paysages3d/gui_qt/formwater.cpp

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#include "preview.h"
#include "formwater.h"
#include "tools.h"
#include <QColor>
#include <QSlider>
#include <math.h>
#include "../lib_paysages/terrain.h"
#include "../lib_paysages/water.h"
#include "../lib_paysages/lighting.h"
#include "../lib_paysages/scenery.h"
#include "../lib_paysages/renderer.h"
#include "../lib_paysages/shared/functions.h"
#include "../lib_paysages/shared/constants.h"
static WaterDefinition _definition;
/**************** Previews ****************/
class PreviewWaterCoverage:public Preview
{
public:
PreviewWaterCoverage(QWidget* parent):Preview(parent)
{
_water = waterCreateDefinition();
_terrain = terrainCreateDefinition();
}
protected:
QColor getColor(double x, double y)
{
double height;
height = terrainGetHeight(&_terrain, x, y);
if (height > _definition.height)
{
height = terrainGetHeightNormalized(&_terrain, x, y);
return QColor((int)(255.0 * height), (int)(255.0 * height), (int)(255.0 * height));
}
else
{
return colorToQColor(_definition.material.base);
}
}
void updateData()
{
waterCopyDefinition(&_definition, &_water);
sceneryGetTerrain(&_terrain);
}
private:
WaterDefinition _water;
TerrainDefinition _terrain;
};
class PreviewWaterColor:public Preview
{
public:
PreviewWaterColor(QWidget* parent):Preview(parent)
{
LightDefinition light;
_water = waterCreateDefinition();
_lighting = lightingCreateDefinition();
light.color = COLOR_WHITE;
light.amplitude = 0.0;
light.direction.x = 0.0;
light.direction.y = -0.4794;
light.direction.z = 0.8776;
light.filtered = 0;
light.masked = 0;
light.reflection = 1.0;
lightingAddLight(&_lighting, light);
lightingValidateDefinition(&_lighting);
_renderer = rendererGetFake();
_renderer.rayWalking = _rayWalking;
_renderer.applyLightingToSurface = _applyLightingToSurface;
_renderer.customData[0] = &_water;
_renderer.customData[1] = &_lighting;
}
protected:
QColor getColor(double x, double y)
{
Vector3 eye, look, location;
eye.x = 0.0;
eye.y = scaling;
eye.z = -10.0 * scaling;
look.x = x * 0.01 / scaling;
look.y = -y * 0.01 / scaling - 0.3;
look.z = 1.0;
look = v3Normalize(look);
if (look.y > -0.0001)
{
return colorToQColor(_rayWalking(&_renderer, eye, look, 0, 0, 0, 0).hit_color);
}
location.x = eye.x - look.x * eye.y / look.y;
location.y = 0.0;
location.z = eye.z - look.z * eye.y / look.y;
if (location.z > 0.0)
{
return colorToQColor(_rayWalking(&_renderer, eye, look, 0, 0, 0, 0).hit_color);
}
return colorToQColor(waterGetColor(&_water, &_renderer, location, look));
}
void updateData()
{
waterCopyDefinition(&_definition, &_water);
_water.height = 0.0;
}
private:
Renderer _renderer;
WaterDefinition _water;
LightingDefinition _lighting;
static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector3 direction, int terrain, int water, int sky, int clouds)
{
RayCastingResult result;
double x, y;
result.hit = 1;
if (direction.z < 0.0001)
{
result.hit_color = COLOR_WHITE;
result.hit_location = location;
}
else
{
x = location.x + direction.x * (0.0 - location.z) / direction.z;
y = location.y + direction.y * (0.0 - location.z) / direction.z;
if (((int)ceil(x * 0.2) % 2 == 0) ^ ((int)ceil(y * 0.2 - 0.5) % 2 == 0))
{
result.hit_color = COLOR_WHITE;
}
else
{
result.hit_color = COLOR_GREY;
}
result.hit_location.x = x;
result.hit_location.y = y;
result.hit_location.z = 0.0;
}
return result;
}
static Color _applyLightingToSurface(Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material)
{
if (location.x >= 0.0)
{
return lightingApplyToSurface((LightingDefinition*)renderer->customData[1], renderer, location, normal, material);
}
else
{
return material.base;
}
}
};
/**************** Form ****************/
FormWater::FormWater(QWidget *parent):
BaseForm(parent)
{
_definition = waterCreateDefinition();
previewCoverage = new PreviewWaterCoverage(this);
previewColor = new PreviewWaterColor(this);
addPreview(previewCoverage, QString("Coverage preview"));
addPreview(previewColor, QString("Rendered preview (without/with lighting)"));
addInputDouble("Height", &_definition.height, -10.0, 10.0, 0.1, 1.0);
addInputColor("Surface color", &_definition.material.base);
addInputDouble("Light reflection", &_definition.material.reflection, 0.0, 1.0, 0.01, 0.1);
addInputDouble("Shininess to light", &_definition.material.shininess, 0.0, 20.0, 0.1, 1.0);
addInputDouble("Transparency", &_definition.transparency, 0.0, 1.0, 0.001, 0.1);
addInputDouble("Reflection", &_definition.reflection, 0.0, 1.0, 0.001, 0.1);
addInputDouble("Transparency distance", &_definition.transparency_depth, 0.0, 20.0, 0.1, 1.0);
addInputColor("Depth color", &_definition.depth_color);
addInputDouble("Light-through distance", &_definition.lighting_depth, 0.0, 20.0, 0.1, 1.0);
addInputNoise("Waves noise", _definition.waves_noise);
addInputDouble("Waves height", &_definition.waves_noise_height, 0.0, 0.1, 0.001, 0.01);
addInputDouble("Waves scaling", &_definition.waves_noise_scale, 0.01, 1.0, 0.01, 0.1);
revertConfig();
}
void FormWater::revertConfig()
{
sceneryGetWater(&_definition);
BaseForm::revertConfig();
}
void FormWater::applyConfig()
{
scenerySetWater(&_definition);
BaseForm::applyConfig();
}