Michaël Lemaire
701c6b35c1
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@545 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
441 lines
13 KiB
C
441 lines
13 KiB
C
#include "private.h"
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#include <stdlib.h>
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#include <math.h>
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#include "../tools.h"
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#include "../renderer.h"
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/******************** Definition ********************/
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static void _validateDefinition(TerrainDefinition* definition)
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{
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noiseValidate(definition->_height_noise);
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/* Get minimal and maximal height */
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noiseGetRange(definition->_height_noise, &definition->_min_height, &definition->_max_height);
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definition->_min_height *= definition->height;
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definition->_max_height *= definition->height;
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}
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static TerrainDefinition* _createDefinition()
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{
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TerrainDefinition* definition = malloc(sizeof(TerrainDefinition));
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definition->height = 0.0;
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definition->scaling = 1.0;
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definition->shadow_smoothing = 0.0;
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definition->height_map = terrainHeightMapCreate(definition);
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definition->_height_noise = noiseCreateGenerator();
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terrainAutoPreset(definition, TERRAIN_PRESET_STANDARD);
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return definition;
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}
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static void _deleteDefinition(TerrainDefinition* definition)
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{
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terrainHeightmapDelete(definition->height_map);
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noiseDeleteGenerator(definition->_height_noise);
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free(definition);
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}
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static void _copyDefinition(TerrainDefinition* source, TerrainDefinition* destination)
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{
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destination->height = source->height;
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destination->scaling = source->scaling;
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destination->shadow_smoothing = source->shadow_smoothing;
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terrainHeightmapCopy(source->height_map, destination->height_map);
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noiseCopy(source->_height_noise, destination->_height_noise);
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_validateDefinition(destination);
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}
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static void _saveDefinition(PackStream* stream, TerrainDefinition* definition)
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{
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packWriteDouble(stream, &definition->height);
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packWriteDouble(stream, &definition->scaling);
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packWriteDouble(stream, &definition->shadow_smoothing);
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terrainHeightmapSave(stream, definition->height_map);
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noiseSaveGenerator(stream, definition->_height_noise);
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}
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static void _loadDefinition(PackStream* stream, TerrainDefinition* definition)
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{
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packReadDouble(stream, &definition->height);
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packReadDouble(stream, &definition->scaling);
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packReadDouble(stream, &definition->shadow_smoothing);
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terrainHeightmapLoad(stream, definition->height_map);
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noiseLoadGenerator(stream, definition->_height_noise);
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_validateDefinition(definition);
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}
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StandardDefinition TerrainDefinitionClass = {
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(FuncObjectCreate)_createDefinition,
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(FuncObjectDelete)_deleteDefinition,
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(FuncObjectCopy)_copyDefinition,
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(FuncObjectValidate)_validateDefinition,
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(FuncObjectSave)_saveDefinition,
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(FuncObjectLoad)_loadDefinition
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};
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/******************** Binding ********************/
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static double _fakeGetHeight(Renderer* renderer, double x, double z, int with_painting)
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{
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UNUSED(renderer);
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UNUSED(x);
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UNUSED(z);
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UNUSED(with_painting);
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return 0.0;
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}
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static double _realGetHeight(Renderer* renderer, double x, double z, int with_painting)
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{
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return terrainGetInterpolatedHeight(renderer->terrain->definition, x, z, with_painting);
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}
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static TerrainResult _fakeGetResult(Renderer* renderer, double x, double z, int with_painting, int with_textures)
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{
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TerrainResult result;
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UNUSED(renderer);
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UNUSED(x);
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UNUSED(z);
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UNUSED(with_painting);
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UNUSED(with_textures);
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result.location.x = x;
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result.location.y = 0.0;
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result.location.z = z;
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result.normal = VECTOR_UP;
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return result;
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}
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static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, Vector3 south, Vector3 west)
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{
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Vector3 dnorth, deast, dsouth, dwest, normal;
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dnorth = v3Sub(north, center);
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deast = v3Sub(east, center);
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dsouth = v3Sub(south, center);
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dwest = v3Sub(west, center);
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normal = v3Cross(deast, dnorth);
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normal = v3Add(normal, v3Cross(dsouth, deast));
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normal = v3Add(normal, v3Cross(dwest, dsouth));
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normal = v3Add(normal, v3Cross(dnorth, dwest));
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return v3Normalize(normal);
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}
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static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south)
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{
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return v3Normalize(v3Cross(v3Sub(south, center), v3Sub(east, center)));
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}
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static TerrainResult _realGetResult(Renderer* renderer, double x, double z, int with_painting, int with_textures)
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{
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TerrainResult result;
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double detail = 0.01;
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/* Normal */
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Vector3 center, north, east, south, west;
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center.x = x;
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center.z = z;
