Changed texture detail noise to be a FractalNoise

This commit is contained in:
Michaël Lemaire 2016-01-04 01:13:14 +01:00
parent 959f0ddf8f
commit c81d86d187
8 changed files with 73 additions and 28 deletions

View file

@ -12,8 +12,7 @@ FractalNoise::FractalNoise() {
FractalNoise::~FractalNoise() {
}
void FractalNoise::save(PackStream *stream) const
{
void FractalNoise::save(PackStream *stream) const {
stream->write(&scaling);
stream->write(&height);
stream->write(&step_scaling);
@ -21,8 +20,7 @@ void FractalNoise::save(PackStream *stream) const
state.save(stream);
}
void FractalNoise::load(PackStream *stream)
{
void FractalNoise::load(PackStream *stream) {
stream->read(&scaling);
stream->read(&height);
stream->read(&step_scaling);
@ -30,8 +28,7 @@ void FractalNoise::load(PackStream *stream)
state.load(stream);
}
void FractalNoise::copy(FractalNoise *destination) const
{
void FractalNoise::copy(FractalNoise *destination) const {
destination->scaling = scaling;
destination->height = height;
destination->step_scaling = step_scaling;
@ -39,6 +36,10 @@ void FractalNoise::copy(FractalNoise *destination) const
state.copy(&destination->state);
}
void FractalNoise::randomize(RandomGenerator &random) {
state.randomizeOffsets(random);
}
void FractalNoise::setScaling(double scaling, double height) {
this->scaling = scaling < 0.00000001 ? 0.0 : 1.0 / scaling;
this->height = scaling * height;

View file

@ -33,6 +33,11 @@ class BASICSSHARED_EXPORT FractalNoise {
return step_height;
}
/**
* Randomize the noise (only the noise values, not its configuration).
*/
void randomize(RandomGenerator &random);
void setScaling(double scaling, double height = 1.0);
void setStep(double scaling_factor, double height_factor = 1.0);
void setState(const NoiseState &state);

View file

@ -11,6 +11,15 @@ NoiseNode::~NoiseNode() {
delete noise;
}
void NoiseNode::randomize(RandomGenerator &random) {
noise->randomize(random);
}
void NoiseNode::setConfig(double scaling, double step_scaling, double height, double step_height) {
noise->setScaling(scaling, height);
noise->setStep(step_scaling, step_height);
}
void NoiseNode::save(PackStream *stream) const {
noise->save(stream);
}

View file

@ -16,10 +16,20 @@ class DEFINITIONSHARED_EXPORT NoiseNode : public DefinitionNode {
NoiseNode(DefinitionNode *parent, const string &name = "noise");
virtual ~NoiseNode();
inline const FractalNoise *getGenerator() {
inline const FractalNoise *getGenerator() const {
return noise;
}
/**
* Randomize the noise (only the noise, not its configuration).
*/
void randomize(RandomGenerator &random);
/**
* Set the noise configuration.
*/
void setConfig(double scaling, double step_scaling = 0.5, double height = 1.0, double step_height = 0.5);
protected:
virtual void save(PackStream *stream) const override;
virtual void load(PackStream *stream) override;

View file

@ -7,22 +7,24 @@
#include "Scenery.h"
#include "TerrainDefinition.h"
#include "Color.h"
#include "NoiseNode.h"
TextureLayerDefinition::TextureLayerDefinition(DefinitionNode *parent, const string &name)
: DefinitionNode(parent, name, "texturelayer") {
terrain_zone = new Zone;
_displacement_noise = new NoiseGenerator;
_detail_noise = new NoiseGenerator;
material = new SurfaceMaterial;
displacement_height = 0.0;
displacement_scaling = 1.0;
detail_noise = new NoiseNode(this, "detail");
detail_noise->setConfig(0.01);
}
TextureLayerDefinition::~TextureLayerDefinition() {
delete terrain_zone;
delete _displacement_noise;
delete _detail_noise;
delete material;
}
@ -38,11 +40,6 @@ void TextureLayerDefinition::validate() {
_displacement_noise->normalizeAmplitude(-1.0, 1.0, 0);
_displacement_noise->validate();
_detail_noise->clearLevels();
_detail_noise->addLevelsSimple(7, 0.01, -1.0, 1.0, 0.0);
_detail_noise->normalizeAmplitude(-0.008, 0.008, 0);
_detail_noise->validate();
material->validate();
/* Update zone height range */
@ -65,7 +62,6 @@ void TextureLayerDefinition::copy(DefinitionNode *destination) const {
*tex_destination->material = *material;
_displacement_noise->copy(tex_destination->_displacement_noise);
_detail_noise->copy(tex_destination->_detail_noise);
}
}
@ -78,7 +74,6 @@ void TextureLayerDefinition::save(PackStream *stream) const {
material->save(stream);
_displacement_noise->save(stream);
_detail_noise->save(stream);
}
void TextureLayerDefinition::load(PackStream *stream) {
@ -90,12 +85,11 @@ void TextureLayerDefinition::load(PackStream *stream) {
material->load(stream);
_displacement_noise->load(stream);
_detail_noise->load(stream);
}
void TextureLayerDefinition::applyPreset(TextureLayerPreset preset, RandomGenerator &random) {
_displacement_noise->randomizeOffsets(random);
_detail_noise->randomizeOffsets(random);
detail_noise->randomize(random);
terrain_zone->clear();

