paysages : Lighting refactoring (WIP).
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@503 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
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5ee717b68a
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a191849cee
9 changed files with 82 additions and 147 deletions
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@ -27,7 +27,7 @@ public:
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protected:
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Color getColor(double x, double y)
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{
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return atmosphereGetPreview(_renderer, x, -y, M_PI_2);
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return atmosphereGetPreview(_renderer, x, -y, -M_PI_2);
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}
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void updateData()
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{
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@ -51,7 +51,7 @@ public:
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protected:
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Color getColor(double x, double y)
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{
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return atmosphereGetPreview(_renderer, x, -y, -M_PI_2);
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return atmosphereGetPreview(_renderer, x, -y, M_PI_2);
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}
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void updateData()
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{
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@ -10,7 +10,7 @@ Color basicApplyAerialPerspective(Renderer* renderer, Vector3 location, Color ba
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double distance = v3Norm(direction);
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AtmosphereDefinition* definition = renderer->atmosphere->definition;
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double near = 10.0 - definition->humidity * 10.0;
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double far = 200.0 - definition->humidity * 180.0;
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double far = 500.0 - definition->humidity * 480.0;
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double max = 0.75 + definition->humidity * 0.22;
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assert(near < far);
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@ -309,20 +309,20 @@ static void _getMuMuSNu(double x, double y, double r, Color dhdH, double* mu, do
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if (y < (double)(RES_MU) / 2.0)
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{
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d = 1.0 - y / ((double)(RES_MU) / 2.0);
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d = 1.0 - y / ((double)(RES_MU) / 2.0 - 1.0);
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d = min(max(dhdH.b, d * dhdH.a), dhdH.a * 0.999);
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*mu = (Rg * Rg - r * r - d * d) / (2.0 * r * d);
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*mu = min(*mu, -sqrt(1.0 - (Rg / r) * (Rg / r)) - 0.001);
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}
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else
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{
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d = (y - (double)(RES_MU) / 2.0) / ((double)(RES_MU) / 2.0);
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d = (y - (double)(RES_MU) / 2.0) / ((double)(RES_MU) / 2.0 - 1.0);
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d = min(max(dhdH.r, d * dhdH.g), dhdH.g * 0.999);
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*mu = (Rt * Rt - r * r - d * d) / (2.0 * r * d);
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}
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*muS = fmod(x, (double)(RES_MU_S)) / ((double)(RES_MU_S));
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*muS = fmod(x, (double)(RES_MU_S)) / ((double)(RES_MU_S) - 1.0);
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*muS = tan((2.0 * (*muS) - 1.0 + 0.26) * 1.1) / tan(1.26 * 1.1);
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*nu = -1.0 + floor(x / (double)(RES_MU_S)) / ((double)(RES_NU)) * 2.0;
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*nu = -1.0 + floor(x / (double)(RES_MU_S)) / ((double)(RES_NU) - 1.0) * 2.0;
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}
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static void _getIrradianceUV(double r, double muS, double* uMuS, double* uR)
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@ -504,11 +504,8 @@ static int _inscatter1Worker(ParallelWork* work, int layer, void* data)
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int x, y;
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for (x = 0; x < RES_MU_S * RES_NU; x++)
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{
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/*double dx = (double)x / (double)(RES_MU_S * RES_NU);*/
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for (y = 0; y < RES_MU; y++)
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{
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/*double dy = (double)y / (double)(RES_MU);*/
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Color ray = COLOR_BLACK;
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Color mie = COLOR_BLACK;
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double mu, muS, nu;
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@ -799,7 +796,7 @@ static int _copyInscatterNWorker(ParallelWork* work, int layer, void* data)
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{
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double mu, muS, nu;
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_getMuMuSNu((double)x, (double)y, r, dhdH, &mu, &muS, &nu);
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Color col1 = texture3DGetLinear(params->source, x / (double)(RES_MU_S * RES_NU), y / (double)(RES_MU), layer + 0.5 / (double)(RES_R));
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Color col1 = texture3DGetPixel(params->source, x, y, layer);
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Color col2 = texture3DGetPixel(params->destination, x, y, layer);
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col2.r += col1.r / _phaseFunctionR(nu);
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col2.g += col1.g / _phaseFunctionR(nu);
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@ -913,51 +910,6 @@ static Color _getInscatterColor(Vector3* _x, double* _t, Vector3 v, Vector3 s, d
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return result;
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}
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/*ground radiance at end of ray x+tv, when sun in direction s
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*attenuated bewteen ground and viewer (=R[L0]+R[L*]) */
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static Color _groundColor(Color base, Vector3 x, double t, Vector3 v, Vector3 s, double r, double mu, Vector3 attenuation)
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{
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Color result;
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#if 0
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/* ground reflectance at end of ray, x0 */
