#include "private.h" #include #include /* * Get the base presence factor of a layer, not accounting for other layers. */ double texturesGetLayerBasePresence(TexturesLayerDefinition* layer, TerrainResult terrain) { return zoneGetValue(layer->terrain_zone, terrain.location, terrain.normal); } /* * Get triplanar noise value, depending on the normal direction. */ double texturesGetTriplanarNoise(NoiseGenerator* noise, Vector3 location, Vector3 normal) { /*assert(v3Norm(normal) == 1.0);*/ double noiseXY = noiseGet2DTotal(noise, location.x, location.y); double noiseXZ = noiseGet2DTotal(noise, location.x, location.z); double noiseYZ = noiseGet2DTotal(noise, location.y, location.z); double mXY = fabs(normal.z); double mXZ = fabs(normal.y); double mYZ = fabs(normal.x); double total = mXY + mXZ + mYZ; mXY /= total; mXZ /= total; mYZ /= total; return noiseXY * mXY + noiseXZ * mXZ + noiseYZ * mYZ; } double texturesGetMaximalDisplacement(TexturesDefinition* textures) { int i, n; double disp = 0.0; n = layersCount(textures->layers); for (i = 0; i < n; i++) { TexturesLayerDefinition* layer = layersGetLayer(textures->layers, i); if (layer->displacement_height > 0.0) { disp += layer->displacement_height; } } return disp; }