Michaël Lemaire
fe561c2062
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@397 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
390 lines
12 KiB
C
390 lines
12 KiB
C
#include "terrain.h"
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#include <stdlib.h>
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#include <math.h>
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#include <string.h>
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#include <assert.h>
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#include "shared/types.h"
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#include "euclid.h"
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#include "render.h"
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#include "textures.h"
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#include "water.h"
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#include "tools.h"
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#include "layers.h"
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#include "terraincanvas.h"
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void terrainSave(PackStream* stream, TerrainDefinition* definition)
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{
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noiseSaveGenerator(stream, definition->height_noise);
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packWriteDouble(stream, &definition->height_factor);
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packWriteDouble(stream, &definition->scaling);
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layersSave(stream, definition->canvases);
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packWriteDouble(stream, &definition->shadow_smoothing);
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}
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void terrainLoad(PackStream* stream, TerrainDefinition* definition)
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{
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noiseLoadGenerator(stream, definition->height_noise);
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packReadDouble(stream, &definition->height_factor);
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packReadDouble(stream, &definition->scaling);
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layersLoad(stream, definition->canvases);
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packReadDouble(stream, &definition->shadow_smoothing);
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terrainValidateDefinition(definition);
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}
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TerrainDefinition terrainCreateDefinition()
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{
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TerrainDefinition definition;
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definition.height_noise = noiseCreateGenerator();
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definition.height_factor = 0.0;
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definition.scaling = 1.0;
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definition.canvases = layersCreate(terrainCanvasGetLayerType(), 50);
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definition.shadow_smoothing = 0.0;
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terrainValidateDefinition(&definition);
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return definition;
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}
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void terrainDeleteDefinition(TerrainDefinition* definition)
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{
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noiseDeleteGenerator(definition->height_noise);
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layersDelete(definition->canvases);
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}
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void terrainCopyDefinition(TerrainDefinition* source, TerrainDefinition* destination)
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{
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noiseCopy(source->height_noise, destination->height_noise);
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destination->height_factor = source->height_factor;
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destination->scaling = source->scaling;
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layersCopy(source->canvases, destination->canvases);
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destination->shadow_smoothing = source->shadow_smoothing;
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terrainValidateDefinition(destination);
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}
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void terrainValidateDefinition(TerrainDefinition* definition)
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{
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int i, n;
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TerrainCanvas* canvas;
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double min, max;
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noiseValidate(definition->height_noise);
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layersValidate(definition->canvases);
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/* Get minimal and maximal height */
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definition->_min_height = -noiseGetMaxValue(definition->height_noise) * definition->height_factor;
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definition->_max_height = noiseGetMaxValue(definition->height_noise) * definition->height_factor;
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n = layersCount(definition->canvases);
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for (i = 0; i < n; i++)
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{
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canvas = layersGetLayer(definition->canvases, i);
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terrainCanvasGetLimits(canvas, &min, &max);
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if (min < definition->_min_height)
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{
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definition->_min_height = min;
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}
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if (max > definition->_max_height)
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{
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definition->_max_height = max;
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}
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}
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}
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static inline double _getHeight(TerrainDefinition* definition, double x, double z)
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{
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TerrainCanvas* canvas;
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Vector3 location;
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int i, n;
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location.x = x;
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location.y = noiseGet2DTotal(definition->height_noise, x / definition->scaling, z / definition->scaling) * definition->height_factor;
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location.z = z;
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n = layersCount(definition->canvases);
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for (i = 0; i < n; i++)
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{
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canvas = layersGetLayer(definition->canvases, i);
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location = terrainCanvasApply(canvas, location);
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}
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/* TODO Apply modifiers */
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return location.y;
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}
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static inline double _getHeightDetail(TerrainDefinition* definition, double x, double z, double detail)
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{
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TerrainCanvas* canvas;
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Vector3 location;
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int i, n;
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location.x = x;
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location.y = noiseGet2DDetail(definition->height_noise, x / definition->scaling, z / definition->scaling, detail / definition->height_factor) * definition->height_factor;
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location.z = z;
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n = layersCount(definition->canvases);
