Merge branch 'new_terrain_walker'
This commit is contained in:
commit
9c79ff51f9
16 changed files with 261 additions and 324 deletions
|
@ -64,3 +64,14 @@ void TexturesDefinition::applyPreset(TexturesPreset preset)
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/* TODO */
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}
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}
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double TexturesDefinition::getMaximalDisplacement()
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{
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double result = 0.0;
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int n = count();
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for (int i = 0; i < n; i++)
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{
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result += getTextureLayer(i)->displacement_height;
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}
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return result;
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}
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@ -23,6 +23,8 @@ public:
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TEXTURES_PRESET_CANYON
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} TexturesPreset;
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void applyPreset(TexturesPreset preset);
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double getMaximalDisplacement();
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};
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}
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@ -11,7 +11,6 @@
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#include <QTranslator>
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#include <QLocale>
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#include <QMessageBox>
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#include <QSplashScreen>
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#include "BasePreview.h"
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#include "PreviewOsd.h"
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@ -36,7 +35,6 @@ MainWindow* MainWindow::_instance = NULL;
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int main(int argc, char** argv)
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{
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MainWindow* window;
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QSplashScreen* splash;
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int result;
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QApplication app(argc, argv);
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@ -47,9 +45,6 @@ int main(int argc, char** argv)
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return 1;
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}
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splash = new QSplashScreen(QPixmap(getDataPath("images/logo_256.png")));
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splash->show();
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QTranslator qtTranslator;
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QTranslator myTranslator;
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@ -74,9 +69,6 @@ int main(int argc, char** argv)
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window = new MainWindow();
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window->show();
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//window->showMaximized();
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splash->finish(window);
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delete splash;
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result = app.exec();
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@ -25,7 +25,6 @@ HEADERS += \
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inputcamera.h \
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inputboolean.h \
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formwater.h \
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formtextures.h \
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formrender.h \
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formclouds.h \
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formatmosphere.h \
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@ -74,7 +73,6 @@ SOURCES += \
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inputcamera.cpp \
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inputboolean.cpp \
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formwater.cpp \
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formtextures.cpp \
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formrender.cpp \
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formclouds.cpp \
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formatmosphere.cpp \
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@ -1,171 +0,0 @@
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#include "formtextures.h"
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#include "DesktopScenery.h"
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#include "BasePreview.h"
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#include "tools.h"
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#include "CameraDefinition.h"
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#include "TexturesDefinition.h"
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#include "TextureLayerDefinition.h"
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#include "SoftwareRenderer.h"
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#include "TerrainRenderer.h"
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/**************** Previews ****************/
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class PreviewTexturesCoverage : public BasePreview
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{
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public:
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PreviewTexturesCoverage(QWidget* parent, TextureLayerDefinition* layer) : BasePreview(parent)
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{
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_renderer = new SoftwareRenderer();
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_renderer->render_quality = 3;
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_original_layer = layer;
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addOsd(QString("geolocation"));
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configScaling(20.0, 500.0, 20.0, 50.0);
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configScrolling(-1000.0, 1000.0, 0.0, -1000.0, 1000.0, 0.0);
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}
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~PreviewTexturesCoverage()
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{
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delete _renderer;
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}
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protected:
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Color getColor(double x, double y)
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{
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Vector3 location;
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Color result;
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location.x = x;
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location.y = _renderer->getTerrainRenderer()->getHeight(x, y, 1);
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location.z = y;
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//result.r = result.g = result.b = texturesGetLayerCoverage(_preview_layer, _renderer, location, this->scaling);
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return result;
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}
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void updateData()
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{
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TexturesDefinition* textures = _renderer->getScenery()->getTextures();
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textures->clear();
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textures->addLayer();
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_original_layer->copy(textures->getLayer(0));
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_renderer->prepare();
