Michaël Lemaire
b46060f3c4
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@500 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
103 lines
3.4 KiB
C
103 lines
3.4 KiB
C
#include "auto.h"
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#include <math.h>
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#include <stdlib.h>
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#include <time.h>
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#include "clouds.h"
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#include "render.h"
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#include "textures.h"
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#include "scenery.h"
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#include "system.h"
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#include "water.h"
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#include "zone.h"
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void autoGenRealisticLandscape(int seed)
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{
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WaterDefinition water;
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CloudsDefinition clouds;
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TexturesDefinition textures;
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TextureLayerDefinition* texture;
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int layer;
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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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/* Cloud layer */
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clouds = cloudsCreateDefinition();
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layersAddLayer(clouds.layers, NULL);
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scenerySetClouds(&clouds);
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cloudsDeleteDefinition(&clouds);
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/* Water */
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water = waterCreateDefinition();
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waterAutoPreset(&water, WATER_PRESET_LAKE);
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scenerySetWater(&water);
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waterDeleteDefinition(&water);
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/* Textures */
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textures = texturesCreateDefinition();
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layer = layersAddLayer(textures.layers, NULL);
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layersSetName(textures.layers, layer, "Ground");
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texture = layersGetLayer(textures.layers, layer);
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noiseClearLevels(texture->bump_noise);
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noiseAddLevelsSimple(texture->bump_noise, 8, 1.0, 1.0);
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texture->bump_height = 0.01;
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texture->bump_scaling = 0.045;
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texture->material.base.r = 0.6;
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texture->material.base.g = 0.55;
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texture->material.base.b = 0.57;
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texture->material.reflection = 0.2;
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texture->material.shininess = 3.0;
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texture->thickness = 0.001;
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texture->slope_range = 0.001;
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texture->thickness_transparency = 0.0;
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layer = layersAddLayer(textures.layers, NULL);
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layersSetName(textures.layers, layer, "Grass");
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texture = layersGetLayer(textures.layers, layer);
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zoneAddHeightRangeQuick(texture->zone, 1.0, -6.0, -5.0, 3.0, 15.0);
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zoneAddSlopeRangeQuick(texture->zone, 1.0, 0.0, 0.0, 0.05, 0.4);
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noiseClearLevels(texture->bump_noise);
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noiseAddLevelsSimple(texture->bump_noise, 5, 1.0, 0.4);
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noiseAddLevelsSimple(texture->bump_noise, 2, 0.03, 0.08);
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texture->bump_height = 0.002;
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texture->bump_scaling = 0.03;
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texture->material.base.r = 0.12;
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texture->material.base.g = 0.19;
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texture->material.base.b = 0.035;
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texture->material.reflection = 0.03;
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texture->material.shininess = 2.0;
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texture->thickness = 0.02;
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texture->slope_range = 0.03;
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texture->thickness_transparency = 0.005;
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/*texture = texturesGetLayer(&textures, texturesAddLayer(&textures));
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zoneAddHeightRangeQuick(texture->zone, 1.0, 4.0, 5.0, 100.0, 100.0);
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zoneAddSlopeRangeQuick(texture->zone, 1.0, 0.0, 0.0, 0.2, 1.0);
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noiseGenerateBaseNoise(texture->bump_noise, 102400);
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noiseClearLevels(texture->bump_noise);
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noiseAddLevelsSimple(texture->bump_noise, 6, 1.0, 1.0);
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texture->bump_height = 0.002;
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texture->bump_scaling = 0.03;
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texture->material.base.r = 1.0;
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texture->material.base.g = 1.0;
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texture->material.base.b = 1.0;
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texture->material.reflection = 0.25;
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texture->material.shininess = 0.6;
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texture->thickness = 0.05;
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texture->slope_range = 0.3;
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texture->thickness_transparency = 0.015;*/
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scenerySetTextures(&textures);
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texturesDeleteDefinition(&textures);
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/* Atmosphere */
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/*atmosphere = atmosphereCreateDefinition();
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atmosphere.distance_near = 20.0;
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atmosphere.distance_far = 100.0;
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atmosphere.full_mask = 0.6;
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atmosphere.auto_lock_on_haze = 1;
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scenerySetAtmosphere(&atmosphere);
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atmosphereDeleteDefinition(&atmosphere);*/
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}
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