Merge branch 'night_sky'
This commit is contained in:
commit
ce7aa1e179
17 changed files with 297 additions and 20 deletions
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@ -1,6 +1,7 @@
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#include "AtmosphereDefinition.h"
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#include "PackStream.h"
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#include "RandomGenerator.h"
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AtmosphereDefinition::AtmosphereDefinition(BaseDefinition* parent):
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BaseDefinition(parent)
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@ -20,6 +21,18 @@ void AtmosphereDefinition::save(PackStream* stream) const
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stream->write(&sun_radius);
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stream->write(&dome_lighting);
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stream->write(&humidity);
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stream->write(&moon_radius);
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stream->write(&moon_theta);
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stream->write(&moon_phi);
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int star_count = stars.size();
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stream->write(&star_count);
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for (const auto &star : stars)
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{
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star.location.save(stream);
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star.col.save(stream);
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stream->write(&star.radius);
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}
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}
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void AtmosphereDefinition::load(PackStream* stream)
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@ -31,6 +44,22 @@ void AtmosphereDefinition::load(PackStream* stream)
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stream->read(&sun_radius);
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stream->read(&dome_lighting);
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stream->read(&humidity);
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stream->read(&moon_radius);
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stream->read(&moon_theta);
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stream->read(&moon_phi);
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int star_count;
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stream->read(&star_count);
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for (int i = 0; i < star_count; i++)
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{
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Star star;
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star.location.load(stream);
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star.col.load(stream);
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stream->read(&star.radius);
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stars.push_back(star);
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}
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validate();
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}
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@ -46,6 +75,10 @@ void AtmosphereDefinition::copy(BaseDefinition* _destination) const
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destination->sun_radius = sun_radius;
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destination->dome_lighting = dome_lighting;
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destination->humidity = humidity;
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destination->moon_radius = moon_radius;
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destination->moon_theta = moon_theta;
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destination->moon_phi = moon_phi;
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destination->stars = stars;
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destination->validate();
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}
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@ -79,6 +112,9 @@ void AtmosphereDefinition::applyPreset(AtmospherePreset preset)
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sun_color.b = 0.9;
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sun_color.a = 1.0;
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sun_radius = 1.0;
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moon_radius = 1.0;
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moon_theta = 0.3;
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moon_phi = 0.5;
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humidity = 0.1;
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model = ATMOSPHERE_MODEL_BRUNETON;
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@ -118,5 +154,29 @@ void AtmosphereDefinition::applyPreset(AtmospherePreset preset)
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;
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}
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generateStars(5000);
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validate();
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}
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void AtmosphereDefinition::generateStars(int count)
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{
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stars.clear();
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for (int i = 0; i < count; ++i)
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{
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Star star;
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star.location = Vector3((RandomGenerator::random() - 0.5) * 100000.0, (RandomGenerator::random() - 0.5) * 100000.0, (RandomGenerator::random() - 0.5) * 100000.0);
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if (star.location.getNorm() < 30000.0)
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{
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i--;
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continue;
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}
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double brillance = RandomGenerator::random() * 0.05 + 0.1;
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star.col = Color(brillance + RandomGenerator::random() * 0.03, brillance + RandomGenerator::random() * 0.03, brillance + RandomGenerator::random() * 0.03, 1.0);
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star.radius = 30.0 + RandomGenerator::random() * 20.0;
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stars.push_back(star);
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}
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}
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@ -5,6 +5,7 @@
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#include "BaseDefinition.h"
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#include "Vector3.h"
