Changed textures displacement to use FractalNoise
This commit is contained in:
parent
f9d0918bcb
commit
897f20b1ea
12 changed files with 127 additions and 106 deletions
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@ -128,6 +128,12 @@ double FractalNoise::get3d(double detail, double x, double y, double z) const {
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return result;
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}
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void FractalNoise::estimateRange(double *min, double *max) const {
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// TODO Better estimate
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*max = height;
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*min = -*max;
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}
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double FractalNoise::getBase1d(double x) const {
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return getBase2d(x, 0.0);
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}
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@ -46,6 +46,11 @@ class BASICSSHARED_EXPORT FractalNoise {
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double get2d(double detail, double x, double y) const;
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double get3d(double detail, double x, double y, double z) const;
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/**
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* Estimate the range of values this generator will yield with a very small detail value.
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*/
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void estimateRange(double *min, double *max) const;
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virtual double getBase1d(double x) const;
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virtual double getBase2d(double x, double y) const;
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/**
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@ -1,22 +1,22 @@
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#include "TextureLayerDefinition.h"
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#include <algorithm>
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#include "Zone.h"
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#include "NoiseGenerator.h"
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#include "SurfaceMaterial.h"
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#include "PackStream.h"
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#include "Scenery.h"
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#include "TerrainDefinition.h"
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#include "Color.h"
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#include "FractalNoise.h"
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#include "NoiseNode.h"
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TextureLayerDefinition::TextureLayerDefinition(DefinitionNode *parent, const string &name)
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: DefinitionNode(parent, name, "texturelayer") {
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terrain_zone = new Zone;
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_displacement_noise = new NoiseGenerator;
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material = new SurfaceMaterial;
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displacement_height = 0.0;
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displacement_scaling = 1.0;
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displacement_noise = new NoiseNode(this, "displacement");
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displacement_noise->setConfig(0.0);
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detail_noise = new NoiseNode(this, "detail");
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detail_noise->setConfig(0.01);
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@ -24,22 +24,12 @@ TextureLayerDefinition::TextureLayerDefinition(DefinitionNode *parent, const str
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TextureLayerDefinition::~TextureLayerDefinition() {
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delete terrain_zone;
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delete _displacement_noise;
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delete material;
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}
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void TextureLayerDefinition::validate() {
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DefinitionNode::validate();
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if (displacement_scaling < 0.000001) {
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displacement_scaling = 0.000001;
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}
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_displacement_noise->clearLevels();
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_displacement_noise->addLevelsSimple(9, 1.0, -1.0, 1.0, 0.0);
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_displacement_noise->normalizeAmplitude(-1.0, 1.0, 0);
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_displacement_noise->validate();
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material->validate();
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/* Update zone height range */
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@ -57,11 +47,7 @@ void TextureLayerDefinition::copy(DefinitionNode *destination) const {
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if (auto tex_destination = static_cast<TextureLayerDefinition *>(destination)) {
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terrain_zone->copy(tex_destination->terrain_zone);
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tex_destination->displacement_scaling = displacement_scaling;
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tex_destination->displacement_height = displacement_height;
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*tex_destination->material = *material;
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_displacement_noise->copy(tex_destination->_displacement_noise);
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}
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}
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@ -69,42 +55,34 @@ void TextureLayerDefinition::save(PackStream *stream) const {
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DefinitionNode::save(stream);
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terrain_zone->save(stream);
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stream->write(&displacement_scaling);
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stream->write(&displacement_height);
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material->save(stream);
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_displacement_noise->save(stream);
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}
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void TextureLayerDefinition::load(PackStream *stream) {
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DefinitionNode::load(stream);
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terrain_zone->load(stream);
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stream->read(&displacement_scaling);
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stream->read(&displacement_height);
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material->load(stream);
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_displacement_noise->load(stream);
