Michaël Lemaire
bfd25bcf42
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@199 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
348 lines
9.4 KiB
C
348 lines
9.4 KiB
C
#include <unistd.h>
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#include <math.h>
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#include <stdlib.h>
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#include <time.h>
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#include "shared/types.h"
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#include "shared/functions.h"
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#include "shared/constants.h"
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#include "shared/globals.h"
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#include "shared/system.h"
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#include "water.h"
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#include "clouds.h"
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#include "sky.h"
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static int _cpu_count = 1;
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static int _is_rendering = 0;
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void autoInit()
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{
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_cpu_count = (int)sysconf(_SC_NPROCESSORS_ONLN);
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renderSetBackgroundColor(&COLOR_BLACK);
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terrainInit();
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waterInit();
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}
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void autoSave(char* filepath)
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{
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FILE* f = fopen(filepath, "wb");
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texturesSave(f);
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cameraSave(f);
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cloudsSave(f);
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fogSave(f);
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lightingSave(f);
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renderSave(f);
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skySave(f);
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terrainSave(f);
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waterSave(f);
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fclose(f);
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}
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void autoLoad(char* filepath)
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{
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FILE* f = fopen(filepath, "rb");
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texturesLoad(f);
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cameraLoad(f);
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cloudsLoad(f);
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fogLoad(f);
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lightingLoad(f);
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renderLoad(f);
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skyLoad(f);
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terrainLoad(f);
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waterLoad(f);
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fclose(f);
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}
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void autoSetDaytime(int hour, int minute)
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{
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autoSetDaytimeFraction((double)hour / 24.0 + (double)minute / 1440.0);
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}
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void autoSetDaytimeFraction(double daytime)
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{
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SkyDefinition sky;
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ColorGradation grad_sun;
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Color sun;
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daytime = fmod(daytime, 1.0);
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if (daytime < 0.0)
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{
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daytime += 1.0;
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}
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lightingSetSunAngle(0.0, (daytime + 0.25) * M_PI * 2.0);
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grad_sun = colorGradationCreate();
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colorGradationAddRgba(&grad_sun, 0.2, 0.1, 0.1, 0.1, 1.0);
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colorGradationAddRgba(&grad_sun, 0.25, 0.9, 0.5, 0.5, 1.0);
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colorGradationAddRgba(&grad_sun, 0.3, 0.8, 0.8, 0.8, 1.0);
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colorGradationAddRgba(&grad_sun, 0.5, 1.0, 1.0, 1.0, 1.0);
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colorGradationAddRgba(&grad_sun, 0.7, 0.8, 0.8, 0.8, 1.0);
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colorGradationAddRgba(&grad_sun, 0.75, 0.7, 0.6, 0.5, 1.0);
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colorGradationAddRgba(&grad_sun, 0.8, 0.1, 0.1, 0.1, 1.0);
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sun = colorGradationGet(&grad_sun, daytime);
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lightingSetSunColor(sun);
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sky = skyGetDefinition();
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sky.daytime = daytime;
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skySetDefinition(sky);
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fogSetColor(colorGradationGet(&sky.haze_color, daytime));
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}
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void autoSetRenderQuality(int quality)
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{
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WaterQuality water;
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CloudsQuality clouds;
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if (quality < 1)
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{
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quality = 1;
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}
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if (quality > 10)
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{
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quality = 10;
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}
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renderSetQuality(quality);
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terrainSetChunkSize(0.1 / (double)render_quality, 0.05 / (double)render_quality);
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water.detail_boost = 5.0;
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water.force_detail = 0.0;
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waterSetQuality(water);
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clouds.precision = 3.3 - 0.3 * (double)render_quality;
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cloudsSetQuality(clouds);
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}
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void autoGenRealisticLandscape(int seed)
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{
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Texture* tex;
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WaterDefinition water;
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CloudsDefinition cloud;
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SkyDefinition sky;
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int layer;
