paysages: Made multi-light working.
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@236 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
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parent
1e922ccbce
commit
a2307c4746
14 changed files with 117 additions and 47 deletions
2
TODO
2
TODO
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@ -1,5 +1,3 @@
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- Refactor fog in a new 'atmosphere' module.
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- Make multi-lights work, to restore lighting from skydome.
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- In GUI, revertConfig should lock the previews while reverting.
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- All Save and Load methods should have same signature : void ...Save(FILE*, ...*)
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- All noises should use the same entropy pool (saved separately), and avoid reallocs.
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@ -6,7 +6,6 @@
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#include <QPainter>
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#include "../lib_paysages/render.h"
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#include "../lib_paysages/renderer.h"
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#include "../lib_paysages/scenery.h"
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#include "../lib_paysages/auto.h"
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#include "../lib_paysages/shared/functions.h"
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@ -97,10 +96,22 @@ DialogRender::DialogRender(QWidget *parent):
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progress_value = 0;
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}
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DialogRender::~DialogRender()
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{
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if (render_thread)
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{
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renderInterrupt();
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render_thread->wait();
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renderSetPreviewCallbacks(NULL, NULL, NULL, NULL);
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delete render_thread;
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}
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delete pixbuf;
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}
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void DialogRender::startRender(int quality, int width, int height)
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{
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Renderer renderer;
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renderer = sceneryGetStandardRenderer(quality);
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renderSetSize(width, height);
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renderSetPreviewCallbacks(_renderResize, _renderClear, _renderDraw, _renderUpdate);
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@ -118,17 +129,3 @@ void DialogRender::loadLastRender()
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exec();
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}
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DialogRender::~DialogRender()
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{
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if (render_thread)
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{
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renderInterrupt();
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render_thread->wait();
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renderSetPreviewCallbacks(NULL, NULL, NULL, NULL);
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delete render_thread;
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}
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delete pixbuf;
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}
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@ -5,6 +5,7 @@
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#include <QThread>
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#include <QProgressBar>
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#include <QScrollArea>
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#include "../lib_paysages/renderer.h"
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class DialogRender : public QDialog
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{
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@ -24,6 +25,7 @@ public:
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private:
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QThread* render_thread;
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Renderer renderer;
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};
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#endif // _PAYSAGES_QT_DIALOGRENDER_H_
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@ -117,7 +117,7 @@ void Preview::resizeEvent(QResizeEvent* event)
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this->pixbuf = new QImage(this->size(), QImage::Format_ARGB32);
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this->pixbuf->fill(0x00000000);
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this->need_rerender = false;
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this->need_rerender = true;
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this->need_render = true;
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delete image;
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@ -85,8 +85,10 @@ void autoGenRealisticLandscape(int seed)
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cloud->ymin = 10.0;
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cloud->ycenter = 40.0;
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cloud->ymax = 100.0;
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cloud->color = COLOR_WHITE;
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cloud->color.a = 0.1;
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cloud->color.r = 0.7;
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cloud->color.g = 0.7;
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cloud->color.b = 0.7;
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cloud->color.a = 0.05;
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cloud->scaling = 50.0;
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cloud->coverage = 0.5;
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noiseGenerateBaseNoise(cloud->noise, 262144);
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@ -19,10 +19,13 @@ static LightDefinition _LIGHT_NULL;
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void lightingInit()
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{
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_LIGHT_NULL.color = COLOR_BLACK;
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_LIGHT_NULL.direction.x = 0.0;
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_LIGHT_NULL.direction.y = 1.0;
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_LIGHT_NULL.direction.z = 0.0;
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_LIGHT_NULL.color = COLOR_BLACK;
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_LIGHT_NULL.filtered = 0;
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_LIGHT_NULL.masked = 0;
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_LIGHT_NULL.amplitude = 0.0;
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}
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void lightingSave(FILE* f, LightingDefinition* definition)
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@ -33,9 +36,11 @@ void lightingSave(FILE* f, LightingDefinition* definition)
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toolsSaveInt(f, definition->nblights);
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for (i = 0; i < definition->nblights; i++)
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{
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colorSave(definition->lights[i].color, f);
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v3Save(definition->lights[i].direction, f);
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toolsSaveDouble(f, definition->lights[i].maxshadow);
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colorSave(definition->lights[i].color, f);
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toolsSaveInt(f, definition->lights[i].filtered);
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toolsSaveInt(f, definition->lights[i].masked);
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toolsSaveDouble(f, definition->lights[i].amplitude);
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}