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}
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void TextureLayerDefinition::applyPreset(TextureLayerPreset preset, RandomGenerator &random) {
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_displacement_noise->randomizeOffsets(random);
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displacement_noise->randomize(random);
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detail_noise->randomize(random);
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terrain_zone->clear();
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switch (preset) {
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case TEXTURES_LAYER_PRESET_MUD:
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displacement_height = 0.02;
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displacement_scaling = 3.0;
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displacement_noise->setConfig(0.05, 0.1, 0.3);
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detail_noise->setConfig(0.01, 0.03);
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material->setColor(0.015, 0.014, 0.014, 1.0);
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material->reflection = 0.003;
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material->shininess = 4.0;
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break;
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case TEXTURES_LAYER_PRESET_ROCK:
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terrain_zone->addHeightRangeQuick(1.0, 0.6, 0.7, 1.0, 1.0);
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displacement_height = 0.3;
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displacement_scaling = 2.0;
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displacement_noise->setConfig(1.0, 0.3, 0.5, 0.85);
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detail_noise->setConfig(0.02, 0.04);
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material->setColor(0.6, 0.55, 0.57, 1.0);
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material->reflection = 0.006;
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material->shininess = 6.0;
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@ -112,8 +90,8 @@ void TextureLayerDefinition::applyPreset(TextureLayerPreset preset, RandomGenera
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case TEXTURES_LAYER_PRESET_GRASS:
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terrain_zone->addHeightRangeQuick(1.0, 0.45, 0.5, 0.8, 1.0);
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terrain_zone->addSlopeRangeQuick(1.0, 0.0, 0.0, 0.05, 0.4);
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displacement_height = 0.0;
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displacement_scaling = 1.0;
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displacement_noise->setConfig(0.4, 0.05);
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detail_noise->setConfig(0.01, 0.1);
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material->setColor(0.12, 0.19, 0.035, 1.0);
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material->reflection = 0.001;
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material->shininess = 4.0;
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@ -121,8 +99,8 @@ void TextureLayerDefinition::applyPreset(TextureLayerPreset preset, RandomGenera
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case TEXTURES_LAYER_PRESET_SAND:
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terrain_zone->addHeightRangeQuick(1.0, 0.495, 0.505, 0.56, 0.63);
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terrain_zone->addSlopeRangeQuick(1.0, 0.0, 0.0, 0.1, 0.4);
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displacement_height = 0.05;
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displacement_scaling = 5.0;
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displacement_noise->setConfig(0.04, 0.1, 0.5, 0.3);
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detail_noise->setConfig(0.004, 0.08);
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material->setColor(1.2, 1.1, 0.9, 1.0);
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material->reflection = 0.008;
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material->shininess = 1.0;
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@ -130,8 +108,8 @@ void TextureLayerDefinition::applyPreset(TextureLayerPreset preset, RandomGenera
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case TEXTURES_LAYER_PRESET_SNOW:
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terrain_zone->addHeightRangeQuick(1.0, 0.77, 0.85, 1.0, 1.0);
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terrain_zone->addSlopeRangeQuick(1.0, 0.0, 0.0, 0.2, 1.0);
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displacement_height = 0.1;
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displacement_scaling = 1.0;
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displacement_noise->setConfig(0.4, 0.07);
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detail_noise->setConfig(0.01, 0.03);
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material->setColor(5.0, 5.0, 5.0, 1.0);
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material->reflection = 0.02;
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material->shininess = 0.6;
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@ -140,3 +118,13 @@ void TextureLayerDefinition::applyPreset(TextureLayerPreset preset, RandomGenera
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validate();
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}
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bool TextureLayerDefinition::hasDisplacement() const {
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return displacement_noise->getGenerator()->getHeight() > 0.0;
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}
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double TextureLayerDefinition::getMaximalDisplacement() const {
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double neg, pos;
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displacement_noise->getGenerator()->estimateRange(&neg, &pos);
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return max(fabs(neg), fabs(pos));
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}
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@ -31,19 +31,29 @@ class DEFINITIONSHARED_EXPORT TextureLayerDefinition : public DefinitionNode {
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void applyPreset(TextureLayerPreset preset, RandomGenerator &random = RandomGeneratorDefault);
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inline NoiseNode *propDisplacementNoise() const {
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return displacement_noise;
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}
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inline NoiseNode *propDetailNoise() const {
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return detail_noise;
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}
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/**
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* Return true if the texture applies a displacement noise on terrain.
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*/
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bool hasDisplacement() const;
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/**
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* Get the maximal (positive or negative) displacement this layer may apply on terrain.
