paysages3d/src/definition/AtmosphereDefinition.cpp

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#include "AtmosphereDefinition.h"
#include "PackStream.h"
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#include "RandomGenerator.h"
#include "FloatNode.h"
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AtmosphereDefinition::AtmosphereDefinition(DefinitionNode* parent):
DefinitionNode(parent, "atmosphere", "atmosphere")
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{
daytime = new FloatNode(this, "daytime");
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humidity = new FloatNode(this, "humidity");
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}
AtmosphereDefinition::~AtmosphereDefinition()
{
}
void AtmosphereDefinition::save(PackStream* stream) const
{
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DefinitionNode::save(stream);
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stream->write((int*)&model);
sun_color.save(stream);
stream->write(&sun_radius);
stream->write(&dome_lighting);
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stream->write(&moon_radius);
stream->write(&moon_theta);
stream->write(&moon_phi);
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int star_count = stars.size();
stream->write(&star_count);
for (const auto &star : stars)
{
star.location.save(stream);
star.col.save(stream);
stream->write(&star.radius);
}
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}
void AtmosphereDefinition::load(PackStream* stream)
{
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DefinitionNode::load(stream);
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stream->read((int*)&model);
sun_color.load(stream);
stream->read(&sun_radius);
stream->read(&dome_lighting);
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stream->read(&moon_radius);
stream->read(&moon_theta);
stream->read(&moon_phi);
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int star_count;
stream->read(&star_count);
for (int i = 0; i < star_count; i++)
{
Star star;
star.location.load(stream);
star.col.load(stream);
stream->read(&star.radius);
stars.push_back(star);
}
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validate();
}
void AtmosphereDefinition::copy(DefinitionNode* _destination) const
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{
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DefinitionNode::copy(_destination);
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AtmosphereDefinition* destination = (AtmosphereDefinition*)_destination;
daytime->copy(destination->daytime);
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destination->model = model;
destination->sun_color = sun_color;
destination->sun_radius = sun_radius;
destination->dome_lighting = dome_lighting;
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destination->moon_radius = moon_radius;
destination->moon_theta = moon_theta;
destination->moon_phi = moon_phi;
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destination->stars = stars;
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destination->validate();
}
void AtmosphereDefinition::setDayTime(double value)
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{
daytime->setValue(value);
}
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void AtmosphereDefinition::setDayTime(int hour, int minute, int second)
{
setDayTime((double)hour / 24.0 + (double)minute / 1440.0 + (double)second / 86400.0);
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}
void AtmosphereDefinition::getHMS(int *hour, int *minute, int *second) const
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{
double value = daytime->getValue();
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if (value >= 0.0)
{
value = fmod(value, 1.0);
}
else
{
value = 1.0 - fmod(-value, 1.0);
}
value *= 86400.0;
*hour = value / 3600.0;
value -= 3600.0 * *hour;
*minute = value / 60.0;
*second = value - *minute * 60.0;
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}
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void AtmosphereDefinition::applyPreset(AtmospherePreset preset)
{
sun_color.r = 1.0;
sun_color.g = 0.95;
sun_color.b = 0.9;
sun_color.a = 1.0;
sun_radius = 1.0;
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moon_radius = 1.0;
moon_theta = 0.3;
moon_phi = 0.5;
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model = ATMOSPHERE_MODEL_BRUNETON;
switch (preset)
{
case ATMOSPHERE_PRESET_CLEAR_DAY:
setDayTime(15);
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humidity->setValue(0.1);
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dome_lighting = 0.2;
break;
case ATMOSPHERE_PRESET_CLEAR_SUNSET:
setDayTime(17, 45);
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humidity->setValue(0.1);
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dome_lighting = 0.3;
sun_radius = 0.03;
break;
case ATMOSPHERE_PRESET_HAZY_MORNING:
setDayTime(8, 30);
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humidity->setValue(0.4);
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dome_lighting = 0.25;
break;
case ATMOSPHERE_PRESET_FOGGY:
setDayTime(15);
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humidity->setValue(0.7);
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dome_lighting = 0.1;
break;
case ATMOSPHERE_PRESET_STORMY:
setDayTime(15);
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humidity->setValue(0.9);
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dome_lighting = 0.05;
break;
default:
;
}
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generateStars(2000);
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validate();
}
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void AtmosphereDefinition::generateStars(int count)
{
stars.clear();
for (int i = 0; i < count; ++i)
{
Star star;
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star.location = Vector3((RandomGenerator::random() - 0.5) * 100000.0, (RandomGenerator::random() * 0.5) * 100000.0, (RandomGenerator::random() - 0.5) * 100000.0);
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if (star.location.getNorm() < 30000.0)
{
i--;
continue;
}
double brillance = RandomGenerator::random() * 0.05 + 0.1;
star.col = Color(brillance + RandomGenerator::random() * 0.03, brillance + RandomGenerator::random() * 0.03, brillance + RandomGenerator::random() * 0.03, 1.0);
star.radius = 30.0 + RandomGenerator::random() * 20.0;
stars.push_back(star);
}
}