Changed some old int-bools to true booleans

This commit is contained in:
Michaël Lemaire 2014-11-21 09:45:19 +01:00
parent 1cc3a4d625
commit f7715b612e
14 changed files with 30 additions and 30 deletions

View file

@ -182,7 +182,7 @@ void Scenery::getWater(WaterDefinition* water)
void Scenery::checkCameraAboveGround() void Scenery::checkCameraAboveGround()
{ {
Vector3 camera_location = camera->getLocation(); Vector3 camera_location = camera->getLocation();
double terrain_height = terrain->getInterpolatedHeight(camera_location.x, camera_location.z, 1, 1) + 2.0; double terrain_height = terrain->getInterpolatedHeight(camera_location.x, camera_location.z, true, true) + 2.0;
double water_height = 1.5; double water_height = 1.5;
if (camera_location.y < water_height || camera_location.y < terrain_height) if (camera_location.y < water_height || camera_location.y < terrain_height)
{ {

View file

@ -82,7 +82,7 @@ void TerrainDefinition::load(PackStream* stream)
validate(); validate();
} }
double TerrainDefinition::getGridHeight(int x, int z, int with_painting) double TerrainDefinition::getGridHeight(int x, int z, bool with_painting)
{ {
double h; double h;
@ -94,7 +94,7 @@ double TerrainDefinition::getGridHeight(int x, int z, int with_painting)
return h; return h;
} }
double TerrainDefinition::getInterpolatedHeight(double x, double z, int scaled, int with_painting) double TerrainDefinition::getInterpolatedHeight(double x, double z, bool scaled, bool with_painting)
{ {
double h; double h;
x /= scaling; x /= scaling;

View file

@ -27,8 +27,8 @@ public:
virtual void copy(BaseDefinition* destination) const override; virtual void copy(BaseDefinition* destination) const override;
virtual void validate() override; virtual void validate() override;
double getGridHeight(int x, int z, int with_painting); double getGridHeight(int x, int z, bool with_painting);
double getInterpolatedHeight(double x, double z, int scaled, int with_painting); double getInterpolatedHeight(double x, double z, bool scaled, bool with_painting);
unsigned long getMemoryStats(); unsigned long getMemoryStats();
HeightInfo getHeightInfo(); HeightInfo getHeightInfo();

View file

@ -135,7 +135,7 @@ void PaintingBrush::applyToTerrain(TerrainDefinition* terrain, double x, double
case PAINTING_BRUSH_FLATTEN: case PAINTING_BRUSH_FLATTEN:
if (reverse) if (reverse)
{ {
_height = terrain->getInterpolatedHeight(x * terrain->scaling, z * terrain->scaling, 0, 1); _height = terrain->getInterpolatedHeight(x * terrain->scaling, z * terrain->scaling, false, true);
} }
else else
{ {

View file

@ -218,7 +218,7 @@ void WidgetHeightMap::timerEvent(QTimerEvent*)
_last_time = new_time; _last_time = new_time;
// Update top camera // Update top camera
Vector3 target = {_target_x, _terrain->getInterpolatedHeight(_target_x, _target_z, 1, 1), _target_z}; Vector3 target = {_target_x, _terrain->getInterpolatedHeight(_target_x, _target_z, true, true), _target_z};
_top_camera->setLocationCoords(target.x, target.y + 1.0, target.z + 0.1); _top_camera->setLocationCoords(target.x, target.y + 1.0, target.z + 0.1);
_top_camera->setTarget(target); _top_camera->setTarget(target);
_top_camera->setZoomToTarget(_zoom); _top_camera->setZoomToTarget(_zoom);

View file

@ -85,7 +85,7 @@ bool ExplorerChunkTerrain::maintain()
double x = _startx + _tessellation_step * (float)i; double x = _startx + _tessellation_step * (float)i;
double z = _startz + _tessellation_step * (float)j; double z = _startz + _tessellation_step * (float)j;
double height = _renderer->getTerrainRenderer()->getHeight(x, z, 1); double height = _renderer->getTerrainRenderer()->getHeight(x, z, true);
if (height >= _water_height) if (height >= _water_height)
{ {
overwater = true; overwater = true;

View file

@ -46,7 +46,7 @@ void SceneryTopDownPreviewRenderer::updateEvent()
Color SceneryTopDownPreviewRenderer::getColor2D(double x, double y, double scaling) Color SceneryTopDownPreviewRenderer::getColor2D(double x, double y, double scaling)
{ {
Vector3 location; Vector3 location;
double height = getTerrainRenderer()->getHeight(x, y, 1); double height = getTerrainRenderer()->getHeight(x, y, true);
if (height < getWaterRenderer()->getHeightInfo().max_height) if (height < getWaterRenderer()->getHeightInfo().max_height)
{ {