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HeightModifier* mod;
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Zone* zone;
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NoiseGenerator* noise;
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if (!seed)
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{
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seed = time(NULL);
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}
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srand(seed);
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/* Cloud layer */
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cloud = cloudsCreateDefinition();
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cloud.ymin = 10.0;
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cloud.ycenter = 40.0;
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cloud.ymax = 100.0;
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cloud.color = COLOR_WHITE;
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cloud.color.a = 0.1;
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cloud.scaling = 50.0;
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cloud.coverage = 0.5;
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noiseGenerateBaseNoise(cloud.noise, 262144);
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noiseAddLevelSimple(cloud.noise, 50.0, 0.3);
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noiseAddLevelSimple(cloud.noise, 50.0 / 2.0, 0.2);
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noiseAddLevelSimple(cloud.noise, 50.0 / 4.0, 0.1);
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noiseAddLevelSimple(cloud.noise, 50.0 / 10.0, 0.05);
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noiseAddLevelSimple(cloud.noise, 50.0 / 20.0, 0.03);
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noiseAddLevelSimple(cloud.noise, 50.0 / 40.0, 0.02);
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noiseAddLevelSimple(cloud.noise, 50.0 / 60.0, 0.01);
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noiseAddLevelSimple(cloud.noise, 50.0 / 80.0, 0.005);
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noiseAddLevelSimple(cloud.noise, 50.0 / 100.0, 0.02);
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noiseAddLevelSimple(cloud.noise, 50.0 / 150.0, 0.005);
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noiseAddLevelSimple(cloud.noise, 50.0 / 200.0, 0.003);
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noiseAddLevelSimple(cloud.noise, 50.0 / 400.0, 0.008);
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noiseAddLevelSimple(cloud.noise, 50.0 / 800.0, 0.001);
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noiseAddLevelSimple(cloud.noise, 50.0 / 1000.0, 0.0005);
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layer = cloudsAddLayer();
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cloudsSetDefinition(layer, cloud);
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/* Water */
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water.height = 0.0;
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water.transparency = 0.5;
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water.reflection = 0.3;
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water.transparency_depth = 6.0;
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water.main_color.r = 0.1;
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water.main_color.g = 0.3;
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water.main_color.b = 0.4;
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water.main_color.a = 1.0;
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water.depth_color.r = 0.0;
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water.depth_color.g = 0.2;
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water.depth_color.b = 0.3;
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water.depth_color.a = 1.0;
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water.height_noise = noiseCreateGenerator();
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noiseGenerateBaseNoise(water.height_noise, 262144);
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noiseAddLevelsSimple(water.height_noise, 2, 0.2, 0.015);
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noiseAddLevelsSimple(water.height_noise, 3, 0.03, 0.003);
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waterSetDefinition(water);
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noiseDeleteGenerator(water.height_noise);
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/* Sky */
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sky.sun_color = colorGradationCreate();
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colorGradationAddRgba(&sky.sun_color, 0.3, 1.0, 0.91, 0.8, 1.0);
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colorGradationAddRgba(&sky.sun_color, 0.5, 1.0, 0.95, 0.9, 1.0);
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colorGradationAddRgba(&sky.sun_color, 0.7, 1.0, 0.91, 0.8, 1.0);
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sky.zenith_color = colorGradationCreate();
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colorGradationAddRgba(&sky.zenith_color, 0.2, 0.03, 0.03, 0.05, 1.0);
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colorGradationAddRgba(&sky.zenith_color, 0.25, 0.25, 0.33, 0.37, 1.0);
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colorGradationAddRgba(&sky.zenith_color, 0.35, 0.52, 0.63, 0.8, 1.0);
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colorGradationAddRgba(&sky.zenith_color, 0.65, 0.52, 0.63, 0.8, 1.0);
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colorGradationAddRgba(&sky.zenith_color, 0.75, 0.25, 0.33, 0.37, 1.0);
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colorGradationAddRgba(&sky.zenith_color, 0.8, 0.03, 0.03, 0.05, 1.0);
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sky.haze_color = colorGradationCreate();
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colorGradationAddRgba(&sky.haze_color, 0.2, 0.05, 0.05, 0.08, 1.0);
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colorGradationAddRgba(&sky.haze_color, 0.25, 0.55, 0.42, 0.42, 1.0);
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colorGradationAddRgba(&sky.haze_color, 0.3, 0.6, 0.6, 0.6, 1.0);
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colorGradationAddRgba(&sky.haze_color, 0.4, 0.92, 0.93, 1.0, 1.0);
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colorGradationAddRgba(&sky.haze_color, 0.6, 0.92, 0.93, 1.0, 1.0);
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colorGradationAddRgba(&sky.haze_color, 0.7, 0.6, 0.6, 0.8, 1.0);
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colorGradationAddRgba(&sky.haze_color, 0.75, 0.62, 0.50, 0.42, 1.0);
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colorGradationAddRgba(&sky.haze_color, 0.8, 0.05, 0.05, 0.08, 1.0);
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sky.daytime = 0.0;
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sky.haze_height = 0.75;
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sky.haze_smoothing = 0.3;
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sky.sun_radius = 0.02;
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skySetDefinition(sky);
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noise = noiseCreateGenerator();
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noiseGenerateBaseNoise(noise, 1048576);
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noiseAddLevelsSimple(noise, 10, 10.0, 1.0);
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noiseNormalizeHeight(noise, -12.0, 12.0, 0);
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terrainSetNoiseGenerator(noise);
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noiseDeleteGenerator(noise);
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tex = textureCreateFromFile("./data/textures/rock3.jpg");
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tex->scaling_x = 0.003;
