paysages3d/lib_paysages/lighting.c

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#include "lighting.h"
#include <stdlib.h>
#include <math.h>
#include <unistd.h>
#include <string.h>
#include "shared/types.h"
#include "shared/functions.h"
#include "shared/constants.h"
#include "shared/globals.h"
#include "sky.h"
#include "water.h"
#include "terrain.h"
static LightingDefinition _definition;
static LightingQuality _quality;
static LightingEnvironment _environment;
static LightDefinition _LIGHT_NULL;
static Color _standardFilter(Color light, Vector3 location, Vector3 light_location, Vector3 direction_to_light, void* custom_data)
{
Color result;
result = waterLightFilter(light, location, light_location, direction_to_light, custom_data);
result = terrainLightFilter(result, location, light_location, direction_to_light, custom_data);
// TODO atmosphere filter
// TODO clouds filter
return result;
}
void lightingInit()
{
_definition = lightingCreateDefinition();
_environment.filter = _standardFilter;
_environment.custom_data = NULL;
_LIGHT_NULL.color = COLOR_BLACK;
_LIGHT_NULL.direction.x = 0.0;
_LIGHT_NULL.direction.y = 1.0;
_LIGHT_NULL.direction.z = 0.0;
}
void lightingSave(FILE* f)
{
// TODO
}
void lightingLoad(FILE* f)
{
// TODO
}
LightingDefinition lightingCreateDefinition()
{
LightingDefinition definition;
definition.autosetfromsky = 0;
definition.nblights = 0;
definition._nbautolights = 0;
return definition;
}
void lightingDeleteDefinition(LightingDefinition definition)
{
}
void lightingCopyDefinition(LightingDefinition source, LightingDefinition* destination)
{
*destination = source;
}
void lightingSetDefinition(LightingDefinition definition)
{
lightingValidateDefinition(&definition);
lightingCopyDefinition(definition, &_definition);
}
LightingDefinition lightingGetDefinition()
{
return _definition;
}
void lightingValidateDefinition(LightingDefinition* definition)
{
if (!definition)
{
lightingValidateDefinition(&_definition);
return;
}
if (definition->autosetfromsky)
{
// TODO Get lights from sky
definition->_nbautolights = skyGetLights(definition->_autolights, MAX_LIGHTS);
}
else
{
definition->_nbautolights = 0;
}
}
int lightingGetLightCount(LightingDefinition* definition)
{
return definition->nblights;
}
LightDefinition lightingGetLight(LightingDefinition* definition, int light)
{
if (light >= 0 && light < definition->nblights)
{
return definition->lights[light];
}
else
{
return _LIGHT_NULL;
}
}
int lightingAddLight(LightingDefinition* definition, LightDefinition light)
{
if (definition->nblights < MAX_LIGHTS)
{
definition->lights[definition->nblights] = light;
return definition->nblights++;
}
else
{
return -1;
}
}
void lightingDeleteLight(LightingDefinition* definition, int light)
{
if (light >= 0 && light < definition->nblights)
{
if (definition->nblights > 1 && light < definition->nblights - 1)
{
memmove(definition->lights + light, definition->lights + light + 1, sizeof(LightDefinition) * definition->nblights - light - 1);
}
definition->nblights--;
}
}
void lightingSetQuality(LightingQuality quality)
{
_quality = quality;
}
LightingQuality lightingGetQuality()
{
return _quality;
}
static Color _applyLightCustom(Vector3 location, Vector3 normal, ReceiverMaterial material, LightDefinition* definition, LightingQuality* quality, LightingEnvironment* environment)
{
Color result, light;
double diffuse, specular;
Vector3 view, reflect, direction_inv;
light = definition->color;
direction_inv = v3Scale(definition->direction, -1.0);
light = environment->filter(light, location, v3Add(location, direction_inv), direction_inv, environment->custom_data);
normal = v3Normalize(normal);
view = v3Normalize(v3Sub(location, camera_location)); // TODO Configurable
reflect = v3Sub(v3Scale(normal, 2.0 * v3Dot(direction_inv, normal)), direction_inv);
diffuse = v3Dot(direction_inv, normal);
//diffuse = pow(diffuse * 0.5 + 0.5, 2.0);
if (diffuse > 0.0)
{
if (material.shininess > 0.0)
{
specular = pow(v3Dot(reflect, view) * material.reflection, material.shininess * 10.0 + 1.0);
}
else
{
specular = 0.0;
}
}
else
{
diffuse = 0.0;
specular = 0.0;
}
result.r = material.base.r * diffuse * light.r + material.base.r * specular * light.r;
result.g = material.base.g * diffuse * light.g + material.base.g * specular * light.g;
result.b = material.base.b * diffuse * light.b + material.base.b * specular * light.b;
result.a = material.base.a;
return result;
}
Color lightingApplyCustom(Vector3 location, Vector3 normal, ReceiverMaterial material, LightingDefinition* definition, LightingQuality* quality, LightingEnvironment* environment)
{
Color result;
int i;
if (!definition)
{
definition = &_definition;
}
if (!quality)
{
quality = &_quality;
}
if (!environment)
{
environment = &_environment;
}
/* TODO Merge lights */
result = material.base;
for (i = 0; i < definition->nblights; i++)
{
result = _applyLightCustom(location, normal, material, definition->lights + i, quality, environment);
}
for (i = 0; i < definition->_nbautolights; i++)
{
result = _applyLightCustom(location, normal, material, definition->_autolights + i, quality, environment);
}
return result;
}
Color lightingApply(Vector3 location, Vector3 normal, ReceiverMaterial material)
{
return lightingApplyCustom(location, normal, material, &_definition, &_quality, &_environment);
}