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*/
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double getMaximalDisplacement() const;
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public:
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Zone *terrain_zone;
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double displacement_scaling;
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double displacement_height;
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SurfaceMaterial *material;
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NoiseGenerator *_displacement_noise;
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private:
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NoiseNode *displacement_noise;
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NoiseNode *detail_noise;
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};
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}
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@ -56,7 +56,7 @@ double TexturesDefinition::getMaximalDisplacement() {
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double result = 0.0;
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int n = getLayerCount();
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for (int i = 0; i < n; i++) {
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result += getTextureLayer(i)->displacement_height;
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result += getTextureLayer(i)->getMaximalDisplacement();
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}
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return result;
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}
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@ -31,6 +31,7 @@
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#include "FractalNoise.h"
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#include "RandomGenerator.h"
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#include "NoiseFunctionSimplex.h"
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#include "Zone.h"
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#include <cmath>
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#include <sstream>
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@ -101,16 +102,11 @@ static void testGroundShadowQuality() {
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scenery.getAtmosphere()->setDayTime(16, 45);
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scenery.getTextures()->clear();
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TextureLayerDefinition texture(NULL, "test");
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texture.displacement_height = 0.3;
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texture.displacement_scaling = 2.0;
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texture.material->setColor(0.6, 0.55, 0.57, 1.0);
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texture.material->reflection = 0.006;
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texture.material->shininess = 6.0;
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texture.validate();
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texture.applyPreset(TextureLayerDefinition::TEXTURES_LAYER_PRESET_ROCK);
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texture.terrain_zone->clear();
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scenery.getTextures()->addLayer(texture);
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scenery.getCamera()->setLocation(Vector3(10.0, 10.0, -10.0));
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scenery.getCamera()->setTarget(VECTOR_ZERO);
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scenery.validate();
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SoftwareCanvasRenderer renderer(&scenery);
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renderer.setSize(400, 300);
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@ -376,6 +372,41 @@ static void testOpenGLVegetationImpostor() {
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}
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}
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static void testTextures() {
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Scenery scenery;
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scenery.autoPreset(162);
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scenery.getAtmosphere()->setDayTime(10);
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scenery.getClouds()->clear();
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scenery.getTerrain()->propWaterHeight()->setValue(-1.0);
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scenery.getCamera()->setLocationCoords(0.0, 20.0, 0.0);
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scenery.getCamera()->setTargetCoords(0.0, 0.0, -20.0);
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SoftwareCanvasRenderer renderer(&scenery);
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renderer.setSize(600, 600);
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renderer.setQuality(0.5);
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// TODO Customize terrain function
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for (int i = 0; i < 5; i++) {
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TextureLayerDefinition layer(NULL, "test");
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layer.applyPreset(static_cast<TextureLayerDefinition::TextureLayerPreset>(i));
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layer.terrain_zone->clear();
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scenery.getTextures()->clear();
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scenery.getTextures()->addLayer(layer);
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startTestRender(&renderer, "texture", i * 2);
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layer.propDetailNoise()->setConfig(0.0);
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scenery.getTextures()->clear();
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scenery.getTextures()->addLayer(layer);
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startTestRender(&renderer, "texture", i * 2 + 1);
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}
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for (int i = 0; i < 4; i++) {
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scenery.getTextures()->applyPreset(static_cast<TexturesDefinition::TexturesPreset>(i));
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startTestRender(&renderer, "texture_comp", i);
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}
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}
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void runTestSuite() {
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testAtmosphereBruneton();
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testCloudQuality();
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@ -386,5 +417,6 @@ void runTestSuite() {
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testNoise();
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testOpenGLVegetationImpostor();
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testRasterizationQuality();
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testTextures();
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testVegetationModels();
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}
