paysages : Now the terrain leads the water height (relative to terrain scaling).

git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@569 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
Michaël Lemaire 2013-05-11 21:34:30 +00:00 committed by ThunderK
parent b5b3e401db
commit e820d336a8
14 changed files with 432 additions and 381 deletions

View file

@ -121,10 +121,15 @@ protected:
cameraSetLocation(_renderer->render_camera, camera_location);
}
static double _getWaterHeight(Renderer* renderer)
{
return 0.0;
}
void updateData()
{
WaterRendererClass.bind(_renderer, _definition);
_renderer->water->definition->height = 0.0;
_renderer->terrain->getWaterHeight = _getWaterHeight;
}
void choiceChangeEvent(const QString& key, int position)
@ -234,7 +239,7 @@ BaseForm(parent)
addPreview(previewCoverage, tr("Coverage preview"));
addPreview(previewColor, tr("Rendered preview"));
addInputDouble(tr("Height"), &_definition->height, -15.0, 15.0, 0.1, 1.0);
//addInputDouble(tr("Height"), &_definition->height, -15.0, 15.0, 0.1, 1.0);
addInputMaterial(tr("Surface material"), &_definition->material);
addInputColor(tr("Depth color"), &_definition->depth_color);
addInputDouble(tr("Transparency"), &_definition->transparency, 0.0, 1.0, 0.001, 0.1);

View file

@ -20,8 +20,9 @@ MainTerrainForm::MainTerrainForm(QWidget *parent) :
_form_helper->addPreview("preview_shape", _renderer_shape);
_form_helper->addDoubleInputSlider("input_scaling", &_terrain->scaling, 0.1, 3.0, 0.03, 0.3);
_form_helper->addDoubleInputSlider("input_height", &_terrain->height, 0.0, 3.0, 0.01, 0.1);
_form_helper->addDoubleInputSlider("input_height", &_terrain->height, 1.0, 45.0, 0.3, 3.0);
_form_helper->addDoubleInputSlider("input_shadow_smoothing", &_terrain->shadow_smoothing, 0.0, 0.3, 0.003, 0.03);
_form_helper->addDoubleInputSlider("input_water_height", &_terrain->water_height, -2.0, 2.0, 0.01, 0.1);
_form_helper->setApplyButton("button_apply");
_form_helper->setRevertButton("button_revert");

View file

@ -250,7 +250,7 @@
</widget>
</item>
<item row="0" column="1">
<widget class="WidgetSliderDecimal" name="horizontalSlider_4">
<widget class="WidgetSliderDecimal" name="input_water_height">
<property name="maximumSize">
<size>
<width>400</width>

View file

@ -399,13 +399,14 @@ void WidgetExplorer::paintGL()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Render water
double water_height = _renderer->terrain->getWaterHeight(_renderer);
glDisable(GL_TEXTURE_2D);
glColor3f(water->material.base.r, water->material.base.g, water->material.base.b);
glBegin(GL_QUADS);
glVertex3f(camera_location.x - 500.0, water->height, camera_location.z - 500.0);
glVertex3f(camera_location.x - 500.0, water->height, camera_location.z + 500.0);
glVertex3f(camera_location.x + 500.0, water->height, camera_location.z + 500.0);
glVertex3f(camera_location.x + 500.0, water->height, camera_location.z - 500.0);
glVertex3f(camera_location.x - 500.0, water_height, camera_location.z - 500.0);
glVertex3f(camera_location.x - 500.0, water_height, camera_location.z + 500.0);
glVertex3f(camera_location.x + 500.0, water_height, camera_location.z + 500.0);
glVertex3f(camera_location.x + 500.0, water_height, camera_location.z - 500.0);
glEnd();
// Render chunks

View file

@ -27,9 +27,9 @@ QGLWidget(parent)
_water = true;
_wireframe = true;
WaterDefinition* water_definition = (WaterDefinition*) WaterDefinitionClass.create();
WaterDefinition* water_definition = (WaterDefinition*)WaterDefinitionClass.create();
sceneryGetWater(water_definition);
_water_height = water_definition->height;
_water_height = _renderer->terrain->getWaterHeight(_renderer);
WaterDefinitionClass.destroy(water_definition);
_average_frame_time = 0.0;
@ -74,6 +74,7 @@ void WidgetHeightMap::setTerrain(TerrainDefinition* terrain)
{
_terrain = terrain;
TerrainRendererClass.bind(_renderer, _terrain);
_water_height = _renderer->terrain->getWaterHeight(_renderer);
revert();
}

