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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711
|
/**************************************************************************/
/* 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_terrain.h"
#include "noise.h"
TriangleMeshTerrain::TriangleMeshTerrain(Progress* progress)
:TriangleMesh(progress)
,max_height(0.0)
{}
TriangleMeshTerrain::~TriangleMeshTerrain()
{}
void TriangleMeshTerrain::do_noise(const ParametersTerrain& parameters)
{
if (parameters.noise.terms==0 || parameters.noise.amplitude==0) return;
const uint steps=vertices();
uint step=0;
progress_start(100,"Noise");
MultiscaleNoise noise(parameters.seed,parameters.noise.terms,parameters.noise.amplitude_decay);
for (uint i=0;i<vertices();i++)
{
step++;
progress_step((100*step)/steps);
const float h=vertex_height(i);
const float p=parameters.noise.amplitude*noise(parameters.noise.frequency*vertex(i).position());
set_vertex_height(i,h+p);
}
progress_complete("Noise complete");
}
void TriangleMeshTerrain::do_sea_level(const ParametersTerrain& /*parameters*/)
{
// Introduce sea level
const uint steps=vertices()+triangles();
uint step=0;
progress_start(100,"Sea level");
{
std::vector<bool> sea_vertices(vertices()); // Flag vertices forced to sea level
for (uint i=0;i<vertices();i++)
{
step++;
progress_step((100*step)/steps);
const float m=vertex_height(i);
if (m<=0.0)
{
set_vertex_height(i,0.0);
sea_vertices[i]=true;
}
else if (m>max_height)
max_height=m;
}
std::vector<Triangle> land_sea[2];
for (uint i=0;i<triangles();i++)
{
step++;
progress_step((100*step)/steps);
const Triangle& t=triangle(i);
land_sea[sea_vertices[t.vertex(0)] && sea_vertices[t.vertex(1)] && sea_vertices[t.vertex(2)]].push_back(t);
}
_triangle_switch_colour=land_sea[0].size();
_triangle=land_sea[0];
_triangle.insert(_triangle.end(),land_sea[1].begin(),land_sea[1].end());
}
progress_complete("Sea level completed");
}
void TriangleMeshTerrain::do_power_law(const ParametersTerrain& parameters)
{
const uint steps=vertices();
uint step=0;
progress_start(100,"Power law");
for (uint i=0;i<vertices();i++)
{
step++;
progress_step((100*step)/steps);
const float h=vertex_height(i);
if (h>geometry().epsilon())
set_vertex_height(i,max_height*pow(h/max_height,parameters.power_law));
}
progress_complete("Power law completed");
}
inline void insert_unique(std::vector<uint>& v,uint x)
{
if (std::find(v.begin(),v.end(),x)==v.end()) v.push_back(x);
}
void TriangleMeshTerrain::do_rivers(const ParametersTerrain& parameters)
{
if (parameters.rivers==0) return;
Random01 r01(parameters.rivers_seed);
std::vector<bool> is_sea_vertex(vertices());
// Used to use a vector of sets, but this saves memory and there aren't many elements to each set
std::vector<std::vector<uint> > vertex_neighbours(vertices());
progress_start(100,"River preparation");
const uint prep_steps=triangles();
uint step=0;
// Need to know each vertex's neighbours (for land vertices)
for (uint i=0;i<triangles_of_colour0();i++)
{
step++;
progress_step((100*step)/prep_steps);
const Triangle& t=triangle(i);
insert_unique(vertex_neighbours[t.vertex(0)],t.vertex(1));
insert_unique(vertex_neighbours[t.vertex(0)],t.vertex(2));
insert_unique(vertex_neighbours[t.vertex(1)],t.vertex(0));
insert_unique(vertex_neighbours[t.vertex(1)],t.vertex(2));
insert_unique(vertex_neighbours[t.vertex(2)],t.vertex(0));
insert_unique(vertex_neighbours[t.vertex(2)],t.vertex(1));
}
for (uint i=triangles_of_colour0();i!=triangles();i++)
{
step++;
progress_step((100*step)/prep_steps);
const Triangle& t=triangle(i);
is_sea_vertex[t.vertex(0)]=true;
is_sea_vertex[t.vertex(1)]=true;
is_sea_vertex[t.vertex(2)]=true;
}
progress_complete("River preparation completed");
progress_start(100,"Rivers");
const uint maximum_lake_size=(uint)(vertices()*parameters.lake_becomes_sea);
const uint steps=parameters.rivers;
step=0;
for (uint r=0;r<parameters.rivers;r++)
{
step++;
progress_step((100*step)/steps);
unsigned int last_stall_warning=0;
std::set<uint> vertices_to_add;
// Also track the height of vertices in the river.
