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