#include "public.h" #include #include "../tools.h" #include "../tools/lighting.h" #include "../renderer.h" /* * Terrain previews. */ static void _getLightingStatus(Renderer* renderer, LightStatus* status, Vector3 normal, int opaque) { LightDefinition light; UNUSED(renderer); UNUSED(normal); UNUSED(opaque); 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.altered = 1; light.reflection = 0.0; lightingPushLight(status, &light); light.color.r = 0.2; light.color.g = 0.2; light.color.b = 0.2; light.direction.x = 1.0; light.direction.y = -0.5; light.direction.z = -1.0; light.direction = v3Normalize(light.direction); light.altered = 0; light.reflection = 0.0; lightingPushLight(status, &light); } static Vector3 _getCameraLocation(Renderer* renderer, Vector3 location) { UNUSED(renderer); location.x -= 10.0; location.y += 15.0; location.z += 10.0; return location; } Renderer* terrainCreatePreviewRenderer() { Renderer* result = rendererCreate(); result->render_quality = 3; result->getCameraLocation = _getCameraLocation; result->atmosphere->getLightingStatus = _getLightingStatus; TexturesDefinition* textures; textures = TexturesDefinitionClass.create(); TexturesLayerDefinition* layer = layersGetLayer(textures->layers, layersAddLayer(textures->layers, NULL)); layer->displacement_height = 0.0; layer->material.base = COLOR_WHITE; layer->material.reflection = 0.05; layer->material.shininess = 2.0; noiseClearLevels(layer->_detail_noise); TexturesRendererClass.bind(result, textures); TexturesDefinitionClass.destroy(textures); 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, 1); point.z = z; return renderer->terrain->getFinalColor(renderer, point, detail); }