paysages: Clouds parameters.
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@261 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
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4 changed files with 59 additions and 33 deletions
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@ -66,8 +66,12 @@ FormClouds::FormClouds(QWidget *parent):
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addInputNoise("Noise", _layer.noise);
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addInputDouble("Coverage", &_layer.coverage, 0.0, 1.0, 0.01, 0.1);
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addInputDouble("Scaling", &_layer.scaling, 1.0, 100.0, 0.5, 5.0);
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addInputColor("Base color", &_layer.color);
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addInputDouble("Opacity", &_layer.color.a, 0.0, 1.0, 0.01, 0.1);
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addInputColor("Base color", &_layer.material.base);
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addInputDouble("Light reflection", &_layer.material.reflection, 0.0, 1.0, 0.01, 0.1);
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addInputDouble("Light reflection shininess", &_layer.material.shininess, 0.0, 20.0, 0.1, 1.0);
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addInputDouble("Transparency depth", &_layer.transparencydepth, 0.0, 100.0, 0.5, 5.0);
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addInputDouble("Light traversal depth", &_layer.lighttraversal, 0.0, 100.0, 0.5, 5.0);
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addInputDouble("Minimum lighting", &_layer.minimumlight, 0.0, 1.0, 0.01, 0.1);
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revertConfig();
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}
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@ -82,10 +82,14 @@ 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.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->material.base.r = 0.7;
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cloud->material.base.g = 0.7;
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cloud->material.base.b = 0.7;
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cloud->material.reflection = 0.1;
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cloud->material.shininess = 2.0;
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cloud->transparencydepth = 20.0;
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cloud->lighttraversal = 50.0;
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cloud->minimumlight = 0.8;
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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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@ -38,7 +38,10 @@ void cloudsSave(FILE* f, CloudsDefinition* definition)
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toolsSaveDouble(f, &layer->ymin);
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toolsSaveDouble(f, &layer->ymax);
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noiseSave(f, layer->noise);
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colorSave(f, &layer->color);
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materialSave(f, &layer->material);
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toolsSaveDouble(f, &layer->transparencydepth);
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toolsSaveDouble(f, &layer->lighttraversal);
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toolsSaveDouble(f, &layer->minimumlight);
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toolsSaveDouble(f, &layer->scaling);
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toolsSaveDouble(f, &layer->coverage);
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}
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@ -63,7 +66,10 @@ void cloudsLoad(FILE* f, CloudsDefinition* definition)
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toolsLoadDouble(f, &layer->ymin);
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toolsLoadDouble(f, &layer->ymax);
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noiseLoad(f, layer->noise);
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colorLoad(f, &layer->color);
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materialLoad(f, &layer->material);
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toolsLoadDouble(f, &layer->transparencydepth);
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toolsLoadDouble(f, &layer->lighttraversal);
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toolsLoadDouble(f, &layer->minimumlight);
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toolsLoadDouble(f, &layer->scaling);
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toolsLoadDouble(f, &layer->coverage);
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}
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@ -115,13 +121,18 @@ CloudsLayerDefinition cloudsLayerCreateDefinition()
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{
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CloudsLayerDefinition result;
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result.color = COLOR_BLACK;
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result.coverage = 0.0;
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result.material.base = COLOR_WHITE;
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result.material.reflection = 0.1;
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result.material.shininess = 2.0;
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result.transparencydepth = 50.0;
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result.lighttraversal = 50.0;
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result.minimumlight = 0.8;
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result.coverage = 0.5;
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result.noise = noiseCreateGenerator();
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result.scaling = 1.0;
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result.ymin = 0.0;
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result.ycenter = 0.5;
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result.ymax = 1.0;
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result.scaling = 50.0;
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result.ymin = 50.0;
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result.ycenter = 100.0;
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result.ymax = 200.0;
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return result;
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}
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@ -410,10 +421,9 @@ static int _findSegments(CloudsLayerDefinition* definition, Renderer* renderer,
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return segment_count;
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}
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static Color _applyLayerLighting(CloudsLayerDefinition* definition, Renderer* renderer, Vector3 position, Color base, double detail)
