paysages3d/lib_paysages/terrain/main.c

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#include "public.h"
#include "private.h"
#include <stdlib.h>
#include <math.h>
#include "../tools.h"
#include "../lighting.h"
#include "../renderer.h"
/******************** Definition ********************/
static void _validateDefinition(TerrainDefinition* definition)
{
noiseValidate(definition->_height_noise);
/* Get minimal and maximal height */
definition->_min_height = -noiseGetMaxValue(definition->_height_noise) * definition->height;
definition->_max_height = noiseGetMaxValue(definition->_height_noise) * definition->height;
}
static TerrainDefinition* _createDefinition()
{
TerrainDefinition* definition = malloc(sizeof(TerrainDefinition));
definition->height = 0.0;
definition->scaling = 1.0;
definition->shadow_smoothing = 0.0;
definition->height_map = terrainHeightMapCreate();
definition->_height_noise = noiseCreateGenerator();
terrainAutoPreset(definition, TERRAIN_PRESET_STANDARD);
return definition;
}
static void _deleteDefinition(TerrainDefinition* definition)
{
terrainHeightmapDelete(definition->height_map);
noiseDeleteGenerator(definition->_height_noise);
free(definition);
}
static void _copyDefinition(TerrainDefinition* source, TerrainDefinition* destination)
{
destination->height = source->height;
destination->scaling = source->scaling;
destination->shadow_smoothing = source->shadow_smoothing;
terrainHeightmapCopy(source->height_map, destination->height_map);
noiseCopy(source->_height_noise, destination->_height_noise);
_validateDefinition(destination);
}
static void _saveDefinition(PackStream* stream, TerrainDefinition* definition)
{
packWriteDouble(stream, &definition->height);
packWriteDouble(stream, &definition->scaling);
packWriteDouble(stream, &definition->shadow_smoothing);
terrainHeightmapSave(stream, definition->height_map);
noiseSaveGenerator(stream, definition->_height_noise);
}
static void _loadDefinition(PackStream* stream, TerrainDefinition* definition)
{
packReadDouble(stream, &definition->height);
packReadDouble(stream, &definition->scaling);
packReadDouble(stream, &definition->shadow_smoothing);
terrainHeightmapLoad(stream, definition->height_map);
noiseLoadGenerator(stream, definition->_height_noise);
_validateDefinition(definition);
}
StandardDefinition TerrainDefinitionClass = {
(FuncObjectCreate)_createDefinition,
(FuncObjectDelete)_deleteDefinition,
(FuncObjectCopy)_copyDefinition,
(FuncObjectValidate)_validateDefinition,
(FuncObjectSave)_saveDefinition,
(FuncObjectLoad)_loadDefinition
};
/******************** Binding ********************/
static double _fakeGetHeight(Renderer* renderer, double x, double z, int with_painting)
{
UNUSED(renderer);
UNUSED(x);
UNUSED(z);
UNUSED(with_painting);
return 0.0;
}
static double _getHeight(Renderer* renderer, double x, double z, int with_painting)
{
double height;
TerrainDefinition* definition = renderer->terrain->definition;
x /= definition->scaling;
z /= definition->scaling;
if (!with_painting || !terrainHeightmapGetHeight(definition->height_map, x, z, &height))
{
height = noiseGet2DTotal(definition->_height_noise, x, z);
}
return height * definition->height * definition->scaling;
}
static Color _fakeGetFinalColor(Renderer* renderer, Vector3 location, double precision)
{
return COLOR_GREEN;
}
static Color _getFinalColor(Renderer* renderer, Vector3 location, double precision)
{
Color color;
color = renderer->applyTextures(renderer, location, precision);
/* TODO Factorize this in scenery renderer */
color = renderer->atmosphere->applyAerialPerspective(renderer, location, color);
color = renderer->applyClouds(renderer, color, renderer->camera_location, location);
return color;
}
static RayCastingResult _fakeCastRay(Renderer* renderer, Vector3 start, Vector3 direction)
{
UNUSED(renderer);
UNUSED(start);
UNUSED(direction);
RayCastingResult result;
result.hit = 0;
return result;
}
static RayCastingResult _castRay(Renderer* renderer, Vector3 start, Vector3 direction)
{
RayCastingResult result;
TerrainDefinition* definition = renderer->terrain->definition;
Vector3 inc_vector;
double inc_value, inc_base, inc_factor, height, diff, lastdiff, length;
direction = v3Normalize(direction);
inc_factor = (double)renderer->render_quality;
