Michaël Lemaire
23586ee5f4
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@250 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
318 lines
8 KiB
C
318 lines
8 KiB
C
#include "scenery.h"
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#include <stdio.h>
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#include "color.h"
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#include "euclid.h"
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#include "render.h"
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#include "system.h"
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AtmosphereDefinition _atmosphere;
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CameraDefinition _camera;
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CloudsDefinition _clouds;
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LightingDefinition _lighting;
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SkyDefinition _sky;
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TerrainDefinition _terrain;
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TexturesDefinition _textures;
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WaterDefinition _water;
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void sceneryInit()
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{
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atmosphereInit();
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cameraInit();
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cloudsInit();
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lightingInit();
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skyInit();
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terrainInit();
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texturesInit();
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waterInit();
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_atmosphere = atmosphereCreateDefinition();
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_camera = cameraCreateDefinition();
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_clouds = cloudsCreateDefinition();
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_lighting = lightingCreateDefinition();
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_sky = skyCreateDefinition();
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_terrain = terrainCreateDefinition();
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_textures = texturesCreateDefinition();
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_water = waterCreateDefinition();
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}
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void scenerySaveToFile(char* filepath)
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{
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FILE* f = fopen(filepath, "wb");
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atmosphereSave(f, &_atmosphere);
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cameraSave(f, &_camera);
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cloudsSave(f, &_clouds);
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lightingSave(f, &_lighting);
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skySave(f, &_sky);
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terrainSave(f, &_terrain);
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texturesSave(f, &_textures);
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waterSave(f, &_water);
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fflush(f);
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fclose(f);
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}
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void sceneryLoadFromFile(char* filepath)
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{
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FILE* f = fopen(filepath, "rb");
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/* TODO Use intermediary definitions ? */
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atmosphereLoad(f, &_atmosphere);
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cameraLoad(f, &_camera);
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cloudsLoad(f, &_clouds);
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lightingLoad(f, &_lighting);
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skyLoad(f, &_sky);
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terrainLoad(f, &_terrain);
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texturesLoad(f, &_textures);
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waterLoad(f, &_water);
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atmosphereValidateDefinition(&_atmosphere);
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cameraValidateDefinition(&_camera, 0);
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cloudsValidateDefinition(&_clouds);
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lightingValidateDefinition(&_lighting);
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skyValidateDefinition(&_sky);
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terrainValidateDefinition(&_terrain);
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texturesValidateDefinition(&_textures);
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waterValidateDefinition(&_water);
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fclose(f);
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}
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void scenerySetAtmosphere(AtmosphereDefinition* atmosphere)
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{
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atmosphereCopyDefinition(atmosphere, &_atmosphere);
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atmosphereValidateDefinition(&_atmosphere);
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}
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void sceneryGetAtmosphere(AtmosphereDefinition* atmosphere)
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{
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atmosphereCopyDefinition(&_atmosphere, atmosphere);
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}
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void scenerySetCamera(CameraDefinition* camera)
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{
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cameraCopyDefinition(camera, &_camera);
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cameraValidateDefinition(&_camera, 1);
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}
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void sceneryGetCamera(CameraDefinition* camera)
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{
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cameraCopyDefinition(&_camera, camera);
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}
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void scenerySetClouds(CloudsDefinition* clouds)
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{
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cloudsCopyDefinition(clouds, &_clouds);
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cloudsValidateDefinition(&_clouds);
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}
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void sceneryGetClouds(CloudsDefinition* clouds)
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{
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cloudsCopyDefinition(&_clouds, clouds);
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}
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void scenerySetLighting(LightingDefinition* lighting)
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{
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lightingCopyDefinition(lighting, &_lighting);
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lightingValidateDefinition(&_lighting);
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}
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void sceneryGetLighting(LightingDefinition* lighting)
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{
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lightingCopyDefinition(&_lighting, lighting);
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}
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void scenerySetSky(SkyDefinition* sky)
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{
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skyCopyDefinition(sky, &_sky);
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skyValidateDefinition(&_sky);
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atmosphereValidateDefinition(&_atmosphere);
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lightingValidateDefinition(&_lighting);
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}
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void sceneryGetSky(SkyDefinition* sky)
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{
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skyCopyDefinition(&_sky, sky);
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}
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void scenerySetTerrain(TerrainDefinition* terrain)
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{
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terrainCopyDefinition(terrain, &_terrain);
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terrainValidateDefinition(&_terrain);
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cameraValidateDefinition(&_camera, 1);
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}
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void sceneryGetTerrain(TerrainDefinition* terrain)
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{
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terrainCopyDefinition(&_terrain, terrain);
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}
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void scenerySetTextures(TexturesDefinition* textures)
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{
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texturesCopyDefinition(textures, &_textures);
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texturesValidateDefinition(&_textures);
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}
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void sceneryGetTextures(TexturesDefinition* textures)
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{
