Fixed terrain preview
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parent
00e04df25a
commit
97a950947a
7 changed files with 121 additions and 67 deletions
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@ -15,7 +15,8 @@ class AtmosphereDefinition : public BaseDefinition
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public:
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typedef enum
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{
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ATMOSPHERE_MODEL_BRUNETON = 0
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ATMOSPHERE_MODEL_DISABLED = 0,
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ATMOSPHERE_MODEL_BRUNETON = 1
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} AtmosphereModel;
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typedef enum
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{
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@ -11,46 +11,29 @@
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#include "LightStatus.h"
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#include "TerrainRenderer.h"
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/*static void _getLightingStatus(Renderer*, LightStatus* status, Vector3, int)
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{
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LightComponent light;
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light.color.r = 0.6;
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light.color.g = 0.6;
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light.color.b = 0.6;
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light.direction.x = -1.0;
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light.direction.y = -0.5;
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light.direction.z = 1.0;
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light.direction = v3Normalize(light.direction);
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light.altered = 1;
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light.reflection = 0.0;
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status->pushComponent(light);
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light.color.r = 0.2;
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light.color.g = 0.2;
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light.color.b = 0.2;
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light.direction.x = 1.0;
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light.direction.y = -0.5;
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light.direction.z = -1.0;
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light.direction = v3Normalize(light.direction);
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light.altered = 0;
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light.reflection = 0.0;
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status->pushComponent(light);
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}
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static Vector3 _getCameraLocation(Renderer*, Vector3 location)
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{
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location.x -= 10.0;
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location.y += 15.0;
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location.z += 10.0;
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return location;
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}*/
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TerrainShapePreviewRenderer::TerrainShapePreviewRenderer(TerrainDefinition* terrain)
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{
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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();
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getScenery()->getTextures()->addLayer();
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TextureLayerDefinition* layer = getScenery()->getTextures()->getTextureLayer(0);
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layer->terrain_zone->clear();
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layer->displacement_height = 0.0;
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layer->material->base = colorToHSL(COLOR_WHITE);
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layer->material->reflection = 0.05;
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layer->material->shininess = 2.0;
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layer->validate();
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layer->_detail_noise->clearLevels();
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}
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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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}
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void TerrainShapePreviewRenderer::bindEvent(BasePreview* preview)
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@ -67,17 +50,32 @@ void TerrainShapePreviewRenderer::updateEvent()
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prepare();
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/*getCameraLocation = _getCameraLocation;
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atmosphere->getLightingStatus = _getLightingStatus;*/
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LightComponent light;
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std::vector<LightComponent> lights;
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TextureLayerDefinition* layer = getScenery()->getTextures()->getTextureLayer(0);
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layer->terrain_zone->clear();
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layer->displacement_height = 0.0;
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layer->material->base = colorToHSL(COLOR_WHITE);
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layer->material->reflection = 0.05;
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layer->material->shininess = 2.0;
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layer->validate();
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layer->_detail_noise->clearLevels();
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light.color.r = 0.6;
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light.color.g = 0.6;
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light.color.b = 0.6;
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light.direction.x = -1.0;
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light.direction.y = -0.5;
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light.direction.z = 1.0;
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light.direction = light.direction.normalize();
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light.altered = 1;
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light.reflection = 0.0;
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lights.push_back(light);
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light.color.r = 0.2;
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light.color.g = 0.2;
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light.color.b = 0.2;
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light.direction.x = 1.0;
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light.direction.y = -0.5;
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light.direction.z = -1.0;
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light.direction = light.direction.normalize();
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light.altered = 0;
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light.reflection = 0.0;
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lights.push_back(light);
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disableAtmosphere(lights);
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}
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Color TerrainShapePreviewRenderer::getColor2D(double x, double y, double scaling)
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@ -14,6 +14,8 @@ public:
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explicit TerrainShapePreviewRenderer(TerrainDefinition* terrain);
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protected:
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virtual Vector3 getCameraLocation(const Vector3 &target) override;
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virtual void bindEvent(BasePreview* preview) override;
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virtual void updateEvent() override;
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virtual Color getColor2D(double x, double y, double scaling) override;
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@ -24,6 +24,12 @@ static inline double _getDayFactor(double daytime)
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static inline void _applyWeatherEffects(AtmosphereDefinition* definition, AtmosphereResult* result)
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{
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if (definition->model == AtmosphereDefinition::ATMOSPHERE_MODEL_DISABLED)
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{
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result->updateFinal();
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return;
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}
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double distance = result->distance;
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double max_distance = 100.0 - 90.0 * definition->humidity;
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double distancefactor, dayfactor;
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@ -76,27 +82,11 @@ BaseAtmosphereRenderer::BaseAtmosphereRenderer(SoftwareRenderer* renderer):
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void BaseAtmosphereRenderer::getLightingStatus(LightStatus* status, Vector3, int)
