paysages3d/lib_paysages/auto.c
2011-12-23 22:00:19 +00:00

348 lines
9.4 KiB
C

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