paysages3d/lib_paysages/renderer.c

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#include "renderer.h"
#include "tools/lighting.h"
#include "system.h"
#include "render.h"
#include "scenery.h"
#include "tools.h"
static RayCastingResult _RAYCASTING_NULL = {0};
static void* _renderFirstPass(void* data)
{
Renderer* renderer = (Renderer*)data;
sceneryRenderFirstPass(renderer);
renderer->is_rendering = 0;
return NULL;
}
static int _addRenderProgress(Renderer* renderer, double progress)
{
UNUSED(progress);
return !renderer->render_interrupt;
}
static Vector3 _getCameraLocation(Renderer* renderer, Vector3 target)
{
UNUSED(renderer);
UNUSED(target);
return renderer->render_camera.location;
}
static Vector3 _getCameraDirection(Renderer* renderer, Vector3 target)
{
UNUSED(renderer);
UNUSED(target);
return renderer->render_camera.forward;
}
static double _getPrecision(Renderer* renderer, Vector3 location)
{
UNUSED(renderer);
UNUSED(location);
return 0.0;
}
static Vector3 _projectPoint(Renderer* renderer, Vector3 point)
{
UNUSED(renderer);
return point;
}
static Vector3 _unprojectPoint(Renderer* renderer, Vector3 point)
{
UNUSED(renderer);
return point;
}
static void _pushTriangle(Renderer* renderer, Vector3 v1, Vector3 v2, Vector3 v3, f_RenderFragmentCallback callback, void* callback_data)
{
Vector3 p1, p2, p3;
p1 = renderer->projectPoint(renderer, v1);
p2 = renderer->projectPoint(renderer, v2);
p3 = renderer->projectPoint(renderer, v3);
renderPushTriangle(renderer->render_area, p1, p2, p3, v1, v2, v3, callback, callback_data);
}
static void _pushQuad(Renderer* renderer, Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, f_RenderFragmentCallback callback, void* callback_data)
{
renderer->pushTriangle(renderer, v2, v3, v1, callback, callback_data);
renderer->pushTriangle(renderer, v4, v1, v3, callback, callback_data);
}
static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector3 direction, int terrain, int water, int sky, int clouds)
{
return _RAYCASTING_NULL;
}
static Color _applyTextures(Renderer* renderer, Vector3 location, double precision)
{
return COLOR_TRANSPARENT;
}
static Color _applyLightingToSurface(Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial* material)
{
LightStatus* light = lightingCreateStatus(renderer->lighting, location, renderer->getCameraLocation(renderer, location));
renderer->atmosphere->getLightingStatus(renderer, light, normal, 0);
Color result = lightingApplyStatus(light, normal, material);
lightingDeleteStatus(light);
return result;
}
static Color _applyMediumTraversal(Renderer* renderer, Vector3 location, Color color)
{
color = renderer->atmosphere->applyAerialPerspective(renderer, location, color);
color = renderer->clouds->getColor(renderer, color, renderer->getCameraLocation(renderer, location), location);
return color;
}
Renderer* rendererCreate()
{
Renderer* result = malloc(sizeof(Renderer));
RenderParams params = {1, 1, 1, 5};
result->render_quality = 5;
result->render_width = 1;
result->render_height = 1;
result->render_interrupt = 0;
result->render_progress = 0.0;
result->is_rendering = 0;
result->render_camera = cameraCreateDefinition();
result->render_area = renderCreateArea();
renderSetParams(result->render_area, params);
result->addRenderProgress = _addRenderProgress;
result->getCameraLocation = _getCameraLocation;
result->getCameraDirection = _getCameraDirection;
result->getPrecision = _getPrecision;
result->projectPoint = _projectPoint;
result->unprojectPoint = _unprojectPoint;
result->pushTriangle = _pushTriangle;
result->pushQuad = _pushQuad;
result->rayWalking = _rayWalking;
result->applyTextures = _applyTextures;
result->applyLightingToSurface = _applyLightingToSurface;
result->applyMediumTraversal = _applyMediumTraversal;
result->lighting = lightingManagerCreate();
result->atmosphere = AtmosphereRendererClass.create();
result->clouds = CloudsRendererClass.create();
result->terrain = TerrainRendererClass.create();
result->water = WaterRendererClass.create();
return result;
}
void rendererDelete(Renderer* renderer)
{
lightingManagerDelete(renderer->lighting);
AtmosphereRendererClass.destroy(renderer->atmosphere);
CloudsRendererClass.destroy(renderer->clouds);
TerrainRendererClass.destroy(renderer->terrain);
WaterRendererClass.destroy(renderer->water);
renderDeleteArea(renderer->render_area);
free(renderer);
}
void rendererSetPreviewCallbacks(Renderer* renderer, RenderCallbackStart start, RenderCallbackDraw draw, RenderCallbackUpdate update)
{
renderSetPreviewCallbacks(renderer->render_area, start, draw, update);
}
void rendererStart(Renderer* renderer, RenderParams params)
{
Thread* thread;
int loops;
int core_count = systemGetCoreCount();
params.antialias = (params.antialias < 1) ? 1 : params.antialias;
params.antialias = (params.antialias > 4) ? 4 : params.antialias;
renderer->render_quality = params.quality;
renderer->render_width = params.width * params.antialias;
renderer->render_height = params.height * params.antialias;
renderer->render_interrupt = 0;
renderer->render_progress = 0.0;
cameraSetRenderSize(&renderer->render_camera, renderer->render_width, renderer->render_height);
renderSetBackgroundColor(renderer->render_area, &COLOR_BLACK);
renderSetParams(renderer->render_area, params);
renderClear(renderer->render_area);
renderer->is_rendering = 1;
thread = threadCreate(_renderFirstPass, renderer);
loops = 0;
while (renderer->is_rendering)
{
timeSleepMs(100);
if (++loops >= 10)
{
renderUpdate(renderer->render_area);
loops = 0;
}
}
threadJoin(thread);
renderer->is_rendering = 1;
renderPostProcess(renderer->render_area, renderer, core_count);
renderer->is_rendering = 0;
}
void rendererInterrupt(Renderer* renderer)
{
renderer->render_interrupt = 1;
}