// When a river level rise is forced we can look for upstream points to bring back into the current set
std::multimap<float,uint> vertices_to_add_by_height;
std::set<uint> current_vertices;
float current_vertices_height;
// Pick a random non sea triangle to start river
// Would like to use __gnu_cxx::random_sample_n but can't get it to work
uint source_vertex=(uint)(r01()*vertices());
// Rivers starting in the sea are skipped to keep river density independent of land area, and to avoid lock-up on all-sea planets
if (is_sea_vertex[source_vertex])
continue;
current_vertices.insert(source_vertex);
current_vertices_height=vertex_height(source_vertex);
while(true)
{
bool reached_sea=false;
std::set<uint> current_vertices_neighbours;
for (std::set<uint>::const_iterator it=current_vertices.begin();it!=current_vertices.end();it++)
{
vertices_to_add.insert(*it);
vertices_to_add_by_height.insert(std::make_pair(current_vertices_height,*it));
reached_sea|=(is_sea_vertex[*it]);
const std::vector<uint>& neighbours=vertex_neighbours[*it];
// Only vertices NOT in the current river section are of interest
for (std::vector<uint>::const_iterator it_n=neighbours.begin();it_n!=neighbours.end();it_n++)
{
if (current_vertices.find(*it_n)==current_vertices.end())
current_vertices_neighbours.insert(*it_n);
}
}
// Find the heights of everything we could flow to
std::multimap<float,uint> flow_candidates;
for (std::set<uint>::const_iterator it=current_vertices_neighbours.begin();it!=current_vertices_neighbours.end();it++)
{
flow_candidates.insert(std::multimap<float,uint>::value_type(vertex_height(*it),*it));
}
if (reached_sea)
{
break;
}
else if (current_vertices.size()>=maximum_lake_size)
{
break; // Lake becomes an inland sea
}
else
{
// If there is any intersection between the current river hexes and completed rivers then we're done
bool meets_existing=false;
for (std::set<uint>::const_iterator it=current_vertices.begin();it!=current_vertices.end();it++)
{
if (river_vertices.find(*it)!=river_vertices.end())
{
meets_existing=true;
break;
}
}
if (meets_existing)
{
break;
}
}
unsigned int num_current_vertices=0;
if (flow_candidates.empty()) // Not sure how this could ever happen, but just to be safe...
{
std::cerr << "Warning: Unexpected internal state: no flow candidates for a river\n";
break;
}
else if ((*(flow_candidates.begin())).first<current_vertices_height-geometry().epsilon()) // Can flow downhill...
{
// We just flow into ONE vertex, otherwise rivers will expand to inundate all lower terrain
current_vertices.clear();
current_vertices_height=(*(flow_candidates.begin())).first;
current_vertices.insert((*(flow_candidates.begin())).second);
num_current_vertices=1;
//std::cerr << "-" << current_vertices.size();
}
else if ((*(flow_candidates.begin())).first<current_vertices_height+geometry().epsilon()) // Or expand across flat...
{
// But if there are multiple candidates on the same level, flow into all of them
std::multimap<float,uint>::const_iterator flat_end=flow_candidates.upper_bound(current_vertices_height+geometry().epsilon());
for (std::multimap<float,uint>::const_iterator it_flat=flow_candidates.begin();it_flat!=flat_end;it_flat++)
{
current_vertices.insert((*it_flat).second);
}
num_current_vertices=current_vertices.size();
//std::cerr << "=" << current_vertices.size();
}
else // Otherwise the water level must rise to height of the lowest flow candidate
{
current_vertices_height=(*(flow_candidates.begin())).first+geometry().epsilon(); // Rise a bit more to avoid getting stuck due to precision.
const uint outflow_vertex=(*(flow_candidates.begin())).second;
current_vertices.insert(outflow_vertex);
// Any vertices upstream below the new height should now become part of the current set, and have their level raised.
