paysages3d/lib_paysages/renderer.c

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#include "renderer.h"
#include "shared/constants.h"
#include "lighting.h"
RayCastingResult _RAYCASTING_NULL = {0};
static Color _filterLight(Renderer* renderer, Color light_color, Vector3 at_location, Vector3 light_location, Vector3 direction_to_light)
{
return light_color;
}
static Color _applyLightingToSurface(Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material)
{
return material.base;
}
static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector3 direction, int terrain, int water, int sky, int clouds)
{
return _RAYCASTING_NULL;
}
static double _getTerrainHeight(Renderer* renderer, double x, double z)
{
return 0.0;
}
static Color _applyTextures(Renderer* renderer, Vector3 location, double precision)
{
return COLOR_TRANSPARENT;
}
static Color _applyAtmosphere(Renderer* renderer, Vector3 location, Color base)
{
return base;
}
static Color _applyClouds(Renderer* renderer, Color base, Vector3 start, Vector3 end)
{
return base;
}
static Vector3 _projectPoint(Renderer* renderer, Vector3 point)
{
return point;
}
static Vector3 _unprojectPoint(Renderer* renderer, Vector3 point)
{
return point;
}
static double _getPrecision(Renderer* renderer, Vector3 location)
{
return 0.001;
}
Renderer rendererGetFake()
{
Renderer result;
result.render_quality = 5;
result.camera_location = VECTOR_ZERO;
result.filterLight = _filterLight;
result.applyLightingToSurface = _applyLightingToSurface;
result.rayWalking = _rayWalking;
result.getTerrainHeight = _getTerrainHeight;
result.applyTextures = _applyTextures;
result.applyAtmosphere = _applyAtmosphere;
result.applyClouds = _applyClouds;
result.projectPoint = _projectPoint;
result.unprojectPoint = _unprojectPoint;
result.getPrecision = _getPrecision;
return result;
}