paysages3d/src/render/software/clouds/CloudModelCumuloNimbus.cpp

62 lines
2.2 KiB
C++

#include "CloudModelCumuloNimbus.h"
#include "NoiseGenerator.h"
#include "Vector3.h"
#include "CloudLayerDefinition.h"
CloudModelCumuloNimbus::CloudModelCumuloNimbus(CloudLayerDefinition *layer) : BaseCloudsModel(layer) {
noise = new NoiseGenerator();
}
CloudModelCumuloNimbus::~CloudModelCumuloNimbus() {
delete noise;
}
void CloudModelCumuloNimbus::update() {
noise->clearLevels();
noise->addLevelSimple(8.0, -1.0, 1.0);
noise->addLevelSimple(7.0 / 2.0, -0.6, 0.6);
noise->addLevelSimple(6.0 / 4.0, -0.3, 0.3);
noise->addLevelSimple(5.0 / 10.0, -0.15, 0.15);
/*noise->addLevelSimple(1.0 / 20.0, -0.09, 0.09);
noise->addLevelSimple(1.0 / 40.0, -0.06, 0.06);
noise->addLevelSimple(1.0 / 60.0, -0.03, 0.03);*/
noise->addLevelSimple(1.0 / 80.0, -0.015, 0.015);
noise->addLevelSimple(1.0 / 100.0, -0.06, 0.06);
noise->addLevelSimple(1.0 / 150.0, -0.015, 0.015);
noise->addLevelSimple(1.0 / 200.0, -0.009, 0.009);
noise->addLevelSimple(1.0 / 400.0, -0.024, 0.024);
noise->addLevelSimple(1.0 / 800.0, -0.003, 0.003);
noise->addLevelSimple(1.0 / 1000.0, -0.0015, 0.0015);
noise->normalizeAmplitude(-3.0, 4.0, 0);
noise->setState(layer->getNoiseState());
}
void CloudModelCumuloNimbus::getAltitudeRange(double *min_altitude, double *max_altitude) const {
*min_altitude = 5.0 + 10.0 * layer->altitude;
*max_altitude = *min_altitude + 50.0 + 50.0 * layer->scaling;
}
double CloudModelCumuloNimbus::getDensity(const Vector3 &location, double) const {
double val;
double min_altitude, max_altitude;
double noise_scaling = 60.0 * layer->scaling;
getAltitudeRange(&min_altitude, &max_altitude);
if (location.y < min_altitude || location.y > max_altitude) {
return 0.0;
} else {
double x = 1.5 * location.x / noise_scaling;
double y = (location.y - min_altitude) / noise_scaling;
double z = 1.5 * location.z / noise_scaling;
// double coverage = layer->coverage * layer->_coverage_by_altitude->getValue((position.y - layer->altitude) /
// layer->scaling);
double coverage = layer->coverage;
val = 0.5 * noise->get3DTotal(x, y, z);
return val - 1.0 + coverage;
}
}