std::multimap<float,uint>::iterator backflow_end=vertices_to_add_by_height.upper_bound(current_vertices_height);
for (std::multimap<float,uint>::iterator it=vertices_to_add_by_height.begin();it!=backflow_end;it++)
{
const uint v=(*it).second;
current_vertices.insert(v);
set_vertex_height(v,current_vertices_height);
}
vertices_to_add_by_height.erase(vertices_to_add_by_height.begin(),backflow_end);
// Raise level of everything in the working set
// Also count vertices rather than having .size() iterate over them again.
for (std::set<uint>::const_iterator it=current_vertices.begin();it!=current_vertices.end();it++)
{
set_vertex_height(*it,current_vertices_height);
num_current_vertices++;
}
//std::cerr << "+" << current_vertices.size();
}
if (num_current_vertices>=last_stall_warning+100)
{
std::ostringstream msg;
msg << "Rivers (delay: " << num_current_vertices << " vertex lake)";
progress_stall(msg.str());
last_stall_warning=num_current_vertices;
}
else if (num_current_vertices+100<=last_stall_warning)
{
std::ostringstream msg;
msg << "Rivers: lake complete";
progress_stall(msg.str());
last_stall_warning=num_current_vertices;
}
}
river_vertices.insert(vertices_to_add.begin(),vertices_to_add.end());
}
progress_complete("Rivers completed");
}
void TriangleMeshTerrain::do_colours(const ParametersTerrain& parameters)
{
const uint steps=triangles_of_colour1()+vertices();
uint step=0;
progress_start(100,"Colouring");
// Colour any triangles which need colouring (ie just sea)
ByteRGBA colour_ocean(parameters.colour_ocean);
ByteRGBA colour_river(parameters.colour_river);
if (parameters.oceans_and_rivers_emissive>0.0f)
{
colour_ocean.a=0;
colour_river.a=0;
}
for (uint i=triangles_of_colour0();i!=triangles();i++)
{
step++;
progress_step((100*step)/steps);
vertex(triangle(i).vertex(0)).colour(1,colour_ocean);
vertex(triangle(i).vertex(1)).colour(1,colour_ocean);
vertex(triangle(i).vertex(2)).colour(1,colour_ocean);
// For debugging, set the colour0 of those triangles to red
vertex(triangle(i).vertex(0)).colour(0,ByteRGBA(255,0,0,255));
vertex(triangle(i).vertex(1)).colour(0,ByteRGBA(255,0,0,255));
vertex(triangle(i).vertex(2)).colour(0,ByteRGBA(255,0,0,255));
}
const float treeline=0.25;
const float beachline=0.01;
// Colour all vertices
for (uint i=0;i<vertices();i++)
{
step++;
progress_step((100*step)/steps);
bool is_river=(river_vertices.find(i)!=river_vertices.end());
float average_slope=1.0-(geometry().up(vertex(i).position())%vertex(i).normal());
const float normalised_height=vertex_height(i)/max_height;
float snowline_here=
parameters.snowline_equator
+fabs(geometry().normalised_latitude(vertex(i).position()))*(parameters.snowline_pole-parameters.snowline_equator)
+parameters.snowline_slope_effect*average_slope
-(is_river ? parameters.snowline_glacier_effect : 0.0);
if (snowline_here>0.0)
snowline_here=pow(snowline_here,parameters.snowline_power_law);
if (normalised_height>snowline_here)
{
vertex(i).colour(0,parameters.colour_snow);
}
else if (is_river)
{
vertex(i).colour(0,parameters.colour_river);
}
else if (normalised_height<beachline)
