Changed texture detail noise to be a FractalNoise
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959f0ddf8f
commit
c81d86d187
8 changed files with 73 additions and 28 deletions
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@ -12,8 +12,7 @@ FractalNoise::FractalNoise() {
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FractalNoise::~FractalNoise() {
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}
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void FractalNoise::save(PackStream *stream) const
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{
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void FractalNoise::save(PackStream *stream) const {
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stream->write(&scaling);
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stream->write(&height);
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stream->write(&step_scaling);
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@ -21,8 +20,7 @@ void FractalNoise::save(PackStream *stream) const
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state.save(stream);
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}
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void FractalNoise::load(PackStream *stream)
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{
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void FractalNoise::load(PackStream *stream) {
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stream->read(&scaling);
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stream->read(&height);
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stream->read(&step_scaling);
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@ -30,8 +28,7 @@ void FractalNoise::load(PackStream *stream)
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state.load(stream);
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}
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void FractalNoise::copy(FractalNoise *destination) const
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{
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void FractalNoise::copy(FractalNoise *destination) const {
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destination->scaling = scaling;
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destination->height = height;
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destination->step_scaling = step_scaling;
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@ -39,6 +36,10 @@ void FractalNoise::copy(FractalNoise *destination) const
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state.copy(&destination->state);
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}
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void FractalNoise::randomize(RandomGenerator &random) {
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state.randomizeOffsets(random);
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}
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void FractalNoise::setScaling(double scaling, double height) {
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this->scaling = scaling < 0.00000001 ? 0.0 : 1.0 / scaling;
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this->height = scaling * height;
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@ -33,6 +33,11 @@ class BASICSSHARED_EXPORT FractalNoise {
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return step_height;
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}
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/**
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* Randomize the noise (only the noise values, not its configuration).
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*/
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void randomize(RandomGenerator &random);
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void setScaling(double scaling, double height = 1.0);
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void setStep(double scaling_factor, double height_factor = 1.0);
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void setState(const NoiseState &state);
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@ -11,6 +11,15 @@ NoiseNode::~NoiseNode() {
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delete noise;
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}
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void NoiseNode::randomize(RandomGenerator &random) {
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noise->randomize(random);
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}
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void NoiseNode::setConfig(double scaling, double step_scaling, double height, double step_height) {
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noise->setScaling(scaling, height);
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noise->setStep(step_scaling, step_height);
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}
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void NoiseNode::save(PackStream *stream) const {
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noise->save(stream);
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}
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@ -16,10 +16,20 @@ class DEFINITIONSHARED_EXPORT NoiseNode : public DefinitionNode {
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NoiseNode(DefinitionNode *parent, const string &name = "noise");
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virtual ~NoiseNode();
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inline const FractalNoise *getGenerator() {
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inline const FractalNoise *getGenerator() const {
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return noise;
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}
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/**
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* Randomize the noise (only the noise, not its configuration).
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*/
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void randomize(RandomGenerator &random);
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/**
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* Set the noise configuration.
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*/
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void setConfig(double scaling, double step_scaling = 0.5, double height = 1.0, double step_height = 0.5);
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protected:
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virtual void save(PackStream *stream) const override;
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virtual void load(PackStream *stream) override;
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@ -7,22 +7,24 @@
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#include "Scenery.h"
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#include "TerrainDefinition.h"
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#include "Color.h"
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#include "NoiseNode.h"
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TextureLayerDefinition::TextureLayerDefinition(DefinitionNode *parent, const string &name)
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: DefinitionNode(parent, name, "texturelayer") {
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terrain_zone = new Zone;
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_displacement_noise = new NoiseGenerator;
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_detail_noise = new NoiseGenerator;
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material = new SurfaceMaterial;
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displacement_height = 0.0;
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displacement_scaling = 1.0;
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detail_noise = new NoiseNode(this, "detail");
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detail_noise->setConfig(0.01);
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}
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TextureLayerDefinition::~TextureLayerDefinition() {
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delete terrain_zone;
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delete _displacement_noise;
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delete _detail_noise;
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delete material;
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}
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@ -38,11 +40,6 @@ void TextureLayerDefinition::validate() {
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_displacement_noise->normalizeAmplitude(-1.0, 1.0, 0);
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_displacement_noise->validate();
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_detail_noise->clearLevels();
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_detail_noise->addLevelsSimple(7, 0.01, -1.0, 1.0, 0.0);
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_detail_noise->normalizeAmplitude(-0.008, 0.008, 0);
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_detail_noise->validate();
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material->validate();
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/* Update zone height range */
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@ -65,7 +62,6 @@ void TextureLayerDefinition::copy(DefinitionNode *destination) const {
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*tex_destination->material = *material;
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_displacement_noise->copy(tex_destination->_displacement_noise);
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_detail_noise->copy(tex_destination->_detail_noise);
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}
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}
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@ -78,7 +74,6 @@ void TextureLayerDefinition::save(PackStream *stream) const {
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material->save(stream);
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_displacement_noise->save(stream);
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_detail_noise->save(stream);
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}
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void TextureLayerDefinition::load(PackStream *stream) {
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@ -90,12 +85,11 @@ void TextureLayerDefinition::load(PackStream *stream) {
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material->load(stream);
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_displacement_noise->load(stream);
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_detail_noise->load(stream);
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}
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void TextureLayerDefinition::applyPreset(TextureLayerPreset preset, RandomGenerator &random) {
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_displacement_noise->randomizeOffsets(random);
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_detail_noise->randomizeOffsets(random);
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detail_noise->randomize(random);
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terrain_zone->clear();
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@ -31,6 +31,10 @@ class DEFINITIONSHARED_EXPORT TextureLayerDefinition : public DefinitionNode {
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void applyPreset(TextureLayerPreset preset, RandomGenerator &random = RandomGeneratorDefault);
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inline NoiseNode *propDetailNoise() const {
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return detail_noise;
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}
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public:
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Zone *terrain_zone;
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double displacement_scaling;
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@ -38,7 +42,9 @@ class DEFINITIONSHARED_EXPORT TextureLayerDefinition : public DefinitionNode {
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SurfaceMaterial *material;
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NoiseGenerator *_displacement_noise;
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NoiseGenerator *_detail_noise;
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private:
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NoiseNode *detail_noise;
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};
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}
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}
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@ -6,6 +6,8 @@
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#include "TextureLayerDefinition.h"
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#include "TexturesDefinition.h"
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#include "Zone.h"
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#include "NoiseNode.h"
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#include "FractalNoise.h"
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#include "NoiseGenerator.h"
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TexturesRenderer::TexturesRenderer(SoftwareRenderer *parent) : parent(parent) {
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@ -28,7 +30,24 @@ double TexturesRenderer::getLayerBasePresence(TextureLayerDefinition *layer,
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/*
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* Get triplanar noise value, depending on the normal direction.