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}
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private:
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SoftwareRenderer* _renderer;
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TextureLayerDefinition* _original_layer;
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};
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class PreviewTexturesColor : public BasePreview
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{
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public:
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PreviewTexturesColor(QWidget* parent, TextureLayerDefinition* layer) : BasePreview(parent)
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{
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_original_layer = layer;
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_renderer = new SoftwareRenderer();
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_renderer->render_quality = 3;
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_renderer->render_camera->setLocation(Vector3(0.0, 20.0, 0.0));
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configScaling(0.01, 1.0, 0.01, 0.1);
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configScrolling(-1000.0, 1000.0, 0.0, -1000.0, 1000.0, 0.0);
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}
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~PreviewTexturesColor()
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{
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delete _renderer;
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}
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protected:
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Color getColor(double x, double y)
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{
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Vector3 location;
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location.x = x;
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location.y = 0.0;
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location.z = y;
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//return texturesGetLayerColor(_preview_layer, _renderer, location, this->scaling);
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return COLOR_BLACK;
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}
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void updateData()
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{
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TexturesDefinition* textures = _renderer->getScenery()->getTextures();
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textures->clear();
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textures->addLayer();
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_original_layer->copy(textures->getLayer(0));
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_renderer->prepare();
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}
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private:
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SoftwareRenderer* _renderer;
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TextureLayerDefinition* _original_layer;
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};
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/**************** Form ****************/
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FormTextures::FormTextures(QWidget *parent) :
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BaseFormLayer(parent)
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{
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addAutoPreset(tr("Rock"));
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addAutoPreset(tr("Grass"));
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addAutoPreset(tr("Sand"));
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addAutoPreset(tr("Snow"));
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_definition = new TexturesDefinition(NULL);
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_layer = new TextureLayerDefinition(NULL);
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_previewCoverage = new PreviewTexturesCoverage(this, _layer);
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_previewColor = new PreviewTexturesColor(this, _layer);
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addPreview(_previewCoverage, tr("Coverage preview"));
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addPreview(_previewColor, tr("Lighted sample"));
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addInputDouble(tr("Displacement height"), &_layer->displacement_height, 0.0, 0.1, 0.001, 0.01);
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addInputDouble(tr("Displacement scaling"), &_layer->displacement_scaling, 0.003, 0.3, 0.003, 0.03);
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addInputMaterial(tr("Material"), _layer->material);
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/*addInputCurve(tr("Coverage by altitude"), _layer->terrain_zone->value_by_height, -20.0, 20.0, 0.0, 1.0, tr("Terrain altitude"), tr("Texture coverage"));
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addInputCurve(tr("Coverage by slope"), _layer->terrain_zone->value_by_slope, 0.0, 5.0, 0.0, 1.0, tr("Terrain slope"), tr("Texture coverage"));*/
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/*addInputDouble(tr("Amplitude for slope coverage"), &_layer->slope_range, 0.001, 0.1, 0.001, 0.01);
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addInputDouble(tr("Layer thickness"), &_layer->thickness, 0.0, 0.1, 0.001, 0.01);
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addInputDouble(tr("Transparency thickness"), &_layer->thickness_transparency, 0.0, 0.1, 0.001, 0.01);*/
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setLayers(_definition);
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}
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FormTextures::~FormTextures()
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{
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delete _definition;
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delete _layer;
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}
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void FormTextures::revertConfig()
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{
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DesktopScenery::getCurrent()->getTextures(_definition);
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BaseFormLayer::revertConfig();
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}
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void FormTextures::applyConfig()
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{
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BaseFormLayer::applyConfig();
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DesktopScenery::getCurrent()->setTextures(_definition);
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}
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void FormTextures::layerReadCurrentFrom(void* layer_definition)
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{
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((TextureLayerDefinition*)layer_definition)->copy(_layer);
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}
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void FormTextures::layerWriteCurrentTo(void* layer_definition)
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{
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_layer->copy((TextureLayerDefinition*)layer_definition);
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}
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void FormTextures::autoPresetSelected(int preset)
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{
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_layer->applyPreset((TextureLayerDefinition::TextureLayerPreset)preset);
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BaseForm::autoPresetSelected(preset);
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}
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@ -1,34 +0,0 @@
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#ifndef _PAYSAGES_QT_FORMTEXTURES_H_
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#define _PAYSAGES_QT_FORMTEXTURES_H_
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#include "desktop_global.h"
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#include "baseformlayer.h"
