paysages : Lighting refactoring (WIP).

git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@502 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
Michaël Lemaire 2013-01-20 17:00:17 +00:00 committed by ThunderK
parent ae91a39729
commit 5ee717b68a
8 changed files with 66 additions and 151 deletions

13
TODO
View file

@ -5,7 +5,13 @@ Technology Preview 2 :
=> Add map preview with editor area.
=> Allow camera move and zoom.
- Get rid of noise dialogs, for simpler settings.
- Apply HDR to 3D explorer.
- Finalize Bruneton's model
=> Fix artifacts on aerial perspective
=> Fix blue appearance at night
- Finalize lighting refactoring
=> Restore water and cloud filters
=> Restore cloud lighting
=> Restore and improve skydome lighting
- Apply Preetham's model usage
=> Convert to HDR rendering.
=> Apply model's aerial perspective.
@ -15,16 +21,17 @@ Technology Preview 2 :
=> Covering texture height should inpact terrain height.
=> Add texture shadowing.
- Clouds should keep distance to ground.
- Add fresnel effect to specular lighting.
- Add "hardness to light" and shadow control ("minimum lighting") to material.
- Waves noise should not change layers offsets each time a setting is changed (layers are reconstructed currently).
- Fix rendering when inside a cloud layer, with other upper or lower layers.
- Improve cloud rendering precision (and beware of precision discontinuity when rendering clouds in front of ground (shorter distance)).
Technlogy Preview 3 :
- Fully move layer management from BaseForm to BaseFormLayer.
- Start vegetation system.
- Allow render saving in HDR compatible format.
- Add clouds to explorer with 3d textures.
- Add fresnel effect to specular lighting.
- Add "hardness to light" and shadow control ("minimum lighting") to material.
- Start using OpenCL to optimize rendering.
- Restore render progress.
- Rethink the quality settings and detail smoothing in the distance.

View file

@ -93,30 +93,15 @@ class PreviewWaterColor:public BasePreview
public:
PreviewWaterColor(QWidget* parent):BasePreview(parent)
{
LightDefinition light;
_background = 0;
_lighting_enabled = false;
_water = waterCreateDefinition();
/*_lighting = lightingCreateDefinition();
light.color = COLOR_WHITE;
light.direction.x = 0.0;
light.direction.y = -0.4794;
light.direction.z = 0.8776;
light.filtered = 0;
light.masked = 0;
light.reflection = 1.0;
lightingAddLight(&_lighting, light);
lightingValidateDefinition(&_lighting);*/
_renderer = rendererCreate();
_renderer->atmosphere->getLightingStatus = _getLightingStatus;
_renderer->rayWalking = _rayWalking;
/*_renderer->getLightStatus = _getLightStatus;
_renderer->applyLightStatus = _applyLightStatus;*/
_renderer->customData[0] = &_water;
//_renderer->customData[1] = &_lighting;
_renderer->customData[2] = this;
configScaling(10.0, 1000.0, 10.0, 250.0);
@ -126,6 +111,7 @@ public:
addToggle("light", tr("Lighting"), true);
}
int _background;
bool _lighting_enabled;
protected:
Color getColor(double x, double y)
{
@ -180,8 +166,6 @@ protected:
private:
Renderer* _renderer;
WaterDefinition _water;
//LightingDefinition _lighting;
bool _lighting_enabled;
static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector3 direction, int, int, int, int)
{
@ -218,21 +202,25 @@ private:
return result;
}
/*static Color _applyLightStatus(Renderer* renderer, LightStatus* status, Vector3 location, Vector3 normal, SurfaceMaterial material)
static void _getLightingStatus(Renderer* renderer, LightStatus* status, Vector3, int)
{
if (((PreviewWaterColor*)renderer->customData[2])->_lighting_enabled)
LightDefinition light;
PreviewWaterColor* preview = (PreviewWaterColor*)renderer->customData[2];
light.color = COLOR_WHITE;
light.direction.x = 0.0;
light.direction.y = -0.4794;
light.direction.z = 0.8776;
light.altered = 0;
if (preview->_lighting_enabled)
{
return lightingApplyStatusToSurface(renderer, status, location, normal, material);
light.reflection = 1.0;
}
else
{
return material.base;
light.reflection = 0.0;
}
lightingPushLight(status, &light);
}
static void _getLightStatus(Renderer* renderer, LightStatus* status, Vector3 location)
{
lightingGetStatus((LightingDefinition*)renderer->customData[1], renderer, location, status);
}*/
};
/**************** Form ****************/