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center.y = renderer->terrain->getHeight(renderer, center.x, center.z, with_painting);
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east.x = x + detail;
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east.z = z;
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east.y = renderer->terrain->getHeight(renderer, east.x, east.z, with_painting);
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south.x = x;
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south.z = z + detail;
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south.y = renderer->terrain->getHeight(renderer, south.x, south.z, with_painting);
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if (renderer->render_quality > 5)
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{
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west.x = x - detail;
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west.z = z;
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west.y = renderer->terrain->getHeight(renderer, west.x, west.z, with_painting);
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north.x = x;
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north.z = z - detail;
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north.y = renderer->terrain->getHeight(renderer, north.x, north.z, with_painting);
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result.normal = _getNormal4(center, north, east, south, west);
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}
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else
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{
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result.normal = _getNormal2(center, east, south);
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}
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/* Location */
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result.location = center;
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/* Texture displacement */
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if (with_textures)
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{
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center = result.location = renderer->textures->displaceTerrain(renderer, result);
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/* TODO Recompute normal */
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if (renderer->render_quality > 7)
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{
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/* Use 5 points on displaced terrain */
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east = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, east.x, east.z, with_painting, 0));
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south = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, south.x, south.z, with_painting, 0));
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west = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, west.x, west.z, with_painting, 0));
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north = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, north.x, north.z, with_painting, 0));
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result.normal = _getNormal4(center, north, east, south, west);
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}
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else if (renderer->render_quality > 2)
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{
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/* Use 3 points on displaced terrain */
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east = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, east.x, east.z, with_painting, 0));
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south = renderer->textures->displaceTerrain(renderer, _realGetResult(renderer, south.x, south.z, with_painting, 0));
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result.normal = _getNormal2(center, east, south);
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}
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else
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{
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/* Use texture noise directly, as if terrain was a plane */
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}
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}
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return result;
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}
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static Color _fakeGetFinalColor(Renderer* renderer, Vector3 location, double precision)
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{
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UNUSED(renderer);
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UNUSED(location);
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UNUSED(precision);
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return COLOR_GREEN;
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}
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static Color _realGetFinalColor(Renderer* renderer, Vector3 location, double precision)
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{
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/* TODO Restore precision control */
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TexturesResult textures = renderer->textures->applyToTerrain(renderer, location.x, location.z);
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return renderer->applyMediumTraversal(renderer, textures.final_location, textures.final_color);
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}
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static RayCastingResult _fakeCastRay(Renderer* renderer, Vector3 start, Vector3 direction)
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{
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UNUSED(renderer);
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UNUSED(start);
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UNUSED(direction);
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RayCastingResult result;
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result.hit = 0;
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return result;
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}
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static RayCastingResult _realCastRay(Renderer* renderer, Vector3 start, Vector3 direction)
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{
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RayCastingResult result;
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TerrainDefinition* definition = renderer->terrain->definition;
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Vector3 inc_vector;
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double inc_value, inc_base, inc_factor, height, diff, lastdiff, length;
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direction = v3Normalize(direction);
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inc_factor = (double)renderer->render_quality;
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inc_base = 1.0;
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inc_value = inc_base / inc_factor;
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lastdiff = start.y - _realGetHeight(renderer, start.x, start.z, 1);
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length = 0.0;
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do
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{
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inc_vector = v3Scale(direction, inc_value);
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length += v3Norm(inc_vector);
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start = v3Add(start, inc_vector);
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height = _realGetHeight(renderer, start.x, start.z, 1);
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diff = start.y - height;
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if (diff < 0.0)
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{
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if (fabs(diff - lastdiff) > 0.00001)
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{
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start = v3Add(start, v3Scale(inc_vector, -diff / (diff - lastdiff)));
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start.y = _realGetHeight(renderer, start.x, start.z, 1);
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}
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else
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{
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start.y = height;
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}
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result.hit = 1;
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result.hit_location = start;
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result.hit_color = _realGetFinalColor(renderer, start, renderer->getPrecision(renderer, result.hit_location));
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return result;
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}
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if (diff < inc_base / inc_factor)
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{
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inc_value = inc_base / inc_factor;
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}
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else if (diff > inc_base)
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{
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inc_value = inc_base;
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}
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else
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{
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inc_value = diff;
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}
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lastdiff = diff;
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} while (length < 50.0 && start.y <= definition->_max_height);
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result.hit = 0;