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}
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@ -47,9 +52,11 @@ void lightingLoad(FILE* f, LightingDefinition* definition)
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definition->nblights = toolsLoadInt(f);
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for (i = 0; i < definition->nblights; i++)
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{
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definition->lights[i].color = colorLoad(f);
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definition->lights[i].direction = v3Load(f);
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definition->lights[i].maxshadow = toolsLoadDouble(f);
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definition->lights[i].color = colorLoad(f);
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definition->lights[i].filtered = toolsLoadInt(f);
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definition->lights[i].masked = toolsLoadInt(f);
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definition->lights[i].amplitude = toolsLoadDouble(f);
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}
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lightingValidateDefinition(definition);
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@ -143,7 +150,14 @@ static Color _applyLightCustom(LightDefinition* definition, Renderer* renderer,
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light = definition->color;
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direction_inv = v3Scale(definition->direction, -1.0);
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if (definition->masked)
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{
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light = renderer->maskLight(renderer, light, location, v3Add(location, v3Scale(direction_inv, 1000.0)), direction_inv);
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}
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if (definition->filtered)
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{
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light = renderer->filterLight(renderer, light, location, v3Add(location, v3Scale(direction_inv, 1000.0)), direction_inv);
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}
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normal_norm = v3Norm(normal);
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if (normal_norm > 1.0)
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@ -156,13 +170,21 @@ static Color _applyLightCustom(LightDefinition* definition, Renderer* renderer,
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reflect = v3Sub(v3Scale(normal, 2.0 * v3Dot(direction_inv, normal)), direction_inv);
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diffuse = v3Dot(direction_inv, normal);
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//diffuse = pow(diffuse * 0.5 + 0.5, 2.0);
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diffuse = (diffuse * 0.5 + 0.5);
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diffuse = pow(diffuse * 0.5 + 0.5, 2.0);
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//diffuse = (diffuse * 0.5 + 0.5);
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if (diffuse > 0.0)
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{
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if (material.shininess > 0.0)
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{
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specular = pow(v3Dot(reflect, view) * material.reflection, material.shininess * 10.0 + 1.0);
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specular = v3Dot(reflect, view) * material.reflection;
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if (specular > 0.0)
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{
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specular = pow(specular, material.shininess * 10.0 + 1.0);
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}
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else
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{
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specular = 0.0;
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}
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}
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else
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{
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@ -188,18 +210,26 @@ static Color _applyLightCustom(LightDefinition* definition, Renderer* renderer,
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Color lightingApplyToSurface(LightingDefinition* definition, Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material)
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{
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Color result;
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Color result, lighted;
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int i;
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/* TODO Merge lights */
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result = material.base;
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result = COLOR_BLACK;
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result.a = material.base.a;
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for (i = 0; i < definition->nblights; i++)
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{
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result = _applyLightCustom(definition->lights + i, renderer, location, normal, material);
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lighted = _applyLightCustom(definition->lights + i, renderer, location, normal, material);
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result.r += lighted.r;
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result.g += lighted.g;
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result.b += lighted.b;
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}
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for (i = 0; i < definition->_nbautolights; i++)
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{
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result = _applyLightCustom(definition->_autolights + i, renderer, location, normal, material);
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lighted = _applyLightCustom(definition->_autolights + i, renderer, location, normal, material);
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result.r += lighted.r;
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result.g += lighted.g;
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result.b += lighted.b;
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}
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return result;
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}
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@ -13,9 +13,11 @@ extern "C" {
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typedef struct
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{
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Vector3 direction;
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Color color;
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double maxshadow;
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Vector3 direction; /* Global direction of the light */
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Color color; /* Main color of the light */
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int filtered; /* Should the light be filtered (by atmosphere, water...) */
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int masked; /* Should the light be masked (cast shadows..) */
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double amplitude; /* Angle amplitude of the light source (for multi-sampling, pi / 2.0 for skydome) */
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} LightDefinition;
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typedef struct
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@ -34,7 +34,7 @@ static volatile double _progress = 0.0;
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static volatile double _progress_step_start = 0.0;
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static volatile double _progress_step_length = 1.0;
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#define RENDER_INVERSE 1
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/*#define RENDER_INVERSE 1*/
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#define RENDER_WIREFRAME 1
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static void _previewResize(int width, int height) {}
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@ -9,6 +9,11 @@ static Color _filterLight(Renderer* renderer, Color light_color, Vector3 at_loca
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return light_color;
