324 lines
7.4 KiB
C++
324 lines
7.4 KiB
C++
#include "Scenery.h"
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#include <ctime>
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#include "rendering/noise.h"
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#include "rendering/terrain/ter_raster.h"
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static Scenery* _main_scenery;
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static SceneryCustomDataCallback _custom_save = NULL;
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static SceneryCustomDataCallback _custom_load = NULL;
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static void* _custom_data = NULL;
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Scenery::Scenery():
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BaseDefinition(NULL)
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{
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atmosphere = (AtmosphereDefinition*)AtmosphereDefinitionClass.create();
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camera = cameraCreateDefinition();
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clouds = (CloudsDefinition*)CloudsDefinitionClass.create();
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terrain = (TerrainDefinition*)TerrainDefinitionClass.create();
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textures = (TexturesDefinition*)TexturesDefinitionClass.create();
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water = (WaterDefinition*)WaterDefinitionClass.create();
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}
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Scenery::~Scenery()
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{
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AtmosphereDefinitionClass.destroy(atmosphere);
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cameraDeleteDefinition(camera);
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CloudsDefinitionClass.destroy(clouds);
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TerrainDefinitionClass.destroy(terrain);
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TexturesDefinitionClass.destroy(textures);
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WaterDefinitionClass.destroy(water);
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}
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void Scenery::save(PackStream* stream)
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{
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BaseDefinition::save(stream);
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AtmosphereDefinitionClass.save(stream, atmosphere);
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cameraSave(stream, camera);
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CloudsDefinitionClass.save(stream, clouds);
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TerrainDefinitionClass.save(stream, terrain);
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TexturesDefinitionClass.save(stream, textures);
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WaterDefinitionClass.save(stream, water);
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}
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void Scenery::load(PackStream* stream)
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{
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BaseDefinition::load(stream);
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AtmosphereDefinitionClass.load(stream, atmosphere);
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cameraLoad(stream, camera);
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CloudsDefinitionClass.load(stream, clouds);
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TerrainDefinitionClass.load(stream, terrain);
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TexturesDefinitionClass.load(stream, textures);
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WaterDefinitionClass.load(stream, water);
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}
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void Scenery::autoPreset(int seed)
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{
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if (!seed)
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{
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seed = time(NULL);
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}
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srand(seed);
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terrainAutoPreset(terrain, TERRAIN_PRESET_STANDARD);
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texturesAutoPreset(textures, TEXTURES_PRESET_FULL);
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atmosphereAutoPreset(atmosphere, ATMOSPHERE_PRESET_CLEAR_DAY);
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waterAutoPreset(water, WATER_PRESET_LAKE);
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cloudsAutoPreset(clouds, CLOUDS_PRESET_PARTLY_CLOUDY);
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cameraSetLocation(camera, VECTOR_ZERO);
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cameraSetTarget(camera, VECTOR_NORTH);
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cameraValidateDefinition(camera, 1);
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}
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void Scenery::setAtmosphere(AtmosphereDefinition* atmosphere)
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{
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AtmosphereDefinitionClass.copy(atmosphere, this->atmosphere);
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}
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void Scenery::getAtmosphere(AtmosphereDefinition* atmosphere)
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{
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AtmosphereDefinitionClass.copy(this->atmosphere, atmosphere);
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}
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void Scenery::setCamera(CameraDefinition* camera)
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{
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cameraCopyDefinition(camera, this->camera);
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}
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void Scenery::getCamera(CameraDefinition* camera)
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{
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cameraCopyDefinition(this->camera, camera);
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}
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void Scenery::setClouds(CloudsDefinition* clouds)
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{
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CloudsDefinitionClass.copy(clouds, this->clouds);
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}
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void Scenery::getClouds(CloudsDefinition* clouds)
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{
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CloudsDefinitionClass.copy(this->clouds, clouds);
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}
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void Scenery::setTerrain(TerrainDefinition* terrain)
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{
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TerrainDefinitionClass.copy(terrain, this->terrain);
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}
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void Scenery::getTerrain(TerrainDefinition* terrain)
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{
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TerrainDefinitionClass.copy(this->terrain, terrain);
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}
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void Scenery::setTextures(TexturesDefinition* textures)
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{
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TexturesDefinitionClass.copy(textures, this->textures);
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}
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void Scenery::getTextures(TexturesDefinition* textures)
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{
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TexturesDefinitionClass.copy(this->textures, textures);
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}
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void Scenery::setWater(WaterDefinition* water)
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{
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WaterDefinitionClass.copy(water, this->water);
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}
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void Scenery::getWater(WaterDefinition* water)
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{
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WaterDefinitionClass.copy(this->water, water);
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}
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void Scenery::bindToRenderer(Renderer* renderer)
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{
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cameraCopyDefinition(camera, renderer->render_camera);
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AtmosphereRendererClass.bind(renderer, atmosphere);
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TerrainRendererClass.bind(renderer, terrain);
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TexturesRendererClass.bind(renderer, textures);
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CloudsRendererClass.bind(renderer, clouds);
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WaterRendererClass.bind(renderer, water);
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}
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// Transitional C-API
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void sceneryInit()
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{
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noiseInit();
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_main_scenery = new Scenery();
