Fixed terrain preview
This commit is contained in:
parent
00e04df25a
commit
97a950947a
7 changed files with 121 additions and 67 deletions
|
@ -15,7 +15,8 @@ class AtmosphereDefinition : public BaseDefinition
|
|||
public:
|
||||
typedef enum
|
||||
{
|
||||
ATMOSPHERE_MODEL_BRUNETON = 0
|
||||
ATMOSPHERE_MODEL_DISABLED = 0,
|
||||
ATMOSPHERE_MODEL_BRUNETON = 1
|
||||
} AtmosphereModel;
|
||||
typedef enum
|
||||
{
|
||||
|
|
|
@ -11,46 +11,29 @@
|
|||
#include "LightStatus.h"
|
||||
#include "TerrainRenderer.h"
|
||||
|
||||
/*static void _getLightingStatus(Renderer*, LightStatus* status, Vector3, int)
|
||||
{
|
||||
LightComponent 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;
|
||||
status->pushComponent(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;
|
||||
status->pushComponent(light);
|
||||
}
|
||||
|
||||
static Vector3 _getCameraLocation(Renderer*, Vector3 location)
|
||||
{
|
||||
location.x -= 10.0;
|
||||
location.y += 15.0;
|
||||
location.z += 10.0;
|
||||
return location;
|
||||
}*/
|
||||
|
||||
TerrainShapePreviewRenderer::TerrainShapePreviewRenderer(TerrainDefinition* terrain)
|
||||
{
|
||||
_terrain = terrain;
|
||||
|
||||
render_quality = 3;
|
||||
|
||||
disableClouds();
|
||||
|
||||
getScenery()->getTextures()->clear();
|
||||
getScenery()->getTextures()->addLayer();
|
||||
TextureLayerDefinition* layer = getScenery()->getTextures()->getTextureLayer(0);
|
||||
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();
|
||||
layer->_detail_noise->clearLevels();
|
||||
}
|
||||
|
||||
Vector3 TerrainShapePreviewRenderer::getCameraLocation(const Vector3 &target)
|
||||
{
|
||||
return target.add(Vector3(-10.0, 15.0, 10.0));
|
||||
}
|
||||
|
||||
void TerrainShapePreviewRenderer::bindEvent(BasePreview* preview)
|
||||
|
@ -67,17 +50,32 @@ void TerrainShapePreviewRenderer::updateEvent()
|
|||
|
||||
prepare();
|
||||
|
||||
/*getCameraLocation = _getCameraLocation;
|
||||
atmosphere->getLightingStatus = _getLightingStatus;*/
|
||||
LightComponent light;
|
||||
std::vector<LightComponent> lights;
|
||||
|
||||
TextureLayerDefinition* layer = getScenery()->getTextures()->getTextureLayer(0);
|
||||
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();
|
||||
layer->_detail_noise->clearLevels();
|
||||
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 = light.direction.normalize();
|
||||
light.altered = 1;
|
||||
light.reflection = 0.0;
|
||||
lights.push_back(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 = light.direction.normalize();
|
||||
light.altered = 0;
|
||||
light.reflection = 0.0;
|
||||
lights.push_back(light);
|
||||
|
||||
disableAtmosphere(lights);
|
||||
}
|
||||
|
||||
Color TerrainShapePreviewRenderer::getColor2D(double x, double y, double scaling)
|
||||
|
|
|
@ -14,6 +14,8 @@ public:
|
|||
explicit TerrainShapePreviewRenderer(TerrainDefinition* terrain);
|
||||
|
||||
protected:
|
||||
virtual Vector3 getCameraLocation(const Vector3 &target) override;
|
||||
|
||||
virtual void bindEvent(BasePreview* preview) override;
|
||||
virtual void updateEvent() override;
|
||||
virtual Color getColor2D(double x, double y, double scaling) override;
|
||||
|
|
|
@ -24,6 +24,12 @@ static inline double _getDayFactor(double daytime)
|
|||
|
||||
static inline void _applyWeatherEffects(AtmosphereDefinition* definition, AtmosphereResult* result)
|
||||
{
|
||||
if (definition->model == AtmosphereDefinition::ATMOSPHERE_MODEL_DISABLED)
|
||||
{
|
||||
result->updateFinal();
|
||||
return;
|
||||
}
|
||||
|
||||
double distance = result->distance;
|
||||
double max_distance = 100.0 - 90.0 * definition->humidity;
|
||||
double distancefactor, dayfactor;
|
||||
|
@ -76,26 +82,10 @@ BaseAtmosphereRenderer::BaseAtmosphereRenderer(SoftwareRenderer* renderer):
|
|||
|
||||
void BaseAtmosphereRenderer::getLightingStatus(LightStatus* status, Vector3, int)
|
||||
{
|
||||
LightComponent light;
|
||||
|
||||
light.color.r = 1.0;
|
||||
light.color.g = 1.0;
|
||||
light.color.b = 1.0;
|
||||
light.direction.x = -0.7;
|
||||
light.direction.y = -0.7;
|
||||
light.direction.z = 0.7;
|
||||
light.altered = 0;
|
||||
