paysages3d/lib_paysages/water/raster.c
2013-02-27 16:38:27 +00:00

83 lines
2.3 KiB
C

#include "public.h"
#include "private.h"
#include <stdlib.h>
#include "../renderer.h"
#include "../tools.h"
static Color _postProcessFragment(Renderer* renderer, Vector3 location, void* data)
{
UNUSED(data);
return renderer->water->getResult(renderer, location.x, location.z).final;
}
static Vector3 _getFirstPassVertex(Renderer* renderer, double x, double z)
{
Vector3 result;
result.x = x;
result.y = renderer->water->getHeight(renderer, x, z);
result.z = z;
return result;
}
static void _renderQuad(Renderer* renderer, double x, double z, double size)
{
Vector3 v1, v2, v3, v4;
v1 = _getFirstPassVertex(renderer, x, z);
v2 = _getFirstPassVertex(renderer, x, z + size);
v3 = _getFirstPassVertex(renderer, x + size, z + size);
v4 = _getFirstPassVertex(renderer, x + size, z);
renderer->pushQuad(renderer, v1, v2, v3, v4, _postProcessFragment, NULL);
}
void waterRenderSurface(Renderer* renderer)
{
int chunk_factor, chunk_count, i;
Vector3 cam = renderer->getCameraLocation(renderer, VECTOR_ZERO);
double cx = cam.x;
double cz = cam.z;
double radius_int, radius_ext, base_chunk_size, chunk_size;
base_chunk_size = 2.0 / (double)renderer->render_quality;
if (renderer->render_quality > 7)
{
base_chunk_size *= 0.5;
}
chunk_factor = 1;
chunk_count = 2;
radius_int = 0.0;
radius_ext = base_chunk_size;
chunk_size = base_chunk_size;
while (radius_int < 5000.0)
{
if (!renderer->addRenderProgress(renderer, 0.0))
{
return;
}
for (i = 0; i < chunk_count - 1; i++)
{
_renderQuad(renderer, cx - radius_ext + chunk_size * i, cz - radius_ext, chunk_size);
_renderQuad(renderer, cx + radius_int, cz - radius_ext + chunk_size * i, chunk_size);
_renderQuad(renderer, cx + radius_int - chunk_size * i, cz + radius_int, chunk_size);
_renderQuad(renderer, cx - radius_ext, cz + radius_int - chunk_size * i, chunk_size);
}
if (radius_int > 20.0 && chunk_count % 64 == 0 && (double)chunk_factor < radius_int / 20.0)
{
chunk_count /= 2;
chunk_factor *= 2;
}
chunk_count += 2;
chunk_size = base_chunk_size * chunk_factor;
radius_int = radius_ext;
radius_ext += chunk_size;
}
}