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}
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void sceneryQuit()
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{
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delete _main_scenery;
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noiseQuit();
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}
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void sceneryAutoPreset(int seed)
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{
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_main_scenery->autoPreset(seed);
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}
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void scenerySetCustomDataCallback(SceneryCustomDataCallback callback_save, SceneryCustomDataCallback callback_load, void* data)
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{
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_custom_save = callback_save;
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_custom_load = callback_load;
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_custom_data = data;
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}
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void scenerySave(PackStream* stream)
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{
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noiseSave(stream);
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_main_scenery->save(stream);
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if (_custom_save)
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{
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_custom_save(stream, _custom_data);
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}
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}
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void sceneryLoad(PackStream* stream)
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{
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/* TODO Use intermediary definitions ? */
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noiseLoad(stream);
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_main_scenery->load(stream);
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if (_custom_load)
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{
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_custom_load(stream, _custom_data);
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}
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}
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void scenerySetAtmosphere(AtmosphereDefinition* atmosphere)
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{
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_main_scenery->setAtmosphere(atmosphere);
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}
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void sceneryGetAtmosphere(AtmosphereDefinition* atmosphere)
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{
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_main_scenery->getAtmosphere(atmosphere);
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}
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void scenerySetCamera(CameraDefinition* camera)
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{
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_main_scenery->setCamera(camera);
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}
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void sceneryGetCamera(CameraDefinition* camera)
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{
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_main_scenery->getCamera(camera);
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}
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void scenerySetClouds(CloudsDefinition* clouds)
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{
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_main_scenery->setClouds(clouds);
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}
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void sceneryGetClouds(CloudsDefinition* clouds)
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{
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_main_scenery->getClouds(clouds);
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}
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void scenerySetTerrain(TerrainDefinition* terrain)
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{
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_main_scenery->setTerrain(terrain);
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}
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void sceneryGetTerrain(TerrainDefinition* terrain)
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{
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_main_scenery->getTerrain(terrain);
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}
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TerrainDefinition* sceneryGetTerrainDirect()
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{
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if (_main_scenery)
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{
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return _main_scenery->getTerrain();
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}
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else
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{
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return NULL;
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}
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}
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void scenerySetTextures(TexturesDefinition* textures)
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{
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_main_scenery->setTextures(textures);
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}
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void sceneryGetTextures(TexturesDefinition* textures)
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{
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_main_scenery->getTextures(textures);
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}
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void scenerySetWater(WaterDefinition* water)
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{
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_main_scenery->setWater(water);
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}
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void sceneryGetWater(WaterDefinition* water)
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{
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_main_scenery->getWater(water);
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}
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static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector3 direction, int, int, int, int)
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{
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RayCastingResult result;
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Color sky_color;
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result = renderer->terrain->castRay(renderer, location, direction);
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if (!result.hit)
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{
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sky_color = renderer->atmosphere->getSkyColor(renderer, direction).final;
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result.hit = 1;
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result.hit_location = v3Add(location, v3Scale(direction, 1000.0));
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result.hit_color = renderer->clouds->getColor(renderer, sky_color, location, result.hit_location);
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}
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return result;
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}
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static double _getPrecision(Renderer* renderer, Vector3 location)
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{
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Vector3 projected;
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projected = cameraProject(renderer->render_camera, location);
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projected.x += 1.0;
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//projected.y += 1.0;
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return v3Norm(v3Sub(cameraUnproject(renderer->render_camera, projected), location)); // / (double)render_quality;
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}
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Renderer* sceneryCreateStandardRenderer()
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{
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Renderer* result;
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result = rendererCreate();
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result->rayWalking = _rayWalking;
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result->getPrecision = _getPrecision;
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sceneryBindRenderer(result);
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return result;
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}
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void sceneryBindRenderer(Renderer* renderer)
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{
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_main_scenery->bindToRenderer(renderer);
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}
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void sceneryRenderFirstPass(Renderer* renderer)
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{
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terrainRenderSurface(renderer);
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waterRenderSurface(renderer);
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atmosphereRenderSkydome(renderer);
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}
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