Michaël Lemaire
324a01dca1
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@514 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
79 lines
2.7 KiB
C
79 lines
2.7 KiB
C
#include "public.h"
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#include "private.h"
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#include <math.h>
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#include <stdlib.h>
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#include "../tools.h"
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#include "../renderer.h"
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static Color _postProcessFragment(Renderer* renderer, Vector3 location, void* data)
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{
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Vector3 camera_location, direction;
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Color result;
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UNUSED(data);
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camera_location = renderer->getCameraLocation(renderer, location);
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direction = v3Sub(location, camera_location);
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/* TODO Don't compute result->color if it's fully covered by clouds */
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result = renderer->atmosphere->getSkyColor(renderer, v3Normalize(direction));
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result = renderer->clouds->getColor(renderer, result, camera_location, v3Add(camera_location, v3Scale(direction, 10.0)));
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return result;
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}
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void atmosphereRenderSkydome(Renderer* renderer)
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{
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int res_i, res_j;
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int i, j;
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double step_i, step_j;
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double current_i, current_j;
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Vector3 vertex1, vertex2, vertex3, vertex4;
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Vector3 camera_location, direction;
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res_i = renderer->render_quality * 40;
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res_j = renderer->render_quality * 20;
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step_i = M_PI * 2.0 / (double)res_i;
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step_j = M_PI / (double)res_j;
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camera_location = renderer->getCameraLocation(renderer, VECTOR_ZERO);
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for (j = 0; j < res_j; j++)
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{
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if (!renderer->addRenderProgress(renderer, 0.0))
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{
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return;
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}
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current_j = (double)(j - res_j / 2) * step_j;
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for (i = 0; i < res_i; i++)
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{
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current_i = (double)i * step_i;
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direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j);
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direction.y = SPHERE_SIZE * sin(current_j);
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direction.z = SPHERE_SIZE * sin(current_i) * cos(current_j);
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vertex1 = v3Add(camera_location, direction);
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direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j);
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direction.y = SPHERE_SIZE * sin(current_j);
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direction.z = SPHERE_SIZE * sin(current_i + step_i) * cos(current_j);
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vertex2 = v3Add(camera_location, direction);
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direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j + step_j);
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direction.y = SPHERE_SIZE * sin(current_j + step_j);
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direction.z = SPHERE_SIZE * sin(current_i + step_i) * cos(current_j + step_j);
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vertex3 = v3Add(camera_location, direction);
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direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j + step_j);
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direction.y = SPHERE_SIZE * sin(current_j + step_j);
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direction.z = SPHERE_SIZE * sin(current_i) * cos(current_j + step_j);
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vertex4 = v3Add(camera_location, direction);
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/* TODO Triangles at poles */
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renderer->pushQuad(renderer, vertex1, vertex4, vertex3, vertex2, _postProcessFragment, NULL);
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}
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}
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}
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