View file

@ -57,7 +57,7 @@ Color TerrainShapePreviewRenderer::getColor2D(double x, double y, double scaling
{ {
double height; double height;
height = getTerrainRenderer()->getHeight(x, y, 1); height = getTerrainRenderer()->getHeight(x, y, true);
if (height > 0.0) if (height > 0.0)
{ {
return getTerrainRenderer()->getFinalColor(Vector3(x, height, y), 0.000001); return getTerrainRenderer()->getFinalColor(Vector3(x, height, y), 0.000001);

View file

@ -53,7 +53,7 @@ Color TextureLayerCoveragePreviewRenderer::getColor2D(double x, double y, double
TexturesRenderer* textures_renderer = getTexturesRenderer(); TexturesRenderer* textures_renderer = getTexturesRenderer();
TerrainRenderer* terrain_renderer = getTerrainRenderer(); TerrainRenderer* terrain_renderer = getTerrainRenderer();
double presence = textures_renderer->getBasePresence(layer, terrain_renderer->getResult(x, y, 1, 0)); double presence = textures_renderer->getBasePresence(layer, terrain_renderer->getResult(x, y, true, false));
return Color(presence, presence, presence); return Color(presence, presence, presence);
} }

View file

@ -53,6 +53,6 @@ void TexturesMixPreviewRenderer::updateEvent()
Color TexturesMixPreviewRenderer::getColor2D(double x, double y, double scaling) Color TexturesMixPreviewRenderer::getColor2D(double x, double y, double scaling)
{ {
TerrainRenderer* terrain_renderer = getTerrainRenderer(); TerrainRenderer* terrain_renderer = getTerrainRenderer();
Vector3 location(x, terrain_renderer->getHeight(x, y, 1), y); Vector3 location(x, terrain_renderer->getHeight(x, y, true), y);
return terrain_renderer->getFinalColor(location, scaling); return terrain_renderer->getFinalColor(location, scaling);
} }

View file

@ -17,7 +17,7 @@ TerrainRasterizer::TerrainRasterizer(SoftwareRenderer* renderer, int client_id):
static inline Vector3 _getPoint(SoftwareRenderer* renderer, double x, double z) static inline Vector3 _getPoint(SoftwareRenderer* renderer, double x, double z)
{ {
return Vector3(x, renderer->getTerrainRenderer()->getHeight(x, z, 1), z); return Vector3(x, renderer->getTerrainRenderer()->getHeight(x, z, true), z);
} }
void TerrainRasterizer::tessellateChunk(CanvasPortion* canvas, TerrainChunkInfo* chunk, int detail) void TerrainRasterizer::tessellateChunk(CanvasPortion* canvas, TerrainChunkInfo* chunk, int detail)
@ -52,19 +52,19 @@ void TerrainRasterizer::renderQuad(CanvasPortion *canvas, double x, double z, do
ov1.x = x; ov1.x = x;
ov1.z = z; ov1.z = z;
dv1 = renderer->getTerrainRenderer()->getResult(x, z, 1, 1).location; dv1 = renderer->getTerrainRenderer()->getResult(x, z, true, true).location;
ov2.x = x; ov2.x = x;
ov2.z = z + size; ov2.z = z + size;
dv2 = renderer->getTerrainRenderer()->getResult(x, z + size, 1, 1).location; dv2 = renderer->getTerrainRenderer()->getResult(x, z + size, true, true).location;
ov3.x = x + size; ov3.x = x + size;
ov3.z = z + size; ov3.z = z + size;
dv3 = renderer->getTerrainRenderer()->getResult(x + size, z + size, 1, 1).location; dv3 = renderer->getTerrainRenderer()->getResult(x + size, z + size, true, true).location;
ov4.x = x + size; ov4.x = x + size;
ov4.z = z; ov4.z = z;
dv4 = renderer->getTerrainRenderer()->getResult(x + size, z, 1, 1).location; dv4 = renderer->getTerrainRenderer()->getResult(x + size, z, true, true).location;
if (dv1.y > water_height || dv2.y > water_height || dv3.y > water_height || dv4.y > water_height) if (dv1.y > water_height || dv2.y > water_height || dv3.y > water_height || dv4.y > water_height)
{ {
@ -72,12 +72,12 @@ void TerrainRasterizer::renderQuad(CanvasPortion *canvas, double x, double z, do
} }
} }
static void _getChunk(SoftwareRenderer* renderer, TerrainRasterizer::TerrainChunkInfo* chunk, double x, double z, double size, int displaced) static void _getChunk(SoftwareRenderer* renderer, TerrainRasterizer::TerrainChunkInfo* chunk, double x, double z, double size, bool displaced)
{ {
chunk->point_nw = renderer->getTerrainRenderer()->getResult(x, z, 1, displaced).location; chunk->point_nw = renderer->getTerrainRenderer()->getResult(x, z, true, displaced).location;
chunk->point_sw = renderer->getTerrainRenderer()->getResult(x, z + size, 1, displaced).location; chunk->point_sw = renderer->getTerrainRenderer()->getResult(x, z + size, true, displaced).location;
chunk->point_se = renderer->getTerrainRenderer()->getResult(x + size, z + size, 1, displaced).location; chunk->point_se = renderer->getTerrainRenderer()->getResult(x + size, z + size, true, displaced).location;
chunk->point_ne = renderer->getTerrainRenderer()->getResult(x + size, z, 1, displaced).location; chunk->point_ne = renderer->getTerrainRenderer()->getResult(x + size, z, true, displaced).location;
double displacement_power; double displacement_power;
if (displaced) if (displaced)
@ -125,7 +125,7 @@ static void _getChunk(SoftwareRenderer* renderer, TerrainRasterizer::TerrainChun
} }
} }
void TerrainRasterizer::getTessellationInfo(CanvasPortion* canvas, int displaced) void TerrainRasterizer::getTessellationInfo(CanvasPortion* canvas, bool displaced)
{ {
TerrainChunkInfo chunk; TerrainChunkInfo chunk;
int chunk_factor, chunk_count, i; int chunk_factor, chunk_count, i;
@ -199,7 +199,7 @@ void TerrainRasterizer::processChunk(CanvasPortion* canvas, TerrainChunkInfo* ch
void TerrainRasterizer::rasterizeToCanvas(CanvasPortion *canvas) void TerrainRasterizer::rasterizeToCanvas(CanvasPortion *canvas)
{ {
getTessellationInfo(canvas, 0); getTessellationInfo(canvas, false);
} }
Color TerrainRasterizer::shadeFragment(const CanvasFragment &fragment) const Color TerrainRasterizer::shadeFragment(const CanvasFragment &fragment) const

