paysages3d/lib_paysages/auto.c

143 lines
4.5 KiB
C

#include "auto.h"
#include <math.h>
#include <stdlib.h>
#include <time.h>
#include "shared/types.h"
#include "clouds.h"
#include "color.h"
#include "lighting.h"
#include "modifiers.h"
#include "render.h"
#include "terrain.h"
#include "textures.h"
#include "scenery.h"
#include "system.h"
#include "water.h"
#include "zone.h"
void autoSetDaytime(int hour, int minute)
{
autoSetDaytimeFraction((double)hour / 24.0 + (double)minute / 1440.0);
}
void autoSetDaytimeFraction(double daytime)
{
AtmosphereDefinition* atmosphere;
daytime = fmod(daytime, 1.0);
if (daytime < 0.0)
{
daytime += 1.0;
}
atmosphere = AtmosphereDefinitionClass.create();
sceneryGetAtmosphere(atmosphere);
atmosphere->daytime = daytime;
scenerySetAtmosphere(atmosphere);
AtmosphereDefinitionClass.destroy(atmosphere);
}
void autoGenRealisticLandscape(int seed)
{
TerrainDefinition terrain;
WaterDefinition water;
CloudsDefinition clouds;
TexturesDefinition textures;
TextureLayerDefinition* texture;
int layer;
if (!seed)
{
seed = time(NULL);
}
srand(seed);
/* Cloud layer */
clouds = cloudsCreateDefinition();
layersAddLayer(clouds.layers, NULL);
scenerySetClouds(&clouds);
cloudsDeleteDefinition(&clouds);
/* Water */
water = waterCreateDefinition();
waterAutoPreset(&water, WATER_PRESET_LAKE);
scenerySetWater(&water);
waterDeleteDefinition(&water);
/* Terrain */
terrain = terrainCreateDefinition();
noiseClearLevels(terrain.height_noise);
noiseAddLevelsSimple(terrain.height_noise, 10, 1.0, 1.0);
noiseSetFunctionParams(terrain.height_noise, NOISE_FUNCTION_SIMPLEX, -0.2);
terrain.height_factor = 12.0 / noiseGetMaxValue(terrain.height_noise);
terrain.scaling = 80.0;
terrain.shadow_smoothing = 0.03;
scenerySetTerrain(&terrain);
terrainDeleteDefinition(&terrain);
/* Textures */
textures = texturesCreateDefinition();
layer = layersAddLayer(textures.layers, NULL);
layersSetName(textures.layers, layer, "Ground");
texture = layersGetLayer(textures.layers, layer);
noiseClearLevels(texture->bump_noise);
noiseAddLevelsSimple(texture->bump_noise, 8, 1.0, 1.0);
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 = 0.2;
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);
noiseAddLevelsSimple(texture->bump_noise, 5, 1.0, 0.4);
noiseAddLevelsSimple(texture->bump_noise, 2, 0.03, 0.08);
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 = 0.03;
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);
/* Atmosphere */
/*atmosphere = atmosphereCreateDefinition();
atmosphere.distance_near = 20.0;
atmosphere.distance_far = 100.0;
atmosphere.full_mask = 0.6;
atmosphere.auto_lock_on_haze = 1;
scenerySetAtmosphere(&atmosphere);
atmosphereDeleteDefinition(&atmosphere);*/
}