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for (i = 0; i < n; i++)
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{
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canvas = layersGetLayer(definition->canvases, i);
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location = terrainCanvasApply(canvas, location);
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}
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/* TODO Apply modifiers */
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return location.y;
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}
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static inline Vector3 _getPoint(TerrainDefinition* definition, double x, double z)
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{
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Vector3 result;
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result.x = x;
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result.y = _getHeight(definition, x, z);
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result.z = z;
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return result;
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}
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Color terrainLightFilter(TerrainDefinition* definition, Renderer* renderer, Color light, Vector3 location, Vector3 light_location, Vector3 direction_to_light)
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{
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Vector3 inc_vector;
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double inc_value, inc_base, inc_factor, height, diff, light_factor, smoothing, length;
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direction_to_light = v3Normalize(direction_to_light);
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if (fabs(direction_to_light.x) < 0.0001 && fabs(direction_to_light.z) < 0.0001)
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{
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return light;
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}
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else if (direction_to_light.y < 0.05)
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{
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return COLOR_BLACK;
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}
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else if (direction_to_light.y < 0.0000)
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{
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light.r *= (0.05 + direction_to_light.y) / 0.05;
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light.g *= (0.05 + direction_to_light.y) / 0.05;
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light.b *= (0.05 + direction_to_light.y) / 0.05;
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}
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inc_factor = (double)renderer->render_quality;
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inc_base = definition->height_factor / definition->scaling;
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inc_value = inc_base / inc_factor;
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smoothing = definition->shadow_smoothing;
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light_factor = 1.0;
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length = 0.0;
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diff = 0.0;
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do
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{
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inc_vector = v3Scale(direction_to_light, inc_value);
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length += v3Norm(inc_vector);
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location = v3Add(location, inc_vector);
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height = _getHeightDetail(definition, location.x, location.z, diff / inc_factor);
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diff = location.y - height;
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if (diff < 0.0)
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{
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if (length * smoothing > 0.000001)
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{
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light_factor += diff * v3Norm(inc_vector) / (length * smoothing);
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}
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else
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{
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light_factor = 0.0;
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}
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}
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if (diff < inc_base / inc_factor)
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{
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inc_value = inc_base / inc_factor;
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}
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else if (diff > inc_base)
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{
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inc_value = inc_base;
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}
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else
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{
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inc_value = diff;
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}
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} while (light_factor > 0.0 && length < (10.0 * inc_factor) && location.y <= definition->_max_height);
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if (light_factor <= 0.0)
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{
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return COLOR_BLACK;
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}
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else
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{
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light.r *= light_factor;
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light.g *= light_factor;
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light.b *= light_factor;
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return light;
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}
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}
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static Color _getColor(TerrainDefinition* definition, Renderer* renderer, Vector3 point, double precision)
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{
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Color color;
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color = renderer->applyTextures(renderer, point, precision);
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color = renderer->applyAtmosphere(renderer, point, color);
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color = renderer->applyClouds(renderer, color, renderer->camera_location, point);
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return color;
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}
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int terrainProjectRay(TerrainDefinition* definition, Renderer* renderer, Vector3 start, Vector3 direction, Vector3* hit_point, Color* hit_color)
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{
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Vector3 inc_vector;
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double inc_value, inc_base, inc_factor, height, diff, lastdiff, length;
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direction = v3Normalize(direction);
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inc_factor = (double)renderer->render_quality;
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inc_base = 1.0;
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inc_value = inc_base / inc_factor;
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lastdiff = start.y - _getHeight(definition, start.x, start.z);
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length = 0.0;
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do
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{
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inc_vector = v3Scale(direction, inc_value);
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length += v3Norm(inc_vector);
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start = v3Add(start, inc_vector);
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height = _getHeight(definition, start.x, start.z);
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diff = start.y - height;
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if (diff < 0.0)
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{
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if (fabs(diff - lastdiff) > 0.00001)
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{
