paysages3d/src/render/software/LightingManager.cpp
2016-07-23 22:58:32 +02:00

183 lines
5.6 KiB
C++

#include "LightingManager.h"
#include "Color.h"
#include "LightComponent.h"
#include "LightFilter.h"
#include "LightSource.h"
#include "LightStatus.h"
#include "Logs.h"
#include "SurfaceMaterial.h"
#include <algorithm>
#include <cmath>
LightingManager::LightingManager() {
specularity = true;
filtering = true;
}
int LightingManager::getStaticLightsCount() const {
return static_lights.size();
}
int LightingManager::getSourcesCount() const {
return sources.size();
}
int LightingManager::getFiltersCount() const {
return filters.size();
}
void LightingManager::clearStaticLights() {
static_lights.clear();
}
void LightingManager::addStaticLight(const LightComponent &light) {
static_lights.push_back(light);
}
void LightingManager::clearSources() {
sources.clear();
}
void LightingManager::registerSource(LightSource *source) {
if (find(sources.begin(), sources.end(), source) == sources.end()) {
sources.push_back(source);
}
}
void LightingManager::unregisterSource(LightSource *source) {
if (find(sources.begin(), sources.end(), source) != sources.end()) {
sources.erase(find(sources.begin(), sources.end(), source));
}
}
void LightingManager::clearFilters() {
filters.clear();
}
void LightingManager::registerFilter(LightFilter *filter) {
if (find(filters.begin(), filters.end(), filter) == filters.end()) {
filters.push_back(filter);
}
}
void LightingManager::unregisterFilter(LightFilter *filter) {
if (find(filters.begin(), filters.end(), filter) != filters.end()) {
filters.erase(find(filters.begin(), filters.end(), filter));
}
}
bool LightingManager::alterLight(LightComponent &component, const Vector3 &location) {
if (filtering and component.altered) {
for (auto filter : filters) {
if (not filter->applyLightFilter(component, location)) {
return false;
}
}
}
if (not specularity) {
component.reflection = 0.0;
}
return component.color.getPower() > 0.0001;
}
void LightingManager::setSpecularity(bool enabled) {
specularity = enabled;
}
void LightingManager::setFiltering(bool enabled) {
filtering = enabled;
}
Color LightingManager::applyFinalComponent(const LightComponent &component, const Vector3 &eye, const Vector3 &location,
const Vector3 &normal, const SurfaceMaterial &material) {
Color result, light_color;
Vector3 direction_inv;
light_color = component.color;
direction_inv = component.direction.normalize().scale(-1.0);
normal.normalize();
result = COLOR_BLACK;
/* diffused light */
double diffuse = direction_inv.dotProduct(normal);
double sign = (diffuse < 0.0) ? -1.0 : 1.0;
if (material.hardness <= 0.5) {
double hardness = material.hardness * 2.0;
diffuse = (1.0 - hardness) * (diffuse * diffuse) * sign + hardness * diffuse;
} else if (diffuse != 0.0) {
double hardness = (material.hardness - 0.5) * 2.0;
diffuse = (1.0 - hardness) * diffuse + hardness * sign * sqrt(fabs(diffuse));
}
if (material.ambient > 0.0) {
diffuse = material.ambient + (1.0 - material.ambient) * diffuse;
}
if (diffuse > 0.0) {
result.r += diffuse * material.base->r * light_color.r;
result.g += diffuse * material.base->g * light_color.g;
result.b += diffuse * material.base->b * light_color.b;
}
/* specular reflection */
if (specularity && sign > 0.0 && material.shininess > 0.0 && material.reflection > 0.0 &&
component.reflection > 0.0) {
Vector3 view = location.sub(eye).normalize();
Vector3 reflect = direction_inv.sub(normal.scale(2.0 * direction_inv.dotProduct(normal)));
double specular = reflect.dotProduct(view);
if (specular > 0.0) {
specular = pow(specular, material.shininess) * material.reflection * component.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)
{
Vector3 view = v3Normalize(v3Sub(location, eye));
Vector3 h = v3Normalize(v3Sub(direction_inv, view));
double fresnel = 0.02 + 0.98 * pow(1.0 - v3Dot(v3Scale(view, -1.0), h), 5.0);
double refl = v3Dot(h, normal);
if (refl > 0.0)
{
double waterBrdf = fresnel * pow(refl, material->shininess);
if (waterBrdf > 0.0)
{
refl = material->reflection * waterBrdf * light->reflection;
result.r += refl * light_color.r;
result.g += refl * light_color.g;
result.b += refl * light_color.b;
}
}
}*/
return result;
}
void LightingManager::fillStatus(LightStatus &status, const Vector3 &location) const {
for (auto &light : static_lights) {
status.pushComponent(light);
}
for (auto source : sources) {
vector<LightComponent> lights;
if (source->getLightsAt(lights, location)) {
for (auto &light : lights) {
status.pushComponent(light);
}
}
}
}
Color LightingManager::apply(const Vector3 &eye, const Vector3 &location, const Vector3 &normal,
const SurfaceMaterial &material) {
LightStatus status(this, location, eye);
fillStatus(status, location);
return status.apply(normal, material);
}