#include "formtextures.h" #include "rendering/scenery.h" #include "tools.h" /**************** Previews ****************/ class PreviewTexturesCoverage : public BasePreview { public: PreviewTexturesCoverage(QWidget* parent, TexturesLayerDefinition* layer) : BasePreview(parent) { _terrain = (TerrainDefinition*) TerrainDefinitionClass.create(); _renderer = rendererCreate(); _renderer->render_quality = 3; _original_layer = layer; //_preview_definition = (TexturesDefinition*)TexturesDefinitionClass.create(); addOsd(QString("geolocation")); configScaling(20.0, 500.0, 20.0, 50.0); configScrolling(-1000.0, 1000.0, 0.0, -1000.0, 1000.0, 0.0); } ~PreviewTexturesCoverage() { //TexturesDefinitionClass.destroy(_preview_layer); } protected: Color getColor(double x, double y) { Vector3 location; Color result; location.x = x; location.y = _renderer->terrain->getHeight(_renderer, x, y, 1); location.z = y; //result.r = result.g = result.b = texturesGetLayerCoverage(_preview_layer, _renderer, location, this->scaling); return result; } void updateData() { sceneryGetTerrain(_terrain); TerrainRendererClass.bind(_renderer, _terrain); //TexturesDefinitionClass.copy(_original_layer, _preview_layer); } private: Renderer* _renderer; TexturesLayerDefinition* _original_layer; TexturesDefinition* _preview_definition; TerrainDefinition* _terrain; }; class PreviewTexturesColor : public BasePreview { public: PreviewTexturesColor(QWidget* parent, TexturesLayerDefinition* layer) : BasePreview(parent) { _original_layer = layer; //_preview_layer = (TexturesLayerDefinition*)TexturesDefinitionClass.create(); _renderer = rendererCreate(); _renderer->render_quality = 3; Vector3 camera_location = {0.0, 20.0, 0.0}; cameraSetLocation(_renderer->render_camera, camera_location); configScaling(0.01, 1.0, 0.01, 0.1); configScrolling(-1000.0, 1000.0, 0.0, -1000.0, 1000.0, 0.0); } ~PreviewTexturesColor() { //TexturesDefinitionClass.destroy(_preview_layer); } protected: Color getColor(double x, double y) { Vector3 location; location.x = x; location.y = 0.0; location.z = y; //return texturesGetLayerColor(_preview_layer, _renderer, location, this->scaling); return COLOR_BLACK; } void updateData() { //TexturesDefinitionClass.copy(_original_layer, _preview_layer); } private: Renderer* _renderer; TexturesLayerDefinition* _original_layer; TexturesLayerDefinition* _preview_layer; }; /**************** Form ****************/ FormTextures::FormTextures(QWidget *parent) : BaseFormLayer(parent) { addAutoPreset(tr("Rock")); addAutoPreset(tr("Grass")); addAutoPreset(tr("Sand")); addAutoPreset(tr("Snow")); _definition = (TexturesDefinition*) TexturesDefinitionClass.create(); _layer = (TexturesLayerDefinition*) texturesGetLayerType().callback_create(); _previewCoverage = new PreviewTexturesCoverage(this, _layer); _previewColor = new PreviewTexturesColor(this, _layer); addPreview(_previewCoverage, tr("Coverage preview")); addPreview(_previewColor, tr("Lighted sample")); addInputDouble(tr("Displacement height"), &_layer->displacement_height, 0.0, 0.1, 0.001, 0.01); addInputDouble(tr("Displacement scaling"), &_layer->displacement_scaling, 0.003, 0.3, 0.003, 0.03); addInputMaterial(tr("Material"), &_layer->material); /*addInputCurve(tr("Coverage by altitude"), _layer->terrain_zone->value_by_height, -20.0, 20.0, 0.0, 1.0, tr("Terrain altitude"), tr("Texture coverage")); addInputCurve(tr("Coverage by slope"), _layer->terrain_zone->value_by_slope, 0.0, 5.0, 0.0, 1.0, tr("Terrain slope"), tr("Texture coverage"));*/ /*addInputDouble(tr("Amplitude for slope coverage"), &_layer->slope_range, 0.001, 0.1, 0.001, 0.01); addInputDouble(tr("Layer thickness"), &_layer->thickness, 0.0, 0.1, 0.001, 0.01); addInputDouble(tr("Transparency thickness"), &_layer->thickness_transparency, 0.0, 0.1, 0.001, 0.01);*/ setLayers(_definition->layers); } FormTextures::~FormTextures() { TexturesDefinitionClass.destroy(_definition); texturesGetLayerType().callback_delete(_layer); } void FormTextures::revertConfig() { sceneryGetTextures(_definition); BaseFormLayer::revertConfig(); } void FormTextures::applyConfig() { BaseFormLayer::applyConfig(); scenerySetTextures(_definition); } void FormTextures::layerReadCurrentFrom(void* layer_definition) { texturesGetLayerType().callback_copy((TexturesLayerDefinition*) layer_definition, _layer); } void FormTextures::layerWriteCurrentTo(void* layer_definition) { texturesGetLayerType().callback_copy(_layer, (TexturesLayerDefinition*) layer_definition); } void FormTextures::autoPresetSelected(int preset) { texturesLayerAutoPreset(_layer, (TexturesLayerPreset) preset); BaseForm::autoPresetSelected(preset); }