paysages3d/lib_paysages/scenery.c

198 lines
4.3 KiB
C

#include "scenery.h"
#include <stdio.h>
CameraDefinition _camera;
CloudsDefinition _clouds;
LightingDefinition _lighting;
SkyDefinition _sky;
TerrainDefinition _terrain;
TexturesDefinition _textures;
WaterDefinition _water;
static Color _filterLight(Renderer* renderer, Color light_color, Vector3 at_location, Vector3 light_location, Vector3 direction_to_light)
{
Color result;
result = waterLightFilter(&_water, renderer, light_color, at_location, light_location, direction_to_light);
result = terrainLightFilter(&_terrain, renderer, result, at_location, light_location, direction_to_light);
// TODO atmosphere filter
// TODO clouds filter
return result;
}
static RayCastingResult _reflectionFunction(Vector3 start, Vector3 direction)
{
RayCastingResult result;
if (!terrainProjectRay(start, direction, &result.hit_location, &result.hit_color))
{
result.hit_color = skyProjectRay(start, direction);
/* TODO hit_location */
}
result.hit = 1;
return result;
}
static RayCastingResult _refractionFunction(Vector3 start, Vector3 direction)
{
RayCastingResult result;
result.hit = terrainProjectRay(start, direction, &result.hit_location, &result.hit_color);
return result;
}
void sceneryInit()
{
cameraInit();
cloudsInit();
lightingInit();
skyInit();
terrainInit();
texturesInit();
waterInit();
_camera = cameraCreateDefinition();
_clouds = cloudsCreateDefinition();
_lighting = lightingCreateDefinition();
_sky = skyCreateDefinition();
_terrain = terrainCreateDefinition();
_textures = texturesCreateDefinition();
_water = waterCreateDefinition();
}
void scenerySaveToFile(char* filepath)
{
FILE* f = fopen(filepath, "wb");
cameraSave(f, &_camera);
cloudsSave(f, &_clouds);
lightingSave(f, &_lighting);
skySave(f, &_sky);
terrainSave(f, &_terrain);
texturesSave(f, &_textures);
waterSave(f, &_water);
fclose(f);
}
void sceneryLoadFromFile(char* filepath)
{
FILE* f = fopen(filepath, "rb");
/* TODO Use intermediary definitions ? */
cameraLoad(f, &_camera);
cameraValidateDefinition(&_camera);
cloudsLoad(f, &_clouds);
cloudsValidateDefinition(&_clouds);
lightingLoad(f, &_lighting);
lightingValidateDefinition(&_lighting);
skyLoad(f, &_sky);
skyValidateDefinition(&_sky);
terrainLoad(f, &_terrain);
terrainValidateDefinition(&_terrain);
texturesLoad(f, &_textures);
texturesValidateDefinition(&_textures);
waterLoad(f, &_water);
waterValidateDefinition(&_water);
fclose(f);
}
void scenerySetCamera(CameraDefinition* camera)
{
cameraCopyDefinition(camera, &_camera);
cameraValidateDefinition(&_camera);
}
void sceneryGetCamera(CameraDefinition* camera)
{
cameraCopyDefinition(&_camera, camera);
}
void scenerySetClouds(CloudsDefinition* clouds)
{
cloudsCopyDefinition(clouds, &_clouds);
cloudsValidateDefinition(&_clouds);
}
void sceneryGetClouds(CloudsDefinition* clouds)
{
cloudsCopyDefinition(_clouds, clouds);
}
void scenerySetLighting(LightingDefinition* lighting)
{
lightingCopyDefinition(lighting, &_lighting);
lightingValidateDefinition(&_lighting);
}
void sceneryGetLighting(LightingDefinition* lighting)
{
lightingCopyDefinition(&_lighting, lighting);
}
void scenerySetSky(SkyDefinition* sky)
{
skyCopyDefinition(sky, &_sky);
skyValidateDefinition(&_sky);
lightingValidateDefinition(&_lighting);
}
void sceneryGetSky(SkyDefinition* sky)
{
skyCopyDefinition(&_sky, sky);
}
void scenerySetTerrain(TerrainDefinition* terrain)
{
terrainCopyDefinition(terrain, &_terrain);
terrainValidateDefinition(&_terrain);
}
void sceneryGetTerrain(TerrainDefinition* terrain)
{
terrainCopyDefinition(&_terrain, terrain);
}
void scenerySetTextures(TexturesDefinition* textures)
{
texturesCopyDefinition(textures, &_textures);
texturesValidateDefinition(&_textures);
}
void sceneryGetTextures(TexturesDefinition* textures)
{
texturesCopyDefinition(&_textures, textures);
}
void scenerySetWater(WaterDefinition* water)
{
waterCopyDefinition(water, &_water);
waterValidateDefinition(&_water);
}
void sceneryGetWater(WaterDefinition* water)
{
waterCopyDefinition(&_water, water);
}
Renderer sceneryGetStandardRenderer()
{
}
void sceneryRender()
{
}