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class QWidget;
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class FormTextures : public BaseFormLayer
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{
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Q_OBJECT
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public:
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explicit FormTextures(QWidget *parent = 0);
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~FormTextures();
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public slots:
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virtual void revertConfig();
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virtual void applyConfig();
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protected:
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virtual void layerReadCurrentFrom(void* layer_definition);
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virtual void layerWriteCurrentTo(void* layer_definition);
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virtual void autoPresetSelected(int preset);
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private:
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TexturesDefinition* _definition;
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TextureLayerDefinition* _layer;
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BasePreview* _previewCoverage;
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BasePreview* _previewColor;
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};
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#endif
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@ -8,6 +8,7 @@
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#include "common/freeformhelper.h"
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#include "tools.h"
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#include "DesktopScenery.h"
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#include "TexturesDefinition.h"
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#include "TerrainDefinition.h"
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#include "TerrainHeightMap.h"
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@ -70,8 +71,7 @@ void MainTerrainForm::refreshFromLocalData()
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void MainTerrainForm::refreshFromFellowData()
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{
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//double disp = texturesGetMaximalDisplacement(RenderingScenery::getCurrent()->getTextures());
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double disp = -1000.0;
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double disp = DesktopScenery::getCurrent()->getTextures()->getMaximalDisplacement();
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if (disp == 0.0)
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{
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@ -79,7 +79,9 @@ void MainTerrainForm::refreshFromFellowData()
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}
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else
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{
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ui->label_info_textures->setText(tr("Maximal displacement : %1% of total height").arg(100.0 * disp / _terrain->height, 0, 'f', 1));
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HeightInfo info = DesktopScenery::getCurrent()->getTerrain()->getHeightInfo();
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double terrain_height = info.max_height - info.min_height;
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ui->label_info_textures->setText(tr("Maximal displacement : %1% of total height").arg(100.0 * disp / terrain_height, 0, 'f', 1));
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}
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}
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@ -17,6 +17,8 @@ OpenGLRenderer::OpenGLRenderer(Scenery* scenery):
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{
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ready = false;
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render_quality = 3;
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functions = new OpenGLFunctions();
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shared_state = new OpenGLSharedState();
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@ -12,6 +12,7 @@ SceneryTopDownPreviewRenderer::SceneryTopDownPreviewRenderer(Scenery* scenery):
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scenery(scenery)
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{
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clouds_enabled = true;
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render_quality = 3;
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}
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void SceneryTopDownPreviewRenderer::bindEvent(BasePreview* preview)
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@ -134,16 +134,16 @@ void SoftwareRenderer::disableAtmosphere()
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light.color.g = 1.5;
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light.color.b = 1.5;
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light.direction.x = -1.0;
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light.direction.y = -0.5;
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light.direction.y = -0.3;
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light.direction.z = 1.0;
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light.direction = light.direction.normalize();
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light.altered = 1;
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light.reflection = 0.0;
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lights.push_back(light);
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light.color.r = 0.4;
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light.color.g = 0.4;
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light.color.b = 0.42;
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light.color.r = 0.2;
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light.color.g = 0.2;
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light.color.b = 0.21;
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light.direction.x = 1.0;
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light.direction.y = -0.5;
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light.direction.z = -1.0;
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137
src/render/software/TerrainRayWalker.cpp
Normal file
137
src/render/software/TerrainRayWalker.cpp
Normal file
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@ -0,0 +1,137 @@
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#include "TerrainRayWalker.h"
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#include "SoftwareRenderer.h"
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#include "Scenery.h"
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#include "TerrainDefinition.h"
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#include "TexturesDefinition.h"
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#include "TerrainRenderer.h"
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#include "TexturesRenderer.h"
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#include "Matrix4.h"
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TerrainRayWalker::TerrainRayWalker(SoftwareRenderer* renderer):
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renderer(renderer)
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{
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}
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void TerrainRayWalker::update()
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{
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TerrainDefinition* terrain = renderer->getScenery()->getTerrain();
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HeightInfo info = terrain->getHeightInfo();
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TexturesDefinition* textures = renderer->getScenery()->getTextures();
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double disp = textures->getMaximalDisplacement();
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ymin = info.min_height - disp;
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ymax = info.max_height + disp;
