Added /atmosphere/sun_radius property
Also added the tool camera mode to focus on the sun while altering its radius
This commit is contained in:
parent
63eb7b53eb
commit
8a9c3d4b83
17 changed files with 158 additions and 17 deletions
2
TODO
2
TODO
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@ -5,6 +5,8 @@ Technlology Preview 2 :
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- Add clouds to OpenGL with 3d textures.
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- Fix potential holes in land rendering (OpenGL and software).
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- Fix polygon culling near the camera in low-res renders (automatic tessellation ?).
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- Fix sun size not being consistent between opengl and software
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- Fix tool camera not reverting to previous camera
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Technology Preview 3 :
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- Alter aerial perspective using estimation of the amount of light left after cloud layers traversal.
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@ -9,6 +9,7 @@ AtmosphereDefinition::AtmosphereDefinition(DefinitionNode* parent):
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{
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daytime = new FloatNode(this, "daytime");
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humidity = new FloatNode(this, "humidity");
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sun_radius = new FloatNode(this, "sun_radius");
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}
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AtmosphereDefinition::~AtmosphereDefinition()
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@ -21,7 +22,6 @@ void AtmosphereDefinition::save(PackStream* stream) const
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stream->write((int*)&model);
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sun_color.save(stream);
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stream->write(&sun_radius);
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stream->write(&dome_lighting);
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stream->write(&moon_radius);
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stream->write(&moon_theta);
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@ -43,7 +43,6 @@ void AtmosphereDefinition::load(PackStream* stream)
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stream->read((int*)&model);
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sun_color.load(stream);
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stream->read(&sun_radius);
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stream->read(&dome_lighting);
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stream->read(&moon_radius);
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stream->read(&moon_theta);
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@ -73,7 +72,6 @@ void AtmosphereDefinition::copy(DefinitionNode* _destination) const
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destination->model = model;
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destination->sun_color = sun_color;
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destination->sun_radius = sun_radius;
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destination->dome_lighting = dome_lighting;
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destination->moon_radius = moon_radius;
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destination->moon_theta = moon_theta;
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@ -117,7 +115,7 @@ void AtmosphereDefinition::applyPreset(AtmospherePreset preset)
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sun_color.g = 0.95;
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sun_color.b = 0.9;
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sun_color.a = 1.0;
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sun_radius = 1.0;
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sun_radius->setValue(0.7);
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moon_radius = 1.0;
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moon_theta = 0.3;
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moon_phi = 0.5;
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@ -135,7 +133,6 @@ void AtmosphereDefinition::applyPreset(AtmospherePreset preset)
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setDayTime(17, 45);
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humidity->setValue(0.1);
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dome_lighting = 0.3;
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sun_radius = 0.03;
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break;
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case ATMOSPHERE_PRESET_HAZY_MORNING:
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setDayTime(8, 30);
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@ -47,6 +47,7 @@ public:
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inline FloatNode *propDayTime() const {return daytime;}
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inline FloatNode *propHumidity() const {return humidity;}
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inline FloatNode *propSunRadius() const {return sun_radius;}
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/**
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* Set the daytime from a 0.0-1.0 value.
