Michaël Lemaire
48ea553f49
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@232 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
334 lines
10 KiB
C
334 lines
10 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"
|
|
#include "modifiers.h"
|
|
#include "terrain.h"
|
|
#include "textures.h"
|
|
#include "lighting.h"
|
|
#include "scenery.h"
|
|
|
|
#ifdef WIN32
|
|
#include <windows.h>
|
|
#endif
|
|
|
|
static int _cpu_count = 1;
|
|
static int _is_rendering = 0;
|
|
|
|
void autoInit()
|
|
{
|
|
#ifdef WIN32
|
|
DWORD processAffinityMask;
|
|
DWORD systemAffinityMask;
|
|
|
|
if (GetProcessAffinityMask( GetCurrentProcess(),
|
|
&processAffinityMask,
|
|
&systemAffinityMask)){
|
|
processAffinityMask = (processAffinityMask & 0x55555555)
|
|
+ (processAffinityMask >> 1 & 0x55555555);
|
|
processAffinityMask = (processAffinityMask & 0x33333333)
|
|
+ (processAffinityMask >> 2 & 0x33333333);
|
|
processAffinityMask = (processAffinityMask & 0x0f0f0f0f)
|
|
+ (processAffinityMask >> 4 & 0x0f0f0f0f);
|
|
processAffinityMask = (processAffinityMask & 0x00ff00ff)
|
|
+ (processAffinityMask >> 8 & 0x00ff00ff);
|
|
_cpu_count = (processAffinityMask & 0x0000ffff)
|
|
+ (processAffinityMask >>16 & 0x0000ffff);
|
|
}
|
|
#endif
|
|
#ifdef _SC_NPROCESSORS_ONLN
|
|
_cpu_count = (int)sysconf(_SC_NPROCESSORS_ONLN);
|
|
#endif
|
|
}
|
|
|
|
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 = skyCreateDefinition();
|
|
sceneryGetSky(&sky);
|
|
sky.daytime = daytime;
|
|
scenerySetSky(&sky);
|
|
skyDeleteDefinition(&sky);
|
|
|
|
fogSetColor(colorGradationGet(&sky.haze_color, daytime));
|
|
}
|
|
|
|
void autoGenRealisticLandscape(int seed)
|
|
{
|
|
TerrainDefinition terrain;
|
|
WaterDefinition water;
|
|
CloudsDefinition clouds;
|
|
CloudsLayerDefinition* cloud;
|
|
SkyDefinition sky;
|
|
TexturesDefinition textures;
|
|
TextureLayerDefinition* texture;
|
|
LightingDefinition lighting;
|
|
HeightModifier* mod;
|
|
Zone* zone;
|
|
|
|
if (!seed)
|
|
{
|
|
seed = time(NULL);
|
|
}
|
|
srand(seed);
|
|
|
|
/* Cloud layer */
|
|
clouds = cloudsCreateDefinition();
|
|
cloud = cloudsGetLayer(&clouds, cloudsAddLayer(&clouds));
|
|
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);
|
|
scenerySetClouds(&clouds);
|
|
|
|
/* Water */
|
|
water = waterCreateDefinition();
|
|
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.waves_noise_height = 0.015;
|
|
water.waves_noise_scale = 0.2;
|
|
noiseGenerateBaseNoise(water.waves_noise, 262144);
|
|
noiseAddLevelsSimple(water.waves_noise, 2, 1.0, 1.0);
|
|
noiseAddLevelsSimple(water.waves_noise, 3, 0.15, 0.1);
|
|
scenerySetWater(&water);
|
|
waterDeleteDefinition(&water);
|
|
|
|
/* Sky */
|
|
sky = skyCreateDefinition();
|
|
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);
|
|
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);
|
|
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;
|
|
scenerySetSky(&sky);
|
|
skyDeleteDefinition(&sky);
|
|
|
|
/* Lighting */
|
|
lighting = lightingCreateDefinition();
|
|
lighting.autosetfromsky = 1;
|
|
scenerySetLighting(&lighting);
|
|
lightingDeleteDefinition(&lighting);
|
|
|
|
/* Terrain */
|
|
terrain = terrainCreateDefinition();
|
|