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#include "Color.h"
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namespace paysages {
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@ -12,6 +13,14 @@ namespace definition {
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class AtmosphereDefinition : public BaseDefinition
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{
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public:
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typedef struct
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{
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Vector3 location;
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double radius;
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Color col;
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} Star;
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public:
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typedef enum
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{
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@ -38,6 +47,7 @@ public:
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virtual void validate() override;
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void applyPreset(AtmospherePreset preset);
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void generateStars(int count);
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public:
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AtmosphereModel model;
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@ -48,7 +58,13 @@ public:
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double sun_radius;
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double dome_lighting;
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double moon_radius;
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double moon_theta;
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double moon_phi;
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double _daytime;
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std::vector<Star> stars;
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};
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}
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@ -42,6 +42,9 @@ FormAtmosphere::FormAtmosphere(QWidget *parent):
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addInputDouble(tr("Sun radius"), &_definition->sun_radius, 0.0, 5.0, 0.05, 0.5);
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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("Moon radius"), &_definition->moon_radius, 0.5, 3.0, 0.03, 0.3);
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addInputDouble(tr("Moon location (horizontal)"), &_definition->moon_phi, 0.0, M_PI * 2.0, 0.05, 0.5);
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addInputDouble(tr("Moon location (vertical)"), &_definition->moon_theta, -0.1, M_PI * 0.5, 0.02, 0.2);
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revertConfig();
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}
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@ -21,7 +21,7 @@ OpenGLRenderer::OpenGLRenderer(Scenery* scenery):
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shared_state = new OpenGLSharedState();
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shared_state->set("viewDistance", 300.0);
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shared_state->set("exposure", 1.6);
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shared_state->set("exposure", 1.2);
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skybox = new OpenGLSkybox(this);
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water = new OpenGLWater(this);
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@ -15,5 +15,7 @@ void main(void)
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vec3 attenuation;
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vec3 inscattering = _getInscatterColor(x, t, v, s, r, mu, attenuation);
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gl_FragColor = applyToneMapping(sunTransmittance + vec4(inscattering, 0.0));
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gl_FragColor = vec4(0.01, 0.012, 0.03, 1.0); // night sky
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gl_FragColor += sunTransmittance + vec4(inscattering, 0.0);
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gl_FragColor = applyToneMapping(gl_FragColor);
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}
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@ -12,21 +12,23 @@ float _uncharted2Tonemap(float x)
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return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
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}
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vec4 applyToneMapping(vec4 color)
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{
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return vec4(((color * exposure) / (1.0 + color * exposure)).rgb, 1.0);
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}
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/*vec4 applyToneMapping(vec4 color)
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{
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float e = mix(exposure, exposure * 3.0, clamp(-sunDirection.y * 10.0, 0.0, 1.0));
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return vec4(((color * e) / (1.0 + color * e)).rgb, 1.0);
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}*/
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vec4 applyToneMapping(vec4 color)
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{
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float e = mix(exposure, exposure * 3.0, clamp(-sunDirection.y * 10.0, 0.0, 1.0));
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float W = 11.2;
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float white_scale = 1.0 / _uncharted2Tonemap(W);
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vec4 result;
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result.r = pow(_uncharted2Tonemap(color.r * exposure) * white_scale, 1.0 / 2.2);
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result.g = pow(_uncharted2Tonemap(color.g * exposure) * white_scale, 1.0 / 2.2);
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result.b = pow(_uncharted2Tonemap(color.b * exposure) * white_scale, 1.0 / 2.2);
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result.r = pow(_uncharted2Tonemap(color.r * e) * white_scale, 1.0 / 2.2);
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result.g = pow(_uncharted2Tonemap(color.g * e) * white_scale, 1.0 / 2.2);
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result.b = pow(_uncharted2Tonemap(color.b * e) * white_scale, 1.0 / 2.2);
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result.a = 1.0;
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return result;
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}*/
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}
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@ -1154,7 +1154,7 @@ AtmosphereModelBruneton::AtmosphereModelBruneton(SoftwareRenderer *parent):
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{
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}
