = val - noiseGet3DDetail(layer->noise, position.x + detail, position.y, position.z, detail);
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dval = val - noiseGet3DDetail(layer->noise, (position.x + detail) / layer->scaling, position.y / layer->scaling, position.z / layer->scaling, detail);
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result.x += dval;
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dval = val - noiseGet3DDetail(layer->noise, position.x - detail, position.y, position.z, detail);
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dval = val - noiseGet3DDetail(layer->noise, (position.x - detail) / layer->scaling, position.y / layer->scaling, position.z / layer->scaling, detail);
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result.x -= dval;
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dval = val - noiseGet3DDetail(layer->noise, position.x, position.y + detail, position.z, detail);
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dval = val - noiseGet3DDetail(layer->noise, position.x / layer->scaling, (position.y + detail) / layer->scaling, position.z / layer->scaling, detail);
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result.y += dval;
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dval = val - noiseGet3DDetail(layer->noise, position.x, position.y - detail, position.z, detail);
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dval = val - noiseGet3DDetail(layer->noise, position.x / layer->scaling, (position.y - detail) / layer->scaling, position.z / layer->scaling, detail);
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result.y -= dval;
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dval = val - noiseGet3DDetail(layer->noise, position.x, position.y, position.z + detail, detail);
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dval = val - noiseGet3DDetail(layer->noise, position.x / layer->scaling, position.y / layer->scaling, (position.z + detail) / layer->scaling, detail);
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result.z += dval;
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dval = val - noiseGet3DDetail(layer->noise, position.x, position.y, position.z - detail, detail);
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dval = val - noiseGet3DDetail(layer->noise, position.x / layer->scaling, position.y / layer->scaling, (position.z - detail) / layer->scaling, detail);
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result.z -= dval;
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return v3Normalize(result);
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@ -345,7 +345,7 @@ static int _findSegments(CloudsLayerDefinition* definition, Renderer* renderer,
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current_inside_length = 0.0;
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segment_length = 0.0;
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walker = start;
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noise_distance = _getDistanceToBorder(definition, start, detail) * render_precision;
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noise_distance = _getDistanceToBorder(definition, start) * render_precision;
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inside = (noise_distance > 0.0) ? 1 : 0;
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step = v3Scale(direction, render_precision);
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@ -354,7 +354,7 @@ static int _findSegments(CloudsLayerDefinition* definition, Renderer* renderer,
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walker = v3Add(walker, step);
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step_length = v3Norm(step);
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last_noise_distance = noise_distance;
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noise_distance = _getDistanceToBorder(definition, walker, detail) * render_precision;
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noise_distance = _getDistanceToBorder(definition, walker) * render_precision;
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current_total_length += step_length;
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if (noise_distance > 0.0)
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@ -33,7 +33,7 @@ struct RenderArea
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RenderCallbackUpdate callback_update;
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};
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/*#define RENDER_INVERSE 1*/
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#define RENDER_INVERSE 1
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#define RENDER_WIREFRAME 1
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static void _callbackStart(int width, int height, Color background) {}
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