paysages: Big big refactoring for scenery and renderer (WIP - Clouds still broken).

git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@233 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
Michaël Lemaire 2012-01-24 13:16:20 +00:00 committed by ThunderK
parent 48ea553f49
commit 4e70d8ca8c
33 changed files with 571 additions and 340 deletions

View file

@ -3,11 +3,14 @@
#include <string.h>
#include "../lib_paysages/shared/functions.h"
#include "../lib_paysages/auto.h"
#include "../lib_paysages/render.h"
#include "../lib_paysages/scenery.h"
void startRender(char* outputpath)
void startRender(Renderer* renderer, char* outputpath)
{
printf("\rRendering %s ... \n", outputpath);
autoRenderSceneTwoPass(0);
autoRenderSceneTwoPass(renderer, 0);
printf("\rSaving %s ... \n", outputpath);
remove(outputpath);
renderSaveToFile(outputpath);
@ -26,6 +29,7 @@ void _previewUpdate(double progress)
int main(int argc, char** argv)
{
Renderer renderer;
int conf_render_width = 800;
int conf_render_height = 600;
int conf_render_quality = 5;
@ -94,8 +98,8 @@ int main(int argc, char** argv)
printf("Initializing ...\n");
paysagesInit();
renderer = sceneryGetStandardRenderer(conf_render_quality);
renderSetSize(conf_render_width, conf_render_height);
renderSetQuality(conf_render_quality);
renderSetPreviewCallbacks(NULL, NULL, NULL, _previewUpdate);
for (outputcount = 0; outputcount < conf_nb_pictures; outputcount++)
@ -103,7 +107,7 @@ int main(int argc, char** argv)
autoSetDaytimeFraction(conf_daytime_start);
sprintf(outputpath, "output/pic%05d.png", outputcount);
startRender(outputpath);
startRender(&renderer, outputpath);
conf_daytime_start += conf_daytime_step;
}

View file

@ -5,15 +5,25 @@
#include <QColor>
#include <QPainter>
#include "../lib_paysages/render.h"
#include "../lib_paysages/renderer.h"
#include "../lib_paysages/scenery.h"
#include "../lib_paysages/auto.h"
#include "../lib_paysages/shared/functions.h"
class RenderThread:public QThread
{
public:
RenderThread(Renderer* renderer):QThread()
{
_renderer = renderer;
}
void run()
{
autoRenderSceneTwoPass(0);
autoRenderSceneTwoPass(_renderer, 0);
}
private:
Renderer* _renderer;
};
static DialogRender* _current_dialog;
@ -89,12 +99,13 @@ DialogRender::DialogRender(QWidget *parent):
void DialogRender::startRender(int quality, int width, int height)
{
renderSetSize(width, height);
autoSetRenderQuality(quality);
Renderer renderer;
renderer = sceneryGetStandardRenderer(quality);
renderSetSize(width, height);
renderSetPreviewCallbacks(_renderResize, _renderClear, _renderDraw, _renderUpdate);
render_thread = new RenderThread();
render_thread = new RenderThread(&renderer);
render_thread->start();
exec();

View file

@ -4,6 +4,7 @@
#include <QMessageBox>
#include "dialogrender.h"
#include "../lib_paysages/render.h"
#include "../lib_paysages/shared/functions.h"
/**************** Form ****************/

View file

@ -7,6 +7,8 @@
#include <math.h>
#include "../lib_paysages/sky.h"
#include "../lib_paysages/scenery.h"
#include "../lib_paysages/renderer.h"
#include "../lib_paysages/shared/functions.h"
#include "../lib_paysages/shared/constants.h"
@ -19,6 +21,7 @@ public:
PreviewEast(QWidget* parent):
Preview(parent)
{
_renderer = rendererGetFake();
}
protected:
QColor getColor(double x, double y)
@ -30,8 +33,10 @@ protected:
look.y = -y;
look.z = x;
return colorToQColor(skyGetColorCustom(eye, look, &_definition, NULL, NULL));
return colorToQColor(skyGetColor(&_definition, &_renderer, eye, look));
}
private:
Renderer _renderer;
};
class PreviewWest:public Preview
@ -40,6 +45,7 @@ public:
PreviewWest(QWidget* parent):
Preview(parent)
{
_renderer = rendererGetFake();
}
protected:
QColor getColor(double x, double y)
@ -51,8 +57,10 @@ protected:
look.y = -y;
look.z = -x;
return colorToQColor(skyGetColorCustom(eye, look, &_definition, NULL, NULL));
return colorToQColor(skyGetColor(&_definition, &_renderer, eye, look));
}
private:
Renderer _renderer;
};
/**************** Form ****************/
@ -79,13 +87,13 @@ FormSky::FormSky(QWidget *parent):
void FormSky::revertConfig()
{
skyCopyDefinition(skyGetDefinition(), &_definition);
sceneryGetSky(&_definition);
BaseForm::revertConfig();
}
void FormSky::applyConfig()
{
skySetDefinition(_definition);
scenerySetSky(&_definition);
BaseForm::applyConfig();
}

View file

@ -6,6 +6,7 @@
#include <math.h>
#include "../lib_paysages/terrain.h"
#include "../lib_paysages/scenery.h"
#include "../lib_paysages/shared/functions.h"
#include "../lib_paysages/shared/constants.h"
@ -15,8 +16,7 @@ static TerrainDefinition _definition;
class PreviewTerrainHeight:public Preview
{
public:
PreviewTerrainHeight(QWidget* parent):
Preview(parent)
PreviewTerrainHeight(QWidget* parent):Preview(parent)
{
}
protected:
@ -24,7 +24,7 @@ protected:
{
double height;
height = terrainGetHeightNormalizedCustom(x, y, &_definition);
height = terrainGetHeightNormalized(&_definition, x, y);
return QColor((int)(255.0 * height), (int)(255.0 * height), (int)(255.0 * height));
}
};
@ -32,23 +32,18 @@ protected:
class PreviewTerrainColor:public Preview
{
public:
PreviewTerrainColor(QWidget* parent):
Preview(parent)
PreviewTerrainColor(QWidget* parent):Preview(parent)
{
_lighting_environment.filter = NULL;
_environment.toggle_fog = 0;
_environment.lighting_definition = NULL;
_environment.lighting_environment = &_lighting_environment;
// TODO Use custom renderer
_renderer = sceneryGetStandardRenderer(3);
}
protected:
QColor getColor(double x, double y)
{
return colorToQColor(terrainGetColorCustom(x, y, scaling, &_definition, NULL, &_environment));
return colorToQColor(terrainGetColor(&_definition, &_renderer, x, y, scaling));
}
private:
LightingEnvironment _lighting_environment;
TerrainEnvironment _environment;
Renderer _renderer;
};
/**************** Form ****************/
@ -71,13 +66,13 @@ FormTerrain::FormTerrain(QWidget *parent):
void FormTerrain::revertConfig()
{
terrainCopyDefinition(terrainGetDefinition(), &_definition);
sceneryGetTerrain(&_definition);
BaseForm::revertConfig();
}
void FormTerrain::applyConfig()
{
terrainSetDefinition(_definition);
scenerySetTerrain(&_definition);
BaseForm::applyConfig();
}

