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:
parent
b5b3e401db
commit
e820d336a8
14 changed files with 432 additions and 381 deletions
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@ -121,10 +121,15 @@ protected:
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cameraSetLocation(_renderer->render_camera, camera_location);
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}
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static double _getWaterHeight(Renderer* renderer)
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{
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return 0.0;
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}
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void updateData()
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{
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WaterRendererClass.bind(_renderer, _definition);
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_renderer->water->definition->height = 0.0;
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_renderer->terrain->getWaterHeight = _getWaterHeight;
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}
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void choiceChangeEvent(const QString& key, int position)
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@ -234,7 +239,7 @@ BaseForm(parent)
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addPreview(previewCoverage, tr("Coverage preview"));
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addPreview(previewColor, tr("Rendered preview"));
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addInputDouble(tr("Height"), &_definition->height, -15.0, 15.0, 0.1, 1.0);
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//addInputDouble(tr("Height"), &_definition->height, -15.0, 15.0, 0.1, 1.0);
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addInputMaterial(tr("Surface material"), &_definition->material);
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addInputColor(tr("Depth color"), &_definition->depth_color);
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addInputDouble(tr("Transparency"), &_definition->transparency, 0.0, 1.0, 0.001, 0.1);
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@ -20,8 +20,9 @@ MainTerrainForm::MainTerrainForm(QWidget *parent) :
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_form_helper->addPreview("preview_shape", _renderer_shape);
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_form_helper->addDoubleInputSlider("input_scaling", &_terrain->scaling, 0.1, 3.0, 0.03, 0.3);
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_form_helper->addDoubleInputSlider("input_height", &_terrain->height, 0.0, 3.0, 0.01, 0.1);
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_form_helper->addDoubleInputSlider("input_height", &_terrain->height, 1.0, 45.0, 0.3, 3.0);
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_form_helper->addDoubleInputSlider("input_shadow_smoothing", &_terrain->shadow_smoothing, 0.0, 0.3, 0.003, 0.03);
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_form_helper->addDoubleInputSlider("input_water_height", &_terrain->water_height, -2.0, 2.0, 0.01, 0.1);
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_form_helper->setApplyButton("button_apply");
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_form_helper->setRevertButton("button_revert");
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@ -250,7 +250,7 @@
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</widget>
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</item>
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<item row="0" column="1">
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<widget class="WidgetSliderDecimal" name="horizontalSlider_4">
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<widget class="WidgetSliderDecimal" name="input_water_height">
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<property name="maximumSize">
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<size>
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<width>400</width>
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@ -399,13 +399,14 @@ void WidgetExplorer::paintGL()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Render water
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double water_height = _renderer->terrain->getWaterHeight(_renderer);
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glDisable(GL_TEXTURE_2D);
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glColor3f(water->material.base.r, water->material.base.g, water->material.base.b);
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glBegin(GL_QUADS);
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glVertex3f(camera_location.x - 500.0, water->height, camera_location.z - 500.0);
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glVertex3f(camera_location.x - 500.0, water->height, camera_location.z + 500.0);
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glVertex3f(camera_location.x + 500.0, water->height, camera_location.z + 500.0);
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glVertex3f(camera_location.x + 500.0, water->height, camera_location.z - 500.0);
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glVertex3f(camera_location.x - 500.0, water_height, camera_location.z - 500.0);
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glVertex3f(camera_location.x - 500.0, water_height, camera_location.z + 500.0);
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glVertex3f(camera_location.x + 500.0, water_height, camera_location.z + 500.0);
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glVertex3f(camera_location.x + 500.0, water_height, camera_location.z - 500.0);
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glEnd();
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// Render chunks
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@ -27,9 +27,9 @@ QGLWidget(parent)
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_water = true;
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_wireframe = true;
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WaterDefinition* water_definition = (WaterDefinition*) WaterDefinitionClass.create();
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WaterDefinition* water_definition = (WaterDefinition*)WaterDefinitionClass.create();
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sceneryGetWater(water_definition);
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_water_height = water_definition->height;
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_water_height = _renderer->terrain->getWaterHeight(_renderer);
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WaterDefinitionClass.destroy(water_definition);
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_average_frame_time = 0.0;
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@ -74,6 +74,7 @@ void WidgetHeightMap::setTerrain(TerrainDefinition* terrain)
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{
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_terrain = terrain;
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TerrainRendererClass.bind(_renderer, _terrain);
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_water_height = _renderer->terrain->getWaterHeight(_renderer);
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revert();
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}
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@ -26,6 +26,8 @@ typedef struct
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TerrainHeightMap* height_map;
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double water_height;
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double _detail;
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NoiseGenerator* _height_noise;
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double _min_height;
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@ -40,7 +42,8 @@ typedef struct
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typedef double (*FuncTerrainGetHeight)(Renderer* renderer, double x, double z, int with_painting);
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typedef TerrainResult (*FuncTerrainGetResult)(Renderer* renderer, double x, double z, int with_painting, int with_textures);
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typedef Color (*FuncTerrainGetFinalColor)(Renderer* renderer, Vector3 location, double precision);
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typedef Color(*FuncTerrainGetFinalColor)(Renderer* renderer, Vector3 location, double precision);