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ydispmax = disp * (0.5 + (double)renderer->render_quality * 0.1);
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ydispmin = -ydispmax;
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minstep = 1.0 * terrain->scaling / (double)(renderer->render_quality * renderer->render_quality);
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maxstep = 10.0 * terrain->scaling / (double)renderer->render_quality;
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}
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static inline Vector3 _getShiftAxis(const Vector3 &direction)
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{
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if (fabs(direction.y) > 0.99)
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{
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// When the ray is vertical, we choose an arbitrary shift axis
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return VECTOR_NORTH;
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}
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else
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{
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return VECTOR_UP.crossProduct(direction);
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}
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}
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bool TerrainRayWalker::startWalking(const Vector3 &start, Vector3 direction, double escape_angle, double max_length, TerrainHitResult &result)
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{
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TerrainRenderer* terrain_renderer = renderer->getTerrainRenderer();
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TexturesRenderer* textures_renderer = renderer->getTexturesRenderer();
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TerrainRenderer::TerrainResult terrain_result;
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Vector3 cursor, displaced;
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double diff;
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Matrix4 shift_matrix;
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double shift_step = 0.0;
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Vector3 previous_cursor = start;
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bool hit = false;
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double step_length = minstep;
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double walked_length = 0.0;
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result.escape_angle = 0.0;
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if (escape_angle != 0.0)
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{
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// Prepare escape
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shift_step = escape_angle / (double)(renderer->render_quality * renderer->render_quality);
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shift_matrix = Matrix4::newRotateAxis(-shift_step, _getShiftAxis(direction));
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}
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do
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{
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// Perform a step
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cursor = previous_cursor.add(direction.scale(step_length));
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// Get the terrain info at end (without textures displacement)
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terrain_result = terrain_renderer->getResult(cursor.x, cursor.z, true, false);
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diff = cursor.y - terrain_result.location.y;
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// If we are very under the terrain, consider a hit
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if (diff < ydispmin)
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{
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hit = true;
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}
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||||
|
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// If we are close enough to the terrain, apply displacement
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else if (diff < ydispmax)
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{
|
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displaced = textures_renderer->displaceTerrain(terrain_result);
|
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diff = cursor.y - displaced.y;
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hit = diff < 0.0;
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}
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if (hit)
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{
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// TODO Refine the hit with dichotomy at high quality
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/*if (renderer->render_quality > 7)
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{
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cursor = refineHit(previous_cursor, cursor, step_length);
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}*/
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||||
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// Shift ray to escape terrain
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if (escape_angle != 0.0)
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{
|
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result.escape_angle += shift_step;
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if (result.escape_angle > escape_angle)
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||||
{
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||||
// Too much shifted to escape, make it a hit
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result.escape_angle = 0.0;
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return true;
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}
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hit = false;
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direction = shift_matrix.multPoint(direction);
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previous_cursor = start.add(shift_matrix.multPoint(previous_cursor.sub(start)));
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}
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||||
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||||
result.hit_location = cursor;
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}
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else
|
||||
{
|
||||
// Prepare next step
|
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previous_cursor = cursor;
|
||||
walked_length += step_length;
|
||||
|
||||
step_length = diff * 3.0 / (double)renderer->render_quality;
|
||||
if (step_length < minstep)
|
||||
{
|
||||
step_length = minstep;
|
||||
}
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||||
else if (step_length > maxstep)
|
||||
{
|
||||
step_length = maxstep;
|
||||
}
|
||||
}
|
||||
} while (not hit and cursor.y < ymax and walked_length < max_length);
|
||||
|
||||
return hit or result.escape_angle > 0.0;
|
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}
|
59
src/render/software/TerrainRayWalker.h
Normal file
59
src/render/software/TerrainRayWalker.h
Normal file
|
@ -0,0 +1,59 @@
|
|||
#ifndef TERRAINRAYWALKER_H
|
||||
#define TERRAINRAYWALKER_H
|
||||
|
||||
#include "software_global.h"
|
||||
|
||||
#include "Vector3.h"
|
||||
|
||||
namespace paysages {
|
||||
namespace software {
|
||||
|
||||
/*!
|
||||
* \brief Ray walker to find intersections with terrain.
|
||||
*
|
||||
* This walker can be used to find a hard intersection between
|
||||
* a ray and the terrain (e.g. for raytracing), or a soft intersection
|
||||
* (e.g. for shadows).
|
||||
*/
|
||||
class SOFTWARESHARED_EXPORT TerrainRayWalker
|
||||
{
|
||||
public:
|
||||
typedef struct {
|
||||
Vector3 hit_location; // Location of the hit
|
||||
double escape_angle; // Angle used to shift the ray to escape the terrain (0.0 if no escape was possible)
|
||||
} TerrainHitResult;
|
||||
|
||||
public:
|
||||
TerrainRayWalker(SoftwareRenderer* renderer);
|
||||
|
||||
/*!
|
||||
* \brief Update the walker internal data, from the renderer and scenery.
|
||||
*/
|
||||
void update();
|
||||
|
||||
/*!