View file

@ -7,6 +7,8 @@
#include "../lib_paysages/terrain.h"
#include "../lib_paysages/water.h"
#include "../lib_paysages/scenery.h"
#include "../lib_paysages/renderer.h"
#include "../lib_paysages/shared/functions.h"
#include "../lib_paysages/shared/constants.h"
@ -16,19 +18,20 @@ static WaterDefinition _definition;
class PreviewWaterCoverage:public Preview
{
public:
PreviewWaterCoverage(QWidget* parent):
Preview(parent)
PreviewWaterCoverage(QWidget* parent):Preview(parent)
{
_terrain = terrainCreateDefinition();
sceneryGetTerrain(&_terrain);
}
protected:
QColor getColor(double x, double y)
{
double height;
height = terrainGetHeight(x, y);
height = terrainGetHeight(&_terrain, x, y);
if (height > _definition.height)
{
height = terrainGetHeightNormalized(x, y);
height = terrainGetHeightNormalized(&_terrain, x, y);
return QColor((int)(255.0 * height), (int)(255.0 * height), (int)(255.0 * height));
}
else
@ -36,24 +39,24 @@ protected:
return colorToQColor(_definition.main_color);
}
}
private:
TerrainDefinition _terrain;
};
class PreviewWaterColor:public Preview
{
public:
PreviewWaterColor(QWidget* parent):
Preview(parent)
PreviewWaterColor(QWidget* parent):Preview(parent)
{
_water = waterCreateDefinition();
_renderer = rendererGetFake();
_renderer.rayWalking = _rayWalking;
// TODO Lighting
}
protected:
QColor getColor(double x, double y)
{
Vector3 eye, look, location;
WaterDefinition definition;
WaterEnvironment environment;
LightingEnvironment lighting_environment;
WaterQuality quality;
Color result;
eye.x = 0.0;
eye.y = scaling;
@ -65,8 +68,7 @@ protected:
if (look.y > -0.0001)
{
result = this->rayCastFromWater(eye, look).hit_color;
return colorToQColor(result);
return colorToQColor(_rayWalking(&_renderer, eye, look, 0, 0, 0, 0).hit_color);
}
location.x = eye.x - look.x * eye.y / look.y;
@ -75,27 +77,17 @@ protected:
if (location.z > 0.0)
{
result = this->rayCastFromWater(eye, look).hit_color;
return colorToQColor(result);
return colorToQColor(_rayWalking(&_renderer, eye, look, 0, 0, 0, 0).hit_color);
}
definition = _definition;
definition.height = 0.0;
lighting_environment.filter = NULL;
environment.reflection_function = (RayCastingFunction)(&this->rayCastFromWater);
environment.refraction_function = (RayCastingFunction)(&this->rayCastFromWater);
environment.toggle_fog = 0;
environment.lighting_definition = NULL;
environment.lighting_environment = &lighting_environment;
quality.force_detail = 0.0001;
quality.detail_boost = 1.0;
result = waterGetColorCustom(location, look, &definition, &quality, &environment).final;
return colorToQColor(result);
_water.height = 0.0;
return colorToQColor(waterGetColor(&_definition, &_renderer, location, look));
}
private:
static RayCastingResult rayCastFromWater(Vector3 start, Vector3 direction)
Renderer _renderer;
WaterDefinition _water;
static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector3 direction, int terrain, int water, int sky, int clouds)
{
RayCastingResult result;
double x, y;
@ -104,12 +96,12 @@ private:
if (direction.z < 0.0001)
{
result.hit_color = COLOR_WHITE;
result.hit_location = start;
result.hit_location = location;
}
else
{
x = start.x + direction.x * (0.0 - start.z) / direction.z;
y = start.y + direction.y * (0.0 - start.z) / direction.z;
x = location.x + direction.x * (0.0 - location.z) / direction.z;
y = location.y + direction.y * (0.0 - location.z) / direction.z;
if (((int)ceil(x * 0.2) % 2 == 0) ^ ((int)ceil(y * 0.2 - 0.5) % 2 == 0))
{
@ -154,12 +146,12 @@ FormWater::FormWater(QWidget *parent):
void FormWater::revertConfig()
{
waterCopyDefinition(waterGetDefinition(), &_definition);
sceneryGetWater(&_definition);
BaseForm::revertConfig();
}
void FormWater::applyConfig()
{
waterSetDefinition(_definition);
scenerySetWater(&_definition);
BaseForm::applyConfig();
}

View file

@ -12,6 +12,7 @@
#include "formrender.h"
#include "dialogrender.h"
#include "../lib_paysages/auto.h"
#include "../lib_paysages/shared/functions.h"
int main(int argc, char** argv)

View file

@ -12,4 +12,4 @@ static inline QColor colorToQColor(Color color)
return QColor(color.r * 255.0, color.g * 255.0, color.b * 255.0, color.a * 255.0);
}
#endif // _PAYSAGES_QT_TOOLS_H_
#endif

View file

@ -1,4 +1,5 @@
#include <unistd.h>
#include "auto.h"
#include <math.h>
#include <stdlib.h>
#include <time.h>
@ -7,8 +8,8 @@
#include "shared/functions.h"
#include "shared/constants.h"
#include "shared/globals.h"
#include "shared/system.h"
#include "system.h"
#include "water.h"
#include "clouds.h"
#include "sky.h"
@ -17,40 +18,10 @@
#include "textures.h"
#include "lighting.h"
#include "scenery.h"
#include "render.h"
#ifdef WIN32
#include <windows.h>
#endif
static int _cpu_count = 1;
static int _is_rendering = 0;
void autoInit()
{
#ifdef WIN32
DWORD processAffinityMask;
DWORD systemAffinityMask;
if (GetProcessAffinityMask( GetCurrentProcess(),
&processAffinityMask,
&systemAffinityMask)){
processAffinityMask = (processAffinityMask & 0x55555555)
+ (processAffinityMask >> 1 & 0x55555555);
processAffinityMask = (processAffinityMask & 0x33333333)
+ (processAffinityMask >> 2 & 0x33333333);
processAffinityMask = (processAffinityMask & 0x0f0f0f0f)
+ (processAffinityMask >> 4 & 0x0f0f0f0f);
processAffinityMask = (processAffinityMask & 0x00ff00ff)
+ (processAffinityMask >> 8 & 0x00ff00ff);
_cpu_count = (processAffinityMask & 0x0000ffff)
+ (processAffinityMask >>16 & 0x0000ffff);
}
#endif
#ifdef _SC_NPROCESSORS_ONLN
_cpu_count = (int)sysconf(_SC_NPROCESSORS_ONLN);
#endif
}
void autoSetDaytime(int hour, int minute)
{
autoSetDaytimeFraction((double)hour / 24.0 + (double)minute / 1440.0);
@ -252,29 +223,12 @@ void autoGenRealisticLandscape(int seed)
void* _renderFirstPass(void* data)
{
if (!renderSetNextProgressStep(0.0, 0.01))
{
_is_rendering = 0;
return NULL;
}
skyRender(renderTellProgress);
if (!renderSetNextProgressStep(0.01, 0.085))
{
_is_rendering = 0;
return NULL;
}
terrainRender(renderTellProgress);
if (!renderSetNextProgressStep(0.085, 0.1))
{
_is_rendering = 0;
return NULL;
}
waterRender(renderTellProgress);
sceneryRenderFirstPass((Renderer*)data);
_is_rendering = 0;
return NULL;
}
void autoRenderSceneTwoPass(int postonly)
void autoRenderSceneTwoPass(Renderer* renderer, int postonly)
{
Thread* thread;
int loops;
@ -284,7 +238,7 @@ void autoRenderSceneTwoPass(int postonly)
renderClear();
_is_rendering = 1;
thread = threadCreate(_renderFirstPass, NULL);
thread = threadCreate(_renderFirstPass, renderer);
loops = 0;
while (_is_rendering)
@ -300,10 +254,7 @@ void autoRenderSceneTwoPass(int postonly)
threadJoin(thread);
}
if (renderSetNextProgressStep(0.1, 1.0))
{
renderPostProcess(_cpu_count);
}
sceneryRenderSecondPass(renderer);
}
static int _postProcessRayTracingOverlay(RenderFragment* fragment)