View file

@ -11,19 +11,13 @@
SmallMaterialPreview::SmallMaterialPreview(QWidget* parent, SurfaceMaterial* material) : QWidget(parent)
{
LightDefinition light;
/*_lighting = lightingCreateDefinition();
light.color = COLOR_WHITE;
light.direction.x = -0.5;
light.direction.y = -0.5;
light.direction.z = -0.5;
light.direction = v3Normalize(light.direction);
light.filtered = 0;
light.masked = 0;
light.reflection = 1.0;
lightingAddLight(&_lighting, light);
lightingValidateDefinition(&_lighting);*/
_light.color = COLOR_WHITE;
_light.direction.x = -0.5;
_light.direction.y = -0.5;
_light.direction.z = -0.5;
_light.direction = v3Normalize(_light.direction);
_light.altered = 0;
_light.reflection = 1.0;
_material = material;
@ -62,8 +56,7 @@ Color SmallMaterialPreview::getColor(double x, double y)
}
point = v3Normalize(point);
//color = lightingApplyToSurface(&_lighting, &_renderer, point, point, *_material);
color = COLOR_RED;
color = lightingApplyOneLight(&_light, _renderer->camera_location, point, point, _material);
if (dist > 0.95)
{
color.a = (1.0 - dist) / 0.05;

View file

@ -19,7 +19,7 @@ protected:
private:
SurfaceMaterial* _material;
LightStatus* _light;
LightDefinition _light;
Renderer* _renderer;
};

View file

@ -1190,6 +1190,8 @@ void brunetonInit()
Color brunetonGetSkyColor(AtmosphereDefinition* definition, Vector3 eye, Vector3 direction, Vector3 sun_position)
{
UNUSED(definition);
Vector3 x = {0.0, Rg + (max(eye.y, 0.0) + GROUND_OFFSET) * WORLD_SCALING, 0.0};
Vector3 v = v3Normalize(direction);
Vector3 s = v3Normalize(v3Sub(sun_position, x));

