#include "basepreview.h" #include "formwater.h" #include #include #include #include "../lib_paysages/tools/euclid.h" #include "../lib_paysages/tools/lighting.h" #include "../lib_paysages/renderer.h" #include "../lib_paysages/scenery.h" #include "../lib_paysages/water.h" #include "tools.h" static WaterDefinition _definition; /**************** Previews ****************/ class PreviewWaterCoverage:public BasePreview { public: PreviewWaterCoverage(QWidget* parent):BasePreview(parent) { _renderer = terrainCreatePreviewRenderer(); _water = waterCreateDefinition(); _highlight_enabled = true; addOsd(QString("geolocation")); addToggle("highlight", tr("Coverage highlight"), true); configScaling(20.0, 1000.0, 20.0, 50.0); configScrolling(-1000.0, 1000.0, 0.0, -1000.0, 1000.0, 0.0); } protected: Color getColor(double x, double y) { double height; height = _renderer->terrain->getHeight(_renderer, x, y, 1); if (height > _definition.height) { return terrainGetPreviewColor(_renderer, x, y, scaling); } else { Vector3 location, look; Color base; location.x = x; location.y = _water.height; location.z = y; look.x = 0.0; look.y = -1.0; look.z = 0.0; base = waterGetColor(&_water, _renderer, location, look); if (_highlight_enabled) { Color mask = {0.5, 0.5, 1.0, 0.5}; colorMask(&base, &mask); } return base; } } void updateData() { waterCopyDefinition(&_definition, &_water); // TODO Do this only on full refresh TerrainDefinition* terrain = (TerrainDefinition*)TerrainDefinitionClass.create(); sceneryGetTerrain(terrain); TerrainRendererClass.bind(_renderer, terrain); TerrainDefinitionClass.destroy(terrain); } void toggleChangeEvent(QString key, bool value) { if (key == "highlight") { _highlight_enabled = value; redraw(); } } private: Renderer* _renderer; WaterDefinition _water; bool _highlight_enabled; }; class PreviewWaterColor:public BasePreview { public: PreviewWaterColor(QWidget* parent):BasePreview(parent) { _background = 0; _lighting_enabled = false; _water = waterCreateDefinition(); _renderer = rendererCreate(); _renderer->atmosphere->getLightingStatus = _getLightingStatus; _renderer->rayWalking = _rayWalking; _renderer->customData[0] = &_water; _renderer->customData[2] = this; configScaling(10.0, 1000.0, 10.0, 250.0); //configScrolling(-30.0, 30.0, 0.0, -20.0, 20.0, 0.0); addChoice("bg", tr("Background"), QStringList(tr("None")) << tr("Grid") << tr("Sinusoid"), 2); addToggle("light", tr("Lighting"), true); } int _background; bool _lighting_enabled; protected: Color getColor(double x, double y) { Vector3 eye, look, location; // TODO Camera location eye.x = 0.0; eye.y = scaling; eye.z = -10.0 * scaling; look.x = x * 0.01 / scaling; look.y = -y * 0.01 / scaling - 0.3; look.z = 1.0; look = v3Normalize(look); if (look.y > -0.0001) { return _rayWalking(_renderer, eye, look, 0, 0, 0, 0).hit_color; } location.x = eye.x - look.x * eye.y / look.y; location.y = 0.0; location.z = eye.z - look.z * eye.y / look.y; if (location.z > 0.0) { return _rayWalking(_renderer, eye, look, 0, 0, 0, 0).hit_color; } return waterGetColor(&_water, _renderer, location, look); } void updateData() { waterCopyDefinition(&_definition, &_water); _water.height = 0.0; } void choiceChangeEvent(const QString& key, int position) { if (key == "bg") { _background = position; redraw(); } } void toggleChangeEvent(QString key, bool value) { if (key == "light") { _lighting_enabled = value; redraw(); } } private: Renderer* _renderer; WaterDefinition _water; static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector3 direction, int, int, int, int) { RayCastingResult result; PreviewWaterColor* preview = (PreviewWaterColor*)renderer->customData[2]; double x, y; result.hit = 1; if (direction.z < 0.0001) { result.hit_color = COLOR_WHITE; result.hit_location = location; } else { x = location.x + direction.x * (0.0 - location.z) / direction.z; y = location.y + direction.y * (0.0 - location.z) / direction.z; switch (preview->_background) { case 1: result.hit_color = (((int)ceil(x * 0.2) % 2 == 0) ^ ((int)ceil(y * 0.2 - 0.5) % 2 == 0)) ? COLOR_WHITE : COLOR_BLACK; break; case 2: result.hit_color = (y * 0.1 > x * 0.03 + sin(x - M_PI_2)) ? COLOR_WHITE : COLOR_BLACK; break; default: result.hit_color = COLOR_WHITE; } result.hit_location.x = x; result.hit_location.y = y; result.hit_location.z = 0.0; } return result; } static void _getLightingStatus(Renderer* renderer, LightStatus* status, Vector3, int) { LightDefinition light; PreviewWaterColor* preview = (PreviewWaterColor*)renderer->customData[2]; light.color = COLOR_WHITE; light.direction.x = 0.0; light.direction.y = -0.4794; light.direction.z = 0.8776; light.altered = 0; if (preview->_lighting_enabled) { light.reflection = 1.0; } else { light.reflection = 0.0; } lightingPushLight(status, &light); } }; /**************** Form ****************/ FormWater::FormWater(QWidget *parent): BaseForm(parent) { addAutoPreset(tr("Lake surface")); addAutoPreset(tr("Standard sea")); _definition = waterCreateDefinition(); previewCoverage = new PreviewWaterCoverage(this); previewColor = new PreviewWaterColor(this); addPreview(previewCoverage, tr("Coverage preview")); addPreview(previewColor, tr("Rendered preview")); addInputDouble(tr("Height"), &_definition.height, -15.0, 15.0, 0.1, 1.0); addInputMaterial(tr("Surface material"), &_definition.material); addInputColor(tr("Depth color"), &_definition.depth_color); addInputDouble(tr("Transparency"), &_definition.transparency, 0.0, 1.0, 0.001, 0.1); addInputDouble(tr("Reflection"), &_definition.reflection, 0.0, 1.0, 0.001, 0.1); addInputDouble(tr("Transparency distance"), &_definition.transparency_depth, 0.0, 20.0, 0.1, 1.0); addInputDouble(tr("Light-through distance"), &_definition.lighting_depth, 0.0, 20.0, 0.1, 1.0); addInputDouble(tr("Waves scaling"), &_definition.scaling, 0.02, 2.0, 0.02, 0.2); addInputDouble(tr("Waves height"), &_definition.waves_height, 0.0, 2.0, 0.02, 0.2); addInputDouble(tr("Waves detail"), &_definition.detail_height, 0.0, 0.3, 0.003, 0.03); addInputDouble(tr("Waves turbulence"), &_definition.turbulence, 0.0, 0.5, 0.005, 0.05); addInputDouble(tr("Foam coverage"), &_definition.foam_coverage, 0.0, 1.0, 0.01, 0.1); addInputMaterial(tr("Foam material"), &_definition.foam_material); revertConfig(); } void FormWater::revertConfig() { sceneryGetWater(&_definition); BaseForm::revertConfig(); } void FormWater::applyConfig() { scenerySetWater(&_definition); BaseForm::applyConfig(); } void FormWater::configChangeEvent() { waterValidateDefinition(&_definition); BaseForm::configChangeEvent(); } void FormWater::autoPresetSelected(int preset) { waterAutoPreset(&_definition, (WaterPreset)preset); BaseForm::autoPresetSelected(preset); }