paysages3d/lib_paysages/terrain/preview.c

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#include "public.h"
#include <stdlib.h>
#include "../renderer.h"
#include "../lighting.h"
#include "../textures.h"
/*
* Terrain previews.
*/
static TexturesDefinition _textures;
static LightingDefinition _lighting;
static int _inited = 0;
static Color _applyTextures(Renderer* renderer, Vector3 location, double precision)
{
return texturesGetColor(&_textures, renderer, location.x, location.z, precision);
}
static void _getLightStatus(Renderer* renderer, LightStatus* status, Vector3 location)
{
lightingGetStatus(&_lighting, renderer, location, status);
}
static void _alterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
{
*light = renderer->terrain->alterLight(renderer, light, location);
}
Renderer terrainCreatePreviewRenderer()
{
Renderer result = rendererCreate();
result.render_quality = 3;
result.applyTextures = _applyTextures;
result.getLightStatus = _getLightStatus;
result.alterLight = _alterLight;
result.camera_location.x = 0.0;
result.camera_location.y = 50.0;
result.camera_location.z = 0.0;
if (!_inited)
{
LightDefinition light;
TextureLayerDefinition* texture;
_inited = 1;
_lighting = lightingCreateDefinition();
light.color.r = 0.6;
light.color.g = 0.6;
light.color.b = 0.6;
light.direction.x = -1.0;
light.direction.y = -0.5;
light.direction.z = -1.0;
light.direction = v3Normalize(light.direction);
light.filtered = 0;
light.masked = 1;
light.reflection = 1.0;
lightingAddLight(&_lighting, light);
light.color.r = 0.3;
light.color.g = 0.3;
light.color.b = 0.3;
light.direction.x = 0.5;
light.direction.y = 0.7071;
light.direction.z = 0.5;
light.filtered = 0;
light.masked = 0;
light.reflection = 0.0;
lightingAddLight(&_lighting, light);
lightingValidateDefinition(&_lighting);
_textures = texturesCreateDefinition();
texture = (TextureLayerDefinition*)layersGetLayer(_textures.layers, layersAddLayer(_textures.layers, NULL));
texture->material.base = COLOR_WHITE;
texture->material.reflection = 0.3;
texture->material.shininess = 2.0;
texture->bump_height = 0.0;
texturesLayerValidateDefinition(texture);
}
return result;
}
Color terrainGetPreviewColor(Renderer* renderer, double x, double z, double detail)
{
Vector3 point;
point.x = x;
point.y = renderer->terrain->getHeight(renderer, x, z);
point.z = z;
return renderer->terrain->getFinalColor(renderer, point, detail);
}