paysages3d/src/definition/TextureLayerDefinition.cpp

155 lines
5 KiB
C++

#include "TextureLayerDefinition.h"
#include "Zone.h"
#include "NoiseGenerator.h"
#include "SurfaceMaterial.h"
#include "PackStream.h"
TextureLayerDefinition::TextureLayerDefinition(BaseDefinition* parent):
BaseDefinition(parent)
{
terrain_zone = new Zone;
_displacement_noise = new NoiseGenerator;
_detail_noise = new NoiseGenerator;
material = new SurfaceMaterial;
}
TextureLayerDefinition::~TextureLayerDefinition()
{
delete terrain_zone;
delete _displacement_noise;
delete _detail_noise;
delete material;
}
void TextureLayerDefinition::validate()
{
if (displacement_scaling < 0.000001)
{
displacement_scaling = 0.000001;
}
_displacement_noise->clearLevels();
_displacement_noise->addLevelsSimple(9, 1.0, -1.0, 1.0, 0.0);
_displacement_noise->normalizeAmplitude(-1.0, 1.0, 0);
_displacement_noise->validate();
_detail_noise->clearLevels();
_detail_noise->addLevelsSimple(7, 0.01, -1.0, 1.0, 0.0);
_detail_noise->normalizeAmplitude(-0.008, 0.008, 0);
_detail_noise->validate();
materialValidate(material);
/* Update zone height range */
// TODO
/*TerrainDefinition* terrain = Scenery::getCurrent()->getTerrain();
if (terrain)
{
HeightInfo height_info = terrainGetHeightInfo(terrain);
zoneSetRelativeHeight(terrain_zone, height_info.min_height, height_info.base_height, height_info.max_height);
}*/
}
void TextureLayerDefinition::copy(BaseDefinition *_destination) const
{
TextureLayerDefinition* destination = (TextureLayerDefinition*)_destination;
terrain_zone->copy(destination->terrain_zone);
destination->displacement_scaling = displacement_scaling;
destination->displacement_height = displacement_height;
destination->displacement_offset = displacement_offset;
*destination->material = *material;
_displacement_noise->copy(destination->_displacement_noise);
_detail_noise->copy(destination->_detail_noise);
}
void TextureLayerDefinition::save(PackStream* stream) const
{
terrain_zone->save(stream);
stream->write(&displacement_scaling);
stream->write(&displacement_height);
stream->write(&displacement_offset);
materialSave(stream, material);
_displacement_noise->save(stream);
_detail_noise->save(stream);
}
void TextureLayerDefinition::load(PackStream* stream)
{
terrain_zone->load(stream);
stream->read(&displacement_scaling);
stream->read(&displacement_height);
stream->read(&displacement_offset);
materialLoad(stream, material);
_displacement_noise->load(stream);
_detail_noise->load(stream);
}
void TextureLayerDefinition::applyPreset(TextureLayerPreset preset)
{
_displacement_noise->randomizeOffsets();
_detail_noise->randomizeOffsets();
terrain_zone->clear();
switch (preset)
{
case TEXTURES_LAYER_PRESET_MUD:
displacement_height = 0.05;
displacement_scaling = 3.0;
displacement_offset = 0.0;
material->base = colorToHSL(colorFromValues(0.4, 0.38, 0.35, 1.0));
material->reflection = 0.003;
material->shininess = 4.0;
break;
case TEXTURES_LAYER_PRESET_ROCK:
terrain_zone->addHeightRangeQuick(1.0, 0.5, 0.55, 1.0, 1.0);
displacement_height = 0.3;
displacement_scaling = 2.0;
displacement_offset = 0.0;
material->base = colorToHSL(colorFromValues(0.6, 0.55, 0.57, 1.0));
material->reflection = 0.006;
material->shininess = 6.0;
break;
case TEXTURES_LAYER_PRESET_GRASS:
terrain_zone->addHeightRangeQuick(1.0, 0.45, 0.5, 0.8, 1.0);
terrain_zone->addSlopeRangeQuick(1.0, 0.0, 0.0, 0.05, 0.4);
displacement_height = 0.0;
displacement_scaling = 1.0;
displacement_offset = 0.0;
material->base = colorToHSL(colorFromValues(0.12, 0.19, 0.035, 1.0));
material->reflection = 0.001;
material->shininess = 4.0;
break;
case TEXTURES_LAYER_PRESET_SAND:
terrain_zone->addHeightRangeQuick(1.0, 0.498, 0.502, 0.505, 0.51);
terrain_zone->addSlopeRangeQuick(1.0, 0.0, 0.0, 0.7, 0.1);
displacement_height = 0.02;
displacement_scaling = 5.0;
displacement_offset = 0.0;
material->base = colorToHSL(colorFromValues(0.93, 0.9, 0.8, 1.0));
material->reflection = 0.008;
material->shininess = 1.0;
break;
case TEXTURES_LAYER_PRESET_SNOW:
terrain_zone->addHeightRangeQuick(1.0, 0.77, 0.85, 1.0, 1.0);
terrain_zone->addSlopeRangeQuick(1.0, 0.0, 0.0, 0.2, 1.0);
displacement_height = 0.1;
displacement_scaling = 1.0;
displacement_offset = 0.0;
material->base = colorToHSL(colorFromValues(1.0, 1.0, 1.0, 1.0));
material->reflection = 0.25;
material->shininess = 0.6;
break;
default:
break;
}
validate();
}