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tex->scaling_y = 0.003;
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tex->scaling_z = 0.003;
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zone = zoneCreate(1.0);
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terrainAddTexture(tex, 0.05, zone, 1.0);
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tex = textureCreateFromFile("./data/textures/grass1.jpg");
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tex->scaling_x = 0.0004;
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tex->scaling_y = 0.0004;
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tex->scaling_z = 0.0004;
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zone = zoneCreate(0.0);
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zoneAddHeightRange(zone, 1.0, -1.0, 0.0, 3.0, 15.0);
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zoneAddSteepnessRange(zone, 1.0, 0.0, 0.0, 0.3, 0.4);
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terrainAddTexture(tex, 0.15, zone, 0.05);
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/*tex = textureCreateFromFile("./data/textures/snow1.jpg");
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tex->scaling_x = 0.001;
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tex->scaling_y = 0.001;
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tex->scaling_z = 0.001;
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zone = zoneCreate(0.0);
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zoneAddHeightRange(zone, 1.0, 3.0, 4.0, 100.0, 100.0);
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terrainAddTexture(tex, 0.5, zone, 0.1);*/
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/* DEBUG */
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mod = modifierCreate();
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zone = modifierGetZone(mod);
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zoneIncludeCircleArea(zone, 0.4, 0.0, 0.0, 8.0, 20.0);
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modifierActionFixValue(mod, -2.0);
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terrainAddModifier(mod);
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mod = modifierCreate();
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zone = modifierGetZone(mod);
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zoneIncludeCircleArea(zone, 1.0, 0.0, 0.0, 0.3, 8.0);
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modifierActionAddValue(mod, 8.0);
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terrainAddModifier(mod);
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mod = modifierCreate();
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zone = modifierGetZone(mod);
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zoneIncludeCircleArea(zone, 0.8, 0.0, 0.0, 0.3, 4.0);
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modifierActionFixValue(mod, -8.0);
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terrainAddModifier(mod);
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fogSetDistance(20.0, 100.0);
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}
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void* _renderFirstPass(void* data)
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{
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if (!renderSetNextProgressStep(0.0, 0.1))
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{
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_is_rendering = 0;
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return NULL;
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}
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skyRender(renderTellProgress);
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if (!renderSetNextProgressStep(0.1, 0.3))
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{
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_is_rendering = 0;
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return NULL;
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}
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terrainRender(renderTellProgress);
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if (!renderSetNextProgressStep(0.3, 0.4))
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{
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_is_rendering = 0;
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return NULL;
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}
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waterRender(renderTellProgress);
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_is_rendering = 0;
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return NULL;
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}
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void autoRenderSceneTwoPass(int postonly)
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{
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Thread* thread;
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int loops;
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if (!postonly)
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{
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renderClear();
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_is_rendering = 1;
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thread = threadCreate(_renderFirstPass, NULL);
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loops = 0;
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while (_is_rendering)
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{
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timeSleepMs(100);
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if (++loops >= 10)
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{
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renderUpdate();
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loops = 0;
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}
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}
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threadJoin(thread);
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}
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if (renderSetNextProgressStep(0.4, 1.0))
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{
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renderPostProcess(_cpu_count);
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}
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}
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static int _postProcessRayTracingOverlay(RenderFragment* fragment)
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{
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Vector3 terrain_hit, look;
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look = v3Sub(fragment->vertex.location, camera_location);
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if (!terrainProjectRay(camera_location, look, &terrain_hit, &fragment->vertex.color))
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{
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fragment->vertex.color = skyProjectRay(camera_location, look);
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}
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return 1;
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}
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void autoRenderSceneRayTracing()
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{
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renderClear();
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cameraPushOverlay(COLOR_RED, _postProcessRayTracingOverlay);
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renderUpdate();
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if (renderSetNextProgressStep(0.0, 1.0))
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{
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renderPostProcess(_cpu_count);
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}
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}
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