20
lib_paysages/auto.h Normal file
View file

@ -0,0 +1,20 @@
#ifndef _PAYSAGES_AUTO_H_
#define _PAYSAGES_AUTO_H_
#include "renderer.h"
#ifdef __cplusplus
extern "C" {
#endif
void autoSetDaytime(int hour, int minute);
void autoSetDaytimeFraction(double daytime);
void autoGenRealisticLandscape(int seed);
void autoRenderSceneTwoPass(Renderer* renderer, int postonly);
void autoRenderSceneRayTracing();
#ifdef __cplusplus
}
#endif
#endif

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@ -3,6 +3,7 @@
#include <stdlib.h>
#include <math.h>
#include "render.h"
#include "shared/types.h"
#include "shared/globals.h"
#include "shared/constants.h"
@ -118,7 +119,7 @@ void cameraProjectToFragment(CameraDefinition* camera, double x, double y, doubl
*/
void cameraPushOverlay(CameraDefinition* camera, Color col, f_RenderFragmentCallback callback)
{
Vertex v1, v2, v3, v4;
/*Vertex v1, v2, v3, v4;
Vector3 v;
v.x = 0.0;
@ -149,5 +150,5 @@ void cameraPushOverlay(CameraDefinition* camera, Color col, f_RenderFragmentCall
v4.color = col;
v4.callback = callback;
renderPushQuad(&v1, &v2, &v3, &v4);
renderPushQuad(&v1, &v2, &v3, &v4);*/
}

View file

@ -480,8 +480,7 @@ Color cloudsGetLayerColor(CloudsLayerDefinition* definition, Renderer* renderer,
direction = v3Normalize(direction);
result = COLOR_TRANSPARENT;
/* TODO Flexible precision */
detail = renderGetPrecision(start) / definition->scaling;
detail = renderer->getPrecision(renderer, start) / definition->scaling;
segment_count = _findSegments(definition, renderer, start, direction, detail, 20, 60.0, max_length, &inside_length, &total_length, segments);
for (i = 0; i < segment_count; i++)

View file

@ -1,4 +1,5 @@
#include <stdlib.h>
#include <assert.h>
#include "shared/types.h"
#include "shared/constants.h"
@ -72,6 +73,11 @@ double colorNormalize(Color* col)
{
double max = colorGetValue(col);
assert(col->r >= 0.0);
assert(col->g >= 0.0);
assert(col->b >= 0.0);
assert(col->a >= 0.0);
if (max > 1.0)
{
col->r /= max;

View file

@ -27,6 +27,7 @@ void fogSetDistance(double near, double far)
Color fogApplyToLocation(Vector3 location, Color base)
{
return base;
// TODO Don't use camera_location
/*Color mask = _col;
double distance = v3Norm(v3Sub(camera_location, location));

View file

@ -25,14 +25,34 @@ void lightingInit()
_LIGHT_NULL.direction.z = 0.0;
}
void lightingSave(FILE* f)
void lightingSave(FILE* f, LightingDefinition* definition)
{
// TODO
int i;
toolsSaveInt(f, definition->autosetfromsky);
toolsSaveInt(f, definition->nblights);
for (i = 0; i < definition->nblights; i++)
{
colorSave(definition->lights[i].color, f);
v3Save(definition->lights[i].direction, f);
toolsSaveDouble(f, definition->lights[i].maxshadow);
}
}
void lightingLoad(FILE* f)
void lightingLoad(FILE* f, LightingDefinition* definition)
{
// TODO
int i;
definition->autosetfromsky = toolsLoadInt(f);
definition->nblights = toolsLoadInt(f);
for (i = 0; i < definition->nblights; i++)
{
definition->lights[i].color = colorLoad(f);
definition->lights[i].direction = v3Load(f);
definition->lights[i].maxshadow = toolsLoadDouble(f);
}
lightingValidateDefinition(definition);
}
LightingDefinition lightingCreateDefinition()

View file

@ -27,16 +27,9 @@ typedef struct
LightDefinition _autolights[LIGHTING_MAX_LIGHTS];
} LightingDefinition;
typedef struct
{
Color base;
double reflection;
double shininess;
} SurfaceMaterial;
void lightingInit();
void lightingSave(FILE* f);
void lightingLoad(FILE* f);
void lightingSave(FILE* f, LightingDefinition* definition);
void lightingLoad(FILE* f, LightingDefinition* definition);
LightingDefinition lightingCreateDefinition();
void lightingDeleteDefinition(LightingDefinition* definition);

View file

@ -8,28 +8,30 @@
#include "shared/constants.h"
#include "shared/functions.h"
#include "shared/globals.h"
#include "shared/system.h"
#include "terrain.h"
#include "water.h"
#include "lighting.h"
#include "textures.h"
#include "sky.h"
#include "clouds.h"
#include "auto.h"
#include "system.h"
#include "camera.h"
#include "scenery.h"
#include "render.h"
void paysagesInit()
{
CameraDefinition camera;
systemInit();
ilInit();
iluInit();
autoInit();
sceneryInit();
renderInit();
cameraSetLocation(-12.0, 5.0, 2.0);
cameraSetTarget(0.0, 5.0, 0.0);
camera = cameraCreateDefinition();
cameraSetLocation(&camera, -12.0, 5.0, 2.0);
cameraSetTarget(&camera, 0.0, 5.0, 0.0);
scenerySetCamera(&camera);
cameraDeleteDefinition(&camera);
autoSetRenderQuality(5);
autoGenRealisticLandscape(0);
autoSetDaytime(8, 30);