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static Color _applyLayerLighting(CloudsLayerDefinition* definition, Renderer* renderer, Vector3 position, double detail)
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{
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Vector3 normal;
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SurfaceMaterial material;
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normal = v3Scale(_getNormal(definition, position, 1.0), 0.25);
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normal = v3Add(normal, v3Scale(_getNormal(definition, position, 0.5), 0.25));
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@ -421,11 +431,7 @@ static Color _applyLayerLighting(CloudsLayerDefinition* definition, Renderer* re
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normal = v3Add(normal, v3Scale(_getNormal(definition, position, 0.1), 0.25));
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normal = v3Scale(v3Normalize(normal), 0.1);
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material.base = base;
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material.reflection = 0.3;
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material.shininess = 2.0;
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return renderer->applyLightingToSurface(renderer, position, normal, material);
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return renderer->applyLightingToSurface(renderer, position, normal, definition->material);
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}
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Color cloudsGetLayerColor(CloudsLayerDefinition* definition, Renderer* renderer, Vector3 start, Vector3 end)
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@ -448,11 +454,11 @@ Color cloudsGetLayerColor(CloudsLayerDefinition* definition, Renderer* renderer,
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detail = renderer->getPrecision(renderer, start) / definition->scaling;
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segment_count = _findSegments(definition, renderer, start, direction, detail, 20, 60.0, max_length, &inside_length, &total_length, segments);
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segment_count = _findSegments(definition, renderer, start, direction, detail, 20, definition->transparencydepth, max_length, &inside_length, &total_length, segments);
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for (i = 0; i < segment_count; i++)
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{
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col = _applyLayerLighting(definition, renderer, segments[i].start, definition->color, detail);
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col.a = (segments[i].length >= 50.0) ? 1.0 : (segments[i].length / 50.0);
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col = _applyLayerLighting(definition, renderer, segments[i].start, detail);
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col.a = (segments[i].length >= definition->transparencydepth) ? 1.0 : (segments[i].length / definition->transparencydepth);
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colorMask(&result, &col);
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}
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@ -487,22 +493,31 @@ Color cloudsGetColor(CloudsDefinition* definition, Renderer* renderer, Vector3 s
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Color cloudsLayerFilterLight(CloudsLayerDefinition* definition, Renderer* renderer, Color light, Vector3 location, Vector3 light_location, Vector3 direction_to_light)
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{
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double inside_depth, total_depth;
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double inside_depth, total_depth, factor;
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CloudSegment segments[20];
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_optimizeSearchLimits(definition, &location, &light_location);
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_findSegments(definition, renderer, location, direction_to_light, 0.1, 20, 50.0, v3Norm(v3Sub(light_location, location)), &inside_depth, &total_depth, segments);
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_findSegments(definition, renderer, location, direction_to_light, 0.1, 20, definition->lighttraversal, v3Norm(v3Sub(light_location, location)), &inside_depth, &total_depth, segments);
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inside_depth *= 0.02;
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if (inside_depth > 1.0)
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if (definition->lighttraversal < 0.0001)
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{
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inside_depth = 1.0;
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factor = 0.0;
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}
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else
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{
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factor = inside_depth / definition->lighttraversal;
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if (factor > 1.0)
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{
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factor = 1.0;
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}
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}
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light.r = light.r * (1.0 - 0.2 * inside_depth);
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light.g = light.g * (1.0 - 0.2 * inside_depth);
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light.b = light.b * (1.0 - 0.2 * inside_depth);
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factor = 1.0 - (1.0 - definition->minimumlight) * factor;
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light.r = light.r * factor;
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light.g = light.g * factor;
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light.b = light.b * factor;
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return light;
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}
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@ -18,7 +18,10 @@ typedef struct
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double ymin;
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double ymax;
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NoiseGenerator* noise;
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Color color;
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SurfaceMaterial material;
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double transparencydepth;
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double lighttraversal;
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double minimumlight;
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double scaling;
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double coverage;
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} CloudsLayerDefinition;
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