inc_base = 1.0;
inc_value = inc_base / inc_factor;
lastdiff = start.y - _getHeight(renderer, start.x, start.z, 1);
length = 0.0;
do
{
inc_vector = v3Scale(direction, inc_value);
length += v3Norm(inc_vector);
start = v3Add(start, inc_vector);
height = _getHeight(renderer, start.x, start.z, 1);
diff = start.y - height;
if (diff < 0.0)
{
if (fabs(diff - lastdiff) > 0.00001)
{
start = v3Add(start, v3Scale(inc_vector, -diff / (diff - lastdiff)));
start.y = _getHeight(renderer, start.x, start.z, 1);
}
else
{
start.y = height;
}
result.hit = 1;
result.hit_location = start;
result.hit_color = _getFinalColor(renderer, start, renderer->getPrecision(renderer, result.hit_location));
return result;
}
if (diff < inc_base / inc_factor)
{
inc_value = inc_base / inc_factor;
}
else if (diff > inc_base)
{
inc_value = inc_base;
}
else
{
inc_value = diff;
}
lastdiff = diff;
} while (length < 50.0 && start.y <= definition->_max_height);
result.hit = 0;
return result;
}
static LightDefinition _fakeAlterLight(Renderer* renderer, LightDefinition* light, Vector3 at)
{
UNUSED(renderer);
UNUSED(at);
return *light;
}
static LightDefinition _alterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
{
TerrainDefinition* definition = renderer->terrain->definition;
LightDefinition result = *light;
Vector3 inc_vector, direction_to_light;
double inc_value, inc_base, inc_factor, height, diff, light_factor, smoothing, length;
direction_to_light = v3Scale(light->direction, -1.0);
if ((fabs(direction_to_light.x) < 0.0001 && fabs(direction_to_light.z) < 0.0001) || definition->height < 0.001)
{
return result;
}
else if (direction_to_light.y < 0.05)
{
result.color = COLOR_BLACK;
return result;
}
else if (direction_to_light.y < 0.0000)
{
result.color.r *= (0.05 + direction_to_light.y) / 0.05;
result.color.g *= (0.05 + direction_to_light.y) / 0.05;
result.color.b *= (0.05 + direction_to_light.y) / 0.05;
}
inc_factor = (double)renderer->render_quality;
inc_base = definition->height / definition->scaling;
inc_value = inc_base / inc_factor;
smoothing = definition->shadow_smoothing;
light_factor = 1.0;
length = 0.0;
diff = 0.0;
do
{
inc_vector = v3Scale(direction_to_light, inc_value);
length += v3Norm(inc_vector);
location = v3Add(location, inc_vector);
height = _getHeight(renderer, location.x, location.z, 1);
diff = location.y - height;
if (diff < 0.0)
{
if (length * smoothing > 0.000001)
{
light_factor += diff * v3Norm(inc_vector) / (length * smoothing);
}
else
{
light_factor = 0.0;
}
}
if (diff < inc_base / inc_factor)
{
inc_value = inc_base / inc_factor;
}
else if (diff > inc_base)
{
inc_value = inc_base;
}
else
{
inc_value = diff;
}
} while (light_factor > 0.0 && length < (10.0 * inc_factor) && location.y <= definition->_max_height);
if (light_factor <= 0.0)
{
result.color = COLOR_BLACK;
return result;
}
else
{
result.color.r *= light_factor;
result.color.g *= light_factor;
result.color.b *= light_factor;
return result;
}
}
/******************** Public tools ********************/
double terrainGetGridHeight(TerrainDefinition* definition, int x, int z, int with_painting)
{
double height;
if (!with_painting || !terrainHeightmapGetHeight(definition->height_map, (double)x, (double)z, &height))
{
height = noiseGet2DTotal(definition->_height_noise, (double)x, (double)z);
}
return height;
}
/******************** Renderer ********************/
static TerrainRenderer* _createRenderer()
{
TerrainRenderer* result;
result = malloc(sizeof(TerrainRenderer));
result->definition = TerrainDefinitionClass.create();
result->castRay = _fakeCastRay;
result->alterLight = _fakeAlterLight;
result->getHeight = _fakeGetHeight;
result->getFinalColor = _fakeGetFinalColor;
return result;
}
static void _deleteRenderer(TerrainRenderer* renderer)
{
TerrainDefinitionClass.destroy(renderer->definition);
free(renderer);
}
static void _bindRenderer(TerrainRenderer* renderer, TerrainDefinition* definition)
{
TerrainDefinitionClass.copy(definition, renderer->definition);
renderer->castRay = _castRay;
renderer->alterLight = _alterLight;
renderer->getHeight = _getHeight;
renderer->getFinalColor = _getFinalColor;
}
StandardRenderer TerrainRendererClass = {
(FuncObjectCreate)_createRenderer,
(FuncObjectDelete)_deleteRenderer,
(FuncObjectBind)_bindRenderer
};