{
vertex(i).colour(0,parameters.colour_shoreline);
}
else if (normalised_height<treeline)
{
const float blend=normalised_height/treeline;
vertex(i).colour(0,blend*parameters.colour_high+(1.0-blend)*parameters.colour_low);
}
else
{
vertex(i).colour(0,parameters.colour_high);
}
}
progress_complete("Colouring completed");
}
void TriangleMeshTerrain::do_terrain(const ParametersTerrain& parameters)
{
do_noise(parameters);
do_sea_level(parameters);
do_power_law(parameters);
do_rivers(parameters);
compute_vertex_normals();
do_colours(parameters);
set_emissive(parameters.oceans_and_rivers_emissive);
}
void TriangleMeshTerrain::write_blender(std::ofstream& out,const ParametersSave&,const ParametersTerrain&,const std::string& mesh_name) const
{
TriangleMesh::write_blender(out,mesh_name+".terrain",0);
}
namespace
{
template <typename T> const T lerp(float l,const T& v0,const T& v1)
{
return (1.0f-l)*v0+l*v1;
}
FloatRGBA fn(const XYZ& v)
{
const XYZ n(v.normalised());
return FloatRGBA(0.5f+0.5f*n.x,0.5f+0.5f*n.y,0.5f+0.5f*n.z,0.0f);
}
class ScanConvertHelper : public ScanConvertBackend
{
public:
ScanConvertHelper
(
Raster<ByteRGBA>& image,
Raster<ushort>* dem,
Raster<ByteRGBA>* normalmap,
const boost::array<FloatRGBA,3>& vertex_colours,
const boost::array<float,3>& vertex_heights,
const boost::array<XYZ,3>& vertex_normals
)
:ScanConvertBackend(image.width(),image.height())
,_image(image)
,_dem(dem)
,_normalmap(normalmap)
,_vertex_colours(vertex_colours)
,_vertex_heights(vertex_heights)
,_vertex_normals(vertex_normals)
{
if (_dem) assert(_image.width()==_dem->width() && _image.height()==_dem->height());
if (_normalmap) assert(_image.width()==_normalmap->width() && _image.height()==_normalmap->height());
}
virtual ~ScanConvertHelper()
{}
virtual void scan_convert_backend(uint y,const ScanEdge& edge0,const ScanEdge& edge1) const
{
const FloatRGBA c0=lerp(edge0.lambda,_vertex_colours[edge0.vertex0],_vertex_colours[edge0.vertex1]);
const FloatRGBA c1=lerp(edge1.lambda,_vertex_colours[edge1.vertex0],_vertex_colours[edge1.vertex1]);
_image.scan(y,edge0.x,c0,edge1.x,c1);
if (_dem)
{
const float h0=lerp(edge0.lambda,_vertex_heights[edge0.vertex0],_vertex_heights[edge0.vertex1]);
const float h1=lerp(edge1.lambda,_vertex_heights[edge1.vertex0],_vertex_heights[edge1.vertex1]);
_dem->scan(y,edge0.x,h0,edge1.x,h1);
}
if (_normalmap)
{
const XYZ n0(lerp(edge0.lambda,_vertex_normals[edge0.vertex0],_vertex_normals[edge0.vertex1]).normalised());
const XYZ n1(lerp(edge1.lambda,_vertex_normals[edge1.vertex0],_vertex_normals[edge1.vertex1]).normalised());
_normalmap->scan<XYZ>(y,edge0.x,n0,edge1.x,n1,fn);
}
}
virtual void subdivide(const boost::array<XYZ,3>& v,const XYZ& m,const ScanConverter& scan_converter) const
{
// Subdivision pattern (into 7) avoids creating any mid-points in edges shared with other triangles.
const boost::array<XYZ,3> vm=
{{
(v[1]+v[2]+m)/3.0f,
(v[0]+v[2]+m)/3.0f,
(v[0]+v[1]+m)/3.0f
}};
//! \todo This isn't right (for correct value would need to compute barycentric coordinates of m), but it will should only affect one facet at the pole.