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AtmosphereResult AtmosphereModelBruneton::getSkyColor(Vector3 eye, const Vector3 &direction, const Vector3 &sun_position, const Color &)
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AtmosphereResult AtmosphereModelBruneton::getSkyColor(Vector3 eye, const Vector3 &direction, const Vector3 &sun_position, const Color &base)
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{
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double yoffset = GROUND_OFFSET - parent->getWaterRenderer()->getHeightInfo().base_height;
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eye.y += yoffset;
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@ -1177,7 +1177,7 @@ AtmosphereResult AtmosphereModelBruneton::getSkyColor(Vector3 eye, const Vector3
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/*result.base.r = base.r + sunColor.r;
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result.base.g = base.g + sunColor.g;
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result.base.b = base.b + sunColor.b;*/
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result.base = sunColor;
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result.base = base.add(sunColor);
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result.inscattering = _getInscatterColor(&x, &t, v, s, &r, &mu, &attenuation); /* S[L]-T(x,xs)S[l]|xs */
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/* TODO Use atmosphere attenuation */
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result.distance = SPHERE_SIZE;
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@ -1254,7 +1254,14 @@ void AtmosphereModelBruneton::fillLightingStatus(LightStatus *status, const Vect
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Vector3 s = sun_position.sub(x).normalize();
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muS = up.dotProduct(s);
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if (altitude * WORLD_SCALING > RL)
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{
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sun.color = parent->getScenery()->getAtmosphere()->sun_color;
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}
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else
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{
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sun.color = _transmittanceWithShadow(r0, muS);
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}
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sun.direction = s.scale(-1.0);
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sun.reflection = ISun;
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sun.altered = 1;
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@ -8,6 +8,7 @@
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#include "LightComponent.h"
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#include "LightStatus.h"
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#include "Scenery.h"
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#include "NightSky.h"
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/* Factor to convert software units to kilometers */
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#define WORLD_SCALING 0.05
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@ -170,7 +171,8 @@ SoftwareBrunetonAtmosphereRenderer::~SoftwareBrunetonAtmosphereRenderer()
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void SoftwareBrunetonAtmosphereRenderer::getLightingStatus(LightStatus* status, Vector3 normal, int opaque)
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{
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return model->fillLightingStatus(status, normal, opaque);
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model->fillLightingStatus(status, normal, opaque);
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parent->getNightSky()->fillLightingStatus(status, normal, opaque);
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}
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AtmosphereResult SoftwareBrunetonAtmosphereRenderer::applyAerialPerspective(Vector3 location, Color base)
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@ -207,8 +209,12 @@ AtmosphereResult SoftwareBrunetonAtmosphereRenderer::getSkyColor(Vector3 directi
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direction = direction.normalize();
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sun_position = sun_direction.scale(SUN_DISTANCE_SCALED);
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/* Get sun shape */
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base = COLOR_BLACK;
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/* Get night sky */
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base = base.add(parent->getNightSky()->getColor(camera_location.y, direction));
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/* Get sun shape */
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/*if (v3Dot(sun_direction, direction) >= 0)
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{
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double sun_radius = definition->sun_radius * SUN_RADIUS_SCALED * 5.0; // FIXME Why should we multiply by 5 ?
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@ -233,8 +239,6 @@ AtmosphereResult SoftwareBrunetonAtmosphereRenderer::getSkyColor(Vector3 directi
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}
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}*/
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/* TODO Get stars */
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/* Get scattering */
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AtmosphereResult result;
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Vector3 location = camera_location.add(direction.scale(6421.0));
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|
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@ -6,6 +6,7 @@
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LightStatus::LightStatus(LightingManager *manager, const Vector3 &location, const Vector3 &eye)
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{
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this->max_power = 0.0;
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this->manager = manager;
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this->location = location;
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this->eye = eye;
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@ -13,8 +14,19 @@ LightStatus::LightStatus(LightingManager *manager, const Vector3 &location, cons
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void LightStatus::pushComponent(LightComponent component)
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{
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double power = component.color.getPower();
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if (component.altered && (power < max_power * 0.05 || power < 0.001))
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{
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// Exclude filtered lights that are owerpowered by a previous one
|
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return;
|
