Michaël Lemaire
fe50647a97
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@375 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
240 lines
7.3 KiB
C++
240 lines
7.3 KiB
C++
#include "basepreview.h"
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#include "formwater.h"
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#include <QColor>
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#include <QSlider>
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#include <math.h>
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#include "../lib_paysages/euclid.h"
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#include "../lib_paysages/lighting.h"
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#include "../lib_paysages/renderer.h"
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#include "../lib_paysages/scenery.h"
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#include "../lib_paysages/terrain.h"
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#include "../lib_paysages/water.h"
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#include "tools.h"
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static WaterDefinition _definition;
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/**************** Previews ****************/
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class PreviewWaterCoverage:public BasePreview
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{
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public:
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PreviewWaterCoverage(QWidget* parent):BasePreview(parent)
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{
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_water = waterCreateDefinition();
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_terrain = terrainCreateDefinition();
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addOsd(QString("geolocation"));
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configScaling(0.5, 200.0, 3.0, 50.0);
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configScrolling(-1000.0, 1000.0, 0.0, -1000.0, 1000.0, 0.0);
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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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double height;
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height = terrainGetHeight(&_terrain, x, y);
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if (height > _definition.height)
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{
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height = terrainGetHeightNormalized(&_terrain, x, y);
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return QColor((int)(255.0 * height), (int)(255.0 * height), (int)(255.0 * height));
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}
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else
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{
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return colorToQColor(_definition.material.base);
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}
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}
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void updateData()
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{
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waterCopyDefinition(&_definition, &_water);
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sceneryGetTerrain(&_terrain);
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}
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private:
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WaterDefinition _water;
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TerrainDefinition _terrain;
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};
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class PreviewWaterColor:public BasePreview
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{
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public:
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PreviewWaterColor(QWidget* parent):BasePreview(parent)
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{
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LightDefinition light;
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_background = 0;
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_lighting_enabled = false;
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_water = waterCreateDefinition();
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_lighting = lightingCreateDefinition();
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light.color = COLOR_WHITE;
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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.rayWalking = _rayWalking;
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_renderer.getLightStatus = _getLightStatus;
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_renderer.applyLightStatus = _applyLightStatus;
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_renderer.customData[0] = &_water;
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_renderer.customData[1] = &_lighting;
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_renderer.customData[2] = this;
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configScaling(10.0, 1000.0, 10.0, 250.0);
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//configScrolling(-30.0, 30.0, 0.0, -20.0, 20.0, 0.0);
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addChoice("bg", tr("Background"), QStringList(tr("None")) << tr("Grid") << tr("Sinusoid"), 2);
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addToggle("light", tr("Lighting"), true);
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}
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int _background;
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protected:
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QColor getColor(double x, double y)
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{
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Vector3 eye, look, location;
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eye.x = 0.0;
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eye.y = scaling;
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eye.z = -10.0 * scaling;
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look.x = x * 0.01 / scaling;
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look.y = -y * 0.01 / scaling - 0.3;
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look.z = 1.0;
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look = v3Normalize(look);
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if (look.y > -0.0001)
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{
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return colorToQColor(_rayWalking(&_renderer, eye, look, 0, 0, 0, 0).hit_color);
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}
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location.x = eye.x - look.x * eye.y / look.y;
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location.y = 0.0;
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location.z = eye.z - look.z * eye.y / look.y;
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if (location.z > 0.0)
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{
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return colorToQColor(_rayWalking(&_renderer, eye, look, 0, 0, 0, 0).hit_color);
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}
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return colorToQColor(waterGetColor(&_water, &_renderer, location, look));
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}
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void updateData()
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{
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waterCopyDefinition(&_definition, &_water);
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_water.height = 0.0;
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}
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void choiceChangeEvent(const QString& key, int position)
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{
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if (key == "bg")
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{
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_background = position;
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redraw();
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}
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}
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void toggleChangeEvent(QString key, bool value)
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{
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if (key == "light")
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{
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_lighting_enabled = value;
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redraw();
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}
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}
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private:
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Renderer _renderer;
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WaterDefinition _water;
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LightingDefinition _lighting;
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bool _lighting_enabled;
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static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector3 direction, int terrain, int water, int sky, int clouds)
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{
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RayCastingResult result;
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PreviewWaterColor* preview = (PreviewWaterColor*)renderer->customData[2];
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double x, y;
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result.hit = 1;
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if (direction.z < 0.0001)
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{
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result.hit_color = COLOR_WHITE;
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result.hit_location = location;
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}
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else
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{
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x = location.x + direction.x * (0.0 - location.z) / direction.z;
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y = location.y + direction.y * (0.0 - location.z) / direction.z;
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switch (preview->_background)
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{
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case 1:
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result.hit_color = (((int)ceil(x * 0.2) % 2 == 0) ^ ((int)ceil(y * 0.2 - 0.5) % 2 == 0)) ? COLOR_WHITE : COLOR_BLACK;
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break;
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case 2:
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result.hit_color = (y * 0.1 > x * 0.03 + sin(x - M_PI_2)) ? COLOR_WHITE : COLOR_BLACK;
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break;
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default:
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result.hit_color = COLOR_WHITE;
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}
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result.hit_location.x = x;
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result.hit_location.y = y;
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result.hit_location.z = 0.0;
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}
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return result;
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}
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static Color _applyLightStatus(Renderer* renderer, LightStatus* status, Vector3 location, Vector3 normal, SurfaceMaterial material)
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{
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if (((PreviewWaterColor*)renderer->customData[2])->_lighting_enabled)
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{
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return lightingApplyStatusToSurface(renderer, status, location, normal, material);
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}
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else
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{
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return material.base;
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}
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}
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static void _getLightStatus(Renderer* renderer, LightStatus* status, Vector3 location)
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{
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lightingGetStatus((LightingDefinition*)renderer->customData[1], renderer, location, status);
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}
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};
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/**************** Form ****************/
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FormWater::FormWater(QWidget *parent):
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BaseForm(parent)
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{
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_definition = waterCreateDefinition();
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previewCoverage = new PreviewWaterCoverage(this);
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previewColor = new PreviewWaterColor(this);
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addPreview(previewCoverage, QString(tr("Coverage preview")));
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addPreview(previewColor, QString(tr("Rendered preview")));
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addInputDouble(tr("Height"), &_definition.height, -10.0, 10.0, 0.1, 1.0);
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addInputMaterial(tr("Surface material"), &_definition.material);
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addInputColor(tr("Depth color"), &_definition.depth_color);
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addInputDouble(tr("Transparency"), &_definition.transparency, 0.0, 1.0, 0.001, 0.1);
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addInputDouble(tr("Reflection"), &_definition.reflection, 0.0, 1.0, 0.001, 0.1);
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addInputDouble(tr("Transparency distance"), &_definition.transparency_depth, 0.0, 20.0, 0.1, 1.0);
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addInputDouble(tr("Light-through distance"), &_definition.lighting_depth, 0.0, 20.0, 0.1, 1.0);
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addInputNoise(tr("Waves noise"), _definition.waves_noise);
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addInputDouble(tr("Waves height"), &_definition.waves_noise_height, 0.0, 0.1, 0.001, 0.01);
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addInputDouble(tr("Waves scaling"), &_definition.waves_noise_scale, 0.01, 1.0, 0.01, 0.1);
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revertConfig();
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}
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void FormWater::revertConfig()
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{
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sceneryGetWater(&_definition);
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BaseForm::revertConfig();
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}
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void FormWater::applyConfig()
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{
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scenerySetWater(&_definition);
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BaseForm::applyConfig();
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}
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