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"
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// TEMP
#include "atmosphere/public.h"
#include "tools/lighting.h"
#include "textures/public.h"
#include "water/public.h"
static void _getLightingStatus(Renderer*, LightStatus* status, Vector3, int)
{
LightDefinition light;
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 = v3Normalize(light.direction);
light.altered = 1;
light.reflection = 0.0;
lightingPushLight(status, &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 = v3Normalize(light.direction);
light.altered = 0;
light.reflection = 0.0;
lightingPushLight(status, &light);
}
static Vector3 _getCameraLocation(Renderer*, Vector3 location)
{
location.x -= 10.0;
location.y += 15.0;
location.z += 10.0;
return location;
}
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static void _alterPreviewRenderer(Renderer* renderer)
{
renderer->render_quality = 3;
renderer->getCameraLocation = _getCameraLocation;
renderer->atmosphere->getLightingStatus = _getLightingStatus;
TexturesDefinition textures(NULL);
TextureLayerDefinition* layer = textures.getTextureLayer(textures.addLayer());
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();
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layer->_detail_noise->clearLevels();
TexturesRendererClass.bind(renderer, &textures);
}
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TerrainShapePreviewRenderer::TerrainShapePreviewRenderer(TerrainDefinition* terrain)
{
_terrain = terrain;
_highlight_enabled = true;
_alterPreviewRenderer(this);
}
void TerrainShapePreviewRenderer::bindEvent(BasePreview* preview)
{
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preview->addOsd(QString("geolocation"));
//preview->addToggle("highlight", tr("Coverage highlight"), true);
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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()
{
TerrainRendererClass.bind(this, _terrain);
}
Color TerrainShapePreviewRenderer::getColor2D(double x, double y, double)
{
double height;
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height = terrain->getHeight(this, x, y, 1);
if (height > terrain->getWaterHeight(this))
{
return terrain->getFinalColor(this, Vector3(x, height, y), 0.000001);
}
else
{
Color base;
base = water->getResult(this, x, y).final;
if (_highlight_enabled)
{
Color mask = {0.5, 0.5, 1.0, 0.5};
colorMask(&base, &mask);
}
return base;
}
}
void TerrainShapePreviewRenderer::toggleChangeEvent(QString key, bool value)
{
if (key == "highlight")
{
_highlight_enabled = value;
}
}