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@ -267,7 +267,7 @@ void OpenGLRenderer::cameraChangeEvent(CameraDefinition *camera) {
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}
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double OpenGLRenderer::getPrecision(const Vector3 &) {
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return 0.0000001;
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return 0.001;
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}
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Color OpenGLRenderer::applyMediumTraversal(const Vector3 &, const Color &color) {
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@ -97,7 +97,7 @@ bool OpenGLTerrainChunk::maintain() {
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if (_texture_current_size <= 1 || i % 2 != 0 || j % 2 != 0) {
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double x = _startx + factor * to_double(i);
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double z = _startz + factor * to_double(j);
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Color color = _renderer->getTexturesRenderer()->applyToTerrain(x, z).final_color;
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Color color = _renderer->getTexturesRenderer()->applyToTerrain(x, z, 0.001).final_color;
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new_image->setPixel(i, j, Color(color.r * 0.2, color.g * 0.2, color.b * 0.2).normalized().to32BitRGBA());
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}
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}
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@ -147,7 +147,7 @@ double SoftwareRenderer::getPrecision(const Vector3 &location) {
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projected.x += 1.0;
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// projected.y += 1.0;
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return render_camera->unproject(projected).sub(location).getNorm(); // / to_double(render_quality);
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return render_camera->unproject(projected).sub(location).getNorm() * 0.1 / to_double(render_quality);
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}
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Vector3 SoftwareRenderer::projectPoint(const Vector3 &point) {
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@ -62,7 +62,7 @@ static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south) {
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TerrainRenderer::TerrainResult TerrainRenderer::getResult(double x, double z, bool with_painting, bool with_textures) {
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TerrainResult result;
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double detail = 0.001; /* TODO */
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double offset = 0.001;
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/* Normal */
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Vector3 center, north, east, south, west;
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@ -71,21 +71,21 @@ TerrainRenderer::TerrainResult TerrainRenderer::getResult(double x, double z, bo
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center.z = z;
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center.y = getHeight(center.x, center.z, with_painting);
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east.x = x + detail;
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east.x = x + offset;
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east.z = z;
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east.y = getHeight(east.x, east.z, with_painting);
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south.x = x;
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south.z = z + detail;
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south.z = z + offset;
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south.y = getHeight(south.x, south.z, with_painting);
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if (parent->render_quality > 6) {
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west.x = x - detail;
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west.x = x - offset;
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west.z = z;
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west.y = getHeight(west.x, west.z, with_painting);
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north.x = x;
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north.z = z - detail;
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north.z = z - offset;
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north.y = getHeight(north.x, north.z, with_painting);
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result.normal = _getNormal4(center, north, east, south, west);
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@ -110,23 +110,20 @@ TerrainRenderer::TerrainResult TerrainRenderer::getResult(double x, double z, bo
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north = parent->getTexturesRenderer()->displaceTerrain(getResult(north.x, north.z, with_painting, 0));
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result.normal = _getNormal4(center, north, east, south, west);
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} else if (parent->render_quality > 2) {
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} else {
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/* Use 3 points on displaced terrain */
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east = parent->getTexturesRenderer()->displaceTerrain(getResult(east.x, east.z, with_painting, 0));
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south = parent->getTexturesRenderer()->displaceTerrain(getResult(south.x, south.z, with_painting, 0));
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result.normal = _getNormal2(center, east, south);
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} else {
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/* TODO Use texture noise directly, as if terrain was a plane */
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}
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}
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return result;
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}
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Color TerrainRenderer::getFinalColor(const Vector3 &location, double) {
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/* TODO Restore precision control */
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TexturesRenderer::TexturesResult textures = parent->getTexturesRenderer()->applyToTerrain(location.x, location.z);
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Color TerrainRenderer::getFinalColor(const Vector3 &location, double precision) {
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TexturesRenderer::TexturesResult textures = parent->getTexturesRenderer()->applyToTerrain(location.x, location.z, precision);
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return parent->applyMediumTraversal(textures.final_location, textures.final_color);
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}
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@ -30,27 +30,10 @@ double TexturesRenderer::getLayerBasePresence(TextureLayerDefinition *layer,
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/*
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* Get triplanar noise value, depending on the normal direction.