View file

@ -26,6 +26,8 @@ typedef struct
TerrainHeightMap* height_map;
double water_height;
double _detail;
NoiseGenerator* _height_noise;
double _min_height;
@ -40,7 +42,8 @@ typedef struct
typedef double (*FuncTerrainGetHeight)(Renderer* renderer, double x, double z, int with_painting);
typedef TerrainResult (*FuncTerrainGetResult)(Renderer* renderer, double x, double z, int with_painting, int with_textures);
typedef Color (*FuncTerrainGetFinalColor)(Renderer* renderer, Vector3 location, double precision);
typedef Color(*FuncTerrainGetFinalColor)(Renderer* renderer, Vector3 location, double precision);
typedef double (*FuncGetWaterHeight)(Renderer* renderer);
typedef struct
{
@ -50,6 +53,7 @@ typedef struct
FuncTerrainGetHeight getHeight;
FuncTerrainGetResult getResult;
FuncTerrainGetFinalColor getFinalColor;
FuncGetWaterHeight getWaterHeight;
void* _internal_data;
} TerrainRenderer;

View file

@ -10,10 +10,17 @@ static void _validateDefinition(TerrainDefinition* definition)
{
noiseValidate(definition->_height_noise);
if (definition->height < 1.0)
{
definition->height = 1.0;
}
/* Get minimal and maximal height */
noiseGetRange(definition->_height_noise, &definition->_min_height, &definition->_max_height);
definition->_min_height *= definition->height;
definition->_max_height *= definition->height;
definition->_min_height *= definition->height * definition->scaling;
definition->_max_height *= definition->height * definition->scaling;
/* TODO Alter with heightmap min/max */
}
static TerrainDefinition* _createDefinition()
@ -26,6 +33,8 @@ static TerrainDefinition* _createDefinition()
definition->height_map = terrainHeightMapCreate(definition);
definition->water_height = -0.8;
definition->_height_noise = noiseCreateGenerator();
terrainAutoPreset(definition, TERRAIN_PRESET_STANDARD);
@ -48,6 +57,8 @@ static void _copyDefinition(TerrainDefinition* source, TerrainDefinition* destin
terrainHeightmapCopy(source->height_map, destination->height_map);
destination->water_height = source->water_height;
noiseCopy(source->_height_noise, destination->_height_noise);
_validateDefinition(destination);
@ -59,6 +70,7 @@ static void _saveDefinition(PackStream* stream, TerrainDefinition* definition)
packWriteDouble(stream, &definition->scaling);
packWriteDouble(stream, &definition->shadow_smoothing);
terrainHeightmapSave(stream, definition->height_map);
packWriteDouble(stream, &definition->water_height);
noiseSaveGenerator(stream, definition->_height_noise);
}
@ -68,6 +80,7 @@ static void _loadDefinition(PackStream* stream, TerrainDefinition* definition)
packReadDouble(stream, &definition->scaling);
packReadDouble(stream, &definition->shadow_smoothing);
terrainHeightmapLoad(stream, definition->height_map);
packReadDouble(stream, &definition->water_height);
noiseLoadGenerator(stream, definition->_height_noise);
_validateDefinition(definition);
@ -82,294 +95,6 @@ StandardDefinition TerrainDefinitionClass = {
(FuncObjectLoad)_loadDefinition
};
/******************** Binding ********************/
static double _fakeGetHeight(Renderer* renderer, double x, double z, int with_painting)
{
UNUSED(renderer);
UNUSED(x);
UNUSED(z);
UNUSED(with_painting);
return 0.0;
}
static double _realGetHeight(Renderer* renderer, double x, double z, int with_painting)
{
return terrainGetInterpolatedHeight(renderer->terrain->definition, x, z, with_painting);
}
static TerrainResult _fakeGetResult(Renderer* renderer, double x, double z, int with_painting, int with_textures)
{
TerrainResult result;
UNUSED(renderer);
UNUSED(x);
UNUSED(z);
UNUSED(with_painting);
UNUSED(with_textures);
result.location.x = x;
result.location.y = 0.0;
result.location.z = z;
result.normal = VECTOR_UP;
return result;
}
static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, Vector3 south, Vector3 west)
{
Vector3 dnorth, deast, dsouth, dwest, normal;
dnorth = v3Sub(north, center);
deast = v3Sub(east, center);
dsouth = v3Sub(south, center);
dwest = v3Sub(west, center);
normal = v3Cross(deast, dnorth);
normal = v3Add(normal, v3Cross(dsouth, deast));
normal = v3Add(normal, v3Cross(dwest, dsouth));
normal = v3Add(normal, v3Cross(dnorth, dwest));
return v3Normalize(normal);
}
static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south)
{
return v3Normalize(v3Cross(v3Sub(south, center), v3Sub(east, center)));
}
static TerrainResult _realGetResult(Renderer* renderer, double x, double z, int with_painting, int with_textures)
{
TerrainResult result;
double detail = 0.001; /* TODO */
/* Normal */
Vector3 center, north, east, south, west;
center.x = x;
center.z = z;
center.y = renderer->terrain->getHeight(renderer, center.x, center.z, with_painting);
east.x = x + detail;
east.z = z;
east.y = renderer->terrain->getHeight(renderer, east.x, east.z, with_painting);
south.x = x;
south.z = z + detail;
south.y = renderer->terrain->getHeight(renderer, south.x, south.z, with_painting);
if (renderer->render_quality > 6)
{
west.x = x - detail;
west.z = z;
west.y = renderer->terrain->getHeight(renderer, west.x, west.z, with_painting);
north.x = x;
north.z = z - detail;
north.y = renderer->terrain->getHeight(renderer, north.x, north.z, with_painting);
result.normal = _getNormal4(center, north, east, south, west);
}
else
{
result.normal = _getNormal2(center, east, south);
}
/* Location */
result.location = center;
/* Texture displacement */
if (with_textures)
{
center = renderer->textures->displaceTerrain(renderer, result);
result.location = center;
/* Recompute normal */
if (renderer->render_quality > 6)
{
/* Use 5 points on displaced terrain */
east = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, east.x, east.z, with_painting, 0));
south = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, south.x, south.z, with_painting, 0));
west = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, west.x, west.z, with_painting, 0));
north = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, north.x, north.z, with_painting, 0));