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texturesCopyDefinition(&_textures, textures);
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}
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void scenerySetWater(WaterDefinition* water)
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{
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waterCopyDefinition(water, &_water);
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waterValidateDefinition(&_water);
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cameraValidateDefinition(&_camera, 1);
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}
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void sceneryGetWater(WaterDefinition* water)
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{
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waterCopyDefinition(&_water, water);
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}
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void sceneryRenderFirstPass(Renderer* renderer)
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{
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if (!renderSetNextProgressStep(0.0, 0.01))
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{
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return;
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}
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skyRender(&_sky, renderer, renderTellProgress);
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if (!renderSetNextProgressStep(0.01, 0.085))
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{
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return;
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}
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terrainRender(&_terrain, renderer, renderTellProgress);
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if (!renderSetNextProgressStep(0.085, 0.1))
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{
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return;
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}
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waterRender(&_water, renderer, renderTellProgress);
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}
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void sceneryRenderSecondPass(Renderer* renderer)
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{
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if (renderSetNextProgressStep(0.1, 1.0))
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{
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renderPostProcess(renderer, systemGetCoreCount());
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}
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}
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/******* Standard renderer *********/
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static Color _filterLight(Renderer* renderer, Color light_color, Vector3 at_location, Vector3 light_location, Vector3 direction_to_light)
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{
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// TODO atmosphere filter
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light_color = waterLightFilter(&_water, renderer, light_color, at_location, light_location, direction_to_light);
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return light_color;
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}
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static Color _maskLight(Renderer* renderer, Color light_color, Vector3 at_location, Vector3 light_location, Vector3 direction_to_light)
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{
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light_color = terrainLightFilter(&_terrain, renderer, light_color, at_location, light_location, direction_to_light);
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light_color = cloudsFilterLight(&_clouds, renderer, light_color, at_location, light_location, direction_to_light);
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return light_color;
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}
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static Color _applyLightingToSurface(Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material)
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{
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return lightingApplyToSurface(&_lighting, renderer, location, normal, material);
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}
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static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector3 direction, int terrain, int water, int sky, int clouds)
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{
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RayCastingResult result;
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Color sky_color;
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if (!terrainProjectRay(&_terrain, renderer, location, direction, &result.hit_location, &result.hit_color))
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{
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sky_color = skyGetColor(&_sky, renderer, location, direction);
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result.hit_location = v3Add(location, v3Scale(direction, 1000.0));
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result.hit_color = renderer->applyClouds(renderer, sky_color, location, result.hit_location);
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}
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result.hit = 1;
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return result;
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}
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static double _getTerrainHeight(Renderer* renderer, double x, double z)
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{
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return terrainGetHeight(&_terrain, x, z);
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}
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static Color _applyTextures(Renderer* renderer, Vector3 location, double precision)
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{
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return texturesGetColor(&_textures, renderer, location, precision);
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}
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static Color _applyAtmosphere(Renderer* renderer, Vector3 location, Color base)
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{
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return atmosphereApply(&_atmosphere, renderer, location, base);
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}
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static Color _applyClouds(Renderer* renderer, Color base, Vector3 start, Vector3 end)
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{
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Color clouds;
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clouds = cloudsGetColor(&_clouds, renderer, start, end);
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colorMask(&base, &clouds);
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return base;
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}
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static Vector3 _projectPoint(Renderer* renderer, Vector3 point)
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{
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return cameraProject(&_camera, point);
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}
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static Vector3 _unprojectPoint(Renderer* renderer, Vector3 point)
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{
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return cameraUnproject(&_camera, point);
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}
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static double _getPrecision(Renderer* renderer, Vector3 location)
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{
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Vector3 projected;
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projected = cameraProject(&_camera, location);
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projected.x += 1.0;
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//projected.y += 1.0;
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return v3Norm(v3Sub(cameraUnproject(&_camera, projected), location)); // / (double)render_quality;
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}
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Renderer sceneryGetStandardRenderer(int quality)
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{
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Renderer result;
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quality = (quality > 10) ? 10 : quality;
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quality = (quality < 1) ? 1 : quality;
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result.camera_location = _camera.location;
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result.render_quality = quality;
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result.filterLight = _filterLight;
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result.maskLight = _maskLight;
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result.applyLightingToSurface = _applyLightingToSurface;
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result.rayWalking = _rayWalking;
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result.getTerrainHeight = _getTerrainHeight;
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result.applyTextures = _applyTextures;
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result.applyAtmosphere = _applyAtmosphere;
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result.applyClouds = _applyClouds;
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result.projectPoint = _projectPoint;
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result.unprojectPoint = _unprojectPoint;
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result.getPrecision = _getPrecision;
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return result;
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}
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