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start = v3Add(start, v3Scale(inc_vector, -diff / (diff - lastdiff)));
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start.y = _getHeight(definition, start.x, start.z);
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}
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else
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{
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start.y = height;
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}
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*hit_point = start;
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*hit_color = _getColor(definition, renderer, start, renderer->getPrecision(renderer, start));
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return 1;
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}
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if (diff < inc_base / inc_factor)
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{
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inc_value = inc_base / inc_factor;
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}
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else if (diff > inc_base)
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{
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inc_value = inc_base;
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}
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else
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{
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inc_value = diff;
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}
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lastdiff = diff;
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} while (length < 50.0 && start.y <= definition->_max_height);
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return 0;
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}
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static Color _postProcessFragment(Renderer* renderer, Vector3 point, void* data)
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{
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double precision;
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TerrainDefinition* definition;
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definition = (TerrainDefinition*)data;
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point = _getPoint(definition, point.x, point.z);
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precision = renderer->getPrecision(renderer, point);
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return _getColor(definition, renderer, point, precision);
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}
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static void _renderQuad(TerrainDefinition* definition, Renderer* renderer, double x, double z, double size, double water_height)
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{
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Vector3 v1, v2, v3, v4;
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v1 = _getPoint(definition, x, z);
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v2 = _getPoint(definition, x, z + size);
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v3 = _getPoint(definition, x + size, z + size);
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v4 = _getPoint(definition, x + size, z);
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if (v1.y > water_height || v2.y > water_height || v3.y > water_height || v4.y > water_height)
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{
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renderer->pushQuad(renderer, v1, v2, v3, v4, _postProcessFragment, definition);
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}
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}
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double terrainGetHeight(TerrainDefinition* definition, double x, double z)
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{
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return _getHeight(definition, x, z);
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}
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double terrainGetHeightNormalized(TerrainDefinition* definition, double x, double z)
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{
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if (definition->_max_height - definition->_min_height <= 0.0000001)
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{
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return 0.5;
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}
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else
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{
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return (_getHeight(definition, x, z) - definition->_min_height) / (definition->_max_height - definition->_min_height);
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}
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}
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Color terrainGetColor(TerrainDefinition* definition, Renderer* renderer, double x, double z, double detail)
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{
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Vector3 point = _getPoint(definition, x, z);
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return _getColor(definition, renderer, point, detail);
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}
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void terrainRender(TerrainDefinition* definition, Renderer* renderer)
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{
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int chunk_factor, chunk_count, i;
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double cx = renderer->camera_location.x;
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double cz = renderer->camera_location.z;
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double min_chunk_size, visible_chunk_size;
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double radius_int, radius_ext, chunk_size;
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double water_height;
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min_chunk_size = 0.1 / (double)renderer->render_quality;
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visible_chunk_size = 0.05 / (double)renderer->render_quality;
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chunk_factor = 1;
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chunk_count = 2;
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radius_int = 0.0;
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radius_ext = min_chunk_size;
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chunk_size = min_chunk_size;
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water_height = renderer->getWaterHeightInfo(renderer).max_height;
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while (radius_ext < 1000.0)
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{
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if (!renderer->addRenderProgress(renderer, 0.0))
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{
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return;
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}
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for (i = 0; i < chunk_count - 1; i++)
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{
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_renderQuad(definition, renderer, cx - radius_ext + chunk_size * i, cz - radius_ext, chunk_size, water_height);
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_renderQuad(definition, renderer, cx + radius_int, cz - radius_ext + chunk_size * i, chunk_size, water_height);
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_renderQuad(definition, renderer, cx + radius_int - chunk_size * i, cz + radius_int, chunk_size, water_height);
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_renderQuad(definition, renderer, cx - radius_ext, cz + radius_int - chunk_size * i, chunk_size, water_height);
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}
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if (chunk_count % 64 == 0 && chunk_size / radius_int < visible_chunk_size)
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{
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chunk_count /= 2;
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chunk_factor *= 2;
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/* TODO Fill in gaps with triangles */
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}
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chunk_count += 2;
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chunk_size = min_chunk_size * chunk_factor;
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radius_int = radius_ext;
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radius_ext += chunk_size;
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}
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}
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