Michaël Lemaire
309450deca
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@506 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
91 lines
2.3 KiB
C
91 lines
2.3 KiB
C
#include "public.h"
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#include <stdlib.h>
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#include "../tools.h"
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#include "../tools/lighting.h"
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#include "../renderer.h"
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#include "../textures.h"
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/*
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* Terrain previews.
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*/
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static TexturesDefinition _textures;
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static int _inited = 0;
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static Color _applyTextures(Renderer* renderer, Vector3 location, double precision)
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{
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return texturesGetColor(&_textures, renderer, location.x, location.z, precision);
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}
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static void _getLightingStatus(Renderer* renderer, LightStatus* status, Vector3 normal, int opaque)
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{
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LightDefinition light;
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UNUSED(renderer);
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UNUSED(normal);
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UNUSED(opaque);
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light.color.r = 0.6;
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light.color.g = 0.6;
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light.color.b = 0.6;
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light.direction.x = -1.0;
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light.direction.y = -0.5;
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light.direction.z = 1.0;
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light.direction = v3Normalize(light.direction);
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light.altered = 1;
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light.reflection = 1.0;
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lightingPushLight(status, &light);
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light.color.r = 0.2;
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light.color.g = 0.2;
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light.color.b = 0.2;
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light.direction.x = 1.0;
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light.direction.y = -0.5;
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light.direction.z = -1.0;
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light.direction = v3Normalize(light.direction);
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light.altered = 0;
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light.reflection = 0.0;
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lightingPushLight(status, &light);
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}
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Renderer* terrainCreatePreviewRenderer()
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{
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Renderer* result = rendererCreate();
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result->render_quality = 3;
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result->applyTextures = _applyTextures;
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result->atmosphere->getLightingStatus = _getLightingStatus;
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result->camera_location.x = 0.0;
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result->camera_location.y = 50.0;
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result->camera_location.z = 0.0;
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if (!_inited)
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{
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/*LightDefinition light;*/
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TextureLayerDefinition* texture;
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_inited = 1;
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_textures = texturesCreateDefinition();
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texture = (TextureLayerDefinition*)layersGetLayer(_textures.layers, layersAddLayer(_textures.layers, NULL));
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texture->material.base = COLOR_WHITE;
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texture->material.reflection = 0.3;
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texture->material.shininess = 2.0;
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texture->bump_height = 0.0;
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texturesLayerValidateDefinition(texture);
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}
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return result;
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}
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Color terrainGetPreviewColor(Renderer* renderer, double x, double z, double detail)
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{
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Vector3 point;
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point.x = x;
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point.y = renderer->terrain->getHeight(renderer, x, z, 1);
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point.z = z;
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return renderer->terrain->getFinalColor(renderer, point, detail);
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}
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