result.normal = _getNormal4(center, north, east, south, west);
}
else if (renderer->render_quality > 2)
{
/* Use 3 points on displaced terrain */
east = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, east.x, east.z, with_painting, 0));
south = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, south.x, south.z, with_painting, 0));
result.normal = _getNormal2(center, east, south);
}
else
{
/* TODO Use texture noise directly, as if terrain was a plane */
}
}
return result;
}
static Color _fakeGetFinalColor(Renderer* renderer, Vector3 location, double precision)
{
UNUSED(renderer);
UNUSED(location);
UNUSED(precision);
return COLOR_GREEN;
}
static Color _realGetFinalColor(Renderer* renderer, Vector3 location, double precision)
{
/* TODO Restore precision control */
TexturesResult textures = renderer->textures->applyToTerrain(renderer, location.x, location.z);
return renderer->applyMediumTraversal(renderer, textures.final_location, textures.final_color);
}
static RayCastingResult _fakeCastRay(Renderer* renderer, Vector3 start, Vector3 direction)
{
UNUSED(renderer);
UNUSED(start);
UNUSED(direction);
RayCastingResult result;
result.hit = 0;
return result;
}
static RayCastingResult _realCastRay(Renderer* renderer, Vector3 start, Vector3 direction)
{
RayCastingResult result;
TerrainDefinition* definition = renderer->terrain->definition;
Vector3 inc_vector;
double inc_value, inc_base, inc_factor, height, diff, lastdiff, length;
direction = v3Normalize(direction);
inc_factor = (double)renderer->render_quality;
inc_base = 1.0;
inc_value = inc_base / inc_factor;
lastdiff = start.y - _realGetHeight(renderer, start.x, start.z, 1);
length = 0.0;
do
{
inc_vector = v3Scale(direction, inc_value);
length += v3Norm(inc_vector);
start = v3Add(start, inc_vector);
height = _realGetHeight(renderer, start.x, start.z, 1);
diff = start.y - height;
if (diff < 0.0)
{
if (fabs(diff - lastdiff) > 0.00001)
{
start = v3Add(start, v3Scale(inc_vector, -diff / (diff - lastdiff)));
start.y = _realGetHeight(renderer, start.x, start.z, 1);
}
else
{
start.y = height;
}
result.hit = 1;
result.hit_location = start;
result.hit_color = _realGetFinalColor(renderer, start, renderer->getPrecision(renderer, result.hit_location));
return result;
}
if (diff < inc_base / inc_factor)
{
inc_value = inc_base / inc_factor;
}
else if (diff > inc_base)
{
inc_value = inc_base;
}
else
{
inc_value = diff;
}
lastdiff = diff;
} while (length < 50.0 && start.y <= definition->_max_height);
result.hit = 0;
return result;
}
static int _alterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
{
TerrainDefinition* definition = renderer->terrain->definition;
Vector3 inc_vector, direction_to_light;
double inc_value, inc_base, inc_factor, height, diff, light_factor, smoothing, length;
direction_to_light = v3Scale(light->direction, -1.0);
if (direction_to_light.y < -0.05)
{
light->color = COLOR_BLACK;
return 1;
}
else if (direction_to_light.y < 0.0000)
{
light->color.r *= (0.05 + direction_to_light.y) / 0.05;
light->color.g *= (0.05 + direction_to_light.y) / 0.05;
light->color.b *= (0.05 + direction_to_light.y) / 0.05;
}
inc_factor = (double)renderer->render_quality;
inc_base = definition->height / definition->scaling;
inc_value = inc_base / inc_factor;
smoothing = definition->shadow_smoothing;
light_factor = 1.0;
length = 0.0;
diff = 0.0;
do
{
inc_vector = v3Scale(direction_to_light, inc_value);
length += v3Norm(inc_vector);
location = v3Add(location, inc_vector);
height = renderer->terrain->getResult(renderer, location.x, location.z, 1, 1).location.y;
diff = location.y - height;
if (diff < 0.0)
{
if (length * smoothing > 0.000001)
{
light_factor += diff * v3Norm(inc_vector) / (length * smoothing);
}
else
{
light_factor = 0.0;
}
}
if (diff < inc_base / inc_factor)
{
inc_value = inc_base / inc_factor;
}
else if (diff > inc_base)
{
inc_value = inc_base;
}
else
{
inc_value = diff;
}
} while (light_factor > 0.0 && length < (10.0 * inc_factor) && location.y <= definition->_max_height);
if (light_factor <= 0.0)
{
light->color = COLOR_BLACK;
return 1;
}
else
{
light->color.r *= light_factor;
light->color.g *= light_factor;
light->color.b *= light_factor;
return 1;
}
}
/******************** Public tools ********************/
double terrainGetGridHeight(TerrainDefinition* definition, int x, int z, int with_painting)
{
@ -380,7 +105,7 @@ double terrainGetGridHeight(TerrainDefinition* definition, int x, int z, int wit
height = noiseGet2DTotal(definition->_height_noise, (double)x, (double)z);
}
return height;
return height * definition->height * definition->scaling;
}
double terrainGetInterpolatedHeight(TerrainDefinition* definition, double x, double z, int with_painting)
@ -396,43 +121,3 @@ double terrainGetInterpolatedHeight(TerrainDefinition* definition, double x, dou
return height * definition->height * definition->scaling;
}
/******************** Renderer ********************/
static TerrainRenderer* _createRenderer()
{
TerrainRenderer* result;
result = malloc(sizeof(TerrainRenderer));
result->definition = TerrainDefinitionClass.create();
result->castRay = _fakeCastRay;
result->getHeight = _fakeGetHeight;
result->getResult = _fakeGetResult;
result->getFinalColor = _fakeGetFinalColor;
return result;
}
static void _deleteRenderer(TerrainRenderer* renderer)
{
TerrainDefinitionClass.destroy(renderer->definition);
free(renderer);
}
static void _bindRenderer(Renderer* renderer, TerrainDefinition* definition)
{
TerrainDefinitionClass.copy(definition, renderer->terrain->definition);
renderer->terrain->castRay = _realCastRay;
renderer->terrain->getHeight = _realGetHeight;
renderer->terrain->getResult = _realGetResult;
renderer->terrain->getFinalColor = _realGetFinalColor;
lightingManagerRegisterFilter(renderer->lighting, (FuncLightingAlterLight)_alterLight, renderer);
}
StandardRenderer TerrainRendererClass = {
(FuncObjectCreate)_createRenderer,
(FuncObjectDelete)_deleteRenderer,
(FuncObjectBind)_bindRenderer
};

