paysages : Small changes.
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@498 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
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5 changed files with 49 additions and 40 deletions
61
TODO
61
TODO
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@ -1,53 +1,49 @@
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Technology Preview 2 :
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- Implement High Dynamic Range (with OpenEXR or Radiance file format support ?).
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- Fully move layer management from BaseForm to BaseFormLayer.
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- Replace terrain canvas editor by full sculpting editor.
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=> Add a generation dialog, with fixed resolution.
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=> Store local terrain modifications in fully dynamic canvas.
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=> Add map preview with editor area.
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=> Allow camera move and zoom.
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- Get rid of noise dialogs, for simpler settings.
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- Finalize Preetham's model usage
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=> Apply model to atmosphere (aerial perspective)
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=> Find a proper model for night sky (maybe Shirley)
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- Clouds should keep distance to ground.
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- Add fresnel effect to specular lighting.
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- Add clouds to explorer with 3d textures.
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- Start using OpenCL to optimize rendering.
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- Rethink the quality settings and detail smoothing in the distance.
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=> When quality setting is set to 10, add boost options
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=> Add detail boost (adds granularity)
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=> Add step boost (for marching algorithms)
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- Waves noise should not change layers offsets each time a setting is changed (layers are reconstructed currently).
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- Fix rendering when inside a cloud layer, with other upper or lower layers.
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- Add "hardness to light" and shadow control ("minimum lighting") to material.
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Technlogy Preview 3 :
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- Add logarithmic sliders for some float values.
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- Improve previews.
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=> Add user markers on OSD.
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=> Add areas marking.
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- Apply Preetham's model usage
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=> Convert to HDR rendering.
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=> Apply model's aerial perspective.
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- Find a proper model for night sky (maybe Shirley).
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- Improve textures (current model is greatly incorrect).
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=> Separate models (basic texture and covering texture).
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=> Covering texture height should inpact terrain height.
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=> Add texture shadowing.
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- Use the curve editor in noise editor (option).
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- Add a noise filler (and maybe noise intervals ?).
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- Clouds should keep distance to ground.
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- Add fresnel effect to specular lighting.
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- Add "hardness to light" and shadow control ("minimum lighting") to material.
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- Waves noise should not change layers offsets each time a setting is changed (layers are reconstructed currently).
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- Fix rendering when inside a cloud layer, with other upper or lower layers.
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Technlogy Preview 3 :
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- Fully move layer management from BaseForm to BaseFormLayer.
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- Start vegetation system.
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- Allow render saving in HDR compatible format.
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- Add clouds to explorer with 3d textures.
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- Start using OpenCL to optimize rendering.
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- Restore render progress.
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- Rethink the quality settings and detail smoothing in the distance.
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=> When quality setting is set to 10, add boost options
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=> Add detail boost (adds granularity)
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=> Add step boost (for marching algorithms)
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- Add logarithmic sliders for some float values.
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- Improve previews.
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=> Add user markers on OSD.
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=> Add areas marking.
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- Add a noise automatic filler.
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- Fix the distorted sun appearance.
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- Improve curve editor.
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=> Add curve modes
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=> Add logarithmic mode
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=> Add zoom and scrolling
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- Lock some previews together (eg: terrain height and colored preview).
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- Find a new licence.
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Technology Preview 4 :
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- Restore render progress.
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- Store the terrain canvases in a tree to allow "multi-res" edition.
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- Implement Sub Surface Scattering for water.
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- Implement Sub Surface Scattering for water, textures and clouds.
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- Implement earth curvature.
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- Use bicubic interpolation for antialiasing.
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- Allow for larger renders/antialias (will need several two-pass chunks).
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- Add basic vegetation system ?
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- Add a progress indicator on previews.
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- Multi threaded first pass.
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- Mark modified tabs and ask for losing modifications (idem for layers).
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@ -56,6 +52,7 @@ Technology Preview 4 :
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- Water and terrain LOD moves with the camera, fix it like in the wanderer.
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- Improve 3d explorer
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=> Restore LOD and intelligent poly count (and raise max tessellation)
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=> Better handling of high altitude
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=> Interrupt chunk rendering when quitting dialog
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=> Don't display the water if it's below all ground
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=> Try to overcome the near frustum cutting
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@ -212,6 +212,18 @@ void BaseForm::revertConfig()
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}
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}
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for (int i = 0; i < _inputs_list.size(); i++)
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{
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if (_with_layers && _layer_list->count() == 0)
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{
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_inputs_list[i]->checkVisibility(false);
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}
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else
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{
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_inputs_list[i]->checkVisibility(true);
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}
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}
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updatePreviews();
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//configChangeEvent();
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@ -78,13 +78,13 @@ FormAtmosphere::FormAtmosphere(QWidget *parent):
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previewEast = new PreviewSkyEast(this);
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addPreview(previewEast, QString(tr("East preview")));
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addInputEnum(tr("Color model"), (int*)&_definition->model, QStringList(tr("Preetham/Shirley analytic model")) << tr("Bruneton/Neyret precomputed model"));
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addInputEnum(tr("Color model"), (int*)&_definition->model, QStringList(tr("Simplified model (with weather)")) << tr("Complex model"));
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addInputInt(tr("Day time (hour)"), &_definition->hour, 0, 23, 1, 10);
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addInputInt(tr("Day time (minute)"), &_definition->minute, 0, 59, 1, 10);
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addInputColor(tr("Sun color"), &_definition->sun_color);
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//addInputColor(tr("Sun color"), &_definition->sun_color);
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addInputDouble(tr("Sun radius"), &_definition->sun_radius, 0.0, 0.1, 0.001, 0.01);
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addInputDouble(tr("Influence of skydome on lighting"), &_definition->dome_lighting, 0.0, 2.0, 0.01, 0.1);
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addInputDouble(tr("Humidity"), &_definition->humidity, 0.0, 1.0, 0.01, 0.1);
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addInputDouble(tr("Humidity"), &_definition->humidity, 0.0, 1.0, 0.01, 0.1)->setVisibilityCondition((int*)&_definition->model, 0);
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revertConfig();
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}
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@ -398,11 +398,6 @@ void WidgetExplorer::paintGL()
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QTime start_time;
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double frame_time;
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if (_current_camera.location.y > 30.0)
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{
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_current_camera.location.y = 30.0;
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}
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cameraValidateDefinition(&_current_camera, 1);
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_renderer.camera_location = _current_camera.location;
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@ -96,6 +96,11 @@ void cameraValidateDefinition(CameraDefinition* definition, int check_above)
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}
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}
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if (definition->location.y > 100.0)
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{
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definition->location.y = 100.0;
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}
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definition->forward.x = 1.0;
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definition->forward.y = 0.0;
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definition->forward.z = 0.0;
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