#include "textures.h" #include #include #include #include #include "shared/types.h" #include "color.h" #include "euclid.h" #include "lighting.h" #include "terrain.h" #include "tools.h" #define TEXTURES_MAX_LAYERS 50 typedef struct { double thickness; Vector3 location; Vector3 normal; TextureLayerDefinition* definition; } TextureResult; TexturesDefinition texturesCreateDefinition() { TexturesDefinition result; result.layers = layersCreate(texturesGetLayerType(), TEXTURES_MAX_LAYERS); return result; } void texturesDeleteDefinition(TexturesDefinition* definition) { layersDelete(definition->layers); } void texturesCopyDefinition(TexturesDefinition* source, TexturesDefinition* destination) { layersCopy(source->layers, destination->layers); } void texturesValidateDefinition(TexturesDefinition* definition) { layersValidate(definition->layers); } void texturesSave(PackStream* stream, TexturesDefinition* definition) { layersSave(stream, definition->layers); } void texturesLoad(PackStream* stream, TexturesDefinition* definition) { layersLoad(stream, definition->layers); } TextureLayerDefinition* texturesLayerCreateDefinition() { TextureLayerDefinition* result; result = malloc(sizeof(TextureLayerDefinition)); result->zone = zoneCreate(); result->bump_noise = noiseCreateGenerator(); noiseAddLevelsSimple(result->bump_noise, 8, 1.0, 1.0); result->bump_height = 0.1; result->bump_scaling = 0.1; result->material.base = COLOR_WHITE; result->material.reflection = 0.0; result->material.shininess = 0.0; result->thickness = 0.0; result->slope_range = 0.001; result->thickness_transparency = 0.0; return result; } void texturesLayerDeleteDefinition(TextureLayerDefinition* definition) { zoneDelete(definition->zone); noiseDeleteGenerator(definition->bump_noise); free(definition); } void texturesLayerCopyDefinition(TextureLayerDefinition* source, TextureLayerDefinition* destination) { destination->material = source->material; destination->bump_height = source->bump_height; destination->bump_scaling = source->bump_scaling; destination->thickness = source->thickness; destination->slope_range = source->slope_range; destination->thickness_transparency = source->thickness_transparency; noiseCopy(source->bump_noise, destination->bump_noise); zoneCopy(source->zone, destination->zone); } void texturesLayerValidateDefinition(TextureLayerDefinition* definition) { if (definition->bump_scaling < 0.000001) { definition->bump_scaling = 0.000001; } if (definition->slope_range < 0.001) { definition->slope_range = 0.001; } } static void _texturesLayerSave(PackStream* stream, TextureLayerDefinition* layer) { zoneSave(stream, layer->zone); noiseSaveGenerator(stream, layer->bump_noise); packWriteDouble(stream, &layer->bump_height); packWriteDouble(stream, &layer->bump_scaling); materialSave(stream, &layer->material); packWriteDouble(stream, &layer->thickness); packWriteDouble(stream, &layer->slope_range); packWriteDouble(stream, &layer->thickness_transparency); } static void _texturesLayerLoad(PackStream* stream, TextureLayerDefinition* layer) { zoneLoad(stream, layer->zone); noiseLoadGenerator(stream, layer->bump_noise); packReadDouble(stream, &layer->bump_height); packReadDouble(stream, &layer->bump_scaling); materialLoad(stream, &layer->material); packReadDouble(stream, &layer->thickness); packReadDouble(stream, &layer->slope_range); packReadDouble(stream, &layer->thickness_transparency); } LayerType texturesGetLayerType() { LayerType result; result.callback_create = (LayerCallbackCreate)texturesLayerCreateDefinition; result.callback_delete = (LayerCallbackDelete)texturesLayerDeleteDefinition; result.callback_copy = (LayerCallbackCopy)texturesLayerCopyDefinition; result.callback_validate = (LayerCallbackValidate)texturesLayerValidateDefinition; result.callback_save = (LayerCallbackSave)_texturesLayerSave; result.callback_load = (LayerCallbackLoad)_texturesLayerLoad; return result; } static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, Vector3 south, Vector3 west) { Vector3 dnorth, deast, dsouth, dwest, normal; dnorth = v3Sub(north, center); deast = v3Sub(east, center); dsouth = v3Sub(south, center); dwest = v3Sub(west, center); normal = v3Cross(deast, dnorth); normal = v3Add(normal, v3Cross(dsouth, deast)); normal = v3Add(normal, v3Cross(dwest, dsouth)); normal = v3Add(normal, v3Cross(dnorth, dwest)); return v3Normalize(normal); } static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south) { return v3Normalize(v3Cross(v3Sub(south, center), v3Sub(east, center))); } static inline TextureResult _getTerrainResult(Renderer* renderer, double x, double z, double detail) { TextureResult result; Vector3 center, north, east, south, west; /* TODO This method is better suited in terrain.c */ center.x = x; center.z = z; center.y = renderer->getTerrainHeight(renderer, center.x, center.z); east.x = x + detail; east.z = z; east.y = renderer->getTerrainHeight(renderer, east.x, east.z); south.x = x; south.z = z + detail; south.y = renderer->getTerrainHeight(renderer, south.x, south.z); if (renderer->render_quality > 5) { west.x = x - detail; west.z = z; west.y = renderer->getTerrainHeight(renderer, west.x, west.z); north.x = x; north.z = z - detail; north.y = renderer->getTerrainHeight(renderer, north.x, north.z); result.normal = _getNormal4(center, north, east, south, west); } else { result.normal = _getNormal2(center, east, south); } result.location = center; result.thickness = -100.0; result.definition = NULL; return result; } static inline void _getLayerThickness(TextureLayerDefinition* definition, Renderer* renderer, double x, double z, TextureResult* result) { TextureResult base; double coverage; base = _getTerrainResult(renderer, x, z, definition->slope_range); coverage = zoneGetValue(definition->zone, base.location, base.normal); if (coverage > 0.0) { result->thickness = coverage * definition->thickness; result->thickness += noiseGet2DTotal(definition->bump_noise, base.location.x / definition->bump_scaling, base.location.z / definition->bump_scaling) * definition->bump_height; result->location = v3Add(base.location, v3Scale(base.normal, result->thickness)); } else { result->thickness = -1000.0; result->location = base.location; } } static inline TextureResult _getLayerResult(TextureLayerDefinition* definition, Renderer* renderer, double x, double z, double detail) { TextureResult result_center, result_north, result_east, result_south, result_west; _getLayerThickness(definition, renderer, x, z, &result_center); _getLayerThickness(definition, renderer, x + detail, z, &result_east); _getLayerThickness(definition, renderer, x, z + detail, &result_south); if (renderer->render_quality > 5) { _getLayerThickness(definition, renderer, x - detail, z, &result_west); _getLayerThickness(definition, renderer, x, z - detail, &result_north); result_center.normal = _getNormal4(result_center.location, result_north.location, result_east.location, result_south.location, result_west.location); } else { result_center.normal = _getNormal2(result_center.location, result_east.location, result_south.location); } result_center.definition = definition; return result_center; } static int _cmpResults(const void* result1, const void* result2) { return ((TextureResult*)result1)->thickness > ((TextureResult*)result2)->thickness; } double texturesGetLayerCoverage(TextureLayerDefinition* definition, Renderer* renderer, Vector3 location, double detail) { TextureResult base = _getTerrainResult(renderer, location.x, location.z, definition->slope_range); return zoneGetValue(definition->zone, base.location, base.normal); } static inline Color _getLayerColor(Renderer* renderer, TextureResult result, LightStatus* light) { return renderer->applyLightStatus(renderer, light, result.location, result.normal, result.definition->material); } Color texturesGetLayerColor(TextureLayerDefinition* definition, Renderer* renderer, Vector3 location, double detail) { LightStatus light; TextureResult result = _getLayerResult(definition, renderer, location.x, location.z, detail); renderer->getLightStatus(renderer, &light, result.location); return _getLayerColor(renderer, result, &light); } Color texturesGetColor(TexturesDefinition* definition, Renderer* renderer, double x, double z, double detail) { TextureResult results[TEXTURES_MAX_LAYERS + 1]; Color result, color; double thickness, last_height; int i, start, nblayers; detail *= 0.1; results[0] = _getTerrainResult(renderer, x, z, detail); nblayers = layersCount(definition->layers); for (i = 0; i < nblayers; i++) { results[i + 1] = _getLayerResult(layersGetLayer(definition->layers, i), renderer, x, z, detail); } qsort(results, nblayers + 1, sizeof(TextureResult), _cmpResults); /* Pre compute alpha channel */ start = 0; last_height = results[0].thickness; results[0].thickness = 1.0; for (i = 1; i <= nblayers; i++) { thickness = results[i].thickness - last_height; last_height = results[i].thickness; if (results[i].definition) { if (thickness < results[i].definition->thickness_transparency) { results[i].thickness = thickness / results[i].definition->thickness_transparency; } else { results[i].thickness = (thickness > 0.0) ? 1.0 : 0.0; } } else { results[i].thickness = 1.0; } if (results[i].thickness >= 0.999999) { start = i; } } /* Apply colors and alphas */ LightStatus light; renderer->getLightStatus(renderer, &light, results[start].location); if (results[start].definition) { result = _getLayerColor(renderer, results[start], &light); } else { result = COLOR_GREEN; } for (i = start + 1; i <= nblayers; i++) { if (results[i].thickness) { if (results[i].definition) { color = _getLayerColor(renderer, results[i], &light); color.a = results[i].thickness; } else { color = COLOR_GREEN; } colorMask(&result, &color); } } return result; }