Michaël Lemaire
ae19273d18
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@552 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
240 lines
6.1 KiB
C
240 lines
6.1 KiB
C
#include "scenery.h"
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#include "tools/color.h"
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#include "tools/euclid.h"
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#include "render.h"
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#include "system.h"
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static AtmosphereDefinition* _atmosphere;
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static CameraDefinition _camera;
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static CloudsDefinition* _clouds;
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static TerrainDefinition* _terrain;
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static TexturesDefinition* _textures;
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static WaterDefinition* _water;
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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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void sceneryInit()
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{
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noiseInit();
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_atmosphere = AtmosphereDefinitionClass.create();
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_camera = cameraCreateDefinition();
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_clouds = CloudsDefinitionClass.create();
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_terrain = TerrainDefinitionClass.create();
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_textures = TexturesDefinitionClass.create();
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_water = WaterDefinitionClass.create();
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_custom_save = NULL;
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_custom_load = NULL;
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}
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void sceneryQuit()
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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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AtmosphereDefinitionClass.destroy(_water);
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noiseQuit();
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}
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void sceneryAutoPreset()
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{
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terrainAutoPreset(_terrain, TERRAIN_PRESET_STANDARD);
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texturesAutoPreset(_textures, TEXTURES_PRESET_IRELAND);
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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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}
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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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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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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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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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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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AtmosphereDefinitionClass.copy(atmosphere, _atmosphere);
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}
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void sceneryGetAtmosphere(AtmosphereDefinition* atmosphere)
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{
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AtmosphereDefinitionClass.copy(_atmosphere, atmosphere);
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}
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void scenerySetCamera(CameraDefinition* camera)
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{
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cameraCopyDefinition(camera, &_camera);
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cameraValidateDefinition(&_camera, 1);
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}
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void sceneryGetCamera(CameraDefinition* camera)
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{
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cameraCopyDefinition(&_camera, camera);
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}
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void scenerySetClouds(CloudsDefinition* clouds)
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{
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CloudsDefinitionClass.copy(clouds, _clouds);
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}
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void sceneryGetClouds(CloudsDefinition* clouds)
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{
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CloudsDefinitionClass.copy(_clouds, clouds);
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}
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void scenerySetTerrain(TerrainDefinition* terrain)
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{
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TerrainDefinitionClass.copy(terrain, _terrain);
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cameraValidateDefinition(&_camera, 1);
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}
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void sceneryGetTerrain(TerrainDefinition* terrain)
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{
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TerrainDefinitionClass.copy(_terrain, terrain);
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}
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void scenerySetTextures(TexturesDefinition* textures)
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{
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TexturesDefinitionClass.copy(textures, _textures);
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cameraValidateDefinition(&_camera, 1);
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}
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void sceneryGetTextures(TexturesDefinition* textures)
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{
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TexturesDefinitionClass.copy(_textures, textures);
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}
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void scenerySetWater(WaterDefinition* water)
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{
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WaterDefinitionClass.copy(water, _water);
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cameraValidateDefinition(&_camera, 1);
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}
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void sceneryGetWater(WaterDefinition* water)
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{
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WaterDefinitionClass.copy(_water, water);
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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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/******* Standard renderer *********/
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static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector3 direction, int terrain, int water, int sky, int clouds)
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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 Vector3 _projectPoint(Renderer* renderer, Vector3 point)
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{
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return cameraProject(&renderer->render_camera, renderer, point);
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}
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static Vector3 _unprojectPoint(Renderer* renderer, Vector3 point)
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{
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return cameraUnproject(&renderer->render_camera, renderer, point);
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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, renderer, 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, renderer, 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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cameraCopyDefinition(&_camera, &result->render_camera);
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result->rayWalking = _rayWalking;
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result->projectPoint = _projectPoint;
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result->unprojectPoint = _unprojectPoint;
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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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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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