View file

@ -307,12 +307,12 @@ static double* _getDataPointer(HeightMapData* data, int x, int z, HeightMapData*
}
else if (terrain)
{
*pixel = terrainGetGridHeight(terrain, x, z, 0);
*pixel = terrainGetGridHeight(terrain, x, z, 0) / (terrain->height * terrain->scaling);
}
}
else if (terrain)
{
*pixel = terrainGetGridHeight(terrain, x, z, 0);
*pixel = terrainGetGridHeight(terrain, x, z, 0) / (terrain->height * terrain->scaling);
}
}
return pixel;
@ -411,7 +411,7 @@ int terrainHeightmapGetInterpolatedHeight(TerrainHeightMap* heightmap, double x,
{
if (!terrainHeightmapGetGridHeight(heightmap, ix, iz, &value))
{
value = terrainGetGridHeight(heightmap->terrain, ix, iz, 0);
value = terrainGetGridHeight(heightmap->terrain, ix, iz, 0) / (heightmap->terrain->scaling * heightmap->terrain->height);
}
stencil[(iz - (zlow - 1)) * 4 + ix - (xlow - 1)] = value;
}
@ -462,6 +462,8 @@ static inline void _applyBrush(TerrainHeightMap* heightmap, TerrainBrush* brush,
int x, z;
double dx, dz, distance, influence;
force /= (heightmap->terrain->height * heightmap->terrain->scaling);
for (x = brush_rect.xstart; x <= brush_rect.xend; x++)
{
dx = (double)x;

View file

@ -14,12 +14,12 @@ void terrainAutoPreset(TerrainDefinition* definition, TerrainPreset preset)
case TERRAIN_PRESET_STANDARD:
noiseRandomizeOffsets(definition->_height_noise);
noiseClearLevels(definition->_height_noise);
noiseAddLevelSimple(definition->_height_noise, pow(2.0, resolution + 1), -15.0, 15.0);
noiseAddLevelsSimple(definition->_height_noise, resolution - 2, pow(2.0, resolution - 1), -10.0, 10.0, 0.5);
noiseNormalizeAmplitude(definition->_height_noise, -15.0, 15.0, 0);
noiseAddLevelSimple(definition->_height_noise, pow(2.0, resolution + 1), -1.0, 1.0);
noiseAddLevelsSimple(definition->_height_noise, resolution - 2, pow(2.0, resolution - 1), -0.7, 0.7, 0.5);
noiseNormalizeAmplitude(definition->_height_noise, -1.0, 1.0, 0);
noiseSetFunctionParams(definition->_height_noise, NOISE_FUNCTION_SIMPLEX, 0.0, 0.0);
definition->scaling = 1.0;
definition->height = 1.0;
definition->height = 15.0;
definition->shadow_smoothing = 0.03;
break;
default:

View file

@ -0,0 +1,350 @@
#include "private.h"
#include <stdlib.h>
#include <math.h>
#include "../tools.h"
#include "../renderer.h"
/******************** Binding ********************/
static double _fakeGetHeight(Renderer* renderer, double x, double z, int with_painting)
{
UNUSED(renderer);
UNUSED(x);
UNUSED(z);
UNUSED(with_painting);
return 0.0;
}
static double _realGetHeight(Renderer* renderer, double x, double z, int with_painting)
{
return terrainGetInterpolatedHeight(renderer->terrain->definition, x, z, with_painting);
}
static TerrainResult _fakeGetResult(Renderer* renderer, double x, double z, int with_painting, int with_textures)
{
TerrainResult result;
UNUSED(renderer);
UNUSED(x);
UNUSED(z);
UNUSED(with_painting);
UNUSED(with_textures);
result.location.x = x;
result.location.y = 0.0;
result.location.z = z;
result.normal = VECTOR_UP;
return result;
}
static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, Vector3 south, Vector3 west)
{
Vector3 dnorth, deast, dsouth, dwest, normal;
dnorth = v3Sub(north, center);
deast = v3Sub(east, center);
dsouth = v3Sub(south, center);
dwest = v3Sub(west, center);
normal = v3Cross(deast, dnorth);
normal = v3Add(normal, v3Cross(dsouth, deast));
normal = v3Add(normal, v3Cross(dwest, dsouth));
normal = v3Add(normal, v3Cross(dnorth, dwest));
return v3Normalize(normal);
}
static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south)
{
return v3Normalize(v3Cross(v3Sub(south, center), v3Sub(east, center)));
}
static TerrainResult _realGetResult(Renderer* renderer, double x, double z, int with_painting, int with_textures)
{
TerrainResult result;
double detail = 0.001; /* TODO */
/* Normal */
Vector3 center, north, east, south, west;
center.x = x;
center.z = z;
center.y = renderer->terrain->getHeight(renderer, center.x, center.z, with_painting);
east.x = x + detail;
east.z = z;
east.y = renderer->terrain->getHeight(renderer, east.x, east.z, with_painting);
south.x = x;
south.z = z + detail;
south.y = renderer->terrain->getHeight(renderer, south.x, south.z, with_painting);
if (renderer->render_quality > 6)
{
west.x = x - detail;
west.z = z;
west.y = renderer->terrain->getHeight(renderer, west.x, west.z, with_painting);
north.x = x;
north.z = z - detail;
north.y = renderer->terrain->getHeight(renderer, north.x, north.z, with_painting);
result.normal = _getNormal4(center, north, east, south, west);
}
else
{
result.normal = _getNormal2(center, east, south);
}
/* Location */
result.location = center;
/* Texture displacement */
if (with_textures)
{
center = renderer->textures->displaceTerrain(renderer, result);
result.location = center;
/* Recompute normal */
if (renderer->render_quality > 6)
{
/* Use 5 points on displaced terrain */
east = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, east.x, east.z, with_painting, 0));
south = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, south.x, south.z, with_painting, 0));
west = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, west.x, west.z, with_painting, 0));
north = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, north.x, north.z, with_painting, 0));
result.normal = _getNormal4(center, north, east, south, west);
}
else if (renderer->render_quality > 2)
{
/* Use 3 points on displaced terrain */
east = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, east.x, east.z, with_painting, 0));
south = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, south.x, south.z, with_painting, 0));
result.normal = _getNormal2(center, east, south);
}
else
{
/* TODO Use texture noise directly, as if terrain was a plane */
}
}
return result;
}
static Color _fakeGetFinalColor(Renderer* renderer, Vector3 location, double precision)
{
UNUSED(renderer);
UNUSED(location);
UNUSED(precision);
return COLOR_GREEN;
}
static Color _realGetFinalColor(Renderer* renderer, Vector3 location, double precision)
{
/* TODO Restore precision control */
TexturesResult textures = renderer->textures->applyToTerrain(renderer, location.x, location.z);
return renderer->applyMediumTraversal(renderer, textures.final_location, textures.final_color);
}
static RayCastingResult _fakeCastRay(Renderer* renderer, Vector3 start, Vector3 direction)
{
UNUSED(renderer);
UNUSED(start);
UNUSED(direction);
RayCastingResult result;
result.hit = 0;
return result;
}
static RayCastingResult _realCastRay(Renderer* renderer, Vector3 start, Vector3 direction)
{
