231 lines
7.2 KiB
C
231 lines
7.2 KiB
C
#include "renderer.h"
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#include "tools/lighting.h"
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#include "System.h"
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#include "Thread.h"
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#include "render.h"
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#include "Scenery.h"
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#include "tools.h"
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static RayCastingResult _RAYCASTING_NULL = {0};
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static void* _renderFirstPass(void* data)
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{
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Renderer* renderer = (Renderer*)data;
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sceneryRenderFirstPass(renderer);
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renderer->is_rendering = 0;
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return NULL;
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}
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static int _addRenderProgress(Renderer* renderer, double progress)
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{
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UNUSED(progress);
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return !renderer->render_interrupt;
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}
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static Vector3 _getCameraLocation(Renderer* renderer, Vector3 target)
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{
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UNUSED(renderer);
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UNUSED(target);
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return cameraGetLocation(renderer->render_camera);
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}
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static Vector3 _getCameraDirection(Renderer* renderer, Vector3 target)
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{
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UNUSED(renderer);
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UNUSED(target);
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return cameraGetDirectionNormalized(renderer->render_camera);
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}
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static double _getPrecision(Renderer* renderer, Vector3 location)
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{
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UNUSED(renderer);
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UNUSED(location);
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return 0.0;
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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, 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, point);
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}
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static void _pushTriangle(Renderer* renderer, Vector3 v1, Vector3 v2, Vector3 v3, f_RenderFragmentCallback callback, void* callback_data)
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{
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Vector3 p1, p2, p3;
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p1 = renderer->projectPoint(renderer, v1);
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p2 = renderer->projectPoint(renderer, v2);
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p3 = renderer->projectPoint(renderer, v3);
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renderPushTriangle(renderer->render_area, p1, p2, p3, v1, v2, v3, callback, callback_data);
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}
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static void _pushQuad(Renderer* renderer, Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, f_RenderFragmentCallback callback, void* callback_data)
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{
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renderer->pushTriangle(renderer, v2, v3, v1, callback, callback_data);
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renderer->pushTriangle(renderer, v4, v1, v3, callback, callback_data);
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}
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static void _pushDisplacedTriangle(Renderer* renderer, Vector3 v1, Vector3 v2, Vector3 v3, Vector3 ov1, Vector3 ov2, Vector3 ov3, f_RenderFragmentCallback callback, void* callback_data)
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{
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Vector3 p1, p2, p3;
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p1 = renderer->projectPoint(renderer, v1);
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p2 = renderer->projectPoint(renderer, v2);
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p3 = renderer->projectPoint(renderer, v3);
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renderPushTriangle(renderer->render_area, p1, p2, p3, ov1, ov2, ov3, callback, callback_data);
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}
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static void _pushDisplacedQuad(Renderer* renderer, Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Vector3 ov1, Vector3 ov2, Vector3 ov3, Vector3 ov4, f_RenderFragmentCallback callback, void* callback_data)
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{
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renderer->pushDisplacedTriangle(renderer, v2, v3, v1, ov2, ov3, ov1, callback, callback_data);
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renderer->pushDisplacedTriangle(renderer, v4, v1, v3, ov4, ov1, ov3, callback, callback_data);
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}
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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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UNUSED(renderer);
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UNUSED(location);
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UNUSED(direction);
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UNUSED(terrain);
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UNUSED(water);
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UNUSED(sky);
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UNUSED(clouds);
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return _RAYCASTING_NULL;
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}
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static Color _applyLightingToSurface(Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial* material)
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{
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LightStatus* light = lightingCreateStatus(renderer->lighting, location, renderer->getCameraLocation(renderer, location));
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renderer->atmosphere->getLightingStatus(renderer, light, normal, 0);
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Color result = lightingApplyStatus(light, normal, material);
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lightingDeleteStatus(light);
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return result;
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}
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static Color _applyMediumTraversal(Renderer* renderer, Vector3 location, Color color)
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{
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color = renderer->atmosphere->applyAerialPerspective(renderer, location, color).final;
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color = renderer->clouds->getColor(renderer, color, renderer->getCameraLocation(renderer, location), location);
