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
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6 changed files with 83 additions and 26 deletions
1
TODO
1
TODO
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@ -22,6 +22,7 @@ Technology Preview 3 :
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- Add basic vegetation system (not sure).
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- Improve sky rendering (colors and light halo).
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- Add a progress indicator on previews.
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- Multi threaded first pass.
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Release Candidate :
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- Polish all features and UI.
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@ -158,6 +158,7 @@ FormClouds::FormClouds(QWidget *parent):
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addInputColor(tr("Base color"), &_layer.material.base);
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addInputDouble(tr("Light reflection"), &_layer.material.reflection, 0.0, 1.0, 0.01, 0.1);
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addInputDouble(tr("Light reflection shininess"), &_layer.material.shininess, 0.0, 20.0, 0.1, 1.0);
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addInputDouble(tr("Hardness to light"), &_layer.hardness, 0.0, 1.0, 0.01, 0.1);
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addInputDouble(tr("Transparency depth"), &_layer.transparencydepth, 0.0, 100.0, 0.5, 5.0);
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addInputDouble(tr("Light traversal depth"), &_layer.lighttraversal, 0.0, 100.0, 0.5, 5.0);
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addInputDouble(tr("Minimum lighting"), &_layer.minimumlight, 0.0, 1.0, 0.01, 0.1);
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@ -309,16 +309,21 @@ Maintenir Ctrl : Plus rapide</translation>
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</message>
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<message>
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<location filename="../gui_qt/formclouds.cpp" line="161"/>
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<source>Hardness to light</source>
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<translation type="unfinished"></translation>
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</message>
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<message>
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<location filename="../gui_qt/formclouds.cpp" line="162"/>
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<source>Transparency depth</source>
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<translation>Distance de transparence</translation>
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</message>
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<message>
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<location filename="../gui_qt/formclouds.cpp" line="162"/>
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<location filename="../gui_qt/formclouds.cpp" line="163"/>
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<source>Light traversal depth</source>
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<translation>Distance de traversée de la lumière</translation>
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</message>
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<message>
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<location filename="../gui_qt/formclouds.cpp" line="163"/>
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<location filename="../gui_qt/formclouds.cpp" line="164"/>
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<source>Minimum lighting</source>
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<translation>Eclairage minimal</translation>
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</message>
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@ -47,6 +47,7 @@ void cloudsSave(PackStream* stream, CloudsDefinition* definition)
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packWriteDouble(stream, &layer->ymax);
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noiseSaveGenerator(stream, layer->noise);
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materialSave(stream, &layer->material);
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packWriteDouble(stream, &layer->hardness);
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packWriteDouble(stream, &layer->transparencydepth);
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packWriteDouble(stream, &layer->lighttraversal);
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packWriteDouble(stream, &layer->minimumlight);
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@ -75,6 +76,7 @@ void cloudsLoad(PackStream* stream, CloudsDefinition* definition)
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packReadDouble(stream, &layer->ymax);
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noiseLoadGenerator(stream, layer->noise);
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materialLoad(stream, &layer->material);
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packReadDouble(stream, &layer->hardness);
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packReadDouble(stream, &layer->transparencydepth);
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packReadDouble(stream, &layer->lighttraversal);
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packReadDouble(stream, &layer->minimumlight);
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@ -160,6 +162,7 @@ CloudsLayerDefinition cloudsLayerCreateDefinition()
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result.material.base.b = 0.7;
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result.material.reflection = 0.1;
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result.material.shininess = 2.0;
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result.hardness = 0.1;
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result.transparencydepth = 20.0;
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result.lighttraversal = 50.0;
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result.minimumlight = 0.5;
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@ -482,10 +485,13 @@ static Color _applyLayerLighting(CloudsLayerDefinition* definition, Renderer* re
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Vector3 normal;
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normal = v3Scale(_getNormal(definition, position, 3.0), 0.25);
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normal = v3Add(normal, v3Scale(_getNormal(definition, position, 2.0), 0.25));
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normal = v3Add(normal, v3Scale(_getNormal(definition, position, 1.0), 0.25));
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if (renderer->render_quality > 5)
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{
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normal = v3Add(normal, v3Scale(_getNormal(definition, position, 2.0), 0.25));
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normal = v3Add(normal, v3Scale(_getNormal(definition, position, 1.0), 0.25));
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}
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normal = v3Add(normal, v3Scale(_getNormal(definition, position, 0.5), 0.25));
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normal = v3Scale(v3Normalize(normal), 0.1);
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normal = v3Scale(v3Normalize(normal), definition->hardness);
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return renderer->applyLightingToSurface(renderer, position, normal, definition->material);
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}
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@ -23,6 +23,7 @@ struct CloudsLayerDefinition
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double ymax;
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NoiseGenerator* noise;
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SurfaceMaterial material;
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double hardness;
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double transparencydepth;
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double lighttraversal;
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double minimumlight;
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@ -191,40 +191,82 @@ void texturesDeleteLayer(TexturesDefinition* definition, int layer)
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}
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}
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static inline Vector3 _getNormal(TextureLayerDefinition* definition, Renderer* renderer, Vector3 point, double scale)