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{
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LightComponent light;
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light.color.r = 1.0;
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light.color.g = 1.0;
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light.color.b = 1.0;
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light.direction.x = -0.7;
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light.direction.y = -0.7;
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light.direction.z = 0.7;
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light.altered = 0;
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light.reflection = 0.0;
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status->pushComponent(light);
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light.color.r = 0.3;
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light.color.g = 0.31;
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light.color.b = 0.34;
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light.direction.x = 0.7;
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light.direction.y = -0.7;
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light.direction.z = -0.7;
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light.altered = 0;
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light.reflection = 0.0;
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for (LightComponent light:lights)
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{
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status->pushComponent(light);
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}
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}
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AtmosphereResult BaseAtmosphereRenderer::applyAerialPerspective(Vector3, Color base)
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{
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@ -121,6 +111,40 @@ Vector3 BaseAtmosphereRenderer::getSunDirection()
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return Vector3(cos(sun_angle), sin(sun_angle), 0.0);
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}
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void BaseAtmosphereRenderer::setBasicLights()
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{
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LightComponent light;
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lights.clear();
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light.color.r = 0.6;
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light.color.g = 0.6;
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light.color.b = 0.6;
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light.direction.x = -1.0;
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light.direction.y = -0.5;
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light.direction.z = 1.0;
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light.direction = light.direction.normalize();
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light.altered = 1;
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light.reflection = 0.0;
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lights.push_back(light);
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light.color.r = 0.2;
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light.color.g = 0.2;
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light.color.b = 0.2;
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light.direction.x = 1.0;
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light.direction.y = -0.5;
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light.direction.z = -1.0;
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light.direction = light.direction.normalize();
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light.altered = 0;
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light.reflection = 0.0;
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lights.push_back(light);
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}
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void BaseAtmosphereRenderer::setStaticLights(const std::vector<LightComponent> &lights)
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{
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this->lights = lights;
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}
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AtmosphereDefinition* BaseAtmosphereRenderer::getDefinition()
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{
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return parent->getScenery()->getAtmosphere();
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@ -4,6 +4,7 @@
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#include "software_global.h"
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#include "Color.h"
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#include "LightComponent.h"
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namespace paysages {
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namespace software {
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@ -19,9 +20,13 @@ public:
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virtual AtmosphereResult getSkyColor(Vector3 direction);
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virtual Vector3 getSunDirection();
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void setBasicLights();
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void setStaticLights(const std::vector<LightComponent> &lights);
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protected:
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virtual AtmosphereDefinition* getDefinition();
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SoftwareRenderer* parent;
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std::vector<LightComponent> lights;
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};
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class SoftwareBrunetonAtmosphereRenderer: public BaseAtmosphereRenderer
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@ -88,7 +88,14 @@ void SoftwareRenderer::prepare()
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{
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// Prepare sub renderers
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delete atmosphere_renderer;
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if (getScenery()->getAtmosphere()->model == AtmosphereDefinition::ATMOSPHERE_MODEL_BRUNETON)
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{
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atmosphere_renderer = new SoftwareBrunetonAtmosphereRenderer(this);
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}
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else
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{
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atmosphere_renderer = new BaseAtmosphereRenderer(this);
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}
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delete clouds_renderer;
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clouds_renderer = new CloudsRenderer(this);
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@ -125,6 +132,15 @@ void SoftwareRenderer::disableClouds()
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scenery->getClouds()->clear();
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}
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void SoftwareRenderer::disableAtmosphere(const std::vector<LightComponent> &lights)
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{
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scenery->getAtmosphere()->model = AtmosphereDefinition::ATMOSPHERE_MODEL_DISABLED;
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delete atmosphere_renderer;
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atmosphere_renderer = new BaseAtmosphereRenderer(this);
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atmosphere_renderer->setStaticLights(lights);
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}
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void SoftwareRenderer::setPreviewCallbacks(RenderArea::RenderCallbackStart start, RenderArea::RenderCallbackDraw draw, RenderArea::RenderCallbackUpdate update)
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{
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render_area->setPreviewCallbacks(start, draw, update);
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@ -66,8 +66,16 @@ public:
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/*!
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* \brief Disable the clouds feature.
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*
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* This toggle is permanent, provided the clouds part of the sceney is not changed.
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*/
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void disableClouds();
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/*!
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* \brief Disable atmosphere and sky lighting, replacing it by static lights.
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*
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* This function needs to be called after each prepare().
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*/
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void disableAtmosphere(const std::vector<LightComponent> &lights);
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void setPreviewCallbacks(RenderArea::RenderCallbackStart start, RenderArea::RenderCallbackDraw draw, RenderArea::RenderCallbackUpdate update);
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void start(RenderArea::RenderParams params);
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