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@ -68,7 +69,6 @@ public:
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AtmosphereModel model;
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Color sun_color;
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double sun_radius;
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double dome_lighting;
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double moon_radius;
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@ -80,6 +80,7 @@ public:
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private:
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FloatNode *humidity;
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FloatNode *daytime;
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FloatNode *sun_radius;
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};
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}
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@ -9,10 +9,12 @@ AtmosphereModeler::AtmosphereModeler(MainModelerWindow *main)
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{
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prop_daytime = new FloatPropertyBind(main, "atmosphere_daytime", "value", main->getScenery()->getAtmosphere()->propDayTime());
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prop_humidity = new FloatPropertyBind(main, "atmosphere_humidity", "value", main->getScenery()->getAtmosphere()->propHumidity());
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prop_sun_radius = new FloatPropertyBind(main, "atmosphere_sun_radius", "value", main->getScenery()->getAtmosphere()->propSunRadius());
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}
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AtmosphereModeler::~AtmosphereModeler()
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{
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delete prop_daytime;
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delete prop_humidity;
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delete prop_sun_radius;
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}
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@ -15,6 +15,7 @@ public:
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private:
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FloatPropertyBind *prop_daytime;
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FloatPropertyBind *prop_humidity;
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FloatPropertyBind *prop_sun_radius;
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};
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}
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@ -72,7 +72,14 @@ MainModelerWindow::~MainModelerWindow()
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QObject *MainModelerWindow::findQmlObject(const QString &objectName)
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{
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if (objectName == "ui" || objectName == "root")
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{
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return rootObject();
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}
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else
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{
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return rootObject()->findChild<QObject *>(objectName);
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}
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}
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void MainModelerWindow::setQmlProperty(const QString &objectName, const QString &propertyName, const QVariant &value)
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@ -82,6 +89,23 @@ void MainModelerWindow::setQmlProperty(const QString &objectName, const QString
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{
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item->setProperty(propertyName.toLocal8Bit(), value);
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}
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else
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{
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Logs::error() << "QML object not found :" << objectName.toStdString() << std::endl;
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}
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}
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void MainModelerWindow::connectQmlSignal(const QString &objectName, const char *signal, const QObject *receiver, const char *method)
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{
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QObject *item = findQmlObject(objectName);
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if (item)
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{
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connect(item, signal, receiver, method);
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}
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else
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{
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Logs::error() << "QML object not found :" << objectName.toStdString() << std::endl;
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}
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}
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QString MainModelerWindow::getState() const
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@ -17,6 +17,7 @@ public:
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QObject *findQmlObject(const QString &objectName);
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void setQmlProperty(const QString &objectName, const QString &propertyName, const QVariant &value);
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void connectQmlSignal(const QString &objectName, const char *signal, const QObject *receiver, const char *method);
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QString getState() const;
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void setState(const QString &stateName);
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@ -4,6 +4,9 @@
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#include "OpenGLRenderer.h"
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#include "Scenery.h"
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#include "CameraDefinition.h"
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#include "AtmosphereDefinition.h"
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#include "FloatNode.h"
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#include "AtmosphereRenderer.h"
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ModelerCameras::ModelerCameras(MainModelerWindow *parent):
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QObject(parent), parent(parent)
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@ -11,11 +14,13 @@ ModelerCameras::ModelerCameras(MainModelerWindow *parent):
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render = new CameraDefinition();
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topdown = new CameraDefinition();
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current = new CameraDefinition();
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tool = new CameraDefinition();
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active = render;
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tool_mode = TOOL_NONE;
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// Watch GUI choice
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QObject *widget = parent->findQmlObject("camera_choice");
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connect(widget, SIGNAL(stateChanged(QString)), this, SLOT(changeActiveCamera(QString)));
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parent->connectQmlSignal("camera_choice", SIGNAL(stateChanged(QString)), this, SLOT(changeActiveCamera(QString)));
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parent->connectQmlSignal("ui", SIGNAL(mainToolChanged(QString)), this, SLOT(toolChanged(QString)));
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// Validate to apply initial camera to scenery
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validate();
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@ -29,6 +34,7 @@ ModelerCameras::~ModelerCameras()
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delete current;
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delete render;
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delete topdown;
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delete tool;
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}
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void ModelerCameras::processZoom(double value)
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@ -54,6 +60,23 @@ void ModelerCameras::processPanning(double xvalue, double yvalue)
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validate();
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}
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void ModelerCameras::startSunTool()
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{
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tool_mode = TOOL_SUN;
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current->copy(tool);
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active = tool;
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parent->getScenery()->getAtmosphere()->propDayTime()->addWatcher(this, true);
