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"
#include "renderer.h"
#include "scenery.h"
static LightDefinition _LIGHT_NULL;
void lightingInit()
{
_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, LightingDefinition* definition)
{
int i;
toolsSaveInt(f, definition->autosetfromsky);
toolsSaveInt(f, definition->nblights);
for (i = 0; i < definition->nblights; i++)
{
colorSave(definition->lights[i].color, f);
v3Save(definition->lights[i].direction, f);
toolsSaveDouble(f, definition->lights[i].maxshadow);
}
}
void lightingLoad(FILE* f, LightingDefinition* definition)
{
int i;
definition->autosetfromsky = toolsLoadInt(f);
definition->nblights = toolsLoadInt(f);
for (i = 0; i < definition->nblights; i++)
{
definition->lights[i].color = colorLoad(f);
definition->lights[i].direction = v3Load(f);
definition->lights[i].maxshadow = toolsLoadDouble(f);
}
lightingValidateDefinition(definition);
}
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 lightingValidateDefinition(LightingDefinition* definition)
{
if (definition->autosetfromsky)
{
SkyDefinition sky;
sky = skyCreateDefinition();
sceneryGetSky(&sky);
definition->_nbautolights = skyGetLights(&sky, definition->_autolights, LIGHTING_MAX_LIGHTS);
skyDeleteDefinition(&sky);
}
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 < LIGHTING_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--;
}
}
static Color _applyLightCustom(LightDefinition* definition, Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material)
{
Color result, light;
double diffuse, specular;
Vector3 view, reflect, direction_inv;
light = definition->color;
direction_inv = v3Scale(definition->direction, -1.0);
light = renderer->filterLight(renderer, light, location, v3Add(location, direction_inv), direction_inv);
normal = v3Normalize(normal);
view = v3Normalize(v3Sub(location, renderer->camera_location));
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);
diffuse = diffuse * 0.5 + 0.5;
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 lightingApplyToSurface(LightingDefinition* definition, Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material)
{
Color result;
int i;
/* TODO Merge lights */
result = material.base;
for (i = 0; i < definition->nblights; i++)
{
result = _applyLightCustom(definition->lights + i, renderer, location, normal, material);
}
for (i = 0; i < definition->_nbautolights; i++)
{
result = _applyLightCustom(definition->_autolights + i, renderer, location, normal, material);
}
return result;
}