#include "private.h" void texturesAutoPreset(TexturesDefinition* definition, TexturesPreset preset) { int layer; layersClear(definition->layers); if (preset == TEXTURES_PRESET_IRELAND) { layer = layersAddLayer(definition->layers, NULL); } else if (preset == TEXTURES_PRESET_ALPS) { } else if (preset == TEXTURES_PRESET_CANYON) { } } void texturesLayerAutoPreset(TexturesLayerDefinition* definition, TexturesLayerPreset preset) { noiseRandomizeOffsets(definition->_displacement_noise); switch (preset) { case TEXTURES_LAYER_PRESET_ROCK: break; case TEXTURES_LAYER_PRESET_GRASS: break; case TEXTURES_LAYER_PRESET_SAND: break; case TEXTURES_LAYER_PRESET_SNOW: break; default: break; } texturesGetLayerType().callback_validate(definition); } #if 0 textures = texturesCreateDefinition(); layer = layersAddLayer(textures.layers, NULL); layersSetName(textures.layers, layer, "Ground"); texture = layersGetLayer(textures.layers, layer); noiseClearLevels(texture->bump_noise); noiseRandomizeOffsets(texture->bump_noise); noiseAddLevelsSimple(texture->bump_noise, 8, 1.0, -0.5, 0.5, 0.5); texture->bump_height = 0.01; texture->bump_scaling = 0.045; texture->material.base.r = 0.6; texture->material.base.g = 0.55; texture->material.base.b = 0.57; texture->material.reflection = 0.02; texture->material.shininess = 3.0; texture->thickness = 0.001; texture->slope_range = 0.001; texture->thickness_transparency = 0.0; layer = layersAddLayer(textures.layers, NULL); layersSetName(textures.layers, layer, "Grass"); texture = layersGetLayer(textures.layers, layer); zoneAddHeightRangeQuick(texture->zone, 1.0, -6.0, -5.0, 3.0, 15.0); zoneAddSlopeRangeQuick(texture->zone, 1.0, 0.0, 0.0, 0.05, 0.4); noiseClearLevels(texture->bump_noise); noiseRandomizeOffsets(texture->bump_noise); noiseAddLevelsSimple(texture->bump_noise, 5, 1.0, -0.2, 0.2, 0.5); noiseAddLevelsSimple(texture->bump_noise, 2, 0.03, -0.04, 0.04, 0.5); texture->bump_height = 0.002; texture->bump_scaling = 0.03; texture->material.base.r = 0.12; texture->material.base.g = 0.19; texture->material.base.b = 0.035; texture->material.reflection = 0.003; texture->material.shininess = 2.0; texture->thickness = 0.02; texture->slope_range = 0.03; texture->thickness_transparency = 0.005; /*texture = texturesGetLayer(&textures, texturesAddLayer(&textures)); zoneAddHeightRangeQuick(texture->zone, 1.0, 4.0, 5.0, 100.0, 100.0); zoneAddSlopeRangeQuick(texture->zone, 1.0, 0.0, 0.0, 0.2, 1.0); noiseGenerateBaseNoise(texture->bump_noise, 102400); noiseClearLevels(texture->bump_noise); noiseAddLevelsSimple(texture->bump_noise, 6, 1.0, 1.0); texture->bump_height = 0.002; texture->bump_scaling = 0.03; texture->material.base.r = 1.0; texture->material.base.g = 1.0; texture->material.base.b = 1.0; texture->material.reflection = 0.25; texture->material.shininess = 0.6; texture->thickness = 0.05; texture->slope_range = 0.3; texture->thickness_transparency = 0.015;*/ scenerySetTextures(&textures); texturesDeleteDefinition(&textures); #endif