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}
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void ModelerCameras::endTool()
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{
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active = render;
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tool_mode = TOOL_NONE;
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validate();
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}
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void ModelerCameras::timerEvent(QTimerEvent *)
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{
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current->transitionToAnother(active, 0.5);
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@ -61,6 +84,15 @@ void ModelerCameras::timerEvent(QTimerEvent *)
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parent->getRenderer()->setCamera(current);
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}
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void ModelerCameras::nodeChanged(const DefinitionNode *node, const DefinitionDiff *)
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{
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if (node->getPath() == "/atmosphere/daytime" && tool_mode == TOOL_SUN)
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{
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Vector3 direction = parent->getRenderer()->getAtmosphereRenderer()->getSunDirection();
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tool->setTarget(tool->getLocation().add(direction));
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}
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}
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void ModelerCameras::validate()
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{
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parent->getScenery()->keepCameraAboveGround(active);
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@ -68,7 +100,8 @@ void ModelerCameras::validate()
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parent->getScenery()->keepCameraAboveGround(current);
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parent->getRenderer()->setCamera(current);
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if (active == render) {
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if (active == render)
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{
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parent->getScenery()->setCamera(active);
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}
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}
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active = topdown;
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}
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}
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void ModelerCameras::toolChanged(const QString &tool)
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{
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if (tool.isEmpty())
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{
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endTool();
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}
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else if (tool == "sun")
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{
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startSunTool();
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}
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}
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@ -4,6 +4,7 @@
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#include "modeler_global.h"
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#include <QObject>
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#include "DefinitionWatcher.h"
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namespace paysages {
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namespace modeler {
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/**
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* Storage for modeler cameras.
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*/
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class ModelerCameras: public QObject
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class ModelerCameras: public QObject, public DefinitionWatcher
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{
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Q_OBJECT
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*/
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void processPanning(double xvalue, double yvalue);
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/**
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* Start a sun tool, the camera will follow the sun.
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*/
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void startSunTool();
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/**
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* End the tool mode.
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*/
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void endTool();
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protected:
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void timerEvent(QTimerEvent *event);
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virtual void nodeChanged(const DefinitionNode *node, const DefinitionDiff *diff) override;
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/**
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* Validate current camera, pushing it to rendered scenery if needed.
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*/
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@ -44,6 +57,7 @@ protected:
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public slots:
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void changeActiveCamera(const QString &name);
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void toolChanged(const QString &tool);
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private:
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MainModelerWindow *parent;
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CameraDefinition *current;
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CameraDefinition *render;
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CameraDefinition *topdown;
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CameraDefinition *tool;
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typedef enum
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{
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TOOL_NONE,
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TOOL_SUN
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} CameraToolMode;
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CameraToolMode tool_mode;
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};
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}
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@ -14,6 +14,12 @@ BaseSection {
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hovertext: qsTr("Change the time of day")
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}
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ToolbarButton {
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id: tool_sun_radius
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picture: "images/icon_sun_radius.png"
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hovertext: qsTr("Radius of the sun")
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}
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ToolbarButton {
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id: tool_humidity
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picture: "images/icon_atmosphere.png"
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objectName: "atmosphere_humidity"
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}
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PanelSimpleFloat {
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id: panel_sun_radius
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anchors.left: toolbar.right
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minimumValue: 0
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maximumValue: 3
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enabled: false
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objectName: "atmosphere_sun_radius"
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}
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states: [
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State {
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name: "DayTime"
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@ -43,6 +58,18 @@ BaseSection {
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enabled: true
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}
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},
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State {
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name: "Sun radius"
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when: tool_sun_radius.checked
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PropertyChanges {
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target: panel_sun_radius
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enabled: true
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}
