paysages3d/lib_paysages/auto.c

285 lines
8.9 KiB
C

#include "auto.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 "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"
#include "render.h"
static int _is_rendering = 0;
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)
{
sceneryRenderFirstPass((Renderer*)data);
_is_rendering = 0;
return NULL;
}
void autoRenderSceneTwoPass(Renderer* renderer, int postonly)
{
Thread* thread;
int loops;
if (!postonly)
{
renderClear();
_is_rendering = 1;
thread = threadCreate(_renderFirstPass, renderer);
loops = 0;
while (_is_rendering)
{
timeSleepMs(100);
if (++loops >= 10)
{
renderUpdate();
loops = 0;
}
}
threadJoin(thread);
}
sceneryRenderSecondPass(renderer);
}
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);
}*/
}