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}
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if (manager->alterLight(component, location))
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{
|
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if (power > max_power)
|
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{
|
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max_power = power;
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}
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components.push_back(component);
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}
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}
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|
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@ -25,6 +25,7 @@ public:
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Color apply(const Vector3 &normal, const SurfaceMaterial &material);
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private:
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double max_power;
|
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LightingManager* manager;
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Vector3 location;
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Vector3 eye;
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|
|
112
src/render/software/NightSky.cpp
Normal file
112
src/render/software/NightSky.cpp
Normal file
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@ -0,0 +1,112 @@
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#include "NightSky.h"
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#include "Color.h"
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#include "Vector3.h"
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#include "Geometry.h"
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#include "SoftwareRenderer.h"
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#include "Scenery.h"
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#include "AtmosphereDefinition.h"
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#include "SurfaceMaterial.h"
|
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#include "LightComponent.h"
|
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#include "LightStatus.h"
|
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|
||||
#define WORLD_SCALING 0.05
|
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#define MOON_DISTANCE 384403.0
|
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#define MOON_DISTANCE_SCALED (MOON_DISTANCE / WORLD_SCALING)
|
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#define MOON_RADIUS 1737.4
|
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#define MOON_RADIUS_SCALED (MOON_RADIUS / WORLD_SCALING)
|
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|
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NightSky::NightSky(SoftwareRenderer* renderer):
|
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renderer(renderer)
|
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{
|
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}
|
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|
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NightSky::~NightSky()
|
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{
|
||||
}
|
||||
|
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void NightSky::update()
|
||||
{
|
||||
}
|
||||
|
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const Color NightSky::getColor(double altitude, const Vector3 &direction)
|
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{
|
||||
AtmosphereDefinition* atmosphere = renderer->getScenery()->getAtmosphere();
|
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Color result(0.01, 0.012, 0.03);
|
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|
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Vector3 location(0.0, altitude, 0.0);
|
||||
|
||||
// Get stars
|
||||
for (const auto &star: atmosphere->stars)
|
||||
{
|
||||
if (star.location.dotProduct(direction) >= 0)
|
||||
{
|
||||
double radius = star.radius;
|
||||
Vector3 hit1, hit2;
|
||||
int hits = Geometry::rayIntersectSphere(location, direction, star.location, radius, &hit1, &hit2);
|
||||
if (hits > 1)
|
||||
{
|
||||
double dist = hit2.sub(hit1).getNorm() / radius; // distance between intersection points (relative to radius)
|
||||
|
||||
Color color = star.col;
|
||||
if (dist <= 0.5)
|
||||
{
|
||||
color.a *= 1.0 - dist / 0.5;
|
||||
}
|
||||
result.mask(color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Get moon
|
||||
VectorSpherical moon_location_s = {MOON_DISTANCE_SCALED, atmosphere->moon_theta, -atmosphere->moon_phi};
|
||||
Vector3 moon_position(moon_location_s);
|
||||
Vector3 moon_direction = moon_position.normalize();
|
||||
if (moon_direction.dotProduct(direction) >= 0)
|
||||
{
|
||||
double moon_radius = MOON_RADIUS_SCALED * 5.0 * atmosphere->moon_radius;
|
||||
Vector3 hit1, hit2;
|
||||
int hits = Geometry::rayIntersectSphere(location, direction, moon_position, moon_radius, &hit1, &hit2);
|
||||
if (hits > 1)
|
||||
{
|
||||
double dist = hit2.sub(hit1).getNorm() / moon_radius; // distance between intersection points (relative to radius)
|
||||
|
||||
Vector3 nearest = (hit1.sub(location).getNorm() > hit2.sub(location).getNorm()) ? hit2 : hit1;
|
||||
SurfaceMaterial moon_material(Color(3.0, 3.0, 3.0));
|
||||
moon_material.validate();
|
||||
|
||||
Color moon_color = renderer->applyLightingToSurface(nearest, nearest.sub(moon_position).normalize(), moon_material);
|
||||
if (dist <= 0.05)
|
||||
{
|
||||
moon_color.a *= 1.0 - dist / 0.05;
|
||||
}
|
||||
result.mask(moon_color);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return result;
|
||||
|
||||
}
|
||||
|
||||
void NightSky::fillLightingStatus(LightStatus *status, const Vector3 &, int)
|
||||
{
|
||||
LightComponent moon, sky;
|
||||
|
||||
AtmosphereDefinition* atmosphere = renderer->getScenery()->getAtmosphere();
|
||||
VectorSpherical moon_location_s = {MOON_DISTANCE_SCALED, atmosphere->moon_theta, -atmosphere->moon_phi};
|
||||
|
||||
moon.color = Color(0.03, 0.03, 0.03); // TODO take moon phase into account
|
||||
moon.direction = Vector3(moon_location_s).normalize().scale(-1.0);
|
||||
moon.reflection = 0.2;
|
||||
moon.altered = 1;
|
||||
|
||||
status->pushComponent(moon);
|
||||
|
||||
sky.color = Color(0.01, 0.012, 0.03);
|
||||
sky.direction = VECTOR_DOWN;
|
||||
sky.reflection = 0.0;
|
||||
sky.altered = 0;
|
||||
|
||||
status->pushComponent(sky);
|
||||
}
|
38
src/render/software/NightSky.h
Normal file
38
src/render/software/NightSky.h
Normal file
|
@ -0,0 +1,38 @@
|
|||
#ifndef NIGHTSKY_H
|
||||
#define NIGHTSKY_H
|
||||
|
||||
#include "software_global.h"
|
||||
|
||||
namespace paysages {
|
||||
namespace software {
|
||||
|
||||
/*!
|
||||
* \brief Night sky renderer.
|
||||
*/
|
||||
class SOFTWARESHARED_EXPORT NightSky
|
||||
{
|
||||
public:
|
||||
NightSky(SoftwareRenderer* renderer);
|
||||
virtual ~NightSky();
|
||||
|
||||
/*!
|
||||
* \brief Update the night sky renderer, when the scenery or parent renderer changed.
|
||||
*/
|
||||
void update();
|
||||
|
||||
/*!
|
||||
* \brief Get the color of the night sky at a given direction.
|
||||
* \param altitude Altitude above water level, in coordinate units (not kilometers).