View file

@ -1,7 +1,4 @@
#include "shared/types.h"
#include "shared/constants.h"
#include "shared/functions.h"
#include "shared/system.h"
#include "render.h"
#include <stdlib.h>
#include <math.h>
@ -9,6 +6,11 @@
#include "IL/il.h"
#include "IL/ilu.h"
#include "shared/types.h"
#include "shared/constants.h"
#include "shared/functions.h"
#include "system.h"
int render_width;
int render_height;
int render_quality;
@ -166,17 +168,6 @@ void renderSetBackgroundColor(Color* col)
background_color = *col;
}
double renderGetPrecision(Vector3 location)
{
Vector3 projected;
projected = cameraProject(location);
projected.x += 1.0;
//projected.y += 1.0;
return v3Norm(v3Sub(cameraUnproject(projected), location)); // / (double)render_quality;
}
int _sortRenderFragment(void const* a, void const* b)
{
double za, zb;
@ -375,6 +366,7 @@ static void __vertexGetDiff(Vertex* v1, Vertex* v2, Vertex* result)
result->color.b = v2->color.b - v1->color.b;
result->color.a = v2->color.a - v1->color.a;
result->callback = v1->callback;
result->callback_data = v1->callback_data;
}
static void __vertexInterpolate(Vertex* v1, Vertex* diff, double value, Vertex* result)
@ -390,6 +382,7 @@ static void __vertexInterpolate(Vertex* v1, Vertex* diff, double value, Vertex*
result->color.b = v1->color.b + diff->color.b * value;
result->color.a = v1->color.a + diff->color.a * value;
result->callback = v1->callback;
result->callback_data = v1->callback_data;
}
static void __pushScanLinePoint(RenderFragment point)
@ -567,15 +560,15 @@ static void __renderScanLines()
}
}
void renderPushTriangle(Vertex* v1, Vertex* v2, Vertex* v3)
void renderPushTriangle(Renderer* renderer, Vertex* v1, Vertex* v2, Vertex* v3)
{
Vector3 p1, p2, p3;
double limit_width = (double)(render_width - 1);
double limit_height = (double)(render_height - 1);
p1 = cameraProject(v1->location);
p2 = cameraProject(v2->location);
p3 = cameraProject(v3->location);
p1 = renderer->projectPoint(renderer, v1->location);
p2 = renderer->projectPoint(renderer, v2->location);
p3 = renderer->projectPoint(renderer, v3->location);
/* Filter if outside screen */
if (p1.z < 1.0 || p2.z < 1.0 || p3.z < 1.0 || (p1.x < 0.0 && p2.x < 0.0 && p3.x < 0.0) || (p1.y < 0.0 && p2.y < 0.0 && p3.y < 0.0) || (p1.x > limit_width && p2.x > limit_width && p3.x > limit_width) || (p1.y > limit_height && p2.y > limit_height && p3.y > limit_height))
@ -592,10 +585,10 @@ void renderPushTriangle(Vertex* v1, Vertex* v2, Vertex* v3)
mutexRelease(_lock);
}
void renderPushQuad(Vertex* v1, Vertex* v2, Vertex* v3, Vertex* v4)
void renderPushQuad(Renderer* renderer, Vertex* v1, Vertex* v2, Vertex* v3, Vertex* v4)
{
renderPushTriangle(v2, v3, v1);
renderPushTriangle(v4, v1, v3);
renderPushTriangle(renderer, v2, v3, v1);
renderPushTriangle(renderer, v4, v1, v3);
}
typedef struct {
@ -606,6 +599,7 @@ typedef struct {
int finished;
int interrupt;
Thread* thread;
Renderer* renderer;
} RenderChunk;
void* _renderPostProcessChunk(void* data)
@ -631,7 +625,7 @@ void* _renderPostProcessChunk(void* data)
{
if (fragments[i].vertex.callback)
{
if (fragments[i].vertex.callback(fragments + i))
if (fragments[i].vertex.callback(fragments + i, chunk->renderer, fragments[i].vertex.callback_data))
{
/* TODO Store over-exposure */
colorNormalize(&fragments[i].vertex.color);
@ -658,7 +652,7 @@ void* _renderPostProcessChunk(void* data)
}
#define MAX_CHUNKS 8
void renderPostProcess(int nbchunks)
void renderPostProcess(Renderer* renderer, int nbchunks)
{
volatile RenderChunk chunks[MAX_CHUNKS];
int i;
@ -685,6 +679,7 @@ void renderPostProcess(int nbchunks)
for (i = 0; i < nbchunks; i++)
{
chunks[i].thread = NULL;
chunks[i].renderer = renderer;
}
running = 0;

36
lib_paysages/render.h Normal file
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@ -0,0 +1,36 @@
#ifndef _PAYSAGES_RENDER_H_
#define _PAYSAGES_RENDER_H_
#include <stdio.h>
#include "shared/types.h"
#include "renderer.h"
#ifdef __cplusplus
extern "C" {
#endif
void renderInit();
void renderSave(FILE* f);
void renderLoad(FILE* f);
void renderSetSize(int width, int height);
int renderSetQuality(int quality);
void renderClear();
void renderUpdate();
void renderInterrupt();
void renderSetBackgroundColor(Color* col);
void renderAddFragment(RenderFragment* fragment);
void renderPushFragment(int x, int y, double z, Vertex* vertex);
void renderPushTriangle(Renderer* renderer, Vertex* v1, Vertex* v2, Vertex* v3);
void renderPushQuad(Renderer* renderer, Vertex* v1, Vertex* v2, Vertex* v3, Vertex* v4);
void renderPostProcess(Renderer* renderer, int nbchunks);
void renderSaveToFile(const char* path);
void renderSetPreviewCallbacks(PreviewCallbackResize resize, PreviewCallbackClear clear, PreviewCallbackDraw draw, PreviewCallbackUpdate update);
int renderSetNextProgressStep(double start, double end);
int renderTellProgress(double progress);
#ifdef __cplusplus
}
#endif
#endif

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@ -1,11 +1,59 @@
#include "renderer.h"
#include "shared/constants.h"
#include "lighting.h"
static Color _fakeFilterLight(Renderer* renderer, Color light_color, Vector3 at_location, Vector3 light_location, Vector3 direction_to_light)
RayCastingResult _RAYCASTING_NULL = {0};
static Color _filterLight(Renderer* renderer, Color light_color, Vector3 at_location, Vector3 light_location, Vector3 direction_to_light)
{
return light_color;
}
static Color _applyLightingToSurface(Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material)
{
return material.base;
}
static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector3 direction, int terrain, int water, int sky, int clouds)
{
return _RAYCASTING_NULL;
}
static double _getTerrainHeight(Renderer* renderer, double x, double z)
{
return 0.0;
}
static Color _applyTextures(Renderer* renderer, Vector3 location, double precision)
{
return COLOR_TRANSPARENT;
}
static Color _applyAtmosphere(Renderer* renderer, Vector3 location, Color base)
{
return base;
}
static Color _applyClouds(Renderer* renderer, Color base, Vector3 start, Vector3 end)
{
return base;
}
static Vector3 _projectPoint(Renderer* renderer, Vector3 point)
{
return point;
}
static Vector3 _unprojectPoint(Renderer* renderer, Vector3 point)
{
return point;
}
static double _getPrecision(Renderer* renderer, Vector3 location)
{
return 0.001;
}
Renderer rendererGetFake()
{
Renderer result;
@ -13,7 +61,16 @@ Renderer rendererGetFake()
result.render_quality = 5;
result.camera_location = VECTOR_ZERO;
result.filterLight = _fakeFilterLight;
result.filterLight = _filterLight;
result.applyLightingToSurface = _applyLightingToSurface;
result.rayWalking = _rayWalking;
result.getTerrainHeight = _getTerrainHeight;
result.applyTextures = _applyTextures;
result.applyAtmosphere = _applyAtmosphere;
result.applyClouds = _applyClouds;
result.projectPoint = _projectPoint;
result.unprojectPoint = _unprojectPoint;
result.getPrecision = _getPrecision;
return result;
}

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@ -15,8 +15,21 @@ struct Renderer
int render_quality;
Vector3 camera_location;
/* Render related */
double (*getPrecision)(Renderer* renderer, Vector3 location);
Vector3 (*projectPoint)(Renderer* renderer, Vector3 point);
Vector3 (*unprojectPoint)(Renderer* renderer, Vector3 point);
/* Scenery related */
RayCastingResult (*rayWalking)(Renderer* renderer, Vector3 location, Vector3 direction, int terrain, int water, int sky, int clouds);
double (*getTerrainHeight)(Renderer* renderer, double x, double z);
Color (*applyTextures)(Renderer* renderer, Vector3 location, double precision);
Color (*applyAtmosphere)(Renderer* renderer, Vector3 location, Color base);
Color (*applyClouds)(Renderer* renderer, Color base, Vector3 start, Vector3 end);
/* Lighting related */
Color (*filterLight)(Renderer* renderer, Color light_color, Vector3 at_location, Vector3 light_location, Vector3 direction_to_light);
Color (*applyLightingToSurface)(Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material);
/* Custom data */
void* customData[10];

