paysages3d/src/rendering/terrain/ter_preview.cpp

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#include "public.h"
#include <stdlib.h>
#include "../tools.h"
#include "../tools/lighting.h"
#include "../renderer.h"
/*
* Terrain previews.
*/
static void _getLightingStatus(Renderer* renderer, LightStatus* status, Vector3 normal, int opaque)
{
LightDefinition light;
UNUSED(renderer);
UNUSED(normal);
UNUSED(opaque);
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.altered = 1;
light.reflection = 0.0;
lightingPushLight(status, &light);
light.color.r = 0.2;
light.color.g = 0.2;
light.color.b = 0.2;
light.direction.x = 1.0;
light.direction.y = -0.5;
light.direction.z = -1.0;
light.direction = v3Normalize(light.direction);
light.altered = 0;
light.reflection = 0.0;
lightingPushLight(status, &light);
}
static Vector3 _getCameraLocation(Renderer* renderer, Vector3 location)
{
UNUSED(renderer);
location.x -= 10.0;
location.y += 15.0;
location.z += 10.0;
return location;
}
Renderer* terrainCreatePreviewRenderer()
{
Renderer* result = rendererCreate();
result->render_quality = 3;
result->getCameraLocation = _getCameraLocation;
result->atmosphere->getLightingStatus = _getLightingStatus;
TexturesDefinition* textures;
textures = (TexturesDefinition*)TexturesDefinitionClass.create();
layersClear(textures->layers);
TexturesLayerDefinition* layer = (TexturesLayerDefinition*)layersGetLayer(textures->layers, layersAddLayer(textures->layers, NULL));
zoneClear(layer->terrain_zone);
layer->displacement_height = 0.0;
layer->material.base = colorToHSL(COLOR_WHITE);
layer->material.reflection = 0.05;
layer->material.shininess = 2.0;
TexturesDefinitionClass.validate(textures);
noiseClearLevels(layer->_detail_noise);
TexturesRendererClass.bind(result, textures);
TexturesDefinitionClass.destroy(textures);
return result;
}
Color terrainGetPreviewColor(Renderer* renderer, double x, double z, double detail)
{
Vector3 point;
point.x = x;
point.y = renderer->terrain->getHeight(renderer, x, z, 1);
point.z = z;
return renderer->terrain->getFinalColor(renderer, point, detail);
}