const boost::array<FloatRGBA,3> cm=
{{
0.5f*(_vertex_colours[1]+_vertex_colours[2]),
0.5f*(_vertex_colours[0]+_vertex_colours[2]),
0.5f*(_vertex_colours[0]+_vertex_colours[1])
}};
const boost::array<float,3> hm=
{{
0.5f*(_vertex_heights[1]+_vertex_heights[2]),
0.5f*(_vertex_heights[0]+_vertex_heights[2]),
0.5f*(_vertex_heights[0]+_vertex_heights[1])
}};
const boost::array<XYZ,3> nm=
{{
(_vertex_normals[1]+_vertex_normals[2]).normalised(),
(_vertex_normals[0]+_vertex_normals[2]).normalised(),
(_vertex_normals[0]+_vertex_normals[1]).normalised()
}};
{
const boost::array<XYZ,3> p={{v[0],v[1],vm[2]}};
const boost::array<FloatRGBA,3> c={{_vertex_colours[0],_vertex_colours[1],cm[2]}};
const boost::array<float,3> h={{_vertex_heights[0],_vertex_heights[1],hm[2]}};
const boost::array<XYZ,3> n={{_vertex_normals[0],_vertex_normals[1],nm[2]}};
scan_converter.scan_convert(p,ScanConvertHelper(_image,_dem,_normalmap,c,h,n));
}
{
const boost::array<XYZ,3> p={{v[1],v[2],vm[0]}};
const boost::array<FloatRGBA,3> c={{_vertex_colours[1],_vertex_colours[2],cm[0]}};
const boost::array<float,3> h={{_vertex_heights[1],_vertex_heights[2],hm[0]}};
const boost::array<XYZ,3> n={{_vertex_normals[1],_vertex_normals[2],nm[0]}};
scan_converter.scan_convert(p,ScanConvertHelper(_image,_dem,_normalmap,c,h,n));
}
{
const boost::array<XYZ,3> p={{v[2],v[0],vm[1]}};
const boost::array<FloatRGBA,3> c={{_vertex_colours[2],_vertex_colours[0],cm[1]}};
const boost::array<float,3> h={{_vertex_heights[2],_vertex_heights[0],hm[1]}};
const boost::array<XYZ,3> n={{_vertex_normals[2],_vertex_normals[0],nm[1]}};
scan_converter.scan_convert(p,ScanConvertHelper(_image,_dem,_normalmap,c,h,n));
}
{
const boost::array<XYZ,3> p={{v[0],vm[2],vm[1]}};
const boost::array<FloatRGBA,3> c={{_vertex_colours[0],cm[2],cm[1]}};
const boost::array<float,3> h={{_vertex_heights[0],hm[2],hm[1]}};
const boost::array<XYZ,3> n={{_vertex_normals[0],nm[2],nm[1]}};
scan_converter.scan_convert(p,ScanConvertHelper(_image,_dem,_normalmap,c,h,n));
}
{
const boost::array<XYZ,3> p={{v[1],vm[0],vm[2]}};
const boost::array<FloatRGBA,3> c={{_vertex_colours[1],cm[0],cm[2]}};
const boost::array<float,3> h={{_vertex_heights[1],hm[0],hm[2]}};
const boost::array<XYZ,3> n={{_vertex_normals[1],nm[0],nm[2]}};
scan_converter.scan_convert(p,ScanConvertHelper(_image,_dem,_normalmap,c,h,n));
}
{
const boost::array<XYZ,3> p={{v[2],vm[1],vm[0]}};
const boost::array<FloatRGBA,3> c={{_vertex_colours[2],cm[1],cm[0]}};
const boost::array<float,3> h={{_vertex_heights[2],hm[1],hm[0]}};
const boost::array<XYZ,3> n={{_vertex_normals[2],nm[1],nm[0]}};
scan_converter.scan_convert(p,ScanConvertHelper(_image,_dem,_normalmap,c,h,n));
}
{
scan_converter.scan_convert(vm,ScanConvertHelper(_image,_dem,_normalmap,cm,hm,nm));
}
}
private:
Raster<ByteRGBA>& _image;
Raster<ushort>* _dem;
Raster<ByteRGBA>* _normalmap;
const boost::array<FloatRGBA,3>& _vertex_colours;
const boost::array<float,3>& _vertex_heights;
const boost::array<XYZ,3>& _vertex_normals;
};
}
void TriangleMeshTerrain::render_texture
(
Raster<ByteRGBA>& image,
Raster<ushort>* dem,
Raster<ByteRGBA>* normal_map,
bool shading,
float ambient,
const XYZ& illumination
) const
{
progress_start(100,"Generating textures");
for (uint i=0;i<triangles();i++)
{
const Triangle& t=triangle(i);
const boost::array<const Vertex*,3> vertices
={{
&vertex(t.vertex(0)),
&vertex(t.vertex(1)),
&vertex(t.vertex(2)),
}};
const boost::array<XYZ,3> vertex_positions
={{
vertices[0]->position(),
vertices[1]->position(),
vertices[2]->position()
}};
const uint which_colour=(i<triangles_of_colour0() ? 0 : 1);