|
||||
* \brief Start the walking process to find intersection
|
||||
*
|
||||
* \param start Point of origin of the ray
|
||||
* \param direction Ray direction (normalized vector)
|
||||
* \param escape_angle Maximal angle allowed to escape the terrain on hit (mainly for shadows computing)
|
||||
* \param max_length Maximum length to walk before considering no hit
|
||||
* \param result Object to store the results info
|
||||
* \return true if there was a hit
|
||||
*/
|
||||
bool startWalking(const Vector3 &start, Vector3 direction, double escape_angle, double max_length, TerrainHitResult &result);
|
||||
|
||||
private:
|
||||
SoftwareRenderer* renderer;
|
||||
double ymin;
|
||||
double ymax;
|
||||
double ydispmin;
|
||||
double ydispmax;
|
||||
double minstep;
|
||||
double maxstep;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif // TERRAINRAYWALKER_H
|
|
@ -5,18 +5,22 @@
|
|||
#include "TerrainDefinition.h"
|
||||
#include "TexturesRenderer.h"
|
||||
#include "LightComponent.h"
|
||||
#include "TerrainRayWalker.h"
|
||||
|
||||
TerrainRenderer::TerrainRenderer(SoftwareRenderer* parent):
|
||||
parent(parent)
|
||||
{
|
||||
walker = new TerrainRayWalker(parent);
|
||||
}
|
||||
|
||||
TerrainRenderer::~TerrainRenderer()
|
||||
{
|
||||
delete walker;
|
||||
}
|
||||
|
||||
void TerrainRenderer::update()
|
||||
{
|
||||
walker->update();
|
||||
}
|
||||
|
||||
double TerrainRenderer::getHeight(double x, double z, int with_painting)
|
||||
|
@ -130,75 +134,33 @@ Color TerrainRenderer::getFinalColor(const Vector3 &location, double)
|
|||
RayCastingResult TerrainRenderer::castRay(const Vector3 &start, const Vector3 &direction)
|
||||
{
|
||||
RayCastingResult result;
|
||||
TerrainDefinition* definition = parent->getScenery()->getTerrain();
|
||||
Vector3 inc_vector, direction_norm, cursor;
|
||||
double inc_value, inc_base, inc_factor, height, diff, lastdiff, length;
|
||||
|
||||
cursor = start;
|
||||
direction_norm = direction.normalize();
|
||||
inc_factor = (double)parent->render_quality;
|
||||
inc_base = 1.0;
|
||||
inc_value = inc_base / inc_factor;
|
||||
lastdiff = start.y - getHeight(start.x, start.z, 1);
|
||||
|
||||
length = 0.0;
|
||||
do
|
||||
TerrainRayWalker::TerrainHitResult walk_result;
|
||||
if (walker->startWalking(start, direction.normalize(), 0.0, 200.0, walk_result))
|
||||
{
|
||||
inc_vector = direction_norm.scale(inc_value);
|
||||
length += inc_vector.getNorm();
|
||||
cursor = cursor.add(inc_vector);
|
||||
height = getHeight(cursor.x, cursor.z, 1);
|
||||
diff = cursor.y - height;
|
||||
if (diff < 0.0)
|
||||
{
|
||||
if (fabs(diff - lastdiff) > 0.00001)
|
||||
{
|
||||
cursor = cursor.add(inc_vector.scale(-diff / (diff - lastdiff)));
|
||||
cursor.y = getHeight(cursor.x, cursor.z, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
cursor.y = height;
|
||||
}
|
||||
result.hit = 1;
|
||||
result.hit_location = cursor;
|
||||
result.hit_color = getFinalColor(cursor, parent->getPrecision(result.hit_location));
|
||||
return result;
|
||||
}
|
||||
|
||||
if (diff < inc_base / inc_factor)
|
||||
{
|
||||
inc_value = inc_base / inc_factor;
|
||||
}
|
||||
else if (diff > inc_base)
|
||||
{
|
||||
inc_value = inc_base;
|
||||
}
|
||||
else
|
||||
{
|
||||
inc_value = diff;
|
||||
}
|
||||
lastdiff = diff;
|
||||
result.hit = true;
|
||||
result.hit_location = walk_result.hit_location;
|
||||
result.hit_color = getFinalColor(walk_result.hit_location, parent->getPrecision(walk_result.hit_location));
|
||||
}
|
||||
else
|
||||
{
|
||||
result.hit = false;
|
||||
}
|
||||
while (length < 50.0 && cursor.y <= definition->_max_height);
|
||||
|
||||
result.hit = 0;
|
||||
return result;
|
||||
}
|
||||
|
||||
bool TerrainRenderer::applyLightFilter(LightComponent &light, const Vector3 &at)
|
||||
{
|
||||
TerrainDefinition* definition = parent->getScenery()->getTerrain();
