2012-12-07 14:15:28 +00:00
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#include "public.h"
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#include "../renderer.h"
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#include "../lighting.h"
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/*
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* Atmosphere previews.
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*/
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typedef struct
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{
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Vector3 location;
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double size;
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} Mount;
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#define MOUNTS_COUNT 11
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static Mount MOUNTS[MOUNTS_COUNT] = {
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2012-12-08 14:12:02 +00:00
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{{2.0, 0.0, -6.0}, 4.0},
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{{-1.5, 0.0, -8.0}, 4.0},
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2012-12-07 14:15:28 +00:00
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{{3.0, 0.0, -10.0}, 6.0},
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{{-8.0, 0.0, -15.0}, 6.0},
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{{10.0, 0.0, -20.0}, 6.0},
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{{-6.0, 0.0, -30.0}, 8.0},
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{{15.0, 0.0, -40.0}, 8.0},
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{{-20.0, 0.0, -50.0}, 8.0},
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{{10.0, 0.0, -60.0}, 10.0},
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{{-5.0, 0.0, -80.0}, 10.0},
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{{30.0, 0.0, -100.0}, 10.0},
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};
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2012-12-08 14:12:02 +00:00
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static SurfaceMaterial MOUNT_MATERIAL = {{0.4, 0.4, 0.4, 1.0}, 0.0, 0.0};
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2012-12-07 14:15:28 +00:00
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static inline int _rayIntersectsTriangle(Vector3 p, Vector3 d, Vector3 v0, Vector3 v1, Vector3 v2, Vector3* hit)
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{
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Vector3 e1, e2, h, s, q;
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double a, f, u, v, t;
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e1 = v3Sub(v1, v0);
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e2 = v3Sub(v2, v0);
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h = v3Cross(d, e2);
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a = v3Dot(e1, h);
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if (a > -0.00001 && a < 0.00001)
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{
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return 0;
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}
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f = 1.0 / a;
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s = v3Sub(p, v0);
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u = f * v3Dot(s, h);
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if (u < 0.0 || u > 1.0)
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{
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return 0;
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}
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q = v3Cross(s, e1);
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v = f * v3Dot(d, q);
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if (v < 0.0 || u + v > 1.0)
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{
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return 0;
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}
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t = f * v3Dot(e2, q);
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if (t > 0.00001)
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{
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*hit = v3Add(p, v3Scale(d, t));
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return 1;
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}
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else
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{
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return 0;
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}
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}
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static inline int _checkHitMountain(Vector3 eye, Vector3 direction, Mount mount, Vector3* hit)
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{
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Vector3 v0 = mount.location;
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Vector3 v1 = mount.location;
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Vector3 v2 = mount.location;
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v0.x -= mount.size;
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v1.x += mount.size;
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v2.y += mount.size;
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return _rayIntersectsTriangle(eye, direction, v0, v1, v2, hit);
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}
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static inline int _checkHitGround(Vector3 eye, Vector3 direction, Vector3* hit)
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{
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if (direction.y > -0.0001)
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{
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return 0;
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}
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else
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{
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hit->x = eye.x - direction.x * eye.y / direction.y;
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hit->y = 0.0;
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hit->z = eye.z - direction.z * eye.y / direction.y;
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return 1;
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}
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}
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static inline int _checkHit(Vector3 eye, Vector3 direction, Vector3* hit, Vector3* normal)
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{
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int i;
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for (i = 0; i < MOUNTS_COUNT; i++)
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{
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if (_checkHitMountain(eye, direction, MOUNTS[i], hit))
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{
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*normal = VECTOR_SOUTH;
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return 1;
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}
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}
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*normal = VECTOR_UP;
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return _checkHitGround(eye, direction, hit);
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}
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Color atmosphereGetPreview(Renderer* renderer, double x, double y, double heading)
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{
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Vector3 eye = {0.0, 8.0, 0.0};
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Vector3 direction = {x, y, -1.0};
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Vector3 hit, normal;
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Matrix4 rotation;
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rotation = m4NewRotateY(heading);
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if (_checkHit(eye, direction, &hit, &normal))
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{
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Color color;
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LightStatus light;
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normal = m4Transform(rotation, normal);
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hit = m4Transform(rotation, hit);
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renderer->getLightStatus(renderer, &light, hit);
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color = renderer->applyLightStatus(renderer, &light, hit, normal, MOUNT_MATERIAL);
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return renderer->atmosphere->applyAerialPerspective(renderer, hit, color);
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}
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else
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{
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direction = m4Transform(rotation, direction);
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return renderer->atmosphere->getSkyColor(renderer, direction);
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}
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}
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2012-12-08 14:12:02 +00:00
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static void _getLightStatus(Renderer* renderer, LightStatus* status, Vector3 location)
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{
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LightingDefinition def;
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def = lightingCreateDefinition();
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lightingGetStatus(&def, renderer, location, status);
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lightingDeleteDefinition(&def);
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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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return lightingApplyStatusToSurface(renderer, status, location, normal, material);
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}
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Renderer atmosphereCreatePreviewRenderer()
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{
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Renderer result = rendererCreate();
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result.camera_location.x = 0.0;
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result.camera_location.y = 8.0;
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result.camera_location.z = 0.0;
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result.getLightStatus = _getLightStatus;
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result.applyLightStatus = _applyLightStatus;
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return result;
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}
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