const boost::array<FloatRGBA,3> vertex_colours
={{
FloatRGBA(vertices[0]->colour(which_colour))*(shading ? ambient+(1.0f-ambient)*std::max(0.0f,vertices[0]->normal()%illumination) : 1.0f),
FloatRGBA(vertices[1]->colour(which_colour))*(shading ? ambient+(1.0f-ambient)*std::max(0.0f,vertices[1]->normal()%illumination) : 1.0f),
FloatRGBA(vertices[2]->colour(which_colour))*(shading ? ambient+(1.0f-ambient)*std::max(0.0f,vertices[2]->normal()%illumination) : 1.0f)
}};
const boost::array<float,3> vertex_heights
={{
std::max(0.0f,std::min(65535.0f,65535.0f*geometry().height(vertices[0]->position()))),
std::max(0.0f,std::min(65535.0f,65535.0f*geometry().height(vertices[1]->position()))),
std::max(0.0f,std::min(65535.0f,65535.0f*geometry().height(vertices[2]->position())))
}};
const boost::array<XYZ,3> vertex_normals
={{
vertices[0]->normal(),
vertices[1]->normal(),
vertices[2]->normal()
}};
ScanConvertHelper backend(image,dem,normal_map,vertex_colours,vertex_heights,vertex_normals);
geometry().scan_convert
(
vertex_positions,
backend
);
progress_step((100*i)/(triangles()-1));
}
progress_complete("Texture generation completed");
}
TriangleMeshTerrainPlanet::TriangleMeshTerrainPlanet(const ParametersTerrain& parameters,Progress* progress)
:TriangleMesh(progress)
,TriangleMeshTerrain(progress)
,TriangleMeshSubdividedIcosahedron(1.0+parameters.variation.z*parameters.base_height,parameters.subdivisions,parameters.subdivisions_unperturbed,parameters.seed,parameters.variation,progress)
{
do_terrain(parameters);
}
void TriangleMeshTerrainPlanet::write_povray(std::ofstream& out,const ParametersSave& param_save,const ParametersTerrain& parameters_terrain) const
{
if (param_save.pov_sea_object)
{
out
<< "sphere {<0.0,0.0,0.0>,1.0 pigment{rgb "
<< parameters_terrain.colour_ocean.format_pov_rgb()
<< "} finish {ambient "
<< emissive()
<< " diffuse "
<< 1.0f-emissive()
<< "}}\n";
}
if (param_save.pov_atmosphere)
{
out
<< "sphere {<0.0,0.0,0.0>,1.025 hollow texture {pigment {color rgbf 1}} interior{media{scattering{1,color rgb <1.0,1.0,1.0> extinction 1}}}}\n"
<< "sphere {<0.0,0.0,0.0>,1.05 hollow texture {pigment {color rgbf 1}} interior{media{scattering{1,color rgb <0.0,0.0,1.0> extinction 1}}}}\n";
}
TriangleMesh::write_povray(out,param_save.pov_sea_object,false,false); // Don't double illuminate. Don't no-shadow.
}
TriangleMeshTerrainFlat::TriangleMeshTerrainFlat(const ParametersTerrain& parameters,Progress* progress)
:TriangleMesh(progress)
,TriangleMeshTerrain(progress)
,TriangleMeshFlat(parameters.object_type,parameters.variation.z*parameters.base_height,parameters.seed,progress)
{
subdivide(parameters.subdivisions,parameters.subdivisions_unperturbed,parameters.variation);
do_terrain(parameters);
}
void TriangleMeshTerrainFlat::write_povray(std::ofstream& out,const ParametersSave& param_save,const ParametersTerrain& parameters_terrain) const
{
if (param_save.pov_sea_object)
{
out
<< "plane {<0.0,1.0,0.0>,0.0 pigment{rgb "
<< parameters_terrain.colour_ocean.format_pov_rgb()
<< "} finish {ambient "
<< emissive()
<< " diffuse "
<< 1.0f-emissive()
<< "}}\n";
}
if (param_save.pov_atmosphere)
{
out
<< "plane {<0.0,1.0,0.0>,0.05 hollow texture {pigment {color rgbf 1}} interior{media{scattering{1,color rgb <1.0,1.0,1.0> extinction 1}}}}\n"
<< "plane {<0.0,1.0,0.0>,0.1 hollow texture {pigment {color rgbf 1}} interior{media{scattering{1,color rgb <0.0,0.0,1.0> extinction 1}}}}\n";
}
TriangleMesh::write_povray(out,param_save.pov_sea_object,false,false); // Don't double illuminate. Don't no-shadow.
}
|