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return color;
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}
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Renderer* rendererCreate()
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{
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Renderer* result = malloc(sizeof (Renderer));
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RenderParams params = {1, 1, 1, 5};
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result->render_quality = 5;
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result->render_width = 1;
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result->render_height = 1;
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result->render_interrupt = 0;
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result->render_progress = 0.0;
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result->is_rendering = 0;
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result->render_camera = cameraCreateDefinition();
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result->render_area = renderCreateArea(result);
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renderSetParams(result->render_area, params);
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result->addRenderProgress = _addRenderProgress;
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result->getCameraLocation = _getCameraLocation;
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result->getCameraDirection = _getCameraDirection;
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result->getPrecision = _getPrecision;
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result->projectPoint = _projectPoint;
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result->unprojectPoint = _unprojectPoint;
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result->pushTriangle = _pushTriangle;
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result->pushQuad = _pushQuad;
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result->pushDisplacedTriangle = _pushDisplacedTriangle;
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result->pushDisplacedQuad = _pushDisplacedQuad;
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result->rayWalking = _rayWalking;
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result->applyLightingToSurface = _applyLightingToSurface;
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result->applyMediumTraversal = _applyMediumTraversal;
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result->lighting = lightingManagerCreate();
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result->atmosphere = AtmosphereRendererClass.create();
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result->clouds = CloudsRendererClass.create();
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result->terrain = TerrainRendererClass.create();
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result->textures = TexturesRendererClass.create();
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result->water = WaterRendererClass.create();
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return result;
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}
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void rendererDelete(Renderer* renderer)
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{
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cameraDeleteDefinition(renderer->render_camera);
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lightingManagerDelete(renderer->lighting);
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AtmosphereRendererClass.destroy(renderer->atmosphere);
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CloudsRendererClass.destroy(renderer->clouds);
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TerrainRendererClass.destroy(renderer->terrain);
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TexturesRendererClass.destroy(renderer->textures);
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WaterRendererClass.destroy(renderer->water);
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renderDeleteArea(renderer->render_area);
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free(renderer);
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}
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void rendererSetPreviewCallbacks(Renderer* renderer, RenderCallbackStart start, RenderCallbackDraw draw, RenderCallbackUpdate update)
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{
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renderSetPreviewCallbacks(renderer->render_area, start, draw, update);
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}
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void rendererStart(Renderer* renderer, RenderParams params)
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{
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Thread* thread;
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int loops;
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int core_count = systemGetCoreCount();
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params.antialias = (params.antialias < 1) ? 1 : params.antialias;
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params.antialias = (params.antialias > 4) ? 4 : params.antialias;
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renderer->render_quality = params.quality;
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renderer->render_width = params.width * params.antialias;
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renderer->render_height = params.height * params.antialias;
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renderer->render_interrupt = 0;
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renderer->render_progress = 0.0;
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cameraSetRenderSize(renderer->render_camera, renderer->render_width, renderer->render_height);
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renderSetBackgroundColor(renderer->render_area, &COLOR_BLACK);
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renderSetParams(renderer->render_area, params);
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renderClear(renderer->render_area);
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renderer->is_rendering = 1;
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thread = threadCreate(_renderFirstPass, renderer);
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loops = 0;
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while (renderer->is_rendering)
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{
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timeSleepMs(100);
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if (++loops >= 10)
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{
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renderUpdate(renderer->render_area);
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loops = 0;
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}
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}
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threadJoin(thread);
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renderer->is_rendering = 1;
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renderPostProcess(renderer->render_area, core_count);
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renderer->is_rendering = 0;
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}
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void rendererInterrupt(Renderer* renderer)
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{
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renderer->render_interrupt = 1;
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}
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