View file

@ -193,110 +193,32 @@ static Vector3 _getSunDirection(Renderer* renderer)
return result;
}
#if 0
static inline void _addDomeLight(Renderer* renderer, LightDefinition* light, Vector3 direction, double factor)
{
light->direction = v3Scale(direction, -1.0);
light->color = renderer->atmosphere->getSkyColor(renderer, direction);
light->color.r *= factor;
light->color.g *= factor;
light->color.b *= factor;
light->reflection = 0.0;
light->filtered = 0;
light->masked = 0;
}
static int _getSkydomeLights(Renderer* renderer, LightDefinition* lights, int max_lights)
{
AtmosphereRendererCache* cache = (AtmosphereRendererCache*)renderer->atmosphere->_internal_data;
AtmosphereDefinition* definition;
double sun_angle;
Vector3 sun_direction;
int nblights = 0;
mutexAcquire(cache->lock);
if (cache->nblights < 0)
{
definition = renderer->atmosphere->definition;
sun_angle = (definition->_daytime + 0.75) * M_PI * 2.0;
sun_direction.x = cos(sun_angle);
sun_direction.y = sin(sun_angle);
sun_direction.z = 0.0;
/* TODO Moon light */
if (max_lights > MAX_SKYDOME_LIGHTS)
{
max_lights = MAX_SKYDOME_LIGHTS;
}
if (max_lights > 0)
{
/* Direct light from the sun */
cache->lights[0].direction = v3Scale(sun_direction, -1.0);
cache->lights[0].color = definition->sun_color;
cache->lights[0].reflection = 1.0;
cache->lights[0].filtered = 1;
cache->lights[0].masked = 1;
nblights = 1;
max_lights--;
}
if (max_lights > 0)
{
/* Indirect lighting by skydome scattering */
int xsamples, ysamples, samples, x, y;
double xstep, ystep, factor;
Vector3 direction;
samples = (renderer->render_quality < 5) ? 9 : (renderer->render_quality * 4 + 1);
samples = samples > max_lights ? max_lights : samples;
factor = definition->dome_lighting / (double)samples;
_addDomeLight(renderer, cache->lights + nblights, VECTOR_UP, factor);
nblights++;
samples--;
if (samples >= 2)
{
xsamples = samples / 2;
ysamples = samples / xsamples;
xstep = M_PI * 2.0 / (double)xsamples;
ystep = M_PI * 0.5 / (double)ysamples;
for (x = 0; x < xsamples; x++)
{
for (y = 0; y < ysamples; y++)
{
direction.x = cos(x * xstep) * cos(y * ystep);
direction.y = -sin(y * ystep);
direction.z = sin(x * xstep) * cos(y * ystep);
_addDomeLight(renderer, cache->lights + nblights, direction, factor);
nblights++;
}
}
}
}
cache->nblights = nblights;
}
mutexRelease(cache->lock);
memcpy(lights, cache->lights, sizeof(LightDefinition) * cache->nblights);
return cache->nblights;
}
#endif
static void _fakeGetLightingStatus(Renderer* renderer, LightStatus* status, Vector3 normal, int opaque)
{
LightDefinition light;
UNUSED(renderer);
UNUSED(status);
UNUSED(normal);
UNUSED(opaque);
light.color.r = 0.8;
light.color.g = 0.8;
light.color.b = 0.8;
light.direction.x = -0.7;
light.direction.y = -0.7;
light.direction.z = -0.7;
light.altered = 0;
light.reflection = 0.0;
lightingPushLight(status, &light);
light.color.r = 0.3;
light.color.g = 0.31;
light.color.b = 0.34;
light.direction.x = 0.7;
light.direction.y = -0.7;
light.direction.z = 0.7;
light.altered = 0;
light.reflection = 0.0;
lightingPushLight(status, &light);
}
/******************** Renderer ********************/

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@ -134,7 +134,7 @@ Color lightingApplyOneLight(LightDefinition* light, Vector3 eye, Vector3 locatio
Vector3 direction_inv;
light_color = light->color;
direction_inv = v3Scale(light->direction, -1.0);
direction_inv = v3Scale(v3Normalize(light->direction), -1.0);
normal_norm = v3Norm(normal);
if (normal_norm > 1.0)
@ -146,7 +146,7 @@ Color lightingApplyOneLight(LightDefinition* light, Vector3 eye, Vector3 locatio
result = COLOR_BLACK;
/* diffused light */
double diffuse = v3Dot(direction_inv, normal) / M_PI;
double diffuse = v3Dot(direction_inv, normal);
if (diffuse > 0.0)
{
result.r += diffuse * material->base.r * light_color.r;
@ -162,12 +162,15 @@ Color lightingApplyOneLight(LightDefinition* light, Vector3 eye, Vector3 locatio
double specular = v3Dot(reflect, view);
if (specular > 0.0)
{
specular = pow(specular, material->shininess) * material->reflection;
specular = pow(specular, material->shininess) * material->reflection * light->reflection;
if (specular > 0.0)
{
result.r += specular * light_color.r;
result.g += specular * light_color.g;
result.b += specular * light_color.b;
}
}
}
/* specular reflection with fresnel effect */
/*if (material->reflection > 0.0 && light->reflection > 0.0)

View file

@ -108,7 +108,7 @@ void waterAutoPreset(WaterDefinition* definition, WaterPreset preset)
definition->depth_color.a = 1.0;
definition->material.base.a = 1.0;
definition->material.reflection = 0.4;
definition->material.reflection = 1.0;
definition->material.shininess = 16.0;
definition->foam_material.base.r = 0.8;
definition->foam_material.base.g = 0.8;