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Vector3 x0 = v3Add(x, v3Scale(v, t));
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float r0 = v3Norm(x0);
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Vector3 n = v3Scale(x0, 1.0 / r0);
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/* direct sun light (radiance) reaching x0 */
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float muS = v3Dot(n, s);
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Color sunLight = _transmittanceWithShadow(r0, muS);
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/* precomputed sky light (irradiance) (=E[L*]) at x0 */
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Color groundSkyLight = _irradiance(_irradianceTexture, r0, muS);
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/* light reflected at x0 (=(R[L0]+R[L*])/T(x,x0)) */
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Color groundColor;
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groundColor.r = base.r * 0.2 * (max(muS, 0.0) * sunLight.r + groundSkyLight.r) * ISun / M_PI;
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groundColor.g = base.g * 0.2 * (max(muS, 0.0) * sunLight.g + groundSkyLight.g) * ISun / M_PI;
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groundColor.b = base.b * 0.2 * (max(muS, 0.0) * sunLight.b + groundSkyLight.b) * ISun / M_PI;
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/* water specular color due to sunLight */
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/*if (reflectance.w > 0.0)
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{
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vec3 h = normalize(s - v);
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float fresnel = 0.02 + 0.98 * pow(1.0 - dot(-v, h), 5.0);
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float waterBrdf = fresnel * pow(max(dot(h, n), 0.0), 150.0);
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groundColor += reflectance.w * max(waterBrdf, 0.0) * sunLight * ISun;
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}*/
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#else
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Color groundColor = base;
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#endif
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result.r = attenuation.x * groundColor.r; //=R[L0]+R[L*]
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result.g = attenuation.y * groundColor.g;
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result.b = attenuation.z * groundColor.b;
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result.a = 1.0;
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return result;
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}
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/* direct sun light for ray x+tv, when sun in direction s (=L0) */
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static Color _sunColor(Vector3 v, Vector3 s, double r, double mu)
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{
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@ -1204,11 +1156,11 @@ Color brunetonGetSkyColor(AtmosphereDefinition* definition, Vector3 eye, Vector3
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Color inscatterColor = _getInscatterColor(&x, &t, v, s, &r, &mu, &attenuation); /* S[L]-T(x,xs)S[l]|xs */
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Color sunColor = _sunColor(v, s, r, mu); /* L0 */
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inscatterColor.r += sunColor.r;
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inscatterColor.g += sunColor.g;
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inscatterColor.b += sunColor.b;
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sunColor.r = sunColor.r * attenuation.x + inscatterColor.r;
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sunColor.g = sunColor.g * attenuation.y + inscatterColor.g;
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sunColor.b = sunColor.b * attenuation.z + inscatterColor.b;
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return inscatterColor; /* Eq (16) */
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return sunColor; /* Eq (16) */
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}
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Color brunetonApplyAerialPerspective(Renderer* renderer, Vector3 location, Color base)
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@ -1232,13 +1184,12 @@ Color brunetonApplyAerialPerspective(Renderer* renderer, Vector3 location, Color
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Vector3 attenuation;
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Color inscatterColor = _getInscatterColor(&x, &t, v, s, &r, &mu, &attenuation); /* S[L]-T(x,xs)S[l]|xs */
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Color groundColor = _groundColor(base, x, t, v, s, r, mu, attenuation); /*R[L0]+R[L*]*/
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groundColor.r += inscatterColor.r;
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groundColor.g += inscatterColor.g;
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groundColor.b += inscatterColor.b;
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base.r = base.r * attenuation.x + inscatterColor.r;
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base.g = base.g * attenuation.y + inscatterColor.g;
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base.b = base.b * attenuation.z + inscatterColor.b;
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return groundColor; /* Eq (16) */
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return base; /* Eq (16) */
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}
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void brunetonGetLightingStatus(Renderer* renderer, LightStatus* status, Vector3 normal, int opaque)
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@ -1254,19 +1205,19 @@ void brunetonGetLightingStatus(Renderer* renderer, LightStatus* status, Vector3
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muS = v3Dot(up, s);
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sun.color = _transmittanceWithShadow(r0, muS);
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sun.color.r *= 100.0;
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/*sun.color.r *= 100.0;
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sun.color.g *= 100.0;
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sun.color.b *= 100.0;
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sun.direction = s;
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sun.color.b *= 100.0;*/
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sun.direction = v3Scale(s, -1.0);
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sun.reflection = 1.0;
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sun.altered = 1;
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lightingPushLight(status, &sun);
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irradiance.color = _irradiance(_irradianceTexture, r0, muS);
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irradiance.color.r *= 100.0;
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/*irradiance.color.r *= 100.0;
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irradiance.color.g *= 100.0;
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irradiance.color.b *= 100.0;
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irradiance.color.b *= 100.0;*/
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irradiance.direction = v3Scale(normal, -1.0);