noiseGenerateBaseNoise(terrain.height_noise, 1048576);
|
|
noiseAddLevelsSimple(terrain.height_noise, 10, 1.0, 1.0);
|
|
terrain.height_factor = 12.0 / noiseGetMaxValue(terrain.height_noise);
|
|
terrain.scaling = 10.0;
|
|
/* DEBUG */
|
|
mod = modifierCreate();
|
|
zone = modifierGetZone(mod);
|
|
zoneIncludeCircleArea(zone, 0.4, 0.0, 0.0, 8.0, 20.0);
|
|
modifierActionFixValue(mod, -2.0);
|
|
terrainAddModifier(&terrain, mod);
|
|
modifierDelete(mod);
|
|
mod = modifierCreate();
|
|
zone = modifierGetZone(mod);
|
|
zoneIncludeCircleArea(zone, 1.0, 0.0, 0.0, 0.3, 8.0);
|
|
modifierActionAddValue(mod, 8.0);
|
|
terrainAddModifier(&terrain, mod);
|
|
modifierDelete(mod);
|
|
mod = modifierCreate();
|
|
zone = modifierGetZone(mod);
|
|
zoneIncludeCircleArea(zone, 0.8, 0.0, 0.0, 0.3, 4.0);
|
|
modifierActionFixValue(mod, -8.0);
|
|
terrainAddModifier(&terrain, mod);
|
|
/* DEBUG */
|
|
scenerySetTerrain(&terrain);
|
|
terrainDeleteDefinition(&terrain);
|
|
|
|
/* Textures */
|
|
textures = texturesCreateDefinition();
|
|
texture = texturesGetLayer(&textures, texturesAddLayer(&textures));
|
|
noiseGenerateBaseNoise(texture->bump_noise, 102400);
|
|
noiseAddLevelsSimple(texture->bump_noise, 6, 0.01, 0.01);
|
|
texture->color.r = 0.6;
|
|
texture->color.g = 0.55;
|
|
texture->color.b = 0.57;
|
|
texture = texturesGetLayer(&textures, texturesAddLayer(&textures));
|
|
zoneAddHeightRange(texture->zone, 1.0, -1.0, 0.0, 3.0, 15.0);
|
|
zoneAddSteepnessRange(texture->zone, 1.0, 0.0, 0.0, 0.3, 0.4);
|
|
noiseGenerateBaseNoise(texture->bump_noise, 102400);
|
|
noiseAddLevelsSimple(texture->bump_noise, 6, 0.02, 0.008);
|
|
texture->color.r = 0.2;
|
|
texture->color.g = 0.24;
|
|
texture->color.b = 0.05;
|
|
/*texture = texturesGetLayer(&textures, texturesAddLayer(&textures));
|
|
zoneAddHeightRange(texture->zone, 1.0, 3.0, 4.0, 100.0, 100.0);
|
|
noiseGenerateBaseNoise(texture->bump_noise, 102400);
|
|
noiseAddLevelsSimple(texture->bump_noise, 6, 0.04, 0.003);
|
|
texture->color.r = 1.0;
|
|
texture->color.g = 1.0;
|
|
texture->color.b = 1.0;
|
|
texturesSetDefinition(layer, texture);
|
|
texturesDeleteDefinition(texture);*/
|
|
scenerySetTextures(&textures);
|
|
texturesDeleteDefinition(&textures);
|
|
|
|
/* Fog */
|
|
fogSetDistance(20.0, 100.0);
|
|
}
|
|
|
|
void* _renderFirstPass(void* data)
|
|
{
|
|
if (!renderSetNextProgressStep(0.0, 0.01))
|
|
{
|
|
_is_rendering = 0;
|
|
return NULL;
|
|
}
|
|
skyRender(renderTellProgress);
|
|
if (!renderSetNextProgressStep(0.01, 0.085))
|
|
{
|
|
_is_rendering = 0;
|
|
return NULL;
|
|
}
|
|
terrainRender(renderTellProgress);
|
|
if (!renderSetNextProgressStep(0.085, 0.1))
|
|
{
|
|
_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(0.1, 1.0))
|
|
{
|
|
renderPostProcess(_cpu_count);
|
|
}
|
|
}
|
|
|
|
static int _postProcessRayTracingOverlay(RenderFragment* fragment)
|
|
{
|
|
Vector3 terrain_hit, look;
|
|
|
|
// TODO
|
|
/*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()
|
|
{
|
|
// TODO
|
|
/*renderClear();
|
|
cameraPushOverlay(COLOR_RED, _postProcessRayTracingOverlay);
|
|
renderUpdate();
|
|
|
|
if (renderSetNextProgressStep(0.0, 1.0))
|
|
{
|
|
renderPostProcess(_cpu_count);
|
|
}*/
|
|
}
|