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typedef double (*FuncGetWaterHeight)(Renderer* renderer);
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typedef struct
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{
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@ -50,6 +53,7 @@ typedef struct
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FuncTerrainGetHeight getHeight;
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FuncTerrainGetResult getResult;
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FuncTerrainGetFinalColor getFinalColor;
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FuncGetWaterHeight getWaterHeight;
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void* _internal_data;
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} TerrainRenderer;
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@ -10,10 +10,17 @@ static void _validateDefinition(TerrainDefinition* definition)
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{
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noiseValidate(definition->_height_noise);
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if (definition->height < 1.0)
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{
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definition->height = 1.0;
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}
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/* Get minimal and maximal height */
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noiseGetRange(definition->_height_noise, &definition->_min_height, &definition->_max_height);
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definition->_min_height *= definition->height;
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definition->_max_height *= definition->height;
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definition->_min_height *= definition->height * definition->scaling;
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definition->_max_height *= definition->height * definition->scaling;
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/* TODO Alter with heightmap min/max */
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}
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static TerrainDefinition* _createDefinition()
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@ -26,6 +33,8 @@ static TerrainDefinition* _createDefinition()
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definition->height_map = terrainHeightMapCreate(definition);
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definition->water_height = -0.8;
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definition->_height_noise = noiseCreateGenerator();
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terrainAutoPreset(definition, TERRAIN_PRESET_STANDARD);
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@ -48,6 +57,8 @@ static void _copyDefinition(TerrainDefinition* source, TerrainDefinition* destin
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terrainHeightmapCopy(source->height_map, destination->height_map);
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destination->water_height = source->water_height;
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noiseCopy(source->_height_noise, destination->_height_noise);
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_validateDefinition(destination);
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@ -59,6 +70,7 @@ static void _saveDefinition(PackStream* stream, TerrainDefinition* definition)
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packWriteDouble(stream, &definition->scaling);
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packWriteDouble(stream, &definition->shadow_smoothing);
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terrainHeightmapSave(stream, definition->height_map);
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packWriteDouble(stream, &definition->water_height);
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noiseSaveGenerator(stream, definition->_height_noise);
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}
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@ -68,6 +80,7 @@ static void _loadDefinition(PackStream* stream, TerrainDefinition* definition)
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packReadDouble(stream, &definition->scaling);
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packReadDouble(stream, &definition->shadow_smoothing);
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terrainHeightmapLoad(stream, definition->height_map);
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packReadDouble(stream, &definition->water_height);
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noiseLoadGenerator(stream, definition->_height_noise);
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_validateDefinition(definition);
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@ -82,294 +95,6 @@ StandardDefinition TerrainDefinitionClass = {
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(FuncObjectLoad)_loadDefinition
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};
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/******************** Binding ********************/
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static double _fakeGetHeight(Renderer* renderer, double x, double z, int with_painting)
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{
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UNUSED(renderer);
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UNUSED(x);
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UNUSED(z);
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UNUSED(with_painting);
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return 0.0;
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}
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static double _realGetHeight(Renderer* renderer, double x, double z, int with_painting)
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{
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return terrainGetInterpolatedHeight(renderer->terrain->definition, x, z, with_painting);
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}
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static TerrainResult _fakeGetResult(Renderer* renderer, double x, double z, int with_painting, int with_textures)
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{
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TerrainResult result;
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UNUSED(renderer);
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UNUSED(x);
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UNUSED(z);
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UNUSED(with_painting);
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UNUSED(with_textures);
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result.location.x = x;
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result.location.y = 0.0;
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result.location.z = z;
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result.normal = VECTOR_UP;
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return result;
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}
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static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, Vector3 south, Vector3 west)
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{
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Vector3 dnorth, deast, dsouth, dwest, normal;
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dnorth = v3Sub(north, center);
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deast = v3Sub(east, center);
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dsouth = v3Sub(south, center);
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dwest = v3Sub(west, center);
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normal = v3Cross(deast, dnorth);
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normal = v3Add(normal, v3Cross(dsouth, deast));
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normal = v3Add(normal, v3Cross(dwest, dsouth));
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normal = v3Add(normal, v3Cross(dnorth, dwest));
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return v3Normalize(normal);
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}
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static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south)