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static inline Vector3 _getPoint(TextureLayerDefinition* definition, Renderer* renderer, double x, double z, Vector3 prenormal, double scale)
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{
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Vector3 point;
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point.x = x;
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point.z = z;
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point.y = renderer->getTerrainHeight(renderer, point.x, point.z);
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return v3Add(point, v3Scale(prenormal, noiseGet2DTotal(definition->bump_noise, point.x / definition->bump_scaling, point.z / definition->bump_scaling) * definition->bump_height));
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}
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static inline Vector3 _getPreNormal(TextureLayerDefinition* definition, Renderer* renderer, Vector3 point, double scale)
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{
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Vector3 dpoint, ref, normal;
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ref.x = 0.0;
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ref.y = 0.0;
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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;
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/* TODO This method is better suited in terrain.c */
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dpoint.x = point.x - scale;
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dpoint.z = point.z;
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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;
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ref.z = -1.0;
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normal = v3Normalize(v3Cross(ref, v3Sub(dpoint, point)));
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ref.y = 0.0;
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point.y = renderer->getTerrainHeight(renderer, point.x, point.z);
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dpoint.x = point.x + scale;
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dpoint.z = point.z;
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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;
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dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z);
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ref.x = 0.0;
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ref.z = 1.0;
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normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
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ref.z = 0.0;
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dpoint.x = point.x;
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dpoint.z = point.z - scale;
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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;
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ref.x = 1.0;
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normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
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dpoint.x = point.x;
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dpoint.z = point.z + scale;
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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;
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dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z);
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ref.x = -1.0;
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ref.z = 0.0;
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normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
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if (renderer->render_quality > 5)
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{
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dpoint.x = point.x;
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dpoint.z = point.z - scale;
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dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z);
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ref.x = 1.0;
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ref.z = 0.0;
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normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
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dpoint.x = point.x - scale;
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dpoint.z = point.z;
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dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z);
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ref.x = 0.0;
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ref.z = -1.0;
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normal = v3Normalize(v3Cross(ref, v3Sub(dpoint, point)));
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}
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return v3Normalize(normal);
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}
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static inline Vector3 _getPostNormal(TextureLayerDefinition* definition, Renderer* renderer, Vector3 point, Vector3 prenormal, double scale)
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{
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Vector3 p0, d1, d2, d3, d4, normal;
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p0 = _getPoint(definition, renderer, point.x, point.z, prenormal, scale);
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d1 = v3Normalize(v3Sub(_getPoint(definition, renderer, point.x + scale, point.z, prenormal, scale), p0));
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d3 = v3Normalize(v3Sub(_getPoint(definition, renderer, point.x, point.z + scale, prenormal, scale), p0));
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if (renderer->render_quality > 5)
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{
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d2 = v3Normalize(v3Sub(_getPoint(definition, renderer, point.x - scale, point.z, prenormal, scale), p0));
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d4 = v3Normalize(v3Sub(_getPoint(definition, renderer, point.x, point.z - scale, prenormal, scale), p0));
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}
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normal = v3Cross(d3, d1);
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if (renderer->render_quality > 5)
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{
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normal = v3Add(normal, v3Cross(d1, d4));
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normal = v3Add(normal, v3Cross(d4, d2));
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normal = v3Add(normal, v3Cross(d2, d3));
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}
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return v3Normalize(normal);
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}
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@ -232,7 +274,7 @@ double texturesGetLayerCoverage(TextureLayerDefinition* definition, Renderer* re
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{
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Vector3 normal;
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normal = _getNormal(definition, renderer, location, detail * 0.1);
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normal = _getPreNormal(definition, renderer, location, detail * 0.1);
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return zoneGetValue(definition->zone, location, normal);
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}
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@ -244,11 +286,12 @@ Color texturesGetLayerColor(TextureLayerDefinition* definition, Renderer* render
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double coverage;
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result = COLOR_TRANSPARENT;
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normal = _getNormal(definition, renderer, location, detail * 0.1);
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normal = _getPreNormal(definition, renderer, location, detail * 0.1);
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coverage = zoneGetValue(definition->zone, location, normal);
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if (coverage > 0.0)
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{
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normal = _getPostNormal(definition, renderer, location, normal, detail * 0.1);
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result = renderer->applyLightingToSurface(renderer, location, normal, definition->material);
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result.a = coverage;
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}
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