File: triangle_mesh_cloud.cpp

package info (click to toggle)
fracplanet 0.4.0-5
  • links: PTS
  • area: main
  • in suites: stretch
  • size: 732 kB
  • ctags: 834
  • sloc: cpp: 5,749; sh: 135; makefile: 55
file content (195 lines) | stat: -rw-r--r-- 6,767 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
/**************************************************************************/
/*  Copyright 2009 Tim Day                                                */
/*                                                                        */
/*  This file is part of Fracplanet                                       */
/*                                                                        */
/*  Fracplanet is free software: you can redistribute it and/or modify    */
/*  it under the terms of the GNU General Public License as published by  */
/*  the Free Software Foundation, either version 3 of the License, or     */
/*  (at your option) any later version.                                   */
/*                                                                        */
/*  Fracplanet is distributed in the hope that it will be useful,         */
/*  but WITHOUT ANY WARRANTY; without even the implied warranty of        */
/*  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the         */
/*  GNU General Public License for more details.                          */
/*                                                                        */
/*  You should have received a copy of the GNU General Public License     */
/*  along with Fracplanet.  If not, see <http://www.gnu.org/licenses/>.   */
/**************************************************************************/

#include "precompiled.h"

#include "triangle_mesh_cloud.h"

#include "noise.h"
#include "matrix34.h"
#include "parameters_render.h"

TriangleMeshCloud::TriangleMeshCloud(Progress* progress)
  :TriangleMesh(progress)
{}

TriangleMeshCloud::~TriangleMeshCloud()
{}

void TriangleMeshCloud::write_povray(std::ofstream& out,const ParametersSave&,const ParametersCloud&) const
{
  // Double illuminate so underside of clouds is white.
  // No-shadow so clouds don't cast crazy dark shadows.
  TriangleMesh::write_povray(out,false,true,true);
}

void TriangleMeshCloud::write_blender(std::ofstream& out,const ParametersSave& parameters_save,const ParametersCloud&,const std::string& mesh_name) const
{
  TriangleMesh::write_blender
    (
     out,
     mesh_name+".cloud",
     (parameters_save.blender_per_vertex_alpha ? 0 : &parameters_save.parameters_render->background_colour_low)
     );
}

namespace 
{
  class ScanConvertHelper : public ScanConvertBackend
  {
  public:
    ScanConvertHelper(Raster<uchar>& image,const boost::array<float,3>& vertex_colours)
      :ScanConvertBackend(image.width(),image.height())
      ,_image(image)
      ,_vertex_colours(vertex_colours)
    {}
    virtual ~ScanConvertHelper()
    {}
    virtual void scan_convert_backend(uint /*y*/,const ScanEdge& /*edge0*/,const ScanEdge& /*edge1*/) const
    {}
    virtual void subdivide(const boost::array<XYZ,3>& /*v*/,const XYZ& /*m*/,const ScanConverter& /*scan_converter*/) const
    {}
  private:
    Raster<uchar>& _image;
    const boost::array<float,3>& _vertex_colours;
  };
}

void TriangleMeshCloud::render_texture(Raster<uchar>& image) const
{
  assert(false);
  image.fill(0);
  for (uint i=0;i<triangles();i++)
    {
      const Triangle& t=triangle(i);
      const boost::array<XYZ,3> vertex_positions
	={{
	  vertex(t.vertex(0)).position(),
	  vertex(t.vertex(1)).position(),
	  vertex(t.vertex(2)).position()
	}};
      const boost::array<float,3> vertex_colours
	={{
	  FloatRGBA(vertex(t.vertex(0)).colour(0)).a,
	  FloatRGBA(vertex(t.vertex(1)).colour(0)).a,
	  FloatRGBA(vertex(t.vertex(2)).colour(0)).a
	}};

      ScanConvertHelper scan_convert_backend(image,vertex_colours);
      geometry().scan_convert
	(
	 vertex_positions,
	 scan_convert_backend
	 );
    }
}

void TriangleMeshCloud::do_cloud(const ParametersCloud& parameters)
{
  compute_vertex_normals();

  progress_start(100,"Cloud colouring");

  const ByteRGBA c(parameters.colour);

  //! \todo Wire up terms, decay and base fequency and thresholds
  MultiscaleNoise noise(parameters.seed,6,0.5);
  for (uint i=0;i<vertices();i++)
    {
      progress_step((100*i)/vertices());

      const float v=0.5+0.5*noise(4.0f*vertex(i).position());
      const float v_min=0.5f;
      const float v_max=0.6f;
      const float v_k=1.0f/(v_max-v_min);
      const float vs=std::min(1.0f,std::max(0.0f,(v-v_min)*v_k));

      vertex(i).colour(0,ByteRGBA(c.r,c.g,c.b,static_cast<uint>(255.0*vs)));

      // Set other colour (unused) to red for debug
      vertex(i).colour(1,ByteRGBA(255,0,0,255));
    }
  progress_complete("Cloud colouring completed");

  // TODO: Eliminate all-transparent triangles & unused vertices.
  // Leave if nothing left

  // TODO: Bias weather into temperate bands (maybe not)

  progress_start(100,"Weather systems");

  Random01 r01(parameters.seed);
  const uint steps=100*vertices();
  uint step=0;
  for (uint i=0;i<parameters.weather_systems;i++)
    {
      const uint random_vertex=static_cast<uint>(r01()*vertices());
      const XYZ position(vertex(random_vertex).position());
      const XYZ axis(geometry().up(position));

      // Rotate opposite direction in other hemisphere
      const float strength=r01()*(position.z<0.0 ? -M_PI : M_PI);

      for (uint j=0;j<vertices();j++)
	{
	  progress_step((100*step)/steps);
	  step++;
      
	  const XYZ p(vertex(j).position());
	  const XYZ pn=geometry().up(p);
	  const float pna=pn%axis;

	  if (pna>0.0f)  // Don't create same feature on other side of planet (actually the distance would be big so could drop this)
	    {
	      const float distance=(p-position).magnitude();
	      const float rotation_angle=strength*exp(-10.0*distance);
	      
	      // Now rotate p about axis through position by the rotation angle
	      // TODO: Optimise!  axis and position is the same for all points; we're constantly recomputing the basis change matrices.
	      // Create a stateful version of Matrix34RotateAboutAxisThrough.
	      vertex(j).position
		(
		 Matrix34RotateAboutAxisThrough(axis,rotation_angle,position)*p
		 );
	    }
	}
    }

  progress_complete("Weather systems completed");
  
  _triangle_switch_colour=triangles();
}

TriangleMeshCloudPlanet::TriangleMeshCloudPlanet(const ParametersCloud& parameters,Progress* progress)
  :TriangleMesh(progress)
  ,TriangleMeshCloud(progress)
  ,TriangleMeshSubdividedIcosahedron(1.0+parameters.cloudbase,parameters.subdivisions,parameters.subdivisions,parameters.seed,XYZ(0.0,0.0,0.0),progress)
{
  do_cloud(parameters);
}

TriangleMeshCloudFlat::TriangleMeshCloudFlat(const ParametersCloud& parameters,Progress* progress)
  :TriangleMesh(progress)
  ,TriangleMeshCloud(progress)
  ,TriangleMeshFlat(parameters.object_type,parameters.cloudbase,parameters.seed,progress)
{
  subdivide(parameters.subdivisions,parameters.subdivisions,XYZ(0.0,0.0,0.0));
  do_cloud(parameters);
}