View file

@ -31,6 +31,10 @@ class DEFINITIONSHARED_EXPORT TextureLayerDefinition : public DefinitionNode {
void applyPreset(TextureLayerPreset preset, RandomGenerator &random = RandomGeneratorDefault);
inline NoiseNode *propDetailNoise() const {
return detail_noise;
}
public:
Zone *terrain_zone;
double displacement_scaling;
@ -38,7 +42,9 @@ class DEFINITIONSHARED_EXPORT TextureLayerDefinition : public DefinitionNode {
SurfaceMaterial *material;
NoiseGenerator *_displacement_noise;
NoiseGenerator *_detail_noise;
private:
NoiseNode *detail_noise;
};
}
}

View file

@ -6,6 +6,8 @@
#include "TextureLayerDefinition.h"
#include "TexturesDefinition.h"
#include "Zone.h"
#include "NoiseNode.h"
#include "FractalNoise.h"
#include "NoiseGenerator.h"
TexturesRenderer::TexturesRenderer(SoftwareRenderer *parent) : parent(parent) {
@ -28,7 +30,24 @@ double TexturesRenderer::getLayerBasePresence(TextureLayerDefinition *layer,
/*
* Get triplanar noise value, depending on the normal direction.
*/
double TexturesRenderer::getTriplanarNoise(NoiseGenerator *noise, const Vector3 &location, const Vector3 &normal) {
double TexturesRenderer::getTriplanarNoise(const FractalNoise *noise, const Vector3 &location, const Vector3 &normal) {
// TODO Detail control
double noiseXY = noise->get2d(0.001, location.x, location.y);
double noiseXZ = noise->get2d(0.001, location.x, location.z);
double noiseYZ = noise->get2d(0.001, location.y, location.z);
double mXY = fabs(normal.z);
double mXZ = fabs(normal.y);
double mYZ = fabs(normal.x);
double total = 1.0 / (mXY + mXZ + mYZ);
mXY *= total;
mXZ *= total;
mYZ *= total;
return noiseXY * mXY + noiseXZ * mXZ + noiseYZ * mYZ;
}
static double _compatGetTriplanarNoise(NoiseGenerator *noise, const Vector3 &location, const Vector3 &normal) {
double noiseXY = noise->get2DTotal(location.x, location.y);
double noiseXZ = noise->get2DTotal(location.x, location.z);
double noiseYZ = noise->get2DTotal(location.y, location.z);
@ -97,22 +116,23 @@ static Vector3 _getDetailNormal(SoftwareRenderer *renderer, Vector3 base_locatio
/* Apply detail noise locally */
Vector3 center, north, east, south, west;
auto detail_noise = layer->propDetailNoise()->getGenerator();
center = base_location.add(
base_normal.scale(textures->getTriplanarNoise(layer->_detail_noise, base_location, base_normal)));
center =
base_location.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, base_location, base_normal)));
east = base_location.add(dx.scale(offset));
east = east.add(base_normal.scale(textures->getTriplanarNoise(layer->_detail_noise, east, base_normal)));
east = east.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, east, base_normal)));
south = base_location.add(dy.scale(offset));
south = south.add(base_normal.scale(textures->getTriplanarNoise(layer->_detail_noise, south, base_normal)));
south = south.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, south, base_normal)));
if (renderer->render_quality > 6) {
west = base_location.add(dx.scale(-offset));
west = west.add(base_normal.scale(textures->getTriplanarNoise(layer->_detail_noise, west, base_normal)));
west = west.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, west, base_normal)));
north = base_location.add(dy.scale(-offset));
north = north.add(base_normal.scale(textures->getTriplanarNoise(layer->_detail_noise, north, base_normal)));
north = north.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, north, base_normal)));
result = _getNormal4(center, north, east, south, west);
} else {
@ -139,7 +159,7 @@ Vector3 TexturesRenderer::displaceTerrain(const TerrainRenderer::TerrainResult &
Vector3 location = {terrain.location.x / layer->displacement_scaling,
terrain.location.y / layer->displacement_scaling,
terrain.location.z / layer->displacement_scaling};
offset += getTriplanarNoise(layer->_displacement_noise, location, terrain.normal) * presence *
offset += _compatGetTriplanarNoise(layer->_displacement_noise, location, terrain.normal) * presence *
layer->displacement_height;
}
}

View file

@ -35,7 +35,7 @@ class SOFTWARESHARED_EXPORT TexturesRenderer {
virtual double getMaximalDisplacement(TexturesDefinition *textures);
virtual double getLayerBasePresence(TextureLayerDefinition *layer, const TerrainRenderer::TerrainResult &terrain);
virtual double getTriplanarNoise(NoiseGenerator *noise, const Vector3 &location, const Vector3 &normal);
virtual double getTriplanarNoise(const FractalNoise *noise, const Vector3 &location, const Vector3 &normal);
virtual Vector3 displaceTerrain(const TerrainRenderer::TerrainResult &terrain);
virtual double getBasePresence(int layer, const TerrainRenderer::TerrainResult &terrain);