RayCastingResult result;
TerrainDefinition* definition = renderer->terrain->definition;
Vector3 inc_vector;
double inc_value, inc_base, inc_factor, height, diff, lastdiff, length;
direction = v3Normalize(direction);
inc_factor = (double)renderer->render_quality;
inc_base = 1.0;
inc_value = inc_base / inc_factor;
lastdiff = start.y - _realGetHeight(renderer, start.x, start.z, 1);
length = 0.0;
do
{
inc_vector = v3Scale(direction, inc_value);
length += v3Norm(inc_vector);
start = v3Add(start, inc_vector);
height = _realGetHeight(renderer, start.x, start.z, 1);
diff = start.y - height;
if (diff < 0.0)
{
if (fabs(diff - lastdiff) > 0.00001)
{
start = v3Add(start, v3Scale(inc_vector, -diff / (diff - lastdiff)));
start.y = _realGetHeight(renderer, start.x, start.z, 1);
}
else
{
start.y = height;
}
result.hit = 1;
result.hit_location = start;
result.hit_color = _realGetFinalColor(renderer, start, renderer->getPrecision(renderer, result.hit_location));
return result;
}
if (diff < inc_base / inc_factor)
{
inc_value = inc_base / inc_factor;
}
else if (diff > inc_base)
{
inc_value = inc_base;
}
else
{
inc_value = diff;
}
lastdiff = diff;
}
while (length < 50.0 && start.y <= definition->_max_height);
result.hit = 0;
return result;
}
static int _alterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
{
TerrainDefinition* definition = renderer->terrain->definition;
Vector3 inc_vector, direction_to_light;
double inc_value, inc_base, inc_factor, height, diff, light_factor, smoothing, length;
direction_to_light = v3Scale(light->direction, -1.0);
if (direction_to_light.y < -0.05)
{
light->color = COLOR_BLACK;
return 1;
}
else if (direction_to_light.y < 0.0000)
{
light->color.r *= (0.05 + direction_to_light.y) / 0.05;
light->color.g *= (0.05 + direction_to_light.y) / 0.05;
light->color.b *= (0.05 + direction_to_light.y) / 0.05;
}
inc_factor = (double)renderer->render_quality;
inc_base = definition->height / definition->scaling;
inc_value = inc_base / inc_factor;
smoothing = definition->shadow_smoothing;
light_factor = 1.0;
length = 0.0;
diff = 0.0;
do
{
inc_vector = v3Scale(direction_to_light, inc_value);
length += v3Norm(inc_vector);
location = v3Add(location, inc_vector);
height = renderer->terrain->getResult(renderer, location.x, location.z, 1, 1).location.y;
diff = location.y - height;
if (diff < 0.0)
{
if (length * smoothing > 0.000001)
{
light_factor += diff * v3Norm(inc_vector) / (length * smoothing);
}
else
{
light_factor = 0.0;
}
}
if (diff < inc_base / inc_factor)
{
inc_value = inc_base / inc_factor;
}
else if (diff > inc_base)
{
inc_value = inc_base;
}
else
{
inc_value = diff;
}
}
while (light_factor > 0.0 && length < (10.0 * inc_factor) && location.y <= definition->_max_height);
if (light_factor <= 0.0)
{
light->color = COLOR_BLACK;
return 1;
}
else
{
light->color.r *= light_factor;
light->color.g *= light_factor;
light->color.b *= light_factor;
return 1;
}
}
static double _fakeGetWaterHeight(Renderer* renderer)
{
UNUSED(renderer);
return -1000.0;
}
static double _realGetWaterHeight(Renderer* renderer)
{
return renderer->terrain->definition->water_height * renderer->terrain->definition->height * renderer->terrain->definition->scaling;
}
/******************** Renderer ********************/
static TerrainRenderer* _createRenderer()
{
TerrainRenderer* result;
result = malloc(sizeof (TerrainRenderer));
result->definition = TerrainDefinitionClass.create();
result->castRay = _fakeCastRay;
result->getHeight = _fakeGetHeight;
result->getResult = _fakeGetResult;
result->getFinalColor = _fakeGetFinalColor;
result->getWaterHeight = _fakeGetWaterHeight;
return result;
}
static void _deleteRenderer(TerrainRenderer* renderer)
{
TerrainDefinitionClass.destroy(renderer->definition);
free(renderer);
}
static void _bindRenderer(Renderer* renderer, TerrainDefinition* definition)
{
TerrainDefinitionClass.copy(definition, renderer->terrain->definition);
renderer->terrain->castRay = _realCastRay;
renderer->terrain->getHeight = _realGetHeight;
renderer->terrain->getResult = _realGetResult;
renderer->terrain->getFinalColor = _realGetFinalColor;
renderer->terrain->getWaterHeight = _realGetWaterHeight;
lightingManagerRegisterFilter(renderer->lighting, (FuncLightingAlterLight)_alterLight, renderer);
}
StandardRenderer TerrainRendererClass = {
(FuncObjectCreate)_createRenderer,
(FuncObjectDelete)_deleteRenderer,
(FuncObjectBind)_bindRenderer
};

