#include "public.h" #include #include "../tools.h" #include "../tools/lighting.h" #include "../renderer.h" #include "../textures.h" /* * Terrain previews. */ static TexturesDefinition _textures; static int _inited = 0; static Color _applyTextures(Renderer* renderer, Vector3 location, double precision) { return texturesGetColor(&_textures, renderer, location.x, location.z, precision); } 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 = 1.0; 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); } Renderer* terrainCreatePreviewRenderer() { Renderer* result = rendererCreate(); result->render_quality = 3; result->applyTextures = _applyTextures; result->atmosphere->getLightingStatus = _getLightingStatus; 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; _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, 1); point.z = z; return renderer->terrain->getFinalColor(renderer, point, detail); }