📄 ogreipltexture_splatting2.cpp
字号:
alpha2 = 0;
alpha3 = 0;
alpha4 = 0;
// Calculate the current Point position
int x = j % 256;
int z = j / 256;
// Ask for the current height value and the 8 surrounding values
Real height[9];
//TODO: optimize this so it takes into account the neighbour page height too
if ( x == 0 )
{
x = 1;
}
else if ( x == 255 )
{
x = 254;
}
if ( z == 0 )
{
z = 1;
}
else if ( z == 255 )
{
z = 254;
}
Vector3 scale = IPLOptions::getSingleton( ).scale;
height[0] = mPage->getHeightData( )->getHeight( x - 1, z - 1 ) * scale.y; // Top-Left
height[1] = mPage->getHeightData( )->getHeight( x, z - 1 ) * scale.y; // Top-Center
height[2] = mPage->getHeightData( )->getHeight( x + 1, z - 1 ) * scale.y; // Top-Right
height[3] = mPage->getHeightData( )->getHeight( x - 1, z ) * scale.y; // Left
height[4] = mPage->getHeightData( )->getHeight( x, z ) * scale.y; // Current Point
height[5] = mPage->getHeightData( )->getHeight( x + 1, z ) * scale.y; // Right
height[6] = mPage->getHeightData( )->getHeight( x - 1, z + 1 ) * scale.y; // Bottom-Left
height[7] = mPage->getHeightData( )->getHeight( x, z + 1 ) * scale.y; // Bottom-Center
height[8] = mPage->getHeightData( )->getHeight( x + 1, z + 1 ) * scale.y; // Bottom-Right
// Weight( pt1 , pt2 ) = 1 - DistanceSquared( pt1,pt2 ) / ( 1.75 )^2
//The slope test
Real max = 0.0;
Real min = 9999999.9;
Real sloppy[8];
Real dx = IPLOptions::getSingleton().scale.x;
Real dz = IPLOptions::getSingleton().scale.z;
sloppy[0] = abs( height[0] - height[4] ) / ( dx + dz );
sloppy[1] = abs( height[1] - height[4] ) / ( dz );
sloppy[2] = abs( height[2] - height[4] ) / ( dx + dz );
sloppy[3] = abs( height[3] - height[4] ) / ( dx );
sloppy[4] = abs( height[5] - height[4] ) / ( dx );
sloppy[5] = abs( height[6] - height[4] ) / ( dx + dz );
sloppy[6] = abs( height[7] - height[4] ) / ( dz );
sloppy[7] = abs( height[8] - height[4] ) / ( dx + dz );
//snow = 0
//sand = 1
//grass = 2
//rock = 3
for ( int i = 0; i < 7; i++ )
{
if ( height[4] < IPLOptions::getSingleton().matHeight[0] )
{
if ( sloppy[i] < 0.20 )
{
// grass-grass
_InterpolateColour( out, 1.0, 2, 2 );
_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 1.0, 2, 2 );
}
if ( sloppy[i] >= 0.15 && sloppy[i] < 0.40 )
{
// sand-grass
_InterpolateColour( out, 0.25, 1, 2 );
_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 0.25, 1, 2 );
}
if ( sloppy[i] >= 0.30 && sloppy[i] < 0.65 )
{
// sand-sand
_InterpolateColour( out, 1.0, 1, 1 );
_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 1.0, 1, 1 );
}
if ( sloppy[i] >= 0.55 && sloppy[i] < 0.75 )
{
// sand-rock
_InterpolateColour( out, 0.75, 1, 3 );
_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 0.75, 1, 3 );
}
if ( sloppy[i] >= 0.70 )
{
// rock-rock
_InterpolateColour( out, 1.0, 3, 3 );
_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 1.0, 3, 3 );
}
}
else if ( height[4] >= IPLOptions::getSingleton().matHeight[0] && height[4] < IPLOptions::getSingleton().matHeight[1] )
{
if ( sloppy[i] < 0.15 )
{
// grass-snow
_InterpolateColour( out, 0.25, 2, 0 );
_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 0.25, 2, 0 );
}
if ( sloppy[i] >= 0.10 && sloppy[i] < 0.45 )
{
// snow-sand
_InterpolateColour( out, 0.65, 0, 1 );