|
||||
Vector3 inc_vector, direction_to_light, cursor;
|
||||
double inc_value, inc_base, inc_factor, height, diff, light_factor, smoothing, length;
|
||||
TerrainRayWalker::TerrainHitResult walk_result;
|
||||
|
||||
// If location is above terrain, don't bother
|
||||
if (at.y > definition->getHeightInfo().max_height)
|
||||
{
|
||||
// Location is above terrain, don't bother
|
||||
return true;
|
||||
}
|
||||
|
||||
direction_to_light = light.direction.scale(-1.0);
|
||||
// Handle sun below horizon
|
||||
Vector3 direction_to_light = light.direction.scale(-1.0);
|
||||
if (direction_to_light.y < -0.05)
|
||||
{
|
||||
light.color = COLOR_BLACK;
|
||||
|
@ -211,60 +173,31 @@ bool TerrainRenderer::applyLightFilter(LightComponent &light, const Vector3 &at)
|
|||
light.color.b *= (0.05 + direction_to_light.y) / 0.05;
|
||||
}
|
||||
|
||||
cursor = at;
|
||||
inc_factor = (double)parent->render_quality;
|
||||
inc_base = definition->height / definition->scaling;
|
||||
inc_value = inc_base / inc_factor;
|
||||
smoothing = definition->shadow_smoothing;
|
||||
|
||||
light_factor = 1.0;
|
||||
length = 0.0;
|
||||
diff = 0.0;
|
||||
do
|
||||
// Walk to find an intersection
|
||||
double escape_angle = definition->shadow_smoothing;
|
||||
if (walker->startWalking(at, direction_to_light, escape_angle, 100.0, walk_result))
|
||||
{
|
||||
inc_vector = direction_to_light.scale(inc_value);
|
||||
length += inc_vector.getNorm();
|
||||
cursor = cursor.add(inc_vector);
|
||||
height = parent->getTerrainRenderer()->getResult(cursor.x, cursor.z, 1, 1).location.y;
|
||||
diff = cursor.y - height;
|
||||
if (diff < 0.0)
|
||||
if (walk_result.escape_angle == 0.0)
|
||||
{
|
||||
if (length * smoothing > 0.000001)
|
||||
{
|
||||
light_factor += diff * inc_vector.getNorm() / (length * smoothing);
|
||||
}
|
||||
else
|
||||
{
|
||||
light_factor = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
if (diff < inc_base / inc_factor)
|
||||
{
|
||||
inc_value = inc_base / inc_factor;
|
||||
}
|
||||
else if (diff > inc_base)
|
||||
{
|
||||
inc_value = inc_base;
|
||||
// Hit, with no escape, cancelling the light
|
||||
light.color = COLOR_BLACK;
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
inc_value = diff;
|
||||
}
|
||||
}
|
||||
while (light_factor > 0.0 && length < (10.0 * inc_factor) && cursor.y <= definition->_max_height);
|
||||
// Hit, with an escape
|
||||
double light_factor = 1.0 - (walk_result.escape_angle / escape_angle);
|
||||
|
||||
if (light_factor <= 0.0)
|
||||
{
|
||||
light.color = COLOR_BLACK;
|
||||
return false;
|
||||
light.color.r *= light_factor;
|
||||
light.color.g *= light_factor;
|
||||
light.color.b *= light_factor;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
light.color.r *= light_factor;
|
||||
light.color.g *= light_factor;
|
||||
light.color.b *= light_factor;
|
||||
|
||||
// No hit, leave light alone
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -35,6 +35,7 @@ public:
|
|||
|
||||
private:
|
||||
SoftwareRenderer* parent;
|
||||
TerrainRayWalker* walker;
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -36,7 +36,8 @@ SOURCES += SoftwareRenderer.cpp \
|
|||
WaterRenderer.cpp \
|
||||
RenderArea.cpp \
|
||||
RayCastingManager.cpp \
|
||||
NightSky.cpp
|
||||
NightSky.cpp \
|
||||
TerrainRayWalker.cpp
|
||||
|
||||
HEADERS += SoftwareRenderer.h\
|
||||
software_global.h \
|
||||
|
@ -62,7 +63,8 @@ HEADERS += SoftwareRenderer.h\
|
|||
WaterRenderer.h \
|
||||
RenderArea.h \
|
||||
RayCastingManager.h \
|
||||
NightSky.h
|
||||
NightSky.h \
|
||||
TerrainRayWalker.h
|
||||
|
||||
unix:!symbian {
|
||||
maemo5 {
|
||||
|
|
|
@ -42,6 +42,8 @@ namespace software {
|
|||
class LightComponent;
|
||||
|
||||
class NightSky;
|
||||
|
||||
class TerrainRayWalker;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue