paysages3d/gui_qt/formterrain.cpp

182 lines
5.3 KiB
C++

#include "formterrain.h"
#include <math.h>
#include <QColor>
#include <QSlider>
#include "tools.h"
#include "../lib_paysages/scenery.h"
#include "../lib_paysages/euclid.h"
#include "dialogheightmap.h"
static TerrainDefinition* _definition;
/**************** Previews ****************/
class PreviewTerrainHeight:public BasePreview
{
public:
PreviewTerrainHeight(QWidget* parent):BasePreview(parent)
{
_renderer = rendererCreate();
addOsd(QString("geolocation"));
configScaling(0.5, 200.0, 3.0, 50.0);
configScrolling(-1000.0, 1000.0, 0.0, -1000.0, 1000.0, 0.0);
}
protected:
QColor getColor(double x, double y)
{
double height = 0.0;
// TODO
//height = terrainGetHeightNormalized(&_preview_definition, x, y);
return QColor((int)(255.0 * height), (int)(255.0 * height), (int)(255.0 * height));
}
void updateData()
{
TerrainRendererClass.bind(_renderer.terrain, _definition);
}
private:
Renderer _renderer;
};
class PreviewTerrainColor:public BasePreview
{
public:
PreviewTerrainColor(QWidget* parent):BasePreview(parent)
{
LightDefinition light;
TextureLayerDefinition* texture;
_renderer = rendererCreate();
_renderer.render_quality = 3;
_renderer.applyTextures = _applyTextures;
_renderer.getLightStatus = _getLightStatus;
_renderer.alterLight = _alterLight;
_renderer.camera_location.x = 0.0;
_renderer.camera_location.y = 50.0;
_renderer.camera_location.z = 0.0;
_lighting = lightingCreateDefinition();
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.filtered = 0;
light.masked = 1;
light.reflection = 1.0;
lightingAddLight(&_lighting, light);
light.color.r = 0.3;
light.color.g = 0.3;
light.color.b = 0.3;
light.direction.x = 0.5;
light.direction.y = 0.7071;
light.direction.z = -0.5;
light.filtered = 0;
light.masked = 0;
light.reflection = 0.0;
lightingAddLight(&_lighting, light);
lightingValidateDefinition(&_lighting);
_textures = texturesCreateDefinition();
texture = (TextureLayerDefinition*)layersGetLayer(_textures.layers, layersAddLayer(_textures.layers, NULL));
texture->material.base = COLOR_WHITE;
texture->material.reflection = 0.3;
texture->material.shininess = 2.0;
texture->bump_height = 0.0;
texturesLayerValidateDefinition(texture);
_renderer.customData[1] = &_textures;
_renderer.customData[2] = &_lighting;
addOsd(QString("geolocation"));
configScaling(0.5, 200.0, 3.0, 50.0);
configScrolling(-1000.0, 1000.0, 0.0, -1000.0, 1000.0, 0.0);
}
protected:
QColor getColor(double x, double y)
{
Vector3 point;
point.x = x;
point.y = _renderer.terrain->getHeight(&_renderer, x, y);
point.z = y;
return colorToQColor(_renderer.terrain->getFinalColor(&_renderer, point, scaling));
}
void updateData()
{
TerrainRendererClass.bind(_renderer.terrain, _definition);
//sceneryGetTextures(&_textures);
}
private:
Renderer _renderer;
TexturesDefinition _textures;
LightingDefinition _lighting;
static Color _applyTextures(Renderer* renderer, Vector3 location, double precision)
{
return texturesGetColor((TexturesDefinition*)(renderer->customData[1]), renderer, location.x, location.z, precision);
}
static void _getLightStatus(Renderer* renderer, LightStatus* status, Vector3 location)
{
lightingGetStatus((LightingDefinition*)renderer->customData[2], renderer, location, status);
}
static void _alterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
{
*light = renderer->terrain->alterLight(renderer, light, location);
}
};
/**************** Form ****************/
FormTerrain::FormTerrain(QWidget *parent):
BaseForm(parent)
{
_definition = (TerrainDefinition*)TerrainDefinitionClass.create();
QPushButton* button = addButton(tr("Paint"));
connect(button, SIGNAL(clicked()), this, SLOT(startPainting()));
previewHeight = new PreviewTerrainHeight(this);
previewColor = new PreviewTerrainColor(this);
addPreview(previewHeight, tr("Height preview (normalized)"));
addPreview(previewColor, tr("Lighted preview (no texture)"));
//addInputNoise(tr("Noise"), _definition.height_noise);
addInputDouble(tr("Height"), &_definition->height, 0.0, 20.0, 0.1, 1.0);
addInputDouble(tr("Scaling"), &_definition->scaling, 20.0, 200.0, 1.0, 10.0);
addInputDouble(tr("Shadow smoothing"), &_definition->shadow_smoothing, 0.0, 0.3, 0.003, 0.03);
revertConfig();
}
void FormTerrain::revertConfig()
{
sceneryGetTerrain(_definition);
BaseForm::revertConfig();
}
void FormTerrain::applyConfig()
{
scenerySetTerrain(_definition);
BaseForm::applyConfig();
}
void FormTerrain::configChangeEvent()
{
TerrainDefinitionClass.validate(_definition);
BaseForm::configChangeEvent();
}
void FormTerrain::startPainting()
{
DialogHeightMap::editHeightMap(this, _definition);
}