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*/
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double TexturesRenderer::getTriplanarNoise(const FractalNoise *noise, const Vector3 &location, const Vector3 &normal) {
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// TODO Detail control
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double noiseXY = noise->get2d(0.001, location.x, location.y);
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double noiseXZ = noise->get2d(0.001, location.x, location.z);
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double noiseYZ = noise->get2d(0.001, location.y, location.z);
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double mXY = fabs(normal.z);
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double mXZ = fabs(normal.y);
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double mYZ = fabs(normal.x);
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double total = 1.0 / (mXY + mXZ + mYZ);
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mXY *= total;
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mXZ *= total;
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mYZ *= total;
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return noiseXY * mXY + noiseXZ * mXZ + noiseYZ * mYZ;
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}
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static double _compatGetTriplanarNoise(NoiseGenerator *noise, const Vector3 &location, const Vector3 &normal) {
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double noiseXY = noise->get2DTotal(location.x, location.y);
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double noiseXZ = noise->get2DTotal(location.x, location.z);
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double noiseYZ = noise->get2DTotal(location.y, location.z);
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double TexturesRenderer::getTriplanarNoise(const FractalNoise *noise, const Vector3 &location, const Vector3 &normal, double detail) {
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double noiseXY = noise->get2d(detail, location.x, location.y);
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double noiseXZ = noise->get2d(detail, location.x, location.z);
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double noiseYZ = noise->get2d(detail, location.y, location.z);
|
||||
|
||||
double mXY = fabs(normal.z);
|
||||
double mXZ = fabs(normal.y);
|
||||
|
@ -69,9 +52,9 @@ double TexturesRenderer::getMaximalDisplacement(TexturesDefinition *textures) {
|
|||
n = textures->getLayerCount();
|
||||
for (i = 0; i < n; i++) {
|
||||
TextureLayerDefinition *layer = textures->getTextureLayer(i);
|
||||
|
||||
if (layer->displacement_height > 0.0) {
|
||||
disp += layer->displacement_height;
|
||||
double layer_disp = layer->getMaximalDisplacement();
|
||||
if (layer_disp > 0.0) {
|
||||
disp += layer_disp;
|
||||
}
|
||||
}
|
||||
return disp;
|
||||
|
@ -98,10 +81,9 @@ static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south) {
|
|||
}
|
||||
|
||||
static Vector3 _getDetailNormal(SoftwareRenderer *renderer, Vector3 base_location, Vector3 base_normal,
|
||||
TextureLayerDefinition *layer) {
|
||||
TextureLayerDefinition *layer, double precision) {
|
||||
TexturesRenderer *textures = renderer->getTexturesRenderer();
|
||||
Vector3 result;
|
||||
double offset = 0.01;
|
||||
|
||||
/* Find guiding vectors in the appoximated local plane */
|
||||
Vector3 dx, dy;
|
||||
|
@ -117,22 +99,24 @@ static Vector3 _getDetailNormal(SoftwareRenderer *renderer, Vector3 base_locatio
|
|||
/* Apply detail noise locally */
|
||||
Vector3 center, north, east, south, west;
|
||||
auto detail_noise = layer->propDetailNoise()->getGenerator();
|
||||
double detail = precision;
|
||||
double offset = precision * 0.1;
|
||||
|
||||
center =
|
||||
base_location.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, base_location, base_normal)));
|
||||
base_location.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, base_location, base_normal, detail)));
|
||||
|
||||
east = base_location.add(dx.scale(offset));
|
||||
east = east.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, east, base_normal)));
|
||||
east = east.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, east, base_normal, detail)));
|
||||
|
||||
south = base_location.add(dy.scale(offset));
|
||||
south = south.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, south, base_normal)));
|
||||
south = south.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, south, base_normal, detail)));
|
||||
|
||||
if (renderer->render_quality > 6) {
|
||||
west = base_location.add(dx.scale(-offset));
|
||||
west = west.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, west, base_normal)));
|
||||
west = west.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, west, base_normal, detail)));
|
||||
|
||||
north = base_location.add(dy.scale(-offset));
|
||||
north = north.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, north, base_normal)));
|
||||
north = north.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, north, base_normal, detail)));
|
||||
|
||||
result = _getNormal4(center, north, east, south, west);
|
||||
} else {
|
||||
|
@ -154,13 +138,10 @@ Vector3 TexturesRenderer::displaceTerrain(const TerrainRenderer::TerrainResult &
|
|||
for (i = 0; i < n; i++) {
|
||||
TextureLayerDefinition *layer = textures->getTextureLayer(i);
|
||||
|
||||
if (layer->displacement_height > 0.0) {
|
||||
if (layer->hasDisplacement()) {
|
||||
double presence = getLayerBasePresence(layer, terrain);
|
||||
Vector3 location = {terrain.location.x / layer->displacement_scaling,
|
||||
terrain.location.y / layer->displacement_scaling,
|
||||
terrain.location.z / layer->displacement_scaling};
|
||||
offset += _compatGetTriplanarNoise(layer->_displacement_noise, location, terrain.normal) * presence *
|
||||
layer->displacement_height;
|
||||
auto noise = layer->propDisplacementNoise()->getGenerator();
|
||||
offset += getTriplanarNoise(noise, terrain.location, terrain.normal, 0.001) * presence;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -172,12 +153,14 @@ double TexturesRenderer::getBasePresence(int layer, const TerrainRenderer::Terra
|
|||
return getLayerBasePresence(layerdef, terrain);
|
||||
}
|
||||
|
||||
TexturesRenderer::TexturesResult TexturesRenderer::applyToTerrain(double x, double z) {
|
||||
TexturesRenderer::TexturesResult TexturesRenderer::applyToTerrain(double x, double z, double precision) {
|
||||
TexturesDefinition *textures = parent->getScenery()->getTextures();
|
||||
TexturesResult result;
|
||||
|
||||
// Displacement
|
||||
TerrainRenderer::TerrainResult terrain = parent->getTerrainRenderer()->getResult(x, z, 1, 1);
|
||||
// FIXME
|
||||
TerrainRenderer::TerrainResult raw_terrain = parent->getTerrainRenderer()->getResult(x, z, true, false);
|
||||
TerrainRenderer::TerrainResult terrain = parent->getTerrainRenderer()->getResult(x, z, true, true);
|
||||
|
||||
// TODO Displaced textures had their presence already computed before, store that result and use it
|
||||
|
||||
|
@ -188,7 +171,7 @@ TexturesRenderer::TexturesResult TexturesRenderer::applyToTerrain(double x, doub
|
|||
TexturesLayerResult &layer = result.layers[i];
|
||||
|
||||
layer.definition = textures->getTextureLayer(i);
|
||||
layer.presence = getBasePresence(i, terrain);
|
||||
layer.presence = getBasePresence(i, raw_terrain);
|
||||
if (layer.presence > 0.9999) {
|
||||
start = i;
|
||||
}
|
||||
|
@ -205,7 +188,7 @@ TexturesRenderer::TexturesResult TexturesRenderer::applyToTerrain(double x, doub
|
|||
TexturesLayerResult &layer = result.layers[i];
|
||||
|
||||
if (layer.presence > 0.0) {
|
||||
Vector3 normal = _getDetailNormal(parent, terrain.location, terrain.normal, layer.definition);
|
||||
Vector3 normal = _getDetailNormal(parent, terrain.location, terrain.normal, layer.definition, precision);
|
||||
Vector3 location(x, terrain.location.y, z);
|
||||
layer.color = parent->applyLightingToSurface(location, normal, *layer.definition->material);
|
||||
layer.color.a = layer.presence;
|
||||
|
|
|
@ -35,11 +35,11 @@ class SOFTWARESHARED_EXPORT TexturesRenderer {
|
|||
|
||||
virtual double getMaximalDisplacement(TexturesDefinition *textures);
|
||||
virtual double getLayerBasePresence(TextureLayerDefinition *layer, const TerrainRenderer::TerrainResult &terrain);
|
||||
virtual double getTriplanarNoise(const FractalNoise *noise, const Vector3 &location, const Vector3 &normal);
|
||||
virtual double getTriplanarNoise(const FractalNoise *noise, const Vector3 &location, const Vector3 &normal, double detail);
|
||||
|
||||
virtual Vector3 displaceTerrain(const TerrainRenderer::TerrainResult &terrain);
|
||||
virtual double getBasePresence(int layer, const TerrainRenderer::TerrainResult &terrain);
|
||||
virtual TexturesResult applyToTerrain(double x, double z);
|
||||
virtual TexturesResult applyToTerrain(double x, double z, double precision);
|
||||
|
||||
private:
|
||||
SoftwareRenderer *parent;
|
||||
|
|
Loading…
Reference in a new issue