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return result;
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}
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static int _alterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
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{
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TerrainDefinition* definition = renderer->terrain->definition;
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Vector3 inc_vector, direction_to_light;
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double inc_value, inc_base, inc_factor, height, diff, light_factor, smoothing, length;
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direction_to_light = v3Scale(light->direction, -1.0);
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if ((fabs(direction_to_light.x) < 0.0001 && fabs(direction_to_light.z) < 0.0001) || definition->height < 0.001)
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{
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return 0;
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}
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else if (direction_to_light.y < 0.05)
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{
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light->color = COLOR_BLACK;
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return 1;
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}
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else if (direction_to_light.y < 0.0000)
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{
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light->color.r *= (0.05 + direction_to_light.y) / 0.05;
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light->color.g *= (0.05 + direction_to_light.y) / 0.05;
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light->color.b *= (0.05 + direction_to_light.y) / 0.05;
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}
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inc_factor = (double)renderer->render_quality;
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inc_base = definition->height / definition->scaling;
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inc_value = inc_base / inc_factor;
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smoothing = definition->shadow_smoothing;
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light_factor = 1.0;
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length = 0.0;
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diff = 0.0;
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do
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{
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inc_vector = v3Scale(direction_to_light, inc_value);
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length += v3Norm(inc_vector);
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location = v3Add(location, inc_vector);
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height = _realGetHeight(renderer, location.x, location.z, 1);
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diff = location.y - height;
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if (diff < 0.0)
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{
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if (length * smoothing > 0.000001)
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{
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light_factor += diff * v3Norm(inc_vector) / (length * smoothing);
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}
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else
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{
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light_factor = 0.0;
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}
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}
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if (diff < inc_base / inc_factor)
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{
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inc_value = inc_base / inc_factor;
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}
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else if (diff > inc_base)
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{
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inc_value = inc_base;
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}
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else
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{
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inc_value = diff;
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}
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} while (light_factor > 0.0 && length < (10.0 * inc_factor) && location.y <= definition->_max_height);
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if (light_factor <= 0.0)
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{
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light->color = COLOR_BLACK;
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return 1;
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}
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else
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{
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light->color.r *= light_factor;
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light->color.g *= light_factor;
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light->color.b *= light_factor;
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return 1;
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}
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}
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/******************** Public tools ********************/
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double terrainGetGridHeight(TerrainDefinition* definition, int x, int z, int with_painting)
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{
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double height;
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if (!with_painting || !terrainHeightmapGetHeight(definition->height_map, (double)x, (double)z, &height))
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{
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height = noiseGet2DTotal(definition->_height_noise, (double)x, (double)z);
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}
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return height;
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}
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double terrainGetInterpolatedHeight(TerrainDefinition* definition, double x, double z, int with_painting)
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{
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double height;
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x /= definition->scaling;
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z /= definition->scaling;
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if (!with_painting || !terrainHeightmapGetHeight(definition->height_map, x, z, &height))
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{
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height = noiseGet2DTotal(definition->_height_noise, x, z);
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}
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return height * definition->height * definition->scaling;
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}
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/******************** Renderer ********************/
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static TerrainRenderer* _createRenderer()
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{
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TerrainRenderer* result;
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result = malloc(sizeof(TerrainRenderer));
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result->definition = TerrainDefinitionClass.create();
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result->castRay = _fakeCastRay;
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result->getHeight = _fakeGetHeight;
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result->getResult = _fakeGetResult;
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result->getFinalColor = _fakeGetFinalColor;
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return result;
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}
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static void _deleteRenderer(TerrainRenderer* renderer)
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{
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TerrainDefinitionClass.destroy(renderer->definition);
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free(renderer);
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}
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static void _bindRenderer(Renderer* renderer, TerrainDefinition* definition)
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{
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TerrainDefinitionClass.copy(definition, renderer->terrain->definition);
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renderer->terrain->castRay = _realCastRay;
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renderer->terrain->getHeight = _realGetHeight;
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renderer->terrain->getResult = _realGetResult;
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renderer->terrain->getFinalColor = _realGetFinalColor;
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lightingManagerRegisterFilter(renderer->lighting, (FuncLightingAlterLight)_alterLight, renderer);
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}
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StandardRenderer TerrainRendererClass = {
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(FuncObjectCreate)_createRenderer,
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(FuncObjectDelete)_deleteRenderer,
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(FuncObjectBind)_bindRenderer
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};
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