|
||||
*/
|
||||
virtual const Color getColor(double altitude, const Vector3 &direction);
|
||||
|
||||
virtual void fillLightingStatus(LightStatus *status, const Vector3 &normal, int opaque);
|
||||
|
||||
private:
|
||||
SoftwareRenderer* renderer;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif // NIGHTSKY_H
|
|
@ -14,6 +14,7 @@
|
|||
#include "SkyRasterizer.h"
|
||||
#include "TerrainRasterizer.h"
|
||||
#include "WaterRasterizer.h"
|
||||
#include "NightSky.h"
|
||||
#include "LightStatus.h"
|
||||
#include "LightingManager.h"
|
||||
#include "System.h"
|
||||
|
@ -39,6 +40,8 @@ SoftwareRenderer::SoftwareRenderer(Scenery* scenery)
|
|||
textures_renderer = new TexturesRenderer(this);
|
||||
water_renderer = new WaterRenderer(this);
|
||||
|
||||
nightsky_renderer = new NightSky(this);
|
||||
|
||||
fluid_medium = new FluidMediumManager(this);
|
||||
lighting = new LightingManager();
|
||||
|
||||
|
@ -61,6 +64,8 @@ SoftwareRenderer::~SoftwareRenderer()
|
|||
delete fluid_medium;
|
||||
delete lighting;
|
||||
|
||||
delete nightsky_renderer;
|
||||
|
||||
delete atmosphere_renderer;
|
||||
delete clouds_renderer;
|
||||
delete terrain_renderer;
|
||||
|
@ -96,6 +101,8 @@ void SoftwareRenderer::prepare()
|
|||
water_renderer->update();
|
||||
textures_renderer->update();
|
||||
|
||||
nightsky_renderer->update();
|
||||
|
||||
// Prepare global tools
|
||||
fluid_medium->clearMedia();
|
||||
//fluid_medium->registerMedium(water_renderer);
|
||||
|
|
|
@ -90,6 +90,8 @@ public:
|
|||
inline TexturesRenderer* getTexturesRenderer() const {return textures_renderer;}
|
||||
inline WaterRenderer* getWaterRenderer() const {return water_renderer;}
|
||||
|
||||
inline NightSky* getNightSky() const {return nightsky_renderer;}
|
||||
|
||||
inline FluidMediumManager* getFluidMediumManager() const {return fluid_medium;}
|
||||
inline LightingManager* getLightingManager() const {return lighting;}
|
||||
|
||||
|
@ -108,6 +110,7 @@ private:
|
|||
TerrainRenderer* terrain_renderer;
|
||||
TexturesRenderer* textures_renderer;
|
||||
WaterRenderer* water_renderer;
|
||||
NightSky* nightsky_renderer;
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -192,6 +192,12 @@ bool TerrainRenderer::applyLightFilter(LightComponent &light, const Vector3 &at)
|
|||
Vector3 inc_vector, direction_to_light, cursor;
|
||||
double inc_value, inc_base, inc_factor, height, diff, light_factor, smoothing, length;
|
||||
|
||||
if (at.y > definition->getHeightInfo().max_height)
|
||||
{
|
||||
// Location is above terrain, don't bother
|
||||
return true;
|
||||
}
|
||||
|
||||
direction_to_light = light.direction.scale(-1.0);
|
||||
if (direction_to_light.y < -0.05)
|
||||
{
|
||||
|
|
|
@ -35,7 +35,8 @@ SOURCES += SoftwareRenderer.cpp \
|
|||
TexturesRenderer.cpp \
|
||||
WaterRenderer.cpp \
|
||||
RenderArea.cpp \
|
||||
RayCastingManager.cpp
|
||||
RayCastingManager.cpp \
|
||||
NightSky.cpp
|
||||
|
||||
HEADERS += SoftwareRenderer.h\
|
||||
software_global.h \
|
||||
|
@ -60,7 +61,8 @@ HEADERS += SoftwareRenderer.h\
|
|||
TexturesRenderer.h \
|
||||
WaterRenderer.h \
|
||||
RenderArea.h \
|
||||
RayCastingManager.h
|
||||
RayCastingManager.h \
|
||||
NightSky.h
|
||||
|
||||
unix:!symbian {
|
||||
maemo5 {
|
||||
|
|
|
@ -40,6 +40,8 @@ namespace software {
|
|||
class LightStatus;
|
||||
class LightFilter;
|
||||
class LightComponent;
|
||||
|
||||
class NightSky;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue