Michaël Lemaire
bfd25bcf42
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@199 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
82 lines
2.1 KiB
C
82 lines
2.1 KiB
C
#include <stdlib.h>
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#include <math.h>
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#include "shared/types.h"
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#include "shared/functions.h"
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#include "shared/constants.h"
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#include "shared/globals.h"
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static Color sun_color;
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double sun_color_lum;
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Vector3 sun_direction;
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Vector3 sun_direction_inv;
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void lightingSave(FILE* f)
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{
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}
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void lightingLoad(FILE* f)
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{
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}
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void lightingSetSunDirection(double x, double y, double z)
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{
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sun_direction.x = x;
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sun_direction.y = y;
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sun_direction.z = z;
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sun_direction = v3Normalize(sun_direction);
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sun_direction_inv = v3Scale(sun_direction, -1.0);
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}
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void lightingSetSunAngle(double hor, double ver)
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{
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lightingSetSunDirection(cos(hor) * cos(ver), sin(ver), -sin(hor) * cos(ver));
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}
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void lightingSetSunColor(Color col)
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{
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sun_color = col;
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sun_color_lum = colorGetValue(&col);
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}
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Color lightingApply(Vector3 location, Vector3 normal, double shadowing, Color base, double reflection, double shininess)
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{
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Color result, light;
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double ambient, diffuse, specular;
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Vector3 view, reflect;
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light.r = sun_color.r * (1.0 - 0.4 * shadowing);
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light.g = sun_color.g * (1.0 - 0.4 * shadowing);
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light.b = sun_color.b * (1.0 - 0.4 * shadowing);
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normal = v3Normalize(normal);
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view = v3Normalize(v3Sub(location, camera_location));
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reflect = v3Sub(v3Scale(normal, 2.0 * v3Dot(sun_direction_inv, normal)), sun_direction_inv);
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ambient = 0.2;
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diffuse = v3Dot(sun_direction_inv, normal);
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diffuse = pow(diffuse * 0.5 + 0.5, 2.0) * (1.0 - shadowing) + (diffuse * 0.5 + 0.3) * shadowing;
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if (diffuse > 0.0)
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{
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if (shininess > 0.0)
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{
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specular = pow(v3Dot(reflect, view) * reflection, shininess * 10.0 + 1.0);
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}
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else
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{
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specular = 0.0;
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}
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}
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else
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{
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diffuse = 0.0;
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specular = 0.0;
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}
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result.r = base.r * ambient + base.r * diffuse * light.r + base.r * specular * light.r;
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result.g = base.g * ambient + base.g * diffuse * light.g + base.g * specular * light.g;
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result.b = base.b * ambient + base.b * diffuse * light.b + base.b * specular * light.b;
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result.a = base.a;
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return result;
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}
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