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Hi(gh)!
By request in the process of debugging, here the current version of the
script file mentioned in the subject:
// begin of code
#version 3.6;
#include "functions.inc"
#declare rds=false;
global_settings
{
assumed_gamma 2.2
#if (rds = true)
#declare amb=0;
radiosity { } // most basic radiosity, to be detailed in the future!
#else
#declare amb=0.05;
#end
}
#declare path="Rohdaten/"; // path for ASCII file containg elevation data
#declare path_textures="Texturen/";
#declare xdim=1000; // full resolution: 3601;
#declare ydim=1000; // full resolution: 3601;
#declare rd=6378140-422;
#declare rng=9270;
#declare flattening=0;
#declare latstart=41;
#declare latend=42;
#declare longstart=44;
#declare longend=45;
#declare latsize=latend-latstart;
#declare longsize=longend-longstart;
#declare month=7;
#declare res=1000; // full resolution: 3601;
#if (latstart-1 < 0)
#declare lat="s";
#else
#declare lat="n";
#end
#if (longstart < 0)
#declare long="w";
#else
#declare long="e";
#end
#declare tilename=concat(lat, str(latstart, -2, 0), long, str(longstart,
-3, 0));
// tiles are named by the coordinates of their southwestern corner!
#declare altdataname = concat(path, tilename, ".txt");
#declare NumVertices = xdim*ydim;
#declare NumFaces = (xdim-1)*(ydim-1)*2;
#declare NumNormals = NumVertices;
#declare NumTextures = NumVertices;
#declare V_vec_Arr = array[NumVertices];
#declare Face_Arr = array[NumFaces];
#declare N_vec_Arr = array[NumNormals];
#declare T_Arr = array[NumTextures];
#declare a = 0;
#declare P_Heightfield=
pigment
{
image_map
{
"Heightfields/n41e044_1000x1000.png"
interpolate 2
}
}
#declare P_Texture=
pigment
{
image_map
{
"Texturen/n41e044_2004-07.png"
interpolate 2
}
}
#declare a=0;
#declare c=0;
#while (a < ydim)
#declare b=0;
#while (b < xdim)
#declare hcolor = eval_pigment(P_Heightfield, <(0.5+b)*(1/xdim),
(0.5+a)*(1/ydim), 1>);
#declare hval = hcolor.red*rng+hcolor.green*(rng/255);
#declare V_vec_Arr[c] =
(rd+hval)*<sin(radians(-longstart-(b/xdim)*longsize))*(1-flattening)*cos(radians(latstart+(a/ydim)*latsize)),
(1-flattening)*sin(radians(latstart+(a/ydim)*latsize)),
cos(radians(-longstart-(b/xdim)*longsize))*(1-flattening)*cos(radians(latstart+(a/ydim)*latsize))>;
#declare c=c+1;
#declare b=b+1;
#end
#declare a=a+1;
#end
#declare a = 0;
#declare c = 0;
#while (a < ydim-1)
#declare b = 0;
#while (b < xdim-1)
#declare Face_Arr[c] = <a*res+b, a*res+b+1, (a+1)*res+b>;
#declare Face_Arr[c+1] = <a*res+b+1, (a+1)*res+b+1, (a+1)*res+b>;
#declare c = c+2;
#declare b = b+1;
#end
#declare a = a+1;
#end
#declare a=0; // vcross(C-B,A-B)
#declare c=0;
#while (a < ydim)
#declare b=0;
#while (b < xdim)
#if (a=0 & b=0) // lower left corner: 1 adjacent face
#declare nno = vcross(V_vec_Arr[xdim]-V_vec_Arr[1],
V_vec_Arr[0]-V_vec_Arr[1]);
#else
#if (a=0 & b>0 & b<xdim-1) // row 0 except lower left and lower
right corner: 3 adjacent faces per vertex
#declare nno = vcross(V_vec_Arr[(a+1)*xdim+(b-1)]-V_vec_Arr[b],
V_vec_Arr[b-1]-V_vec_Arr[b]);
#declare nno = nno +
vcross(V_vec_Arr[(a+1)*ydim+(b-1)]-V_vec_Arr[(a+1)*xdim+b],
V_vec_Arr[b]-V_vec_Arr[(a+1)*xdim+b]);
#declare nno = nno +