View file

@ -20,7 +20,6 @@ typedef enum
typedef struct
{
double height;
double transparency;
double reflection;
SurfaceMaterial material;

View file

@ -22,7 +22,6 @@ static WaterDefinition* _createDefinition()
{
WaterDefinition* definition = malloc(sizeof(WaterDefinition));
definition->height = -4.0;
definition->_waves_noise = noiseCreateGenerator();
waterAutoPreset(definition, WATER_PRESET_LAKE);
@ -48,7 +47,6 @@ static void _copyDefinition(WaterDefinition* source, WaterDefinition* destinatio
static void _saveDefinition(PackStream* stream, WaterDefinition* definition)
{
packWriteDouble(stream, &definition->height);
materialSave(stream, &definition->material);
colorSave(stream, &definition->depth_color);
packWriteDouble(stream, &definition->transparency_depth);
@ -69,7 +67,6 @@ static void _saveDefinition(PackStream* stream, WaterDefinition* definition)
static void _loadDefinition(PackStream* stream, WaterDefinition* definition)
{
packReadDouble(stream, &definition->height);
materialLoad(stream, &definition->material);
colorLoad(stream, &definition->depth_color);
packReadDouble(stream, &definition->transparency_depth);

View file

@ -14,7 +14,7 @@ Color waterGetPreviewCoverage(Renderer* renderer, double x, double y, double sca
double height;
height = renderer->terrain->getHeight(renderer, x, y, 1);
if (height > renderer->water->definition->height)
if (height > renderer->terrain->getWaterHeight(renderer))
{
return terrainGetPreviewColor(renderer, x, y, scaling);
}

