paysages3d/src/sky.c

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C
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#include <stdlib.h>
#include <math.h>
#include "shared/types.h"
#include "shared/functions.h"
#include "shared/globals.h"
#include "shared/constants.h"
#include "clouds.h"
ColorGradation _gradation;
#define SPHERE_SIZE 1000.0
void skySave(FILE* f)
{
}
void skyLoad(FILE* f)
{
}
Color skyGetColor(Vector3 start, Vector3 direction)
{
direction = v3Normalize(direction);
return colorGradationGet(&_gradation, direction.y * 0.5 + 0.5);
}
Color skyProjectRay(Vector3 start, Vector3 direction)
{
Color color_sky, color_clouds;
direction = v3Normalize(direction);
color_sky = skyGetColor(start, direction);
color_clouds = cloudsGetColor(start, v3Add(start, v3Scale(direction, SPHERE_SIZE)));
colorMask(&color_sky, &color_clouds);
return color_sky;
}
void skySetGradation(ColorGradation grad)
{
_gradation = grad;
}
static int _postProcessFragment(RenderFragment* fragment)
{
Vector3 location, direction;
Color color_sky, color_clouds;
location = fragment->vertex.location;
direction = v3Sub(location, camera_location);
color_sky = skyGetColor(camera_location, v3Normalize(direction));
color_clouds = cloudsGetColor(camera_location, v3Add(camera_location, v3Scale(direction, 10.0)));
colorMask(&color_sky, &color_clouds);
fragment->vertex.color = color_sky;
return 1;
}
void skyRender(RenderProgressCallback callback)
{
int res_i, res_j;
int i, j;
double step_i, step_j;
double current_i, current_j;
Vertex vertex1, vertex2, vertex3, vertex4;
Color col;
Vector3 direction;
res_i = render_quality * 20;
res_j = render_quality * 10;
step_i = M_PI * 2.0 / (double)res_i;
step_j = M_PI / (double)res_j;
col.r = 0.0;
col.g = 0.0;
col.a = 1.0;
for (j = 0; j < res_j; j++)
{
if (!callback((double)j / (double)(res_j - 1)))
{
return;
}
current_j = (double)(j - res_j / 2) * step_j;
for (i = 0; i < res_i; i++)
{
current_i = (double)i * step_i;
direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j);
direction.y = SPHERE_SIZE * sin(current_j);
direction.z = SPHERE_SIZE * sin(current_i) * cos(current_j);
vertex1.location = v3Add(camera_location, direction);
col.b = sin(direction.x) * sin(direction.x) * cos(direction.z) * cos(direction.z);
vertex1.color = col;
vertex1.callback = _postProcessFragment;
direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j);
direction.y = SPHERE_SIZE * sin(current_j);
direction.z = SPHERE_SIZE * sin(current_i + step_i) * cos(current_j);
vertex2.location = v3Add(camera_location, direction);
col.b = sin(direction.x) * sin(direction.x) * cos(direction.z) * cos(direction.z);
vertex2.color = col;
vertex2.callback = _postProcessFragment;
direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j + step_j);
direction.y = SPHERE_SIZE * sin(current_j + step_j);
direction.z = SPHERE_SIZE * sin(current_i + step_i) * cos(current_j + step_j);
vertex3.location = v3Add(camera_location, direction);
col.b = sin(direction.x) * sin(direction.x) * cos(direction.z) * cos(direction.z);
vertex3.color = col;
vertex3.callback = _postProcessFragment;
direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j + step_j);
direction.y = SPHERE_SIZE * sin(current_j + step_j);
direction.z = SPHERE_SIZE * sin(current_i) * cos(current_j + step_j);
vertex4.location = v3Add(camera_location, direction);
col.b = sin(direction.x) * sin(direction.x) * cos(direction.z) * cos(direction.z);
vertex4.color = col;
vertex4.callback = _postProcessFragment;
/* TODO Triangles at poles */
renderPushQuad(&vertex1, &vertex4, &vertex3, &vertex2);
}
}
}