vcross(V_vec_Arr[(a+1)*ydim+b]-V_vec_Arr[(a+1)*xdim+b+1],
V_vec_Arr[b]-V_vec_Arr[(a+1)*xdim+b+1]);
#declare nno = nno/3;
#else
#if (a=0 & b=xdim-1) // lower right corner: 2 adjacent faces
#declare nno = vcross(V_vec_Arr[xdim*2-2]-V_vec_Arr[xdim-1],
V_vec_Arr[xdim-2]-V_vec_Arr[xdim-1]);
#declare nno = nno + vcross(V_vec_Arr[xdim*2-2]-V_vec_Arr[xdim*2-1],
V_vec_Arr[xdim-1]-V_vec_Arr[xdim*2-1]);
#declare nno = nno/2;
#else
#if (a>0 & a<ydim-1 & b=0) // leftmost column except lower left and
upper left corner: 3 adjacent faces per vertex
#declare nno = vcross(V_vec_Arr[a*ydim]-V_vec_Arr[(a-1)*ydim+1],
V_vec_Arr[(a-1)*ydim]-V_vec_Arr[(a-1)*ydim+1]);
#declare nno = nno +
vcross(V_vec_Arr[a*ydim+1]-V_vec_Arr[(a-1)*ydim+1],
V_vec_Arr[a*ydim]-V_vec_Arr[(a-1)*ydim+1]);
#declare nno = nno +
vcross(V_vec_Arr[(a+1)*ydim]-V_vec_Arr[a*ydim+1],
V_vec_Arr[a*ydim]-V_vec_Arr[a*ydim+1]);
#declare nno = nno/3;
#else
#if (a>0 & a<ydim-1 & b>0 & b<xdim-1) // all rows and columns not
touching any edge: 6 adjacent faces per vertex
#declare nno =
vcross(V_vec_Arr[(a-1)*xdim+b]-V_vec_Arr[a*xdim+b-1],
V_vec_Arr[a*xdim+b]-V_vec_Arr[a*xdim+b-1]);
#declare nno = nno +
vcross(V_vec_Arr[(a-1)*xdim+b+1]-V_vec_Arr[(a-1)*xdim+b],
V_vec_Arr[a*xdim+b]-V_vec_Arr[(a-1)*xdim+b]);
#declare nno = nno +
vcross(V_vec_Arr[a*xdim+b+1]-V_vec_Arr[(a-1)*xdim+b+1],
V_vec_Arr[a*xdim+b]-V_vec_Arr[(a-1)*xdim+b+1]);
#declare nno = nno +
vcross(V_vec_Arr[(a+1)*xdim+b]-V_vec_Arr[a*xdim+b+1],
V_vec_Arr[a*xdim+b]-V_vec_Arr[a*xdim+b+1]);
#declare nno = nno +
vcross(V_vec_Arr[(a+1)*xdim+b-1]-V_vec_Arr[(a+1)*xdim+b],
V_vec_Arr[a*xdim+b]-V_vec_Arr[(a+1)*xdim+b]);
#declare nno = nno +
vcross(V_vec_Arr[a*xdim+b-1]-V_vec_Arr[(a+1)*xdim+b-1],
V_vec_Arr[a*ydim+b]-V_vec_Arr[(a+1)*xdim+b-1]);
#declare nno = nno/6;
#else
#if (a>0 & a<ydim-1 & b=ydim-1) // rightmost column except lower
right and upper right corner: 3 adjacent faces per vertex
#declare nno =
vcross(V_vec_Arr[(a-1)*xdim+(xdim-1)]-V_vec_Arr[a*xdim+(xdim-2)],
V_vec_Arr[a*xdim+(xdim-1)]-V_vec_Arr[a*xdim+(xdim-2)]);
#declare nno = nno +
vcross(V_vec_Arr[a*xdim+(xdim-2)]-V_vec_Arr[(a+1)*xdim+(xdim-2)],
V_vec_Arr[a*xdim+(xdim-1)]-V_vec_Arr[(a+1)*xdim+(xdim-2)]);
#declare nno = nno +
vcross(V_vec_Arr[(a+1)*xdim+(xdim-2)]-V_vec_Arr[(a+1)*xdim+(xdim-1)],
V_vec_Arr[a*xdim+(xdim-1)]-V_vec_Arr[(a+1)*xdim+(xdim-1)]);
#declare nno = nno/3;
#else
#if (a=ydim-1 & b=0) // upper left corner: 2 adjacent faces
#declare nno = vcross(V_vec_Arr[(a-1)*xdim+1]-V_vec_Arr[(a-1)*xdim],
V_vec_Arr[a*xdim]-V_vec_Arr[(a-1)*xdim]);
#declare nno = nno +
vcross(V_vec_Arr[a*xdim+1]-V_vec_Arr[(a-1)*xdim+1],
V_vec_Arr[a*xdim]-V_vec_Arr[(a-1)*xdim+1]);
#declare nno = nno/2;
#else
#if (a=ydim-1 & b>0 & b<xdim-1) // row 3600 except upper left and
upper right corner: 3 adjacent faces per vertex
#declare nno =
vcross(V_vec_Arr[(a-1)*xdim+b]-V_vec_Arr[a*xdim+b-1],
V_vec_Arr[a*xdim+b]-V_vec_Arr[a*xdim+b-1]);
#declare nno = nno +
vcross(V_vec_Arr[(a-1)*xdim+b+1]-V_vec_Arr[(a-1)*xdim+b],
V_vec_Arr[a*xdim+b]-V_vec_Arr[(a-1)*xdim+b]);
#declare nno = nno +
vcross(V_vec_Arr[a*xdim+b+1]-V_vec_Arr[(a-1)*xdim+b+1],
V_vec_Arr[a*xdim+b]-V_vec_Arr[(a-1)*ydim+b+1]);
#declare nno = nno/3;
#else
