#include "TerrainShapePreviewRenderer.h" #include "TexturesDefinition.h" #include "TextureLayerDefinition.h" #include "Zone.h" #include "SurfaceMaterial.h" #include "NoiseGenerator.h" #include "BasePreview.h" #include "Scenery.h" #include "LightComponent.h" #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; } void TerrainShapePreviewRenderer::bindEvent(BasePreview* preview) { preview->addOsd(QString("geolocation")); preview->configScaling(20.0, 1000.0, 20.0, 200.0); preview->configScrolling(-1000.0, 1000.0, 0.0, -1000.0, 1000.0, 0.0); } void TerrainShapePreviewRenderer::updateEvent() { getScenery()->setTerrain(_terrain); prepare(); /*getCameraLocation = _getCameraLocation; atmosphere->getLightingStatus = _getLightingStatus;*/ 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(); } Color TerrainShapePreviewRenderer::getColor2D(double x, double y, double scaling) { double height; height = getTerrainRenderer()->getHeight(x, y, 1); if (height > getTerrainRenderer()->getWaterHeight()) { return getTerrainRenderer()->getFinalColor(Vector3(x, height, y), 0.000001); } else { return getWaterColor(x, y, scaling); } } Color TerrainShapePreviewRenderer::getWaterColor(double, double, double) { return COLOR_BLUE; }