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}
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static Color _maskLight(Renderer* renderer, Color light_color, Vector3 at_location, Vector3 light_location, Vector3 direction_to_light)
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{
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return light_color;
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}
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static Color _applyLightingToSurface(Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material)
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{
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return material.base;
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result.camera_location = VECTOR_ZERO;
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result.filterLight = _filterLight;
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result.maskLight = _maskLight;
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result.applyLightingToSurface = _applyLightingToSurface;
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result.rayWalking = _rayWalking;
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result.getTerrainHeight = _getTerrainHeight;
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@ -29,6 +29,7 @@ struct Renderer
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/* Lighting related */
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Color (*filterLight)(Renderer* renderer, Color light_color, Vector3 at_location, Vector3 light_location, Vector3 direction_to_light);
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Color (*maskLight)(Renderer* renderer, Color light_color, Vector3 at_location, Vector3 light_location, Vector3 direction_to_light);
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Color (*applyLightingToSurface)(Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material);
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/* Custom data */
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@ -210,9 +210,15 @@ void sceneryRenderSecondPass(Renderer* renderer)
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/******* Standard renderer *********/
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static Color _filterLight(Renderer* renderer, Color light_color, Vector3 at_location, Vector3 light_location, Vector3 direction_to_light)
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{
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light_color = waterLightFilter(&_water, renderer, light_color, at_location, light_location, direction_to_light);
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light_color = terrainLightFilter(&_terrain, renderer, light_color, at_location, light_location, direction_to_light);
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// TODO atmosphere filter
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light_color = waterLightFilter(&_water, renderer, light_color, at_location, light_location, direction_to_light);
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return light_color;
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}
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static Color _maskLight(Renderer* renderer, Color light_color, Vector3 at_location, Vector3 light_location, Vector3 direction_to_light)
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{
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light_color = terrainLightFilter(&_terrain, renderer, light_color, at_location, light_location, direction_to_light);
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light_color = cloudsFilterLight(&_clouds, renderer, light_color, at_location, light_location, direction_to_light);
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return light_color;
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@ -294,6 +300,7 @@ Renderer sceneryGetStandardRenderer(int quality)
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result.render_quality = quality;
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result.filterLight = _filterLight;
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result.maskLight = _maskLight;
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result.applyLightingToSurface = _applyLightingToSurface;
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result.rayWalking = _rayWalking;
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result.getTerrainHeight = _getTerrainHeight;
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@ -92,12 +92,32 @@ int skyGetLights(SkyDefinition* sky, LightDefinition* lights, int max_lights)
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sun_direction.y = sin(sun_angle);
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sun_direction.z = 0.0;
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/* TODO Night lights */
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if (max_lights > 0)
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{
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lights[0].color = colorGradationGet(&sky->sun_color, sky->daytime);
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/* Light from the sun */
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lights[0].direction = v3Scale(sun_direction, -1.0);
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lights[0].maxshadow = 1.0;
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lights[0].color = colorGradationGet(&sky->sun_color, sky->daytime);
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lights[0].filtered = 1;
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lights[0].masked = 1;
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lights[0].amplitude = 0.0;
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nblights = 1;
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if (max_lights > 1)
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{
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/* Skydome lighting */
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lights[1].direction.x = 0.0;
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lights[1].direction.y = -1.0;
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lights[1].direction.z = 0.0;
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lights[1].color = colorGradationGet(&sky->zenith_color, sky->daytime);
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lights[1].color.r *= 0.4;
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lights[1].color.g *= 0.4;
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lights[1].color.b *= 0.4;
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lights[1].filtered = 1;
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lights[1].masked = 0;
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lights[1].amplitude = M_PI / 2.0;
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nblights = 2;
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}
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}
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return nblights;
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@ -171,6 +171,11 @@ Color terrainLightFilter(TerrainDefinition* definition, Renderer* renderer, Colo
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double inc_value, inc_base, inc_factor, height, diff, light_factor, smoothing, length;
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direction_to_light = v3Normalize(direction_to_light);
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if (fabs(direction_to_light.x) < 0.0001 && fabs(direction_to_light.z) < 0.0001)
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{
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return light;
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}
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inc_factor = (double)renderer->render_quality;
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inc_base = 1.0;
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inc_value = inc_base / inc_factor;
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@ -137,7 +137,7 @@ Color waterLightFilter(WaterDefinition* definition, Renderer* renderer, Color li
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{
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if (direction_to_light.y > 0.00001)
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{
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factor = (definition->height - location.y) / (direction_to_light.y * 5.0); // TODO Configurable
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factor = (definition->height - location.y) / (direction_to_light.y * 3.0); // TODO Configurable
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if (factor > 1.0)
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{
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factor = 1.0;
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