paysages : Added cloud hardness to lights.

New displacement mode for textures (perpendicular to ground).

git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@312 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
Michaël Lemaire 2012-04-30 19:04:39 +00:00 committed by ThunderK
parent d4f2ff4e1d
commit 943cc9418e
6 changed files with 83 additions and 26 deletions

1
TODO
View file

@ -22,6 +22,7 @@ Technology Preview 3 :
- Add basic vegetation system (not sure).
- Improve sky rendering (colors and light halo).
- Add a progress indicator on previews.
- Multi threaded first pass.
Release Candidate :
- Polish all features and UI.

View file

@ -158,6 +158,7 @@ FormClouds::FormClouds(QWidget *parent):
addInputColor(tr("Base color"), &_layer.material.base);
addInputDouble(tr("Light reflection"), &_layer.material.reflection, 0.0, 1.0, 0.01, 0.1);
addInputDouble(tr("Light reflection shininess"), &_layer.material.shininess, 0.0, 20.0, 0.1, 1.0);
addInputDouble(tr("Hardness to light"), &_layer.hardness, 0.0, 1.0, 0.01, 0.1);
addInputDouble(tr("Transparency depth"), &_layer.transparencydepth, 0.0, 100.0, 0.5, 5.0);
addInputDouble(tr("Light traversal depth"), &_layer.lighttraversal, 0.0, 100.0, 0.5, 5.0);
addInputDouble(tr("Minimum lighting"), &_layer.minimumlight, 0.0, 1.0, 0.01, 0.1);

View file

@ -309,16 +309,21 @@ Maintenir Ctrl : Plus rapide</translation>
</message>
<message>
<location filename="../gui_qt/formclouds.cpp" line="161"/>
<source>Hardness to light</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../gui_qt/formclouds.cpp" line="162"/>
<source>Transparency depth</source>
<translation>Distance de transparence</translation>
</message>
<message>
<location filename="../gui_qt/formclouds.cpp" line="162"/>
<location filename="../gui_qt/formclouds.cpp" line="163"/>
<source>Light traversal depth</source>
<translation>Distance de traversée de la lumière</translation>
</message>
<message>
<location filename="../gui_qt/formclouds.cpp" line="163"/>
<location filename="../gui_qt/formclouds.cpp" line="164"/>
<source>Minimum lighting</source>
<translation>Eclairage minimal</translation>
</message>

View file

@ -47,6 +47,7 @@ void cloudsSave(PackStream* stream, CloudsDefinition* definition)
packWriteDouble(stream, &layer->ymax);
noiseSaveGenerator(stream, layer->noise);
materialSave(stream, &layer->material);
packWriteDouble(stream, &layer->hardness);
packWriteDouble(stream, &layer->transparencydepth);
packWriteDouble(stream, &layer->lighttraversal);
packWriteDouble(stream, &layer->minimumlight);
@ -75,6 +76,7 @@ void cloudsLoad(PackStream* stream, CloudsDefinition* definition)
packReadDouble(stream, &layer->ymax);
noiseLoadGenerator(stream, layer->noise);
materialLoad(stream, &layer->material);
packReadDouble(stream, &layer->hardness);
packReadDouble(stream, &layer->transparencydepth);
packReadDouble(stream, &layer->lighttraversal);
packReadDouble(stream, &layer->minimumlight);
@ -160,6 +162,7 @@ CloudsLayerDefinition cloudsLayerCreateDefinition()
result.material.base.b = 0.7;
result.material.reflection = 0.1;
result.material.shininess = 2.0;
result.hardness = 0.1;
result.transparencydepth = 20.0;
result.lighttraversal = 50.0;
result.minimumlight = 0.5;
@ -482,10 +485,13 @@ static Color _applyLayerLighting(CloudsLayerDefinition* definition, Renderer* re
Vector3 normal;
normal = v3Scale(_getNormal(definition, position, 3.0), 0.25);
if (renderer->render_quality > 5)
{
normal = v3Add(normal, v3Scale(_getNormal(definition, position, 2.0), 0.25));
normal = v3Add(normal, v3Scale(_getNormal(definition, position, 1.0), 0.25));
}
normal = v3Add(normal, v3Scale(_getNormal(definition, position, 0.5), 0.25));
normal = v3Scale(v3Normalize(normal), 0.1);
normal = v3Scale(v3Normalize(normal), definition->hardness);
return renderer->applyLightingToSurface(renderer, position, normal, definition->material);
}

View file

@ -23,6 +23,7 @@ struct CloudsLayerDefinition
double ymax;
NoiseGenerator* noise;
SurfaceMaterial material;
double hardness;
double transparencydepth;
double lighttraversal;
double minimumlight;

View file

@ -191,40 +191,82 @@ void texturesDeleteLayer(TexturesDefinition* definition, int layer)
}
}
static inline Vector3 _getNormal(TextureLayerDefinition* definition, Renderer* renderer, Vector3 point, double scale)
static inline Vector3 _getPoint(TextureLayerDefinition* definition, Renderer* renderer, double x, double z, Vector3 prenormal, double scale)
{
Vector3 point;
point.x = x;
point.z = z;
point.y = renderer->getTerrainHeight(renderer, point.x, point.z);
return v3Add(point, v3Scale(prenormal, noiseGet2DTotal(definition->bump_noise, point.x / definition->bump_scaling, point.z / definition->bump_scaling) * definition->bump_height));
}
static inline Vector3 _getPreNormal(TextureLayerDefinition* definition, Renderer* renderer, Vector3 point, double scale)
{
Vector3 dpoint, ref, normal;
ref.x = 0.0;
ref.y = 0.0;
point.y = renderer->getTerrainHeight(renderer, point.x, point.z) + noiseGet2DTotal(definition->bump_noise, point.x / definition->bump_scaling, point.z / definition->bump_scaling) * definition->bump_height;
/* TODO This method is better suited in terrain.c */
dpoint.x = point.x - scale;
dpoint.z = point.z;
dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z) + noiseGet2DTotal(definition->bump_noise, dpoint.x / definition->bump_scaling, dpoint.z / definition->bump_scaling) * definition->bump_height;
ref.z = -1.0;
normal = v3Normalize(v3Cross(ref, v3Sub(dpoint, point)));
ref.y = 0.0;
point.y = renderer->getTerrainHeight(renderer, point.x, point.z);
dpoint.x = point.x + scale;
dpoint.z = point.z;
dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z) + noiseGet2DTotal(definition->bump_noise, dpoint.x / definition->bump_scaling, dpoint.z / definition->bump_scaling) * definition->bump_height;
dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z);
ref.x = 0.0;
ref.z = 1.0;
normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
ref.z = 0.0;
dpoint.x = point.x;
dpoint.z = point.z - scale;
dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z) + noiseGet2DTotal(definition->bump_noise, dpoint.x / definition->bump_scaling, dpoint.z / definition->bump_scaling) * definition->bump_height;
ref.x = 1.0;
normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
dpoint.x = point.x;
dpoint.z = point.z + scale;
dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z) + noiseGet2DTotal(definition->bump_noise, dpoint.x / definition->bump_scaling, dpoint.z / definition->bump_scaling) * definition->bump_height;
dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z);
ref.x = -1.0;
ref.z = 0.0;
normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
if (renderer->render_quality > 5)
{
dpoint.x = point.x;
dpoint.z = point.z - scale;
dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z);
ref.x = 1.0;
ref.z = 0.0;
normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
dpoint.x = point.x - scale;
dpoint.z = point.z;
dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z);
ref.x = 0.0;
ref.z = -1.0;
normal = v3Normalize(v3Cross(ref, v3Sub(dpoint, point)));
}
return v3Normalize(normal);
}
static inline Vector3 _getPostNormal(TextureLayerDefinition* definition, Renderer* renderer, Vector3 point, Vector3 prenormal, double scale)
{
Vector3 p0, d1, d2, d3, d4, normal;
p0 = _getPoint(definition, renderer, point.x, point.z, prenormal, scale);
d1 = v3Normalize(v3Sub(_getPoint(definition, renderer, point.x + scale, point.z, prenormal, scale), p0));
d3 = v3Normalize(v3Sub(_getPoint(definition, renderer, point.x, point.z + scale, prenormal, scale), p0));
if (renderer->render_quality > 5)
{
d2 = v3Normalize(v3Sub(_getPoint(definition, renderer, point.x - scale, point.z, prenormal, scale), p0));
d4 = v3Normalize(v3Sub(_getPoint(definition, renderer, point.x, point.z - scale, prenormal, scale), p0));
}
normal = v3Cross(d3, d1);
if (renderer->render_quality > 5)
{
normal = v3Add(normal, v3Cross(d1, d4));
normal = v3Add(normal, v3Cross(d4, d2));
normal = v3Add(normal, v3Cross(d2, d3));
}
return v3Normalize(normal);
}
@ -232,7 +274,7 @@ double texturesGetLayerCoverage(TextureLayerDefinition* definition, Renderer* re
{
Vector3 normal;
normal = _getNormal(definition, renderer, location, detail * 0.1);
normal = _getPreNormal(definition, renderer, location, detail * 0.1);
return zoneGetValue(definition->zone, location, normal);
}
@ -244,11 +286,12 @@ Color texturesGetLayerColor(TextureLayerDefinition* definition, Renderer* render
double coverage;
result = COLOR_TRANSPARENT;
normal = _getNormal(definition, renderer, location, detail * 0.1);
normal = _getPreNormal(definition, renderer, location, detail * 0.1);
coverage = zoneGetValue(definition->zone, location, normal);
if (coverage > 0.0)
{
normal = _getPostNormal(definition, renderer, location, normal, detail * 0.1);
result = renderer->applyLightingToSurface(renderer, location, normal, definition->material);
result.a = coverage;
}