paysages3d/src/render/preview/TerrainShapePreviewRenderer.cpp

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#include "TerrainShapePreviewRenderer.h"
#include "TexturesDefinition.h"
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#include "TextureLayerDefinition.h"
#include "Zone.h"
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#include "SurfaceMaterial.h"
#include "NoiseGenerator.h"
#include "BasePreview.h"
#include "Scenery.h"
#include "LightComponent.h"
#include "LightStatus.h"
#include "TerrainRenderer.h"
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TerrainShapePreviewRenderer::TerrainShapePreviewRenderer(TerrainDefinition* terrain)
{
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_terrain = terrain;
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render_quality = 3;
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disableClouds();
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getScenery()->getTextures()->clear();
getScenery()->getTextures()->addLayer();
TextureLayerDefinition* layer = getScenery()->getTextures()->getTextureLayer(0);
layer->terrain_zone->clear();
layer->displacement_height = 0.0;
layer->material->base = colorToHSL(COLOR_WHITE);
layer->material->reflection = 0.05;
layer->material->shininess = 2.0;
layer->validate();
layer->_detail_noise->clearLevels();
}
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Vector3 TerrainShapePreviewRenderer::getCameraLocation(const Vector3 &target)
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{
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return target.add(Vector3(-10.0, 15.0, 10.0));
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}
void TerrainShapePreviewRenderer::bindEvent(BasePreview* preview)
{
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preview->addOsd(QString("geolocation"));
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preview->configScaling(20.0, 1000.0, 20.0, 200.0);
preview->configScrolling(-1000.0, 1000.0, 0.0, -1000.0, 1000.0, 0.0);
}
void TerrainShapePreviewRenderer::updateEvent()
{
getScenery()->setTerrain(_terrain);
prepare();
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LightComponent light;
std::vector<LightComponent> lights;
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light.color.r = 0.6;
light.color.g = 0.6;
light.color.b = 0.6;
light.direction.x = -1.0;
light.direction.y = -0.5;
light.direction.z = 1.0;
light.direction = light.direction.normalize();
light.altered = 1;
light.reflection = 0.0;
lights.push_back(light);
light.color.r = 0.2;
light.color.g = 0.2;
light.color.b = 0.2;
light.direction.x = 1.0;
light.direction.y = -0.5;
light.direction.z = -1.0;
light.direction = light.direction.normalize();
light.altered = 0;
light.reflection = 0.0;
lights.push_back(light);
disableAtmosphere(lights);
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}
Color TerrainShapePreviewRenderer::getColor2D(double x, double y, double scaling)
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{
double height;
height = getTerrainRenderer()->getHeight(x, y, 1);
if (height > getTerrainRenderer()->getWaterHeight())
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{
return getTerrainRenderer()->getFinalColor(Vector3(x, height, y), 0.000001);
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}
else
{
return getWaterColor(x, y, scaling);
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}
}
Color TerrainShapePreviewRenderer::getWaterColor(double, double, double)
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{
return COLOR_BLUE;
}