View file

@ -34,7 +34,7 @@ public:
* *
* The terrain will be broken in chunks, most detailed near the camera. * The terrain will be broken in chunks, most detailed near the camera.
*/ */
void getTessellationInfo(CanvasPortion* canvas, int displaced); void getTessellationInfo(CanvasPortion* canvas, bool displaced);
/** /**
* Tessellate a terrain chunk, pushing the quads in the render area. * Tessellate a terrain chunk, pushing the quads in the render area.

View file

@ -23,9 +23,9 @@ void TerrainRenderer::update()
walker->update(); walker->update();
} }
double TerrainRenderer::getHeight(double x, double z, int with_painting) double TerrainRenderer::getHeight(double x, double z, bool with_painting)
{ {
return parent->getScenery()->getTerrain()->getInterpolatedHeight(x, z, 1, with_painting); return parent->getScenery()->getTerrain()->getInterpolatedHeight(x, z, true, with_painting);
} }
static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, Vector3 south, Vector3 west) static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, Vector3 south, Vector3 west)
@ -50,7 +50,7 @@ static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south)
return south.sub(center).crossProduct(east.sub(center)).normalize(); return south.sub(center).crossProduct(east.sub(center)).normalize();
} }
TerrainRenderer::TerrainResult TerrainRenderer::getResult(double x, double z, int with_painting, int with_textures) TerrainRenderer::TerrainResult TerrainRenderer::getResult(double x, double z, bool with_painting, bool with_textures)
{ {
TerrainResult result; TerrainResult result;
double detail = 0.001; /* TODO */ double detail = 0.001; /* TODO */

View file

@ -27,8 +27,8 @@ public:
virtual void update(); virtual void update();
virtual RayCastingResult castRay(const Vector3 &start, const Vector3 &direction); virtual RayCastingResult castRay(const Vector3 &start, const Vector3 &direction);
virtual double getHeight(double x, double z, int with_painting); virtual double getHeight(double x, double z, bool with_painting);
virtual TerrainResult getResult(double x, double z, int with_painting, int with_textures); virtual TerrainResult getResult(double x, double z, bool with_painting, bool with_textures);
virtual Color getFinalColor(const Vector3 &location, double precision); virtual Color getFinalColor(const Vector3 &location, double precision);
virtual bool applyLightFilter(LightComponent &light, const Vector3 &at) override; virtual bool applyLightFilter(LightComponent &light, const Vector3 &at) override;