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irradiance.reflection = 0.0;
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irradiance.altered = 0;
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@ -9,13 +9,6 @@
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#define MAX_SKYDOME_LIGHTS 100
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typedef struct
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{
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Mutex* lock;
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int nblights;
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LightDefinition lights[MAX_SKYDOME_LIGHTS];
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} AtmosphereRendererCache;
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static int _inited = 0;
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/******************** Definition ********************/
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@ -159,7 +152,7 @@ static Color _getSkyColor(Renderer* renderer, Vector3 direction)
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sky_color = COLOR_BLUE;
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}
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/* Get sun halo */
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/* Get sun shape */
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if (dist < definition->sun_radius)
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{
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sun_color = definition->sun_color;
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@ -225,7 +218,6 @@ static void _fakeGetLightingStatus(Renderer* renderer, LightStatus* status, Vect
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static AtmosphereRenderer* _createRenderer()
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{
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AtmosphereRenderer* result;
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AtmosphereRendererCache* cache;
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result = malloc(sizeof(AtmosphereRenderer));
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result->definition = AtmosphereDefinitionClass.create();
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result->applyAerialPerspective = _fakeApplyAerialPerspective;
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result->getSkyColor = _fakeGetSkyColor;
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cache = malloc(sizeof(AtmosphereRendererCache));
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cache->lock = mutexCreate();
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cache->nblights = -1;
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result->_internal_data = cache;
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return result;
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}
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static void _deleteRenderer(AtmosphereRenderer* renderer)
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{
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AtmosphereRendererCache* cache = (AtmosphereRendererCache*)renderer->_internal_data;
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mutexDestroy(cache->lock);
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free(cache);
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AtmosphereDefinitionClass.destroy(renderer->definition);
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free(renderer);
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}
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static void _bindRenderer(Renderer* renderer, AtmosphereDefinition* definition)
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{
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AtmosphereRendererCache* cache = (AtmosphereRendererCache*)renderer->atmosphere->_internal_data;
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AtmosphereDefinitionClass.copy(definition, renderer->atmosphere->definition);
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renderer->atmosphere->getSkyColor = _getSkyColor;
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@ -265,17 +246,12 @@ static void _bindRenderer(Renderer* renderer, AtmosphereDefinition* definition)
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{
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case ATMOSPHERE_MODEL_BRUNETON:
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renderer->atmosphere->applyAerialPerspective = brunetonApplyAerialPerspective;
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/*renderer->atmosphere->getLightingStatus = brunetonGetLightingStatus;*/
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renderer->atmosphere->getLightingStatus = basicGetLightingStatus;
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renderer->atmosphere->getLightingStatus = brunetonGetLightingStatus;
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break;
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default:
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renderer->atmosphere->applyAerialPerspective = basicApplyAerialPerspective;
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renderer->atmosphere->getLightingStatus = basicGetLightingStatus;
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}
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mutexAcquire(cache->lock);
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cache->nblights = -1;
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mutexRelease(cache->lock);
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}
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StandardRenderer AtmosphereRendererClass = {
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@ -41,8 +41,6 @@ static inline Color _xyYToRGB(double x, double y, double Y)
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result.b = b;
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result.a = 1.0;
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colorNormalize(&result);
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return result;
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}
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@ -134,9 +134,9 @@ Color atmosphereGetPreview(Renderer* renderer, double x, double y, double headin
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normal = m4Transform(rotation, normal);
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hit = m4Transform(rotation, hit);
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light = lightingCreateStatus(renderer->lighting, hit, renderer->camera_location);
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light = lightingCreateStatus(renderer->lighting, hit, eye);
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renderer->atmosphere->getLightingStatus(renderer, light, normal, 1);
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lightingApplyStatus(light, normal, &MOUNT_MATERIAL);
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color = lightingApplyStatus(light, normal, &MOUNT_MATERIAL);
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lightingDeleteStatus(light);
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return renderer->atmosphere->applyAerialPerspective(renderer, hit, color);
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@ -54,7 +54,7 @@ typedef struct
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FuncAtmosphereGetSkyColor getSkyColor;