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{
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return v3Normalize(v3Cross(v3Sub(south, center), v3Sub(east, center)));
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}
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static TerrainResult _realGetResult(Renderer* renderer, double x, double z, int with_painting, int with_textures)
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{
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TerrainResult result;
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double detail = 0.001; /* TODO */
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/* Normal */
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Vector3 center, north, east, south, west;
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center.x = x;
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center.z = z;
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center.y = renderer->terrain->getHeight(renderer, center.x, center.z, with_painting);
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east.x = x + detail;
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east.z = z;
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east.y = renderer->terrain->getHeight(renderer, east.x, east.z, with_painting);
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south.x = x;
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south.z = z + detail;
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south.y = renderer->terrain->getHeight(renderer, south.x, south.z, with_painting);
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if (renderer->render_quality > 6)
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{
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west.x = x - detail;
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west.z = z;
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west.y = renderer->terrain->getHeight(renderer, west.x, west.z, with_painting);
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north.x = x;
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north.z = z - detail;
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north.y = renderer->terrain->getHeight(renderer, north.x, north.z, with_painting);
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result.normal = _getNormal4(center, north, east, south, west);
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}
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else
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{
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result.normal = _getNormal2(center, east, south);
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}
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/* Location */
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result.location = center;
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/* Texture displacement */
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if (with_textures)
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{
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center = renderer->textures->displaceTerrain(renderer, result);
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result.location = center;
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/* Recompute normal */
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if (renderer->render_quality > 6)
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{
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/* Use 5 points on displaced terrain */
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east = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, east.x, east.z, with_painting, 0));
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south = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, south.x, south.z, with_painting, 0));
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west = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, west.x, west.z, with_painting, 0));
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north = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, north.x, north.z, with_painting, 0));
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result.normal = _getNormal4(center, north, east, south, west);
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}
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else if (renderer->render_quality > 2)
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{
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/* Use 3 points on displaced terrain */
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east = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, east.x, east.z, with_painting, 0));
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south = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, south.x, south.z, with_painting, 0));
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result.normal = _getNormal2(center, east, south);
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}
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else
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{
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/* TODO Use texture noise directly, as if terrain was a plane */
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}
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}
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return result;
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}
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static Color _fakeGetFinalColor(Renderer* renderer, Vector3 location, double precision)
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{
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UNUSED(renderer);
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UNUSED(location);
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UNUSED(precision);
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return COLOR_GREEN;
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}
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static Color _realGetFinalColor(Renderer* renderer, Vector3 location, double precision)
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{
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/* TODO Restore precision control */
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TexturesResult textures = renderer->textures->applyToTerrain(renderer, location.x, location.z);
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return renderer->applyMediumTraversal(renderer, textures.final_location, textures.final_color);
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}
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static RayCastingResult _fakeCastRay(Renderer* renderer, Vector3 start, Vector3 direction)
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{
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UNUSED(renderer);
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UNUSED(start);
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UNUSED(direction);
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RayCastingResult result;
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result.hit = 0;
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return result;
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}
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static RayCastingResult _realCastRay(Renderer* renderer, Vector3 start, Vector3 direction)
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{
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RayCastingResult result;
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TerrainDefinition* definition = renderer->terrain->definition;
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Vector3 inc_vector;
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double inc_value, inc_base, inc_factor, height, diff, lastdiff, length;
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direction = v3Normalize(direction);
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inc_factor = (double)renderer->render_quality;
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inc_base = 1.0;
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inc_value = inc_base / inc_factor;
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lastdiff = start.y - _realGetHeight(renderer, start.x, start.z, 1);
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length = 0.0;
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do
