paysages3d/lib_paysages/renderer.c

193 lines
5.3 KiB
C

#include "renderer.h"
#include "lighting.h"
#include "system.h"
#include "render.h"
#include "scenery.h"
RayCastingResult _RAYCASTING_NULL = {0};
HeightInfo _WATER_HEIGHT_INFO = {-1000000.0, -1000000.0, -1000000.0};
static void* _renderFirstPass(void* data)
{
Renderer* renderer = (Renderer*)data;
sceneryRenderFirstPass(renderer);
renderer->is_rendering = 0;
return NULL;
}
static int _addRenderProgress(Renderer* renderer, double progress)
{
return !renderer->render_interrupt;
}
static double _getPrecision(Renderer* renderer, Vector3 location)
{
return 0.0;
}
static Vector3 _projectPoint(Renderer* renderer, Vector3 point)
{
return point;
}
static Vector3 _unprojectPoint(Renderer* renderer, Vector3 point)
{
return point;
}
static void _pushTriangle(Renderer* renderer, Vector3 v1, Vector3 v2, Vector3 v3, f_RenderFragmentCallback callback, void* callback_data)
{
Vector3 p1, p2, p3;
p1 = renderer->projectPoint(renderer, v1);
p2 = renderer->projectPoint(renderer, v2);
p3 = renderer->projectPoint(renderer, v3);
renderPushTriangle(renderer->render_area, p1, p2, p3, v1, v2, v3, callback, callback_data);
}
static void _pushQuad(Renderer* renderer, Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, f_RenderFragmentCallback callback, void* callback_data)
{
renderer->pushTriangle(renderer, v2, v3, v1, callback, callback_data);
renderer->pushTriangle(renderer, v4, v1, v3, callback, callback_data);
}
static void _alterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
{
}
static void _getLightStatus(Renderer* renderer, LightStatus* status, Vector3 location)
{
status->nblights = 0;
}
static Color _applyLightStatus(Renderer* renderer, LightStatus* status, Vector3 location, Vector3 normal, SurfaceMaterial material)
{
return lightingApplyStatusToSurface(renderer, status, location, normal, material);
}
static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector3 direction, int terrain, int water, int sky, int clouds)
{
return _RAYCASTING_NULL;
}
static double _getTerrainHeight(Renderer* renderer, double x, double z)
{
return 0.0;
}
static HeightInfo _getWaterHeightInfo(Renderer* renderer)
{
return _WATER_HEIGHT_INFO;
}
static Color _applyTextures(Renderer* renderer, Vector3 location, double precision)
{
return COLOR_TRANSPARENT;
}
static Color _applyClouds(Renderer* renderer, Color base, Vector3 start, Vector3 end)
{
return base;
}
Renderer rendererCreate()
{
Renderer result;
RenderParams params = {1, 1, 1, 5};
result.render_quality = 5;
result.render_width = 1;
result.render_height = 1;
result.render_interrupt = 0;
result.render_progress = 0.0;
result.is_rendering = 0;
result.render_camera = cameraCreateDefinition();
result.camera_location = result.render_camera.location;
result.render_area = renderCreateArea();
renderSetParams(result.render_area, params);
result.addRenderProgress = _addRenderProgress;
result.getPrecision = _getPrecision;
result.projectPoint = _projectPoint;
result.unprojectPoint = _unprojectPoint;
result.pushTriangle = _pushTriangle;
result.pushQuad = _pushQuad;
result.rayWalking = _rayWalking;
result.getTerrainHeight = _getTerrainHeight;
result.getWaterHeightInfo = _getWaterHeightInfo;
result.applyTextures = _applyTextures;
result.applyClouds = _applyClouds;
result.alterLight = _alterLight;
result.getLightStatus = _getLightStatus;
result.applyLightStatus = _applyLightStatus;
result.atmosphere = AtmosphereRendererClass.create();
return result;
}
void rendererDelete(Renderer* renderer)
{
AtmosphereRendererClass.destroy(renderer->atmosphere);
renderDeleteArea(renderer->render_area);
}
void rendererSetPreviewCallbacks(Renderer* renderer, RenderCallbackStart start, RenderCallbackDraw draw, RenderCallbackUpdate update)
{
renderSetPreviewCallbacks(renderer->render_area, start, draw, update);
}
void rendererStart(Renderer* renderer, RenderParams params)
{
Thread* thread;
int loops;
int core_count = systemGetCoreCount();
params.antialias = (params.antialias < 1) ? 1 : params.antialias;
params.antialias = (params.antialias > 4) ? 4 : params.antialias;
renderer->render_quality = params.quality;
renderer->render_width = params.width * params.antialias;
renderer->render_height = params.height * params.antialias;
renderer->render_interrupt = 0;
renderer->render_progress = 0.0;
cameraSetRenderSize(&renderer->render_camera, renderer->render_width, renderer->render_height);
renderer->camera_location = renderer->render_camera.location;
renderSetBackgroundColor(renderer->render_area, &COLOR_BLACK);
renderSetParams(renderer->render_area, params);
renderClear(renderer->render_area);
renderer->is_rendering = 1;
thread = threadCreate(_renderFirstPass, renderer);
loops = 0;
while (renderer->is_rendering)
{
timeSleepMs(100);
if (++loops >= 10)
{
renderUpdate(renderer->render_area);
loops = 0;
}
}
threadJoin(thread);
renderer->is_rendering = 1;
renderPostProcess(renderer->render_area, renderer, core_count);
renderer->is_rendering = 0;
}
void rendererInterrupt(Renderer* renderer)
{
renderer->render_interrupt = 1;
}