paysages3d/src/render/software/TexturesRenderer.cpp

220 lines
7.5 KiB
C++

#include "TexturesRenderer.h"
#include <cmath>
#include "Scenery.h"
#include "SoftwareRenderer.h"
#include "TextureLayerDefinition.h"
#include "TexturesDefinition.h"
#include "Zone.h"
#include "NoiseNode.h"
#include "FractalNoise.h"
#include "NoiseGenerator.h"
TexturesRenderer::TexturesRenderer(SoftwareRenderer *parent) : parent(parent) {
}
TexturesRenderer::~TexturesRenderer() {
}
void TexturesRenderer::update() {
}
/*
* Get the base presence factor of a layer, not accounting for other layers.
*/
double TexturesRenderer::getLayerBasePresence(TextureLayerDefinition *layer,
const TerrainRenderer::TerrainResult &terrain) {
return layer->terrain_zone->getValue(terrain.location, terrain.normal);
}
/*
* Get triplanar noise value, depending on the normal direction.
*/
double TexturesRenderer::getTriplanarNoise(const FractalNoise *noise, const Vector3 &location, const Vector3 &normal) {
// TODO Detail control
double noiseXY = noise->get2d(0.001, location.x, location.y);
double noiseXZ = noise->get2d(0.001, location.x, location.z);
double noiseYZ = noise->get2d(0.001, location.y, location.z);
double mXY = fabs(normal.z);
double mXZ = fabs(normal.y);
double mYZ = fabs(normal.x);
double total = 1.0 / (mXY + mXZ + mYZ);
mXY *= total;
mXZ *= total;
mYZ *= total;
return noiseXY * mXY + noiseXZ * mXZ + noiseYZ * mYZ;
}
static double _compatGetTriplanarNoise(NoiseGenerator *noise, const Vector3 &location, const Vector3 &normal) {
double noiseXY = noise->get2DTotal(location.x, location.y);
double noiseXZ = noise->get2DTotal(location.x, location.z);
double noiseYZ = noise->get2DTotal(location.y, location.z);
double mXY = fabs(normal.z);
double mXZ = fabs(normal.y);
double mYZ = fabs(normal.x);
double total = 1.0 / (mXY + mXZ + mYZ);
mXY *= total;
mXZ *= total;
mYZ *= total;
return noiseXY * mXY + noiseXZ * mXZ + noiseYZ * mYZ;
}
double TexturesRenderer::getMaximalDisplacement(TexturesDefinition *textures) {
int i, n;
double disp = 0.0;
n = textures->getLayerCount();
for (i = 0; i < n; i++) {
TextureLayerDefinition *layer = textures->getTextureLayer(i);
if (layer->displacement_height > 0.0) {
disp += layer->displacement_height;
}
}
return disp;
}
static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, Vector3 south, Vector3 west) {
Vector3 dnorth, deast, dsouth, dwest, normal;
dnorth = north.sub(center);
deast = east.sub(center);
dsouth = south.sub(center);
dwest = west.sub(center);
normal = deast.crossProduct(dnorth);
normal = normal.add(dsouth.crossProduct(deast));
normal = normal.add(dwest.crossProduct(dsouth));
normal = normal.add(dnorth.crossProduct(dwest));
return normal.normalize();
}
static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south) {
return south.sub(center).crossProduct(east.sub(center)).normalize();
}
static Vector3 _getDetailNormal(SoftwareRenderer *renderer, Vector3 base_location, Vector3 base_normal,
TextureLayerDefinition *layer) {
TexturesRenderer *textures = renderer->getTexturesRenderer();
Vector3 result;
double offset = 0.01;
/* Find guiding vectors in the appoximated local plane */
Vector3 dx, dy;
Vector3 pivot;
if (base_normal.y > 0.95) {
pivot = VECTOR_NORTH;
} else {
pivot = VECTOR_UP;
}
dx = base_normal.crossProduct(pivot).normalize();
dy = base_normal.crossProduct(dx).normalize();
/* Apply detail noise locally */
Vector3 center, north, east, south, west;
auto detail_noise = layer->propDetailNoise()->getGenerator();
center =
base_location.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, base_location, base_normal)));
east = base_location.add(dx.scale(offset));
east = east.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, east, base_normal)));
south = base_location.add(dy.scale(offset));
south = south.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, south, base_normal)));
if (renderer->render_quality > 6) {
west = base_location.add(dx.scale(-offset));
west = west.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, west, base_normal)));
north = base_location.add(dy.scale(-offset));
north = north.add(base_normal.scale(textures->getTriplanarNoise(detail_noise, north, base_normal)));
result = _getNormal4(center, north, east, south, west);
} else {
result = _getNormal2(center, east, south);
}
if (result.dotProduct(base_normal) < 0.0) {
result = result.scale(-1.0);
}
return result;
}
Vector3 TexturesRenderer::displaceTerrain(const TerrainRenderer::TerrainResult &terrain) {
TexturesDefinition *textures = parent->getScenery()->getTextures();
double offset = 0.0;
int i, n;
n = textures->getLayerCount();
for (i = 0; i < n; i++) {
TextureLayerDefinition *layer = textures->getTextureLayer(i);
if (layer->displacement_height > 0.0) {
double presence = getLayerBasePresence(layer, terrain);
Vector3 location = {terrain.location.x / layer->displacement_scaling,
terrain.location.y / layer->displacement_scaling,
terrain.location.z / layer->displacement_scaling};
offset += _compatGetTriplanarNoise(layer->_displacement_noise, location, terrain.normal) * presence *
layer->displacement_height;
}
}
return terrain.location.add(terrain.normal.normalize().scale(offset));
}
double TexturesRenderer::getBasePresence(int layer, const TerrainRenderer::TerrainResult &terrain) {
TextureLayerDefinition *layerdef = parent->getScenery()->getTextures()->getTextureLayer(layer);
return getLayerBasePresence(layerdef, terrain);
}
TexturesRenderer::TexturesResult TexturesRenderer::applyToTerrain(double x, double z) {
TexturesDefinition *textures = parent->getScenery()->getTextures();
TexturesResult result;
// Displacement
TerrainRenderer::TerrainResult terrain = parent->getTerrainRenderer()->getResult(x, z, 1, 1);
// TODO Displaced textures had their presence already computed before, store that result and use it
// Find presence of each layer
int n = textures->getLayerCount();
int start = 0;
for (int i = 0; i < n; i++) {
TexturesLayerResult &layer = result.layers[i];
layer.definition = textures->getTextureLayer(i);
layer.presence = getBasePresence(i, terrain);
if (layer.presence > 0.9999) {
start = i;
}
}
result.layer_count = n;
result.base_location = terrain.location;
result.base_normal = terrain.normal;
result.final_location = terrain.location;
result.final_color = COLOR_GREEN;
// Compute and merge colors of visible layers
for (int i = start; i < n; i++) {
TexturesLayerResult &layer = result.layers[i];
if (layer.presence > 0.0) {
Vector3 normal = _getDetailNormal(parent, terrain.location, terrain.normal, layer.definition);
Vector3 location(x, terrain.location.y, z);
layer.color = parent->applyLightingToSurface(location, normal, *layer.definition->material);
layer.color.a = layer.presence;
result.final_color.mask(layer.color);
} else {
layer.color = COLOR_TRANSPARENT;
}
}
return result;
}