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{
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inc_vector = v3Scale(direction, inc_value);
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length += v3Norm(inc_vector);
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start = v3Add(start, inc_vector);
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height = _realGetHeight(renderer, start.x, start.z, 1);
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diff = start.y - height;
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if (diff < 0.0)
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{
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if (fabs(diff - lastdiff) > 0.00001)
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{
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start = v3Add(start, v3Scale(inc_vector, -diff / (diff - lastdiff)));
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start.y = _realGetHeight(renderer, start.x, start.z, 1);
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}
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else
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{
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start.y = height;
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}
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result.hit = 1;
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result.hit_location = start;
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result.hit_color = _realGetFinalColor(renderer, start, renderer->getPrecision(renderer, result.hit_location));
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return result;
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}
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if (diff < inc_base / inc_factor)
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{
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inc_value = inc_base / inc_factor;
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}
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else if (diff > inc_base)
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{
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inc_value = inc_base;
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}
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else
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{
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inc_value = diff;
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}
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lastdiff = diff;
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} while (length < 50.0 && start.y <= definition->_max_height);
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result.hit = 0;
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return result;
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}
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static int _alterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
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{
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TerrainDefinition* definition = renderer->terrain->definition;
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Vector3 inc_vector, direction_to_light;
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double inc_value, inc_base, inc_factor, height, diff, light_factor, smoothing, length;
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direction_to_light = v3Scale(light->direction, -1.0);
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if (direction_to_light.y < -0.05)
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{
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light->color = COLOR_BLACK;
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return 1;
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}
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else if (direction_to_light.y < 0.0000)
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{
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light->color.r *= (0.05 + direction_to_light.y) / 0.05;
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light->color.g *= (0.05 + direction_to_light.y) / 0.05;
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light->color.b *= (0.05 + direction_to_light.y) / 0.05;
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}
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inc_factor = (double)renderer->render_quality;
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inc_base = definition->height / definition->scaling;
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inc_value = inc_base / inc_factor;
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smoothing = definition->shadow_smoothing;
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light_factor = 1.0;
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length = 0.0;
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diff = 0.0;
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do
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{
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inc_vector = v3Scale(direction_to_light, inc_value);
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length += v3Norm(inc_vector);
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location = v3Add(location, inc_vector);
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height = renderer->terrain->getResult(renderer, location.x, location.z, 1, 1).location.y;
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diff = location.y - height;
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if (diff < 0.0)
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{
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if (length * smoothing > 0.000001)
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{
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light_factor += diff * v3Norm(inc_vector) / (length * smoothing);
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}
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else
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{
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light_factor = 0.0;
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}
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}
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if (diff < inc_base / inc_factor)
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{
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inc_value = inc_base / inc_factor;
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}
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else if (diff > inc_base)
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{
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inc_value = inc_base;
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}
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else
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{
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inc_value = diff;
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}
|
||||
} 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
|
||||
};
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -11,19 +11,19 @@ void terrainAutoPreset(TerrainDefinition* definition, TerrainPreset preset)
|
|||
int resolution = 8;
|
||||
switch (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);
|
||||
noiseSetFunctionParams(definition->_height_noise, NOISE_FUNCTION_SIMPLEX, 0.0, 0.0);
|
||||
definition->scaling = 1.0;
|
||||
definition->height = 1.0;
|
||||
definition->shadow_smoothing = 0.03;
|
||||
break;
|
||||
default:
|
||||
;
|
||||
case TERRAIN_PRESET_STANDARD:
|
||||
noiseRandomizeOffsets(definition->_height_noise);
|
||||
noiseClearLevels(definition->_height_noise);
|
||||
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 = 15.0;
|
||||
definition->shadow_smoothing = 0.03;
|
||||
break;
|
||||
default:
|
||||
;
|
||||
}
|
||||
|
||||
TerrainDefinitionClass.validate(definition);
|
||||
|
|
350
src/rendering/terrain/ter_render.c
Normal file
350
src/rendering/terrain/ter_render.c
Normal 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
|
||||
};
|
||||
|
|
@ -20,7 +20,6 @@ typedef enum
|
|||
|
||||
typedef struct
|
||||
{
|
||||
double height;
|
||||
double transparency;
|
||||
double reflection;
|
||||
SurfaceMaterial material;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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 */
|
||||
|
|
Loading…
Reference in a new issue