paysages : Small optimization.
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@353 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
parent
40a0d576bc
commit
f93f97ed38
3 changed files with 39 additions and 23 deletions
25
TODO
25
TODO
|
@ -6,7 +6,6 @@ Technology Preview 2 :
|
|||
- Add "hardness to light" and shadow control ("minimum lighting") to material.
|
||||
- Render tab previews should not rerender when changing render options.
|
||||
- Add layer sorting/naming.
|
||||
- Disable specular lighting in explorer (and everything camera dependent).
|
||||
- Add logarithmic sliders for some float values.
|
||||
- Save GUI config (views, render params).
|
||||
- Add an OSD ability on previews and use it for camera location and user landmarks.
|
||||
|
@ -14,22 +13,11 @@ Technology Preview 2 :
|
|||
- Add a terrain modifier dialog with zones.
|
||||
- Use the curve editor in noise editor
|
||||
- Add a noise filler (and maybe noise intervals ?).
|
||||
- Optimize the use of noiseGetMaxValue (limit its use or cache it).
|
||||
- Fix the distorted sun appearance.
|
||||
- Improve curve editor.
|
||||
=> Add curve modes
|
||||
=> Add axis labels and grid
|
||||
=> Add logarithmic mode
|
||||
- Improve 3d explorer
|
||||
=> Restore LOD and intelligent poly count (and raise max tessellation)
|
||||
=> Interrupt chunk rendering when quitting dialog
|
||||
=> Don't display the water if it's below all ground
|
||||
=> Try to overcome the near frustum cutting
|
||||
=> Disable texture reflection of light (dependant on camera location)
|
||||
=> Add toggles (for water...)
|
||||
=> Max texture size should depend on GPU memory available
|
||||
- Water and terrain LOD moves with the camera, fix it like in the wanderer.
|
||||
- Interrupt preview chunk renderings that will be discarded at commit, or that are no more visible.
|
||||
- Fix "RGB parameters out of range" (and segfault) on preview while moving render params fast in render tab.
|
||||
=> May need to change the updateData system.
|
||||
=> Previews need to be paused while updating data.
|
||||
|
@ -49,8 +37,17 @@ Technology Preview 3 :
|
|||
- Mark modified tabs and ask for losing modifications (idem for layers).
|
||||
- Fix potential holes in land rendering.
|
||||
- Progressive final render.
|
||||
- Propose several backgrounds for water rendering (grid, sinus...).
|
||||
- If we can't remove clouds artifacts, blur them.
|
||||
- Propose several backgrounds for water preview (grid, sinus...).
|
||||
- Water and terrain LOD moves with the camera, fix it like in the wanderer.
|
||||
- Improve 3d explorer
|
||||
=> Restore LOD and intelligent poly count (and raise max tessellation)
|
||||
=> Interrupt chunk rendering when quitting dialog
|
||||
=> Don't display the water if it's below all ground
|
||||
=> Try to overcome the near frustum cutting
|
||||
=> Disable specular lighting (dependant on camera location)
|
||||
=> Add toggles (for water...)
|
||||
=> Max texture size should depend on GPU memory available
|
||||
- Interrupt preview chunk renderings that will be discarded at commit, or that are no more visible.
|
||||
|
||||
Release Candidate :
|
||||
- Polish all features and UI.