View file

@ -42,12 +42,12 @@ static WaterResult _fakeGetResult(Renderer* renderer, double x, double z)
}
/******************** Helpers ********************/
static inline double _getHeight(WaterDefinition* definition, double x, double z)
static inline double _getHeight(WaterDefinition* definition, double base_height, double x, double z)
{
return definition->height + noiseGet2DTotal(definition->_waves_noise, x, z);
return base_height + noiseGet2DTotal(definition->_waves_noise, x, z);
}
static inline Vector3 _getNormal(WaterDefinition* definition, Vector3 base, double detail)
static inline Vector3 _getNormal(WaterDefinition* definition, double base_height, Vector3 base, double detail)
{
Vector3 back, right;
double x, z;
@ -56,12 +56,12 @@ static inline Vector3 _getNormal(WaterDefinition* definition, Vector3 base, doub
z = base.z;
back.x = x;
back.y = _getHeight(definition, x, z + detail);
back.y = _getHeight(definition, base_height, x, z + detail);
back.z = z + detail;
back = v3Sub(back, base);
right.x = x + detail;
right.y = _getHeight(definition, x + detail, z);
right.y = _getHeight(definition, base_height, x + detail, z);
right.z = z;
right = v3Sub(right, base);
@ -97,31 +97,33 @@ static inline Color _getFoamMask(Renderer* renderer, WaterDefinition* definition
{
Color result;
double foam_factor, normal_diff, location_offset;
double base_height;
base_height = renderer->terrain->getWaterHeight(renderer);
location_offset = 2.0 * detail;
foam_factor = 0.0;
location.x += location_offset;
normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, location, detail));
normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, base_height, location, detail));
if (normal_diff > foam_factor)
{
foam_factor = normal_diff;
}
location.x -= location_offset * 2.0;
normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, location, detail));
normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, base_height, location, detail));
if (normal_diff > foam_factor)
{
foam_factor = normal_diff;
}
location.x += location_offset;
location.z -= location_offset;
normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, location, detail));
normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, base_height, location, detail));
if (normal_diff > foam_factor)
{
foam_factor = normal_diff;
}
location.z += location_offset * 2.0;
normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, location, detail));
normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, base_height, location, detail));
if (normal_diff > foam_factor)
{
foam_factor = normal_diff;
@ -162,12 +164,14 @@ static int _alterLight(Renderer* renderer, LightDefinition* light, Vector3 at)
{
WaterDefinition* definition = renderer->water->definition;
double factor;
double base_height;
if (at.y < definition->height)
base_height = renderer->terrain->getWaterHeight(renderer);
if (at.y < base_height)
{
if (light->direction.y <= -0.00001)
{
factor = (definition->height - at.y) / (-light->direction.y * definition->lighting_depth);
factor = (base_height - at.y) / (-light->direction.y * definition->lighting_depth);
if (factor > 1.0)
{
factor = 1.0;
@ -200,17 +204,17 @@ static HeightInfo _realGetHeightInfo(Renderer* renderer)
HeightInfo info;
double noise_minvalue, noise_maxvalue;
info.base_height = definition->height;
info.base_height = renderer->terrain->getWaterHeight(renderer);
noiseGetRange(definition->_waves_noise, &noise_minvalue, &noise_maxvalue);
info.min_height = definition->height + noise_minvalue;
info.max_height = definition->height + noise_maxvalue;
info.min_height = info.base_height + noise_minvalue;
info.max_height = info.base_height + noise_maxvalue;
return info;
}
static double _realGetHeight(Renderer* renderer, double x, double z)
{
return _getHeight(renderer->water->definition, x, z);
return _getHeight(renderer->water->definition, renderer->terrain->getWaterHeight(renderer), x, z);
}
static WaterResult _realGetResult(Renderer* renderer, double x, double z)
@ -220,10 +224,12 @@ static WaterResult _realGetResult(Renderer* renderer, double x, double z)
RayCastingResult refracted;
Vector3 location, normal, look_direction;
Color color, foam;
double detail, depth;
double base_height, detail, depth;
base_height = renderer->terrain->getWaterHeight(renderer);
location.x = x;
location.y = _getHeight(definition, x, z);
location.y = _getHeight(definition, base_height, x, z);
location.z = z;
result.location = location;
@ -233,7 +239,7 @@ static WaterResult _realGetResult(Renderer* renderer, double x, double z)
detail = 0.00001;
}
normal = _getNormal(definition, location, detail);
normal = _getNormal(definition, base_height, location, detail);
look_direction = v3Normalize(v3Sub(location, renderer->getCameraLocation(renderer, location)));
/* Reflection */