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*/
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double TexturesRenderer::getTriplanarNoise(NoiseGenerator *noise, const Vector3 &location, const Vector3 &normal) {
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double TexturesRenderer::getTriplanarNoise(const FractalNoise *noise, const Vector3 &location, const Vector3 &normal) {
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// TODO Detail control
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double noiseXY = noise->get2d(0.001, location.x, location.y);
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double noiseXZ = noise->get2d(0.001, location.x, location.z);
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double noiseYZ = noise->get2d(0.001, location.y, location.z);
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double mXY = fabs(normal.z);
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double mXZ = fabs(normal.y);
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double mYZ = fabs(normal.x);
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double total = 1.0 / (mXY + mXZ + mYZ);
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mXY *= total;
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mXZ *= total;
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mYZ *= total;
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return noiseXY * mXY + noiseXZ * mXZ + noiseYZ * mYZ;
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}
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static double _compatGetTriplanarNoise(NoiseGenerator *noise, const Vector3 &location, const Vector3 &normal) {
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double noiseXY = noise->get2DTotal(location.x, location.y);
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double noiseXZ = noise->get2DTotal(location.x, location.z);
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double noiseYZ = noise->get2DTotal(location.y, location.z);
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@ -97,22 +116,23 @@ static Vector3 _getDetailNormal(SoftwareRenderer *renderer, Vector3 base_locatio
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/* Apply detail noise locally */
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Vector3 center, north, east, south, west;
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auto detail_noise = layer->propDetailNoise()->getGenerator();
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center = base_location.add(
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base_normal.scale(textures->getTriplanarNoise(layer->_detail_noise, base_location, base_normal)));
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center =
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base_location.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, base_location, base_normal)));
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east = base_location.add(dx.scale(offset));
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east = east.add(base_normal.scale(textures->getTriplanarNoise(layer->_detail_noise, east, base_normal)));
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east = east.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, east, base_normal)));
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south = base_location.add(dy.scale(offset));
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south = south.add(base_normal.scale(textures->getTriplanarNoise(layer->_detail_noise, south, base_normal)));
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south = south.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, south, base_normal)));
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if (renderer->render_quality > 6) {
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west = base_location.add(dx.scale(-offset));
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west = west.add(base_normal.scale(textures->getTriplanarNoise(layer->_detail_noise, west, base_normal)));
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west = west.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, west, base_normal)));
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north = base_location.add(dy.scale(-offset));
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north = north.add(base_normal.scale(textures->getTriplanarNoise(layer->_detail_noise, north, base_normal)));
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north = north.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, north, base_normal)));
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result = _getNormal4(center, north, east, south, west);
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} else {
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@ -139,7 +159,7 @@ Vector3 TexturesRenderer::displaceTerrain(const TerrainRenderer::TerrainResult &
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Vector3 location = {terrain.location.x / layer->displacement_scaling,
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terrain.location.y / layer->displacement_scaling,
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terrain.location.z / layer->displacement_scaling};
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offset += getTriplanarNoise(layer->_displacement_noise, location, terrain.normal) * presence *
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offset += _compatGetTriplanarNoise(layer->_displacement_noise, location, terrain.normal) * presence *
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layer->displacement_height;
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}
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}
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@ -35,7 +35,7 @@ class SOFTWARESHARED_EXPORT TexturesRenderer {
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virtual double getMaximalDisplacement(TexturesDefinition *textures);
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virtual double getLayerBasePresence(TextureLayerDefinition *layer, const TerrainRenderer::TerrainResult &terrain);
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virtual double getTriplanarNoise(NoiseGenerator *noise, const Vector3 &location, const Vector3 &normal);
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virtual double getTriplanarNoise(const FractalNoise *noise, const Vector3 &location, const Vector3 &normal);
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virtual Vector3 displaceTerrain(const TerrainRenderer::TerrainResult &terrain);
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virtual double getBasePresence(int layer, const TerrainRenderer::TerrainResult &terrain);
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