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@ -1,6 +1,9 @@
#include "scenery.h"
#include <stdio.h>
#include "shared/functions.h"
#include "system.h"
#include "render.h"
CameraDefinition _camera;
CloudsDefinition _clouds;
@ -10,41 +13,6 @@ TerrainDefinition _terrain;
TexturesDefinition _textures;
WaterDefinition _water;
static Color _filterLight(Renderer* renderer, Color light_color, Vector3 at_location, Vector3 light_location, Vector3 direction_to_light)
{
Color result;
result = waterLightFilter(&_water, renderer, light_color, at_location, light_location, direction_to_light);
result = terrainLightFilter(&_terrain, renderer, result, at_location, light_location, direction_to_light);
// TODO atmosphere filter
// TODO clouds filter
return result;
}
static RayCastingResult _reflectionFunction(Vector3 start, Vector3 direction)
{
RayCastingResult result;
if (!terrainProjectRay(start, direction, &result.hit_location, &result.hit_color))
{
result.hit_color = skyProjectRay(start, direction);
/* TODO hit_location */
}
result.hit = 1;
return result;
}
static RayCastingResult _refractionFunction(Vector3 start, Vector3 direction)
{
RayCastingResult result;
result.hit = terrainProjectRay(start, direction, &result.hit_location, &result.hit_color);
return result;
}
void sceneryInit()
{
cameraInit();
@ -128,7 +96,7 @@ void scenerySetClouds(CloudsDefinition* clouds)
void sceneryGetClouds(CloudsDefinition* clouds)
{
cloudsCopyDefinition(_clouds, clouds);
cloudsCopyDefinition(&_clouds, clouds);
}
void scenerySetLighting(LightingDefinition* lighting)
@ -188,10 +156,134 @@ void sceneryGetWater(WaterDefinition* water)
waterCopyDefinition(&_water, water);
}
Renderer sceneryGetStandardRenderer()
void sceneryRenderFirstPass(Renderer* renderer)
{
if (!renderSetNextProgressStep(0.0, 0.01))
{
return;
}
skyRender(&_sky, renderer, renderTellProgress);
if (!renderSetNextProgressStep(0.01, 0.085))
{
return;
}
terrainRender(&_terrain, renderer, renderTellProgress);
if (!renderSetNextProgressStep(0.085, 0.1))
{
return;
}
waterRender(&_water, renderer, renderTellProgress);
}
void sceneryRender()
void sceneryRenderSecondPass(Renderer* renderer)
{
if (renderSetNextProgressStep(0.1, 1.0))
{
renderPostProcess(renderer, systemGetCoreCount());
}
}
/******* Standard renderer *********/
static Color _filterLight(Renderer* renderer, Color light_color, Vector3 at_location, Vector3 light_location, Vector3 direction_to_light)
{
Color result;
result = waterLightFilter(&_water, renderer, light_color, at_location, light_location, direction_to_light);
result = terrainLightFilter(&_terrain, renderer, result, at_location, light_location, direction_to_light);
// TODO atmosphere filter
// TODO clouds filter
return result;
}
static Color _applyLightingToSurface(Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material)
{
return lightingApplyToSurface(&_lighting, renderer, location, normal, material);
}
static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector3 direction, int terrain, int water, int sky, int clouds)
{
RayCastingResult result;
if (!terrainProjectRay(&_terrain, renderer, location, direction, &result.hit_location, &result.hit_color))
{
result.hit_color = skyGetColor(&_sky, renderer, location, direction);
/* TODO hit_location */
}
result.hit = 1;
return result;
}
static double _getTerrainHeight(Renderer* renderer, double x, double z)
{
return terrainGetHeight(&_terrain, x, z);
}
static Color _applyTextures(Renderer* renderer, Vector3 location, double precision)
{
return texturesGetColor(&_textures, renderer, location, precision);
}
static Color _applyAtmosphere(Renderer* renderer, Vector3 location, Color base)
{
return base;
}
static Color _applyClouds(Renderer* renderer, Color base, Vector3 start, Vector3 end)
{
Color clouds;
clouds = cloudsGetColor(&_clouds, renderer, start, end);
colorMask(&base, &clouds);
return base;
}
static Vector3 _projectPoint(Renderer* renderer, Vector3 point)
{
return cameraProject(&_camera, point);
}
static Vector3 _unprojectPoint(Renderer* renderer, Vector3 point)
{
return cameraUnproject(&_camera, point);
}
static double _getPrecision(Renderer* renderer, Vector3 location)
{
Vector3 projected;
projected = cameraProject(&_camera, location);
projected.x += 1.0;
//projected.y += 1.0;
return v3Norm(v3Sub(cameraUnproject(&_camera, projected), location)); // / (double)render_quality;
}
Renderer sceneryGetStandardRenderer(int quality)
{
Renderer result;
result.camera_location = _camera.location;
result.render_quality = quality;
result.filterLight = _filterLight;
result.applyLightingToSurface = _applyLightingToSurface;
result.rayWalking = _rayWalking;
result.getTerrainHeight = _getTerrainHeight;
result.applyTextures = _applyTextures;
result.applyAtmosphere = _applyAtmosphere;
result.applyClouds = _applyClouds;
result.projectPoint = _projectPoint;
result.unprojectPoint = _unprojectPoint;
result.getPrecision = _getPrecision;
return result;
}

View file

@ -47,8 +47,9 @@ void sceneryGetTextures(TexturesDefinition* textures);
void scenerySetWater(WaterDefinition* water);
void sceneryGetWater(WaterDefinition* water);
Renderer sceneryGetStandardRenderer();
void sceneryRender();
Renderer sceneryGetStandardRenderer(int quality);
void sceneryRenderFirstPass(Renderer* renderer);
void sceneryRenderSecondPass(Renderer* renderer);
#ifdef __cplusplus
}

View file

@ -21,14 +21,6 @@ void arrayReplace(Array* array, void* item, int position);
void arrayLStrip(Array* array, int count);
void arrayClear(Array* array);
/* auto.c */
void autoInit();
void autoSetDaytime(int hour, int minute);
void autoSetDaytimeFraction(double daytime);
void autoGenRealisticLandscape(int seed);
void autoRenderSceneTwoPass(int postonly);
void autoRenderSceneRayTracing();
/* color.c */
void colorSave(Color col, FILE* f);
Color colorLoad(FILE* f);
@ -85,27 +77,6 @@ void fogSetColor(Color col);
void fogSetDistance(double near, double far);
Color fogApplyToLocation(Vector3 location, Color base);
/* render.c */
void renderInit();
void renderSave(FILE* f);
void renderLoad(FILE* f);
void renderSetSize(int width, int height);
int renderSetQuality(int quality);
void renderClear();
void renderUpdate();
void renderInterrupt();
void renderSetBackgroundColor(Color* col);
double renderGetPrecision(Vector3 location);
void renderAddFragment(RenderFragment* fragment);
void renderPushFragment(int x, int y, double z, Vertex* vertex);
void renderPushTriangle(Vertex* v1, Vertex* v2, Vertex* v3);
void renderPushQuad(Vertex* v1, Vertex* v2, Vertex* v3, Vertex* v4);
void renderPostProcess(int nbchunks);
void renderSaveToFile(const char* path);
void renderSetPreviewCallbacks(PreviewCallbackResize resize, PreviewCallbackClear clear, PreviewCallbackDraw draw, PreviewCallbackUpdate update);
int renderSetNextProgressStep(double start, double end);
int renderTellProgress(double progress);
/* tools.c */
double toolsRandom();
double toolsBicubicInterpolate(double stencil[16], double x, double y);

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@ -53,8 +53,9 @@ typedef struct
} ColorGradation;
struct RenderFragment;
struct Renderer;
typedef int(*f_RenderFragmentCallback)(struct RenderFragment*);
typedef int(*f_RenderFragmentCallback)(struct RenderFragment*, struct Renderer* renderer, void* data);
typedef struct
{
@ -62,6 +63,7 @@ typedef struct
Vector3 normal;
Color color;
f_RenderFragmentCallback callback;
void* callback_data;
} Vertex;
typedef struct RenderFragment
@ -87,6 +89,13 @@ typedef struct
void* data;
} Array;
typedef struct
{
Color base;
double reflection;
double shininess;
} SurfaceMaterial;
typedef struct Zone Zone;
typedef void (*PreviewCallbackResize)(int width, int height);

