Michaël Lemaire
23586ee5f4
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@250 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
296 lines
9.4 KiB
C
296 lines
9.4 KiB
C
#include "auto.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/constants.h"
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#include "shared/globals.h"
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#include "clouds.h"
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#include "color.h"
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#include "lighting.h"
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#include "modifiers.h"
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#include "render.h"
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#include "terrain.h"
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#include "textures.h"
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#include "scenery.h"
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#include "sky.h"
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#include "system.h"
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#include "water.h"
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#include "zone.h"
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static int _is_rendering = 0;
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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 = skyCreateDefinition();
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sceneryGetSky(&sky);
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sky.daytime = daytime;
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scenerySetSky(&sky);
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skyDeleteDefinition(&sky);
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}
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void autoGenRealisticLandscape(int seed)
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{
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AtmosphereDefinition atmosphere;
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TerrainDefinition terrain;
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WaterDefinition water;
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CloudsDefinition clouds;
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CloudsLayerDefinition* cloud;
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SkyDefinition sky;
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TexturesDefinition textures;
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TextureLayerDefinition* texture;
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LightingDefinition lighting;
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HeightModifier* mod;
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Zone* zone;
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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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clouds = cloudsCreateDefinition();
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cloud = cloudsGetLayer(&clouds, cloudsAddLayer(&clouds));
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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.r = 0.7;
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cloud->color.g = 0.7;
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cloud->color.b = 0.7;
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cloud->color.a = 0.05;
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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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scenerySetClouds(&clouds);
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cloudsDeleteDefinition(&clouds);
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/* Water */
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water = waterCreateDefinition();
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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.material.base.r = 0.1;
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water.material.base.g = 0.3;
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water.material.base.b = 0.4;
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water.material.base.a = 1.0;
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water.material.reflection = 1.0;
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water.material.shininess = 12.0;
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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.lighting_depth = 3.0;
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water.waves_noise_height = 0.015;
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water.waves_noise_scale = 0.2;
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noiseGenerateBaseNoise(water.waves_noise, 262144);
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noiseAddLevelsSimple(water.waves_noise, 2, 1.0, 1.0);
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noiseAddLevelsSimple(water.waves_noise, 3, 0.15, 0.1);
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scenerySetWater(&water);
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waterDeleteDefinition(&water);
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/* Sky */
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sky = skyCreateDefinition();
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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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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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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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scenerySetSky(&sky);
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skyDeleteDefinition(&sky);
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/* Lighting */
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lighting = lightingCreateDefinition();
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lighting.autosetfromsky = 1;
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scenerySetLighting(&lighting);
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lightingDeleteDefinition(&lighting);
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/* Terrain */
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terrain = terrainCreateDefinition();
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noiseGenerateBaseNoise(terrain.height_noise, 1048576);
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noiseAddLevelsSimple(terrain.height_noise, 10, 1.0, 1.0);
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terrain.height_factor = 12.0 / noiseGetMaxValue(terrain.height_noise);
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terrain.scaling = 10.0;
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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(&terrain, mod);
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modifierDelete(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(&terrain, mod);
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modifierDelete(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(&terrain, mod);
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/* DEBUG */
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scenerySetTerrain(&terrain);
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terrainDeleteDefinition(&terrain);
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/* Textures */
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textures = texturesCreateDefinition();
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texture = texturesGetLayer(&textures, texturesAddLayer(&textures));
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noiseGenerateBaseNoise(texture->bump_noise, 102400);
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noiseAddLevelsSimple(texture->bump_noise, 6, 0.01, 0.01);
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texture->color.r = 0.6;
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texture->color.g = 0.55;
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texture->color.b = 0.57;
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texture = texturesGetLayer(&textures, texturesAddLayer(&textures));
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zoneAddHeightRange(texture->zone, 1.0, -1.0, 0.0, 3.0, 15.0);
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zoneAddSteepnessRange(texture->zone, 1.0, 0.0, 0.0, 0.2, 0.3);
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noiseGenerateBaseNoise(texture->bump_noise, 102400);
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noiseAddLevelsSimple(texture->bump_noise, 6, 0.02, 0.008);
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texture->color.r = 0.2;
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texture->color.g = 0.24;
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texture->color.b = 0.05;
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/*texture = texturesGetLayer(&textures, texturesAddLayer(&textures));
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zoneAddHeightRange(texture->zone, 1.0, 3.0, 4.0, 100.0, 100.0);
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noiseGenerateBaseNoise(texture->bump_noise, 102400);
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noiseAddLevelsSimple(texture->bump_noise, 6, 0.04, 0.003);
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texture->color.r = 1.0;
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texture->color.g = 1.0;
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texture->color.b = 1.0;
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texturesSetDefinition(layer, texture);
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texturesDeleteDefinition(texture);*/
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scenerySetTextures(&textures);
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texturesDeleteDefinition(&textures);
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/* Atmosphere */
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atmosphere = atmosphereCreateDefinition();
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atmosphere.distance_near = 20.0;
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atmosphere.distance_far = 100.0;
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atmosphere.full_mask = 0.6;
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atmosphere.auto_lock_on_haze = 1;
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scenerySetAtmosphere(&atmosphere);
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atmosphereDeleteDefinition(&atmosphere);
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}
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void* _renderFirstPass(void* data)
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{
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sceneryRenderFirstPass((Renderer*)data);
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_is_rendering = 0;
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return NULL;
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}
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void autoRenderSceneTwoPass(Renderer* renderer, 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, renderer);
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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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sceneryRenderSecondPass(renderer);
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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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// TODO
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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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// TODO
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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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