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PropertyChanges {
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target: section
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tool: "sun"
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}
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},
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State {
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name: "Humidity"
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when: tool_humidity.checked
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@ -1,6 +1,8 @@
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import QtQuick 2.0
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BaseRectangle {
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property string tool: ""
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anchors.bottom: main_ui.bottom
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height: main_ui.height - primary_toolbar.height
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}
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@ -52,5 +52,6 @@
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<file>images/icon_render_medium.png</file>
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<file>images/icon_render_final.png</file>
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<file>images/icon_cancel.png</file>
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<file>images/icon_sun_radius.png</file>
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</qresource>
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</RCC>
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BIN
src/interface/modeler/quickapp/qml/images/icon_sun_radius.png
Normal file
BIN
src/interface/modeler/quickapp/qml/images/icon_sun_radius.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.9 KiB |
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@ -5,10 +5,16 @@ OpenGLView {
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id: main_ui
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state: "Loading"
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property string previous_state
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property var current: null
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property string tool: (current && current.tool) ? current.tool : ""
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signal mainToolChanged(string tool)
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width: 1280
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height: 720
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onToolChanged: mainToolChanged(tool)
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Tooltip {
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id: tooltip_widget
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@ -194,6 +200,10 @@ OpenGLView {
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target: water_section
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enabled: true
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}
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PropertyChanges {
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target: main_ui
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current: water_section
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}
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},
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State {
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name: "Atmosphere Mode"
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@ -203,6 +213,10 @@ OpenGLView {
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target: atmosphere_section
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enabled: true
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}
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PropertyChanges {
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target: main_ui
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current: atmosphere_section
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}
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},
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State {
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name: "Render Mode"
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@ -54,6 +54,7 @@ void OpenGLSkybox::initialize()
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// Watch for definition changes
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renderer->getScenery()->getAtmosphere()->propDayTime()->addWatcher(this, true);
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renderer->getScenery()->getAtmosphere()->propHumidity()->addWatcher(this, true);
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renderer->getScenery()->getAtmosphere()->propSunRadius()->addWatcher(this, true);
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}
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void OpenGLSkybox::update()
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@ -84,6 +85,10 @@ void OpenGLSkybox::nodeChanged(const DefinitionNode *node, const DefinitionDiff
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{
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renderer->getSharedState()->set("atmosphereHumidity", renderer->getScenery()->getAtmosphere()->propHumidity()->getValue());
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}
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else if (node->getPath() == "/atmosphere/sun_radius")
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{
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renderer->getSharedState()->set("sunRadius", renderer->getScenery()->getAtmosphere()->propSunRadius()->getValue());
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}
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}
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void OpenGLSkybox::setVertex(int i, float x, float y, float z)
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@ -14,8 +14,6 @@ const float SPHERE_SIZE = 20000.0;
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const float WORLD_SCALING = 0.05;
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const float SUN_DISTANCE = 149597870.0;
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const float SUN_DISTANCE_SCALED = (SUN_DISTANCE / WORLD_SCALING);
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const float SUN_RADIUS = 6.955e5;
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const float SUN_RADIUS_SCALED = (SUN_RADIUS / WORLD_SCALING);
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const float M_PI = 3.141592657;
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const int RES_MU = 128;
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@ -29,7 +27,7 @@ uniform vec3 cameraLocation;
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uniform vec3 sunDirection;
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uniform vec4 sunColor;
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uniform float dayTime;
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const float sunRadius = 1.0; // TODO -> uniform
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uniform float sunRadius;
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varying vec3 unprojected;
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@ -22,6 +22,7 @@
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#include "Texture2D.h"
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#include "Texture4D.h"
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#include "CacheFile.h"
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#include "FloatNode.h"
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/* Factor to convert software units to kilometers */
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// TODO This is copied in AtmosphereRenderer
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@ -29,8 +30,6 @@
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#define WORLD_SCALING 0.05
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#define SUN_DISTANCE 149597870.0
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#define SUN_DISTANCE_SCALED (SUN_DISTANCE / WORLD_SCALING)
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#define SUN_RADIUS 6.955e5
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#define SUN_RADIUS_SCALED (SUN_RADIUS / WORLD_SCALING)
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#define WORKAROUND_OFFSET 0.2
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/*********************** Constants ***********************/
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@ -1166,7 +1165,7 @@ AtmosphereResult AtmosphereModelBruneton::getSkyColor(Vector3 eye, const Vector3
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AtmosphereResult result;
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Vector3 attenuation;
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Color sunColor = _sunColor(v, s, r, mu, parent->getScenery()->getAtmosphere()->sun_radius); /* L0 */
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Color sunColor = _sunColor(v, s, r, mu, parent->getScenery()->getAtmosphere()->propSunRadius()->getValue()); /* L0 */
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/*result.base.r = base.r + sunColor.r;
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result.base.g = base.g + sunColor.g;
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Loading…
Reference in a new issue