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@ -5,6 +5,7 @@
#include "shared/functions.h"
#include "shared/globals.h"
#include "shared/constants.h"
#include "render.h"
#include "clouds.h"
#include "sky.h"
#include "lighting.h"
@ -92,7 +93,7 @@ int skyGetLights(SkyDefinition* sky, LightDefinition* lights, int max_lights)
if (max_lights > 0)
{
lights[0].color = colorGradationGet(sky->sun_color, sky->daytime);
lights[0].color = colorGradationGet(&sky->sun_color, sky->daytime);
lights[0].direction = v3Scale(sun_direction, -1.0);
lights[0].maxshadow = 1.0;
nblights = 1;
@ -137,20 +138,21 @@ Color skyGetColor(SkyDefinition* definition, Renderer* renderer, Vector3 eye, Ve
}
}
static int _postProcessFragment(RenderFragment* fragment, Renderer* renderer)
static int _postProcessFragment(RenderFragment* fragment, Renderer* renderer, void* data)
{
// TODO
/*Vector3 location, direction;
Color color_sky, color_clouds;
Vector3 location, direction;
Color result;
SkyDefinition* definition;
definition = (SkyDefinition*)data;
location = fragment->vertex.location;
direction = v3Sub(location, camera_location);
direction = v3Sub(location, renderer->camera_location);
color_sky = skyGetColor(camera_location, v3Normalize(direction));
color_clouds = cloudsGetColor(camera_location, v3Add(camera_location, v3Scale(direction, 10.0)));
result = skyGetColor(definition, renderer, renderer->camera_location, v3Normalize(direction));
result = renderer->applyClouds(renderer, result, renderer->camera_location, v3Add(renderer->camera_location, v3Scale(direction, 10.0)));
colorMask(&color_sky, &color_clouds);
fragment->vertex.color = color_sky;*/
fragment->vertex.color = result;
return 1;
}
@ -194,6 +196,7 @@ void skyRender(SkyDefinition* definition, Renderer* renderer, RenderProgressCall
col.b = sin(direction.x) * sin(direction.x) * cos(direction.z) * cos(direction.z);
vertex1.color = col;
vertex1.callback = _postProcessFragment;
vertex1.callback_data = definition;
direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j);
direction.y = SPHERE_SIZE * sin(current_j);
@ -202,6 +205,7 @@ void skyRender(SkyDefinition* definition, Renderer* renderer, RenderProgressCall
col.b = sin(direction.x) * sin(direction.x) * cos(direction.z) * cos(direction.z);
vertex2.color = col;
vertex2.callback = _postProcessFragment;
vertex2.callback_data = definition;
direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j + step_j);
direction.y = SPHERE_SIZE * sin(current_j + step_j);
@ -210,6 +214,7 @@ void skyRender(SkyDefinition* definition, Renderer* renderer, RenderProgressCall
col.b = sin(direction.x) * sin(direction.x) * cos(direction.z) * cos(direction.z);
vertex3.color = col;
vertex3.callback = _postProcessFragment;
vertex3.callback_data = definition;
direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j + step_j);
direction.y = SPHERE_SIZE * sin(current_j + step_j);
@ -218,9 +223,10 @@ void skyRender(SkyDefinition* definition, Renderer* renderer, RenderProgressCall
col.b = sin(direction.x) * sin(direction.x) * cos(direction.z) * cos(direction.z);
vertex4.color = col;
vertex4.callback = _postProcessFragment;
vertex4.callback_data = definition;
/* TODO Triangles at poles */
renderPushQuad(&vertex1, &vertex4, &vertex3, &vertex2);
renderPushQuad(renderer, &vertex1, &vertex4, &vertex3, &vertex2);
}
}
}

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@ -31,10 +31,7 @@ void skyCopyDefinition(SkyDefinition* source, SkyDefinition* destination);
void skyValidateDefinition(SkyDefinition* definition);
int skyGetLights(SkyDefinition* sky, LightDefinition* lights, int max_lights);
Color skyGetColor(SkyDefinition* definition, Renderer* renderer, Vector3 eye, Vector3 look);
Color skyProjectRay(SkyDefinition* definition, Renderer* renderer, Vector3 start, Vector3 direction);
void skyRender(SkyDefinition* definition, Renderer* renderer, RenderProgressCallback callback);
#ifdef __cplusplus

47
lib_paysages/system.c Normal file
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@ -0,0 +1,47 @@
#include "system.h"
#include <unistd.h>
#ifdef WIN32
#include <windows.h>
#endif
static int _core_count = 1;
static int _getCoreCount()
{
int core_count = 1;
#ifdef WIN32
DWORD processAffinityMask;
DWORD systemAffinityMask;
if (GetProcessAffinityMask( GetCurrentProcess(),
&processAffinityMask,
&systemAffinityMask)){
processAffinityMask = (processAffinityMask & 0x55555555)
+ (processAffinityMask >> 1 & 0x55555555);
processAffinityMask = (processAffinityMask & 0x33333333)
+ (processAffinityMask >> 2 & 0x33333333);
processAffinityMask = (processAffinityMask & 0x0f0f0f0f)
+ (processAffinityMask >> 4 & 0x0f0f0f0f);
processAffinityMask = (processAffinityMask & 0x00ff00ff)
+ (processAffinityMask >> 8 & 0x00ff00ff);
core_count = (processAffinityMask & 0x0000ffff)
+ (processAffinityMask >>16 & 0x0000ffff);
}
#endif
#ifdef _SC_NPROCESSORS_ONLN
core_count = (int)sysconf(_SC_NPROCESSORS_ONLN);
#endif
return core_count;
}
void systemInit()
{
g_thread_init(NULL);
_core_count = _getCoreCount();
}
int systemGetCoreCount()
{
return _core_count;
}

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@ -10,10 +10,8 @@ extern "C" {
typedef GThread Thread;
typedef void*(*ThreadFunction)(void* data);
static inline void systemInit()
{
g_thread_init(NULL);
}
void systemInit();
int systemGetCoreCount();
static inline Thread* threadCreate(ThreadFunction function, void* data)
{

View file

@ -10,6 +10,7 @@
#include "shared/globals.h"
#include "shared/constants.h"
#include "render.h"
#include "textures.h"
#include "water.h"
@ -50,7 +51,7 @@ void terrainLoad(FILE* f, TerrainDefinition* definition)
{
modifier = modifierCreate();
modifierLoad(modifier, f);
terrainAddModifier(&definition, modifier);
terrainAddModifier(definition, modifier);
modifierDelete(modifier);
}
@ -86,7 +87,7 @@ void terrainCopyDefinition(TerrainDefinition* source, TerrainDefinition* destina
{
int i;
noiseCopy(source.height_noise, destination->height_noise);
noiseCopy(source->height_noise, destination->height_noise);
destination->height_factor = source->height_factor;
destination->scaling = source->scaling;
@ -201,7 +202,7 @@ Color terrainLightFilter(TerrainDefinition* definition, Renderer* renderer, Colo
{
inc_value = diff;
}
} while (light_factor > 0.0 && length < 50.0 && location.y <= definition._max_height);
} while (light_factor > 0.0 && length < 50.0 && location.y <= definition->_max_height);
if (light_factor <= 0.0)
{
@ -220,15 +221,9 @@ Color terrainLightFilter(TerrainDefinition* definition, Renderer* renderer, Colo
static Color _getColor(TerrainDefinition* definition, Renderer* renderer, Vector3 point, double precision)
{
Color color;
TextureEnvironment texenv;
color = COLOR_RED;
//color = texturesGetColorCustom(point, precision, NULL, &texenv);
/*if (environment->toggle_fog)
{
color = fogApplyToLocation(point, color);
}*/
//color = cloudsApplySegmentResult(color, camera_location, point);
color = renderer->applyTextures(renderer, point, precision);
color = renderer->applyAtmosphere(renderer, point, color);
return color;
}
@ -271,22 +266,25 @@ int terrainProjectRay(TerrainDefinition* definition, Renderer* renderer, Vector3
{
inc_value = diff;
}
} while (length < 50.0 && start.y <= definition._max_height);
} while (length < 50.0 && start.y <= definition->_max_height);
return 0;
}
static int _postProcessFragment(RenderFragment* fragment)
static int _postProcessFragment(RenderFragment* fragment, Renderer* renderer, void* data)
{
/*Vector3 point;
Vector3 point;
double precision;
TerrainDefinition* definition;
definition = (TerrainDefinition*)data;
point = fragment->vertex.location;
precision = renderGetPrecision(point);
precision = renderer->getPrecision(renderer, point);
point = _getPoint(&_definition, point.x, point.z, precision);
point = _getPoint(definition, point.x, point.z, precision);
fragment->vertex.color = _getColor(&_definition, &_environment, point, precision);*/
fragment->vertex.color = _getColor(definition, renderer, point, precision);
return 1;
}
@ -304,11 +302,12 @@ static Vertex _getFirstPassVertex(TerrainDefinition* definition, double x, doubl
result.color.a = 1.0;
result.normal.x = result.normal.y = result.normal.z = 0.0;
result.callback = _postProcessFragment;
result.callback_data = definition;
return result;
}
static void _renderQuad(TerrainDefinition* definition, double x, double z, double size)
static void _renderQuad(TerrainDefinition* definition, Renderer* renderer, double x, double z, double size)
{
Vertex v1, v2, v3, v4;
@ -316,7 +315,7 @@ static void _renderQuad(TerrainDefinition* definition, double x, double z, doubl
v2 = _getFirstPassVertex(definition, x, z + size, size);
v3 = _getFirstPassVertex(definition, x + size, z + size, size);
v4 = _getFirstPassVertex(definition, x + size, z, size);
renderPushQuad(&v1, &v2, &v3, &v4);
renderPushQuad(renderer, &v1, &v2, &v3, &v4);
}
double terrainGetHeight(TerrainDefinition* definition, double x, double z)
@ -326,7 +325,14 @@ double terrainGetHeight(TerrainDefinition* definition, double x, double z)
double terrainGetHeightNormalized(TerrainDefinition* definition, double x, double z)
{
if (definition->_max_height == 0.0)
{
return 0.5;
}
else
{
return 0.5 + _getHeight(definition, x, z, 0.0) / (definition->_max_height * 2.0);
}
}
Color terrainGetColor(TerrainDefinition* definition, Renderer* renderer, double x, double z, double detail)
@ -362,10 +368,10 @@ void terrainRender(TerrainDefinition* definition, Renderer* renderer, RenderProg
for (i = 0; i < chunk_count - 1; i++)
{
_renderQuad(definition, cx - radius_ext + chunk_size * i, cz - radius_ext, chunk_size);
_renderQuad(definition, cx + radius_int, cz - radius_ext + chunk_size * i, chunk_size);
_renderQuad(definition, cx + radius_int - chunk_size * i, cz + radius_int, chunk_size);
_renderQuad(definition, cx - radius_ext, cz + radius_int - chunk_size * i, chunk_size);
_renderQuad(definition, renderer, cx - radius_ext + chunk_size * i, cz - radius_ext, chunk_size);
_renderQuad(definition, renderer, cx + radius_int, cz - radius_ext + chunk_size * i, chunk_size);
_renderQuad(definition, renderer, cx + radius_int - chunk_size * i, cz + radius_int, chunk_size);
_renderQuad(definition, renderer, cx - radius_ext, cz + radius_int - chunk_size * i, chunk_size);
}
if (chunk_count % 64 == 0 && chunk_size / radius_int < visible_chunk_size)

View file

@ -45,7 +45,7 @@ void texturesLoad(FILE* f, TexturesDefinition* definition)
n = toolsLoadInt(f);
for (i = 0; i < n; i++)
{
layer = definition->nbtextures + texturesAddLayer(definition);
layer = definition->textures + texturesAddLayer(definition);
zoneLoad(layer->zone, f);
noiseLoad(layer->bump_noise, f);
@ -110,15 +110,15 @@ TextureLayerDefinition texturesLayerCreateDefinition()
void texturesLayerDeleteDefinition(TextureLayerDefinition* definition)
{
zoneDelete(definition.zone);
noiseDeleteGenerator(definition.bump_noise);
zoneDelete(definition->zone);
noiseDeleteGenerator(definition->bump_noise);
}
void texturesLayerCopyDefinition(TextureLayerDefinition* source, TextureLayerDefinition* destination)
{
destination->color = source.color;
noiseCopy(source.bump_noise, destination->bump_noise);
zoneCopy(source.zone, destination->zone);
destination->color = source->color;
noiseCopy(source->bump_noise, destination->bump_noise);
zoneCopy(source->zone, destination->zone);
}
void texturesLayerValidateDefinition(TextureLayerDefinition* definition)
@ -146,7 +146,7 @@ int texturesAddLayer(TexturesDefinition* definition)
{
if (definition->nbtextures < TEXTURES_MAX_LAYERS)
{
_textures[definition->nbtextures] = texturesCreateDefinition();
definition->textures[definition->nbtextures] = texturesLayerCreateDefinition();
return definition->nbtextures++;
}
@ -169,23 +169,23 @@ void texturesDeleteLayer(TexturesDefinition* definition, int layer)
}
}
static inline Vector3 _getNormal(TextureLayerDefinition* definition, Vector3 point, double scale)
static inline Vector3 _getNormal(TextureLayerDefinition* definition, Renderer* renderer, Vector3 point, double scale)
{
Vector3 dpoint, ref, normal;
ref.x = 0.0;
ref.y = 0.0;
point.y = terrainGetHeight(point.x, point.z) + noiseGet2DTotal(definition->bump_noise, point.x, point.z);
point.y = renderer->getTerrainHeight(renderer, point.x, point.z) + noiseGet2DTotal(definition->bump_noise, point.x, point.z);
dpoint.x = point.x - scale;
dpoint.z = point.z;
dpoint.y = terrainGetHeight(dpoint.x, dpoint.z) + noiseGet2DTotal(definition->bump_noise, dpoint.x, dpoint.z);
dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z) + noiseGet2DTotal(definition->bump_noise, dpoint.x, dpoint.z);
ref.z = -1.0;
normal = v3Normalize(v3Cross(ref, v3Sub(dpoint, point)));
dpoint.x = point.x + scale;
dpoint.z = point.z;
dpoint.y = terrainGetHeight(dpoint.x, dpoint.z) + noiseGet2DTotal(definition->bump_noise, dpoint.x, dpoint.z);
dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z) + noiseGet2DTotal(definition->bump_noise, dpoint.x, dpoint.z);
ref.z = 1.0;
normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
@ -193,13 +193,13 @@ static inline Vector3 _getNormal(TextureLayerDefinition* definition, Vector3 poi
dpoint.x = point.x;
dpoint.z = point.z - scale;
dpoint.y = terrainGetHeight(dpoint.x, dpoint.z) + noiseGet2DTotal(definition->bump_noise, dpoint.x, dpoint.z);
dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z) + noiseGet2DTotal(definition->bump_noise, dpoint.x, dpoint.z);
ref.x = 1.0;
normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
dpoint.x = point.x;
dpoint.z = point.z + scale;
dpoint.y = terrainGetHeight(dpoint.x, dpoint.z) + noiseGet2DTotal(definition->bump_noise, dpoint.x, dpoint.z);
dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z) + noiseGet2DTotal(definition->bump_noise, dpoint.x, dpoint.z);
ref.x = -1.0;
normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
@ -214,7 +214,7 @@ Color texturesGetLayerColor(TextureLayerDefinition* definition, Renderer* render
SurfaceMaterial material;
result = COLOR_TRANSPARENT;
normal = _getNormal(definition, location, detail * 0.3);
normal = _getNormal(definition, renderer, location, detail * 0.3);
coverage = zoneGetValue(definition->zone, location, normal);
if (coverage > 0.0)
@ -229,7 +229,7 @@ Color texturesGetLayerColor(TextureLayerDefinition* definition, Renderer* render
return result;
}
Color texturesGetColorCustom(TexturesDefinition* definition, Renderer* renderer, Vector3 location, double detail)
Color texturesGetColor(TexturesDefinition* definition, Renderer* renderer, Vector3 location, double detail)
{
Color result, tex_color;
int i;
@ -238,7 +238,7 @@ Color texturesGetColorCustom(TexturesDefinition* definition, Renderer* renderer,
for (i = 0; i < definition->nbtextures; i++)
{
/* TODO Do not compute layers fully covered */
tex_color = texturesGetLayerColor(_textures + i, renderer, location, detail);
tex_color = texturesGetLayerColor(definition->textures + i, renderer, location, detail);
if (tex_color.a > 0.0001)
{
colorMask(&result, &tex_color);

View file

@ -45,7 +45,7 @@ int texturesAddLayer(TexturesDefinition* definition);
void texturesDeleteLayer(TexturesDefinition* definition, int layer);
Color texturesGetLayerColor(TextureLayerDefinition* definition, Renderer* renderer, Vector3 location, double detail);
Color texturesGetColorCustom(TexturesDefinition* definition, Renderer* renderer, Vector3 location, double detail);
Color texturesGetColor(TexturesDefinition* definition, Renderer* renderer, Vector3 location, double detail);
#ifdef __cplusplus
}

View file

@ -4,7 +4,7 @@
#include "shared/functions.h"
#include "shared/constants.h"
#include "shared/globals.h"
#include "render.h"
#include "terrain.h"
#include "lighting.h"
@ -16,7 +16,7 @@ void waterInit()
void waterSave(FILE* f, WaterDefinition* definition)
{
toolsSaveDouble(f, definition.height);
toolsSaveDouble(f, definition->height);
colorSave(definition->main_color, f);
colorSave(definition->depth_color, f);
toolsSaveDouble(f, definition->transparency_depth);
@ -69,7 +69,7 @@ void waterCopyDefinition(WaterDefinition* source, WaterDefinition* destination)
NoiseGenerator* noise;
noise = destination->waves_noise;
*destination = source;
*destination = *source;
destination->waves_noise = noise;
noiseCopy(source->waves_noise, destination->waves_noise);
}
@ -177,8 +177,8 @@ WaterResult waterGetColorDetail(WaterDefinition* definition, Renderer* renderer,
normal = _getNormal(definition, location, detail);
look = v3Normalize(look);
result.reflected = renderer->rayWalking(renderer, location, _reflectRay(look, normal), 0).hit_color;
refracted = renderer->rayWalking(renderer, location, _refractRay(look, normal), 0);
result.reflected = renderer->rayWalking(renderer, location, _reflectRay(look, normal), 1, 0, 1, 1).hit_color;
refracted = renderer->rayWalking(renderer, location, _refractRay(look, normal), 1, 0, 1, 1);
depth = v3Norm(v3Sub(location, refracted.hit_location));
if (depth > definition->transparency_depth)
{
@ -202,10 +202,7 @@ WaterResult waterGetColorDetail(WaterDefinition* definition, Renderer* renderer,
material.reflection = 0.8;
material.shininess = 0.6;
color = renderer->applyLightingToSurface(renderer, location, normal, material);
/*if (environment->toggle_fog)
{
color = fogApplyToLocation(location, color);
}*/
color = renderer->applyAtmosphere(renderer, location, color);
result.base = definition->main_color;
result.final = color;
@ -218,19 +215,19 @@ Color waterGetColor(WaterDefinition* definition, Renderer* renderer, Vector3 loc
return waterGetColorDetail(definition, renderer, location, look).final;
}
static int _postProcessFragment(RenderFragment* fragment)
static int _postProcessFragment(RenderFragment* fragment, Renderer* renderer, void* data)
{
/* fragment->vertex.color = waterGetColor(fragment->vertex.location, v3Sub(fragment->vertex.location, camera_location)); */
fragment->vertex.color = waterGetColor((WaterDefinition*)data, renderer, fragment->vertex.location, v3Sub(fragment->vertex.location, renderer->camera_location));
return 1;
}
static Vertex _getFirstPassVertex(double x, double z, double precision)
static Vertex _getFirstPassVertex(WaterDefinition* definition, double x, double z, double precision)
{
Vertex result;
double value;
result.location.x = x;
result.location.y = _getHeight(&_definition, x, z, 0.0);
result.location.y = _getHeight(definition, x, z, 0.0);
result.location.z = z;
value = sin(x) * sin(x) * cos(z) * cos(z);
result.color.r = 0.0;
@ -239,19 +236,20 @@ static Vertex _getFirstPassVertex(double x, double z, double precision)
result.color.a = 1.0;
result.normal.x = result.normal.y = result.normal.z = 0.0;
result.callback = _postProcessFragment;
result.callback_data = definition;
return result;
}
static void _renderQuad(double x, double z, double size)
static void _renderQuad(WaterDefinition* definition, Renderer* renderer, double x, double z, double size)
{
Vertex v1, v2, v3, v4;
v1 = _getFirstPassVertex(x, z, size);
v2 = _getFirstPassVertex(x, z + size, size);
v3 = _getFirstPassVertex(x + size, z + size, size);
v4 = _getFirstPassVertex(x + size, z, size);
renderPushQuad(&v1, &v2, &v3, &v4);
v1 = _getFirstPassVertex(definition, x, z, size);
v2 = _getFirstPassVertex(definition, x, z + size, size);
v3 = _getFirstPassVertex(definition, x + size, z + size, size);
v4 = _getFirstPassVertex(definition, x + size, z, size);
renderPushQuad(renderer, &v1, &v2, &v3, &v4);
}
void waterRender(WaterDefinition* definition, Renderer* renderer, RenderProgressCallback callback)
@ -278,10 +276,10 @@ void waterRender(WaterDefinition* definition, Renderer* renderer, RenderProgress
for (i = 0; i < chunk_count - 1; i++)
{
_renderQuad(cx - radius_ext + chunk_size * i, cz - radius_ext, chunk_size);
_renderQuad(cx + radius_int, cz - radius_ext + chunk_size * i, chunk_size);
_renderQuad(cx + radius_int - chunk_size * i, cz + radius_int, chunk_size);
_renderQuad(cx - radius_ext, cz + radius_int - chunk_size * i, chunk_size);
_renderQuad(definition, renderer, cx - radius_ext + chunk_size * i, cz - radius_ext, chunk_size);
_renderQuad(definition, renderer, cx + radius_int, cz - radius_ext + chunk_size * i, chunk_size);
_renderQuad(definition, renderer, cx + radius_int - chunk_size * i, cz + radius_int, chunk_size);
_renderQuad(definition, renderer, cx - radius_ext, cz + radius_int - chunk_size * i, chunk_size);
}
if (radius_int > 20.0 && chunk_count % 64 == 0 && (double)chunk_factor < radius_int / 20.0)