|
||||
|
|
|
@ -18,6 +18,8 @@ struct NoiseGenerator
|
|||
double height_offset;
|
||||
int level_count;
|
||||
struct NoiseLevel levels[MAX_LEVEL_COUNT];
|
||||
|
||||
double _max_height;
|
||||
};
|
||||
|
||||
static int _noise_pool_size;
|
||||
|
@ -81,6 +83,8 @@ NoiseGenerator* noiseCreateGenerator()
|
|||
result->level_count = 0;
|
||||
result->height_offset = 0.0;
|
||||
|
||||
noiseValidate(result);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
@ -131,6 +135,8 @@ void noiseLoadGenerator(PackStream* stream, NoiseGenerator* perlin)
|
|||
packReadDouble(stream, &level->yoffset);
|
||||
packReadDouble(stream, &level->zoffset);
|
||||
}
|
||||
|
||||
noiseValidate(perlin);
|
||||
}
|
||||
|
||||
void noiseCopy(NoiseGenerator* source, NoiseGenerator* destination)
|
||||
|
@ -142,6 +148,21 @@ void noiseCopy(NoiseGenerator* source, NoiseGenerator* destination)
|
|||
destination->level_count = source->level_count;
|
||||
|
||||
memcpy(destination->levels, source->levels, sizeof(NoiseLevel) * destination->level_count);
|
||||
|
||||
noiseValidate(destination);
|
||||
}
|
||||
|
||||
void noiseValidate(NoiseGenerator* generator)
|
||||
{
|
||||
int x;
|
||||
double max_height = generator->height_offset;
|
||||
|
||||
for (x = 0; x < generator->level_count; x++)
|
||||
{
|
||||
max_height += generator->levels[x].height / 2.0;
|
||||
}
|
||||
|
||||
generator->_max_height = max_height;
|
||||
}
|
||||
|
||||
void noiseGenerateBaseNoise(NoiseGenerator* generator, int size)
|
||||
|
@ -161,15 +182,7 @@ int noiseGetBaseSize(NoiseGenerator* generator)
|
|||
|
||||
double noiseGetMaxValue(NoiseGenerator* generator)
|
||||
{
|
||||
int x;
|
||||
double result = generator->height_offset;
|
||||
|
||||
for (x = 0; x < generator->level_count; x++)
|
||||
{
|
||||
result += generator->levels[x].height / 2.0;
|
||||
}
|
||||
|
||||
return result;
|
||||
return generator->_max_height;
|
||||
}
|
||||
|
||||
int noiseGetLevelCount(NoiseGenerator* generator)
|
||||
|
@ -180,6 +193,7 @@ int noiseGetLevelCount(NoiseGenerator* generator)
|
|||
void noiseClearLevels(NoiseGenerator* generator)
|
||||
{
|
||||
generator->level_count = 0;
|
||||
noiseValidate(generator);
|
||||
}
|
||||
|
||||
void noiseAddLevel(NoiseGenerator* generator, NoiseLevel level)
|
||||
|
@ -188,6 +202,7 @@ void noiseAddLevel(NoiseGenerator* generator, NoiseLevel level)
|
|||
{
|
||||
generator->levels[generator->level_count] = level;
|
||||
generator->level_count++;
|
||||
noiseValidate(generator);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -240,6 +255,7 @@ void noiseRemoveLevel(NoiseGenerator* generator, int level)
|
|||
memmove(generator->levels + level, generator->levels + level + 1, sizeof(NoiseLevel) * (generator->level_count - level - 1));
|
||||
}
|
||||
generator->level_count--;
|
||||
noiseValidate(generator);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -261,6 +277,7 @@ void noiseSetLevel(NoiseGenerator* generator, int level, NoiseLevel params)
|
|||
if (level >= 0 && level < generator->level_count)
|
||||
{
|
||||
generator->levels[level] = params;
|
||||
noiseValidate(generator);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -301,6 +318,7 @@ void noiseNormalizeHeight(NoiseGenerator* generator, double min_height, double m
|
|||
}
|
||||
}
|
||||
generator->height_offset = min_height + target_height / 2.0;
|
||||
noiseValidate(generator);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -28,6 +28,7 @@ void noiseDeleteGenerator(NoiseGenerator* generator);
|
|||
void noiseSaveGenerator(PackStream* stream, NoiseGenerator* perlin);
|
||||
void noiseLoadGenerator(PackStream* stream, NoiseGenerator* perlin);
|
||||
void noiseCopy(NoiseGenerator* source, NoiseGenerator* destination);
|
||||
void noiseValidate(NoiseGenerator* generator);
|
||||
void noiseGenerateBaseNoise(NoiseGenerator* generator, int size);
|
||||
int noiseGetBaseSize(NoiseGenerator* generator);
|
||||
double noiseGetMaxValue(NoiseGenerator* generator);
|
||||
|
|
Loading…
Reference in a new issue