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FuncAtmosphereGetSunDirection getSunDirection;
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void* _internal_data;
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/*void* _internal_data;*/
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} AtmosphereRenderer;
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extern StandardDefinition AtmosphereDefinitionClass;
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@ -1,6 +1,7 @@
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#include "public.h"
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#include <stdlib.h>
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#include "../tools.h"
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#include "../tools/lighting.h"
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#include "../renderer.h"
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#include "../textures.h"
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*/
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static TexturesDefinition _textures;
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/*static LightingDefinition _lighting;*/
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static int _inited = 0;
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static Color _applyTextures(Renderer* renderer, Vector3 location, double precision)
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return texturesGetColor(&_textures, renderer, location.x, location.z, precision);
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}
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static void _getLightingStatus(Renderer* renderer, LightStatus* status, Vector3 normal, int opaque)
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{
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LightDefinition light;
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UNUSED(renderer);
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UNUSED(normal);
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UNUSED(opaque);
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light.color.r = 0.6;
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light.color.g = 0.6;
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light.color.b = 0.6;
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light.direction.x = -1.0;
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light.direction.y = -0.5;
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light.direction.z = -1.0;
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light.direction = v3Normalize(light.direction);
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light.altered = 1;
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light.reflection = 1.0;
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lightingPushLight(status, &light);
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light.color.r = 0.2;
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light.color.g = 0.2;
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light.color.b = 0.2;
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light.direction.x = 1.0;
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light.direction.y = -0.5;
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light.direction.z = 1.0;
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light.direction = v3Normalize(light.direction);
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light.altered = 0;
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light.reflection = 0.0;
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lightingPushLight(status, &light);
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}
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Renderer* terrainCreatePreviewRenderer()
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{
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Renderer* result = rendererCreate();
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result->render_quality = 3;
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result->applyTextures = _applyTextures;
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result->atmosphere->getLightingStatus = _getLightingStatus;
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result->camera_location.x = 0.0;
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result->camera_location.y = 50.0;
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result->camera_location.z = 0.0;
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_inited = 1;
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/*_lighting = lightingCreateDefinition();
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light.color.r = 0.6;
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light.color.g = 0.6;
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light.color.b = 0.6;
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light.direction.x = -1.0;
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light.direction.y = -0.5;
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light.direction.z = -1.0;
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light.direction = v3Normalize(light.direction);
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light.filtered = 0;
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light.masked = 1;
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light.reflection = 1.0;
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lightingAddLight(&_lighting, light);
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light.color.r = 0.3;
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light.color.g = 0.3;
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light.color.b = 0.3;
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light.direction.x = 0.5;
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light.direction.y = 0.7071;
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light.direction.z = 0.5;
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light.filtered = 0;
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light.masked = 0;
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light.reflection = 0.0;
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lightingAddLight(&_lighting, light);
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lightingValidateDefinition(&_lighting);*/
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_textures = texturesCreateDefinition();
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texture = (TextureLayerDefinition*)layersGetLayer(_textures.layers, layersAddLayer(_textures.layers, NULL));
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texture->material.base = COLOR_WHITE;
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@ -354,6 +354,8 @@ WaterResult waterGetColorDetail(WaterDefinition* definition, Renderer* renderer,
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light = lightingCreateStatus(renderer->lighting, location, renderer->camera_location);
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renderer->atmosphere->getLightingStatus(renderer, light, normal, 0);
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color = lightingApplyStatus(light, normal, &material);
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lightingDeleteStatus(light);
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color = renderer->atmosphere->applyAerialPerspective(renderer, location, color);
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color = renderer->applyClouds(renderer, color, renderer->camera_location, location);
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