light.reflection = 0.0;
|
||||
status->pushComponent(light);
|
||||
light.color.r = 0.3;
|
||||
light.color.g = 0.31;
|
||||
light.color.b = 0.34;
|
||||
light.direction.x = 0.7;
|
||||
light.direction.y = -0.7;
|
||||
light.direction.z = -0.7;
|
||||
light.altered = 0;
|
||||
light.reflection = 0.0;
|
||||
for (LightComponent light:lights)
|
||||
{
|
||||
status->pushComponent(light);
|
||||
}
|
||||
}
|
||||
|
||||
AtmosphereResult BaseAtmosphereRenderer::applyAerialPerspective(Vector3, Color base)
|
||||
|
@ -121,6 +111,40 @@ Vector3 BaseAtmosphereRenderer::getSunDirection()
|
|||
return Vector3(cos(sun_angle), sin(sun_angle), 0.0);
|
||||
}
|
||||
|
||||
void BaseAtmosphereRenderer::setBasicLights()
|
||||
{
|
||||
LightComponent light;
|
||||
|
||||
lights.clear();
|
||||
|
||||
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 = light.direction.normalize();
|
||||
light.altered = 1;
|
||||
light.reflection = 0.0;
|
||||
lights.push_back(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 = light.direction.normalize();
|
||||
light.altered = 0;
|
||||
light.reflection = 0.0;
|
||||
lights.push_back(light);
|
||||
}
|
||||
|
||||
void BaseAtmosphereRenderer::setStaticLights(const std::vector<LightComponent> &lights)
|
||||
{
|
||||
this->lights = lights;
|
||||
}
|
||||
|
||||
AtmosphereDefinition* BaseAtmosphereRenderer::getDefinition()
|
||||
{
|
||||
return parent->getScenery()->getAtmosphere();
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
#include "software_global.h"
|
||||
|
||||
#include "Color.h"
|
||||
#include "LightComponent.h"
|
||||
|
||||
namespace paysages {
|
||||
namespace software {
|
||||
|
@ -19,9 +20,13 @@ public:
|
|||
virtual AtmosphereResult getSkyColor(Vector3 direction);
|
||||
virtual Vector3 getSunDirection();
|
||||
|
||||
void setBasicLights();
|
||||
void setStaticLights(const std::vector<LightComponent> &lights);
|
||||
|
||||
protected:
|
||||
virtual AtmosphereDefinition* getDefinition();
|
||||
SoftwareRenderer* parent;
|
||||
std::vector<LightComponent> lights;
|
||||
};
|
||||
|
||||
class SoftwareBrunetonAtmosphereRenderer: public BaseAtmosphereRenderer
|
||||
|
|
|
@ -88,7 +88,14 @@ void SoftwareRenderer::prepare()
|
|||
{
|
||||
// Prepare sub renderers
|
||||
delete atmosphere_renderer;
|
||||
if (getScenery()->getAtmosphere()->model == AtmosphereDefinition::ATMOSPHERE_MODEL_BRUNETON)
|
||||
{
|
||||
atmosphere_renderer = new SoftwareBrunetonAtmosphereRenderer(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
atmosphere_renderer = new BaseAtmosphereRenderer(this);
|
||||
}
|
||||
|
||||
delete clouds_renderer;
|
||||
clouds_renderer = new CloudsRenderer(this);
|
||||
|
@ -125,6 +132,15 @@ void SoftwareRenderer::disableClouds()
|
|||
scenery->getClouds()->clear();
|
||||
}
|
||||
|
||||
void SoftwareRenderer::disableAtmosphere(const std::vector<LightComponent> &lights)
|
||||
{
|
||||
scenery->getAtmosphere()->model = AtmosphereDefinition::ATMOSPHERE_MODEL_DISABLED;
|
||||
|
||||
delete atmosphere_renderer;
|
||||
atmosphere_renderer = new BaseAtmosphereRenderer(this);
|
||||
atmosphere_renderer->setStaticLights(lights);
|
||||
}
|
||||
|
||||
void SoftwareRenderer::setPreviewCallbacks(RenderArea::RenderCallbackStart start, RenderArea::RenderCallbackDraw draw, RenderArea::RenderCallbackUpdate update)
|
||||
{
|
||||
render_area->setPreviewCallbacks(start, draw, update);
|
||||
|
|
|
@ -66,8 +66,16 @@ public:
|
|||
|
||||
/*!
|
||||
* \brief Disable the clouds feature.
|
||||
*
|
||||
* This toggle is permanent, provided the clouds part of the sceney is not changed.
|
||||
*/
|
||||
void disableClouds();
|
||||
/*!
|
||||
* \brief Disable atmosphere and sky lighting, replacing it by static lights.
|
||||
*
|
||||
* This function needs to be called after each prepare().
|
||||
*/
|
||||
void disableAtmosphere(const std::vector<LightComponent> &lights);
|
||||
|
||||
void setPreviewCallbacks(RenderArea::RenderCallbackStart start, RenderArea::RenderCallbackDraw draw, RenderArea::RenderCallbackUpdate update);
|
||||
void start(RenderArea::RenderParams params);
|
||||
|
|
Loading…
Reference in a new issue