paysages: Textures form (WIP)
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@286 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
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3 changed files with 43 additions and 16 deletions
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@ -2,6 +2,7 @@
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#include "../lib_paysages/textures.h"
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#include "../lib_paysages/scenery.h"
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#include "tools.h"
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static TexturesDefinition _definition;
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static TextureLayerDefinition _layer;
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@ -37,23 +38,49 @@ class PreviewTexturesColor:public BasePreview
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public:
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PreviewTexturesColor(QWidget* parent):BasePreview(parent)
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{
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_renderer = rendererCreate();
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_renderer.render_quality = 3;
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LightDefinition light;
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_preview_layer = texturesLayerCreateDefinition();
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_lighting = lightingCreateDefinition();
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light.color = COLOR_WHITE;
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light.amplitude = 0.0;
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light.direction.x = 0.0;
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light.direction.y = -0.4794;
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light.direction.z = 0.8776;
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light.filtered = 0;
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light.masked = 0;
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light.reflection = 1.0;
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lightingAddLight(&_lighting, light);
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lightingValidateDefinition(&_lighting);
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_renderer = rendererCreate();
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_renderer.render_quality = 3;
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_renderer.applyLightingToSurface = _applyLightingToSurface;
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_renderer.customData[0] = &_lighting;
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}
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protected:
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QColor getColor(double x, double y)
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{
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return QColor(0, 0, 0);
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Vector3 location;
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location.x = x * 0.01;
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location.y = 0.0;
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location.z = y * 0.01;
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return colorToQColor(texturesGetLayerColor(&_preview_layer, &_renderer, location, this->scaling * 0.01));
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}
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void updateData()
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{
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texturesLayerCopyDefinition(&_layer, &_preview_layer);
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}
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private:
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static Color _applyLightingToSurface(Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material)
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{
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return lightingApplyToSurface((LightingDefinition*)renderer->customData[0], renderer, location, normal, material);
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}
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Renderer _renderer;
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TextureLayerDefinition _preview_layer;
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LightingDefinition _lighting;
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};
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/**************** Form ****************/
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@ -477,32 +477,32 @@ Maintenir Ctrl : Plus rapide</translation>
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<context>
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<name>FormTextures</name>
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<message>
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<location filename="../gui_qt/formtextures.cpp" line="71"/>
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<location filename="../gui_qt/formtextures.cpp" line="98"/>
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<source>Surface noise</source>
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<translation>Bruit de surface</translation>
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</message>
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<message>
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<location filename="../gui_qt/formtextures.cpp" line="72"/>
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<location filename="../gui_qt/formtextures.cpp" line="99"/>
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<source>Surface noise height</source>
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<translation>Hauteur du bruit</translation>
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</message>
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<message>
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<location filename="../gui_qt/formtextures.cpp" line="73"/>
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<location filename="../gui_qt/formtextures.cpp" line="100"/>
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<source>Surface noise scaling</source>
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<translation>Echelle du bruit</translation>
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</message>
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<message>
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<location filename="../gui_qt/formtextures.cpp" line="74"/>
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<location filename="../gui_qt/formtextures.cpp" line="101"/>
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<source>Base color</source>
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<translation>Couleur de base</translation>
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</message>
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<message>
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<location filename="../gui_qt/formtextures.cpp" line="75"/>
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<location filename="../gui_qt/formtextures.cpp" line="102"/>
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<source>Light reflection</source>
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<translation>Réflexion de lumière</translation>
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</message>
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<message>
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<location filename="../gui_qt/formtextures.cpp" line="76"/>
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<location filename="../gui_qt/formtextures.cpp" line="103"/>
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<source>Light reflection shininess</source>
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<translation>Concentration de la réflexion de lumière</translation>
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</message>
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@ -172,25 +172,25 @@ void autoGenRealisticLandscape(int seed)
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texture = texturesGetLayer(&textures, texturesAddLayer(&textures));
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noiseGenerateBaseNoise(texture->bump_noise, 102400);
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noiseAddLevelsSimple(texture->bump_noise, 6, 1.0, 1.0);
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texture->bump_height = 0.01;
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texture->bump_scaling = 1.0;
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texture->bump_height = 0.1;
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texture->bump_scaling = 0.15;
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texture->material.base.r = 0.6;
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texture->material.base.g = 0.55;
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texture->material.base.b = 0.57;
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texture->material.reflection = 0.4;
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texture->material.shininess = 0.1;
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texture->material.reflection = 0.2;
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texture->material.shininess = 3.0;
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texture = texturesGetLayer(&textures, texturesAddLayer(&textures));
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zoneAddHeightRange(texture->zone, 1.0, -1.0, 0.0, 3.0, 15.0);
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zoneAddSteepnessRange(texture->zone, 1.0, 0.0, 0.0, 0.2, 0.3);
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noiseGenerateBaseNoise(texture->bump_noise, 102400);
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noiseAddLevelsSimple(texture->bump_noise, 6, 1.0, 0.4);
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texture->bump_height = 0.02;
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texture->bump_scaling = 1.0;
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texture->bump_scaling = 0.1;
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texture->material.base.r = 0.2;
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texture->material.base.g = 0.24;
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texture->material.base.b = 0.05;
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texture->material.reflection = 0.2;
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texture->material.shininess = 0.02;
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texture->material.reflection = 0.1;
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texture->material.shininess = 2.0;
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/*texture = texturesGetLayer(&textures, texturesAddLayer(&textures));
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zoneAddHeightRange(texture->zone, 1.0, 3.0, 4.0, 100.0, 100.0);
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noiseGenerateBaseNoise(texture->bump_noise, 102400);
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