#if (a=ydim-1 & b=xdim-1) // upper right corner, 1 adjacent face
#declare nno =
vcross(V_vec_Arr[xdim*ydim-xdim]-V_vec_Arr[xdim*ydim-2],
V_vec_Arr[xdim*ydim-1]-V_vec_Arr[xdim*ydim-2]);
#end
#end
#end
#end
#end
#end
#end
#end
#end
#warning str(c, 1, 0)
#declare N_vec_Arr[c] = vnormalize(nno);
#declare b=b+1;
#declare c=c+1;
#end
#declare a=a+1;
#end
#declare
lNormVect=vnormalize(<sin(radians(-longstart-0.5))*cos(radians(latstart+0.5)),
sin(radians(latstart+0.5)),
cos(radians(-longstart-0.5))*cos(radians(latstart+0.5))>);
#declare ApproxLook = lNormVect * rd;
#fopen ES concat(tilename, ".inc") write
#write (ES, concat("#declare ApproxLook = <", vstr(3,
ApproxLook,",",3,4), ">;\n"))
#write (ES, concat("#declare F_Earthslice = finish {ambient ",str(amb,
1, 2)," diffuse 1 brilliance 0.25 }\n"))
#write (ES, concat("#declare Earth_Slice_",tilename,"=\nmesh2\n{\n
vertex_vectors\n {\n",str(xdim*ydim, 1, 0),"\n"))
#declare sf=1;
#declare i=0;
#while (i<NumVertices)
#write (ES, concat(" <",vstr(3, V_vec_Arr[i]-ApproxLook,
",",3,4),">"))
#if (i=NumVertices-1)
#write (ES, "\n")
#else
#write (ES, ",\n")
#end
#declare i=i+1;
#end
#write (ES," }\n")
#write (ES," normal_vectors\n")
#write (ES," {\n")
#write (ES, concat(" ",str(xdim*ydim, 1, 0),"\n"))
#declare i=0;
#while (i<NumNormals)
#write (ES, concat(" <",vstr(3, N_vec_Arr[i], ",",3,4),">"))
#if (i=NumNormals-1)
#write (ES, "\n")
#else
#write (ES, ",\n")
#end
#declare i=i+1;
#end
#write (ES," }\n")
#if (!(tilename="n80e014" | tilename="n80e016" | tilename="n80e017"))
#declare i=0;
#write (ES, " texture_list")
#write (ES, " {\n")
#write (ES, concat(" ",str(NumTextures, 1, 0),"\n"))
#declare a=0;
// #declare c=0;
#while (a<ydim)
#declare b=0;
#while (b<xdim)
// #declare C_Texture = eval_pigment(P_Texture,
<(0.5+b)*(1/(xdim-1)), (0.5+a)*(1/(ydim-1)), 0>);
#declare C_Texture = color rgb <0.5, 0.5, 0.5>;
#warning concat("Iteration ", str(a, 1, 0), "-", str(b, 1, 0))
#write (ES, " texture\n")
#write (ES, " {\n")
#write (ES, " pigment\n")
#write (ES, " {\n")
#write (ES, concat(" color rgb <",vstr(3, C_Texture, ",", 1,
7),">\n"))
#write (ES, " }\n")
#write (ES " finish{ F_Earthslice }\n")
#write (ES, " }\n"
// #declare c=c+1;
#declare b=b+1;
#end
#declare a=a+1;
#end
#write (ES, " }\n")
#end
#write (ES, concat(" face_indices\n{\n ",str(NumFaces, 7, 0),"\n"))
#declare i=0;
#while (i<NumFaces)
#write (ES, concat(" <",vstr(3, Face_Arr[i], ",",0,
0),">,",str(div(i,2), 1, 0)))
#if (i=NumFaces-1)
#write (ES, "\n")
#else
#write (ES, ",\n")
#end
#declare i=i+1;
#end
#write (ES, " }\n")
/* #while (i < NumTextures)
#write (ES, concat("texture { T_Arr[",str(i, 1, 0)))
#if (i=NumTextures-1)
#write (ES, "\n")
#else
#write (ES, ",\n")
#end
#declare i=i+1;
#end */
#if (tilename="n80e014" | tilename="n80e016" | tilename="n80e017")
#write (ES, " texture\n")
#write (ES, " {\n")
#write (ES, " pigment { color rgb <0.66, 0.65, 0.65> }\n")
#write (ES, " finish { ambient 0.1 diffuse 1 brilliance 0.4 }\n")
#write (ES, " }\n")
#end
#write (ES, " double_illuminate\n")
#write (ES, " translate ApproxLook\n")
#write (ES, "}\n")
#fclose ES
// end of code
See you in Khyberspace!
Yadgar
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