#include "public.h" #include "private.h" #include #include "../renderer.h" #include "../tools.h" static Color _postProcessFragment(Renderer* renderer, Vector3 location, void* data) { UNUSED(data); return renderer->water->getResult(renderer, location.x, location.z).final; } static Vector3 _getFirstPassVertex(Renderer* renderer, double x, double z) { Vector3 result; result.x = x; result.y = renderer->water->getHeight(renderer, x, z); result.z = z; return result; } static void _renderQuad(Renderer* renderer, double x, double z, double size) { Vector3 v1, v2, v3, v4; v1 = _getFirstPassVertex(renderer, x, z); v2 = _getFirstPassVertex(renderer, x, z + size); v3 = _getFirstPassVertex(renderer, x + size, z + size); v4 = _getFirstPassVertex(renderer, x + size, z); renderer->pushQuad(renderer, v1, v2, v3, v4, _postProcessFragment, NULL); } void waterRenderSurface(Renderer* renderer) { int chunk_factor, chunk_count, i; Vector3 cam = renderer->getCameraLocation(renderer, VECTOR_ZERO); double radius_int, radius_ext, base_chunk_size, chunk_size; base_chunk_size = 2.0 / (double)renderer->render_quality; if (renderer->render_quality > 7) { base_chunk_size *= 0.5; } chunk_factor = 1; chunk_count = 2; radius_int = 0.0; radius_ext = base_chunk_size; chunk_size = base_chunk_size; double cx = cam.x - fmod(cam.x, base_chunk_size); double cz = cam.z - fmod(cam.x, base_chunk_size); while (radius_int < 20000.0) { if (!renderer->addRenderProgress(renderer, 0.0)) { return; } for (i = 0; i < chunk_count - 1; i++) { _renderQuad(renderer, cx - radius_ext + chunk_size * i, cz - radius_ext, chunk_size); _renderQuad(renderer, cx + radius_int, cz - radius_ext + chunk_size * i, chunk_size); _renderQuad(renderer, cx + radius_int - chunk_size * i, cz + radius_int, chunk_size); _renderQuad(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) { chunk_count /= 2; chunk_factor *= 2; } chunk_count += 2; chunk_size = base_chunk_size * chunk_factor; radius_int = radius_ext; radius_ext += chunk_size; } }