_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 0.65, 0, 1 );
}
if ( sloppy[i] >= 0.25 && sloppy[i] < 0.65 )
{
// snow-rock
_InterpolateColour( out, 0.5, 0, 3 );
_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 0.5, 0, 3 );
}
if ( sloppy[i] >= 0.50 && sloppy[i] < 0.75 )
{
// snow-rock
_InterpolateColour( out, 0.75, 0, 3 );
_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 0.75, 0, 3 );
}
if ( sloppy[i] >= 0.70 )
{
// rock-rock
_InterpolateColour( out, 1.0, 3, 3 );
_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 1.0, 3, 3 );
}
}
else
{
if ( sloppy[i] < 0.15 )
{
// snow-snow
_InterpolateColour( out, 1.0, 0, 0 );
_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 1.0, 0, 0 );
}
if ( sloppy[i] >= 0.10 && sloppy[i] < 0.45 )
{
// snow-sand
_InterpolateColour( out, 0.35, 0, 1 );
_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 0.35, 0, 1 );
}
if ( sloppy[i] >= 0.25 && sloppy[i] < 0.65 )
{
// snow-rock
_InterpolateColour( out, 0.5, 0, 3 );
_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 0.5, 0, 3 );
}
if ( sloppy[i] >= 0.50 && sloppy[i] < 0.75 )
{
// snow-rock
_InterpolateColour( out, 0.75, 0, 3 );
_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 0.75, 0, 3 );
}
if ( sloppy[i] >= 0.70 )
{
// rock-rock
_InterpolateColour( out, 1.0, 3, 3 );
_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 1.0, 3, 3 );
}
}
}
}
//-----------------------------------------------------------------------
void IPLTexture_Splatting2::_InterpolateColour( ColourValue& out, const Real percentaje, const int index1, const int index2 )
{
// D3DTOP_LERP GL_INTERPOLATE
Real tmp = 1 - percentaje;
if (percentaje < 1.0)
{
out.r = ( out.r + ( percentaje * IPLOptions::getSingleton().matColor[index1].r + tmp * IPLOptions::getSingleton().matColor[index2].r ) ) / 2;
out.g = ( out.g + ( percentaje * IPLOptions::getSingleton().matColor[index1].g + tmp * IPLOptions::getSingleton().matColor[index2].g ) ) / 2;
out.b = ( out.b + ( percentaje * IPLOptions::getSingleton().matColor[index1].b + tmp * IPLOptions::getSingleton().matColor[index2].b ) ) / 2;
}
}
//-----------------------------------------------------------------------
void IPLTexture_Splatting2::_InterpolateAlpha( Real& alpha1, Real& alpha2, Real& alpha3, Real& alpha4, const Real percentaje, const int index1, const int index2 )
{
if ( index1 == index2 )
{
if ( index1 == 0 )
{
alpha1 += 1.0;
}
else if ( index1 == 1 )
{
alpha2 += 1.0;
}
else if ( index1 == 2 )
{
alpha3 += 1.0;
}
else
{
alpha4 += 1.0;
}
}
else
{
if ( index2 == 0 )
{
alpha1 += percentaje;
}
else if ( index2 == 1 )
{
alpha2 += percentaje;
}
else if ( index2 == 2 )
{
alpha3 += percentaje;
}
else
{
alpha4 += percentaje;
}
if ( index1 == 0 )
{
alpha1 += 1.0 - percentaje;
}
else if ( index1 == 1 )
{
alpha2 += 1.0 - percentaje;
}
else if ( index1 == 2 )
{
alpha3 += 1.0 - percentaje;
}
else
{
alpha4 += 1.0 - percentaje;
}
}
//snow = 0
//sand = 1
//grass = 2
//rock = 3
alpha1 *= ( 4.0 / 5.0 );
alpha2 *= ( 3.0 / 5.0 );
alpha3 *= ( 4.0 / 5.0 );
alpha4 *= ( 2.0 / 5.0 );
// Normalize
Real total = ( alpha1 + alpha2 + alpha3 + alpha4 ) * 2.0;
alpha1 = alpha1 / total;
alpha2 = alpha2 / total;
alpha3 = alpha3 / total;
alpha4 = alpha4 / total;
}
} //namespace
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -