paysages3d/lib_paysages/water.c

444 lines
14 KiB
C

#include "water.h"
#include "shared/types.h"
#include "color.h"
#include "euclid.h"
#include "render.h"
#include "terrain.h"
#include "lighting.h"
#include "tools.h"
#include <math.h>
void waterSave(PackStream* stream, WaterDefinition* definition)
{
packWriteDouble(stream, &definition->height);
materialSave(stream, &definition->material);
colorSave(stream, &definition->depth_color);
packWriteDouble(stream, &definition->transparency_depth);
packWriteDouble(stream, &definition->transparency);
packWriteDouble(stream, &definition->reflection);
packWriteDouble(stream, &definition->lighting_depth);
packWriteDouble(stream, &definition->scaling);
packWriteDouble(stream, &definition->waves_height);
packWriteDouble(stream, &definition->detail_height);
packWriteDouble(stream, &definition->turbulence);
packWriteDouble(stream, &definition->foam_coverage);
materialSave(stream, &definition->foam_material);
noiseSaveGenerator(stream, definition->_waves_noise);
}
void waterLoad(PackStream* stream, WaterDefinition* definition)
{
packReadDouble(stream, &definition->height);
materialLoad(stream, &definition->material);
colorLoad(stream, &definition->depth_color);
packReadDouble(stream, &definition->transparency_depth);
packReadDouble(stream, &definition->transparency);
packReadDouble(stream, &definition->reflection);
packReadDouble(stream, &definition->lighting_depth);
packReadDouble(stream, &definition->scaling);
packReadDouble(stream, &definition->waves_height);
packReadDouble(stream, &definition->detail_height);
packReadDouble(stream, &definition->turbulence);
packReadDouble(stream, &definition->foam_coverage);
materialLoad(stream, &definition->foam_material);
noiseLoadGenerator(stream, definition->_waves_noise);
waterValidateDefinition(definition);
}
WaterDefinition waterCreateDefinition()
{
WaterDefinition result;
result.height = -4.0;
result._waves_noise = noiseCreateGenerator();
waterAutoPreset(&result, WATER_PRESET_LAKE);
return result;
}
void waterDeleteDefinition(WaterDefinition* definition)
{
noiseDeleteGenerator(definition->_waves_noise);
}
void waterAutoPreset(WaterDefinition* definition, WaterPreset preset)
{
if (preset == WATER_PRESET_LAKE)
{
definition->transparency = 0.5;
definition->reflection = 0.4;
definition->transparency_depth = 4.0;
definition->material.base.r = 0.08;
definition->material.base.g = 0.15;
definition->material.base.b = 0.2;
definition->depth_color.r = 0.0;
definition->depth_color.g = 0.1;
definition->depth_color.b = 0.1;
definition->lighting_depth = 6.0;
definition->scaling = 1.0;
definition->waves_height = 0.8;
definition->detail_height = 0.05;
definition->turbulence = 0.1;
definition->foam_coverage = 0.15;
}
else if (preset == WATER_PRESET_SEA)
{
definition->transparency = 0.4;
definition->reflection = 0.35;
definition->transparency_depth = 3.0;
definition->material.base.r = 0.05;
definition->material.base.g = 0.18;
definition->material.base.b = 0.2;
definition->depth_color.r = 0.0;
definition->depth_color.g = 0.18;
definition->depth_color.b = 0.15;
definition->lighting_depth = 4.0;
definition->scaling = 1.5;
definition->waves_height = 1.0;
definition->detail_height = 0.06;
definition->turbulence = 0.3;
definition->foam_coverage = 0.4;
}
definition->depth_color.a = 1.0;
definition->material.base.a = 1.0;
definition->material.reflection = 1.0;
definition->material.shininess = 16.0;
definition->foam_material.base.r = 0.8;
definition->foam_material.base.g = 0.8;
definition->foam_material.base.b = 0.8;
definition->foam_material.base.a = 1.0;
definition->foam_material.reflection = 0.4;
definition->foam_material.shininess = 1.5;
waterValidateDefinition(definition);
}
void waterCopyDefinition(WaterDefinition* source, WaterDefinition* destination)
{
NoiseGenerator* noise;
noise = destination->_waves_noise;
*destination = *source;
destination->_waves_noise = noise;
noiseCopy(source->_waves_noise, destination->_waves_noise);
}
void waterValidateDefinition(WaterDefinition* definition)
{
double scaling = definition->scaling * 0.3;
noiseClearLevels(definition->_waves_noise);
if (definition->waves_height > 0.0)
{
noiseAddLevelsSimple(definition->_waves_noise, 2, scaling, definition->waves_height * scaling * 0.03);
}
if (definition->detail_height > 0.0)
{
noiseAddLevelsSimple(definition->_waves_noise, 3, scaling * 0.1, definition->detail_height * scaling * 0.03);
}
noiseSetFunctionParams(definition->_waves_noise, NOISE_FUNCTION_SIMPLEX, -definition->turbulence);
noiseValidate(definition->_waves_noise);
}
static inline double _getHeight(WaterDefinition* definition, double x, double z)
{
return definition->height + noiseGet2DTotal(definition->_waves_noise, x, z);
}
static inline Vector3 _getNormal(WaterDefinition* definition, Vector3 base, double detail)
{
Vector3 back, right;
double x, z;
x = base.x;
z = base.z;
back.x = x;
back.y = _getHeight(definition, x, z + detail);
back.z = z + detail;
back = v3Sub(back, base);
right.x = x + detail;
right.y = _getHeight(definition, x + detail, z);
right.z = z;
right = v3Sub(right, base);
return v3Normalize(v3Cross(back, right));
}
static inline Vector3 _reflectRay(Vector3 incoming, Vector3 normal)
{
double c;
c = v3Dot(normal, v3Scale(incoming, -1.0));
return v3Add(incoming, v3Scale(normal, 2.0 * c));
}
static inline Vector3 _refractRay(Vector3 incoming, Vector3 normal)
{
double c1, c2, f;
f = 1.0 / 1.33;
c1 = v3Dot(normal, v3Scale(incoming, -1.0));
c2 = sqrt(1.0 - pow(f, 2.0) * (1.0 - pow(c1, 2.0)));
if (c1 >= 0.0)
{
return v3Add(v3Scale(incoming, f), v3Scale(normal, f * c1 - c2));
}
else
{
return v3Add(v3Scale(incoming, f), v3Scale(normal, c2 - f * c1));
}
}
HeightInfo waterGetHeightInfo(WaterDefinition* definition)
{
HeightInfo info;
info.base_height = definition->height;
info.min_height = definition->height - noiseGetMaxValue(definition->_waves_noise);
info.max_height = definition->height + noiseGetMaxValue(definition->_waves_noise);
return info;
}
Color waterLightFilter(WaterDefinition* definition, Renderer* renderer, Color light, Vector3 location, Vector3 light_location, Vector3 direction_to_light)
{
double factor;
UNUSED(renderer);
UNUSED(light_location);
if (location.y < definition->height)
{
if (direction_to_light.y > 0.00001)
{
factor = (definition->height - location.y) / (direction_to_light.y * definition->lighting_depth);
if (factor > 1.0)
{
factor = 1.0;
}
factor = 1.0 - 0.8 * factor;
light.r *= factor;
light.g *= factor;
light.b *= factor;
return light;
}
else
{
return COLOR_BLACK;
}
}
else
{
return light;
}
}
static inline void _applyFoam(WaterDefinition* definition, Vector3 location, Vector3 normal, double detail, SurfaceMaterial* material)
{
Color result = definition->foam_material.base;
double foam_factor, normal_diff, location_offset;
location_offset = 2.0 * detail;
foam_factor = 0.0;
location.x += location_offset;
normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, location, detail));
if (normal_diff > foam_factor)
{
foam_factor = normal_diff;
}
location.x -= location_offset * 2.0;
normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, location, detail));
if (normal_diff > foam_factor)
{
foam_factor = normal_diff;
}
location.x += location_offset;
location.z -= location_offset;
normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, location, detail));
if (normal_diff > foam_factor)
{
foam_factor = normal_diff;
}
location.z += location_offset * 2.0;
normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, location, detail));
if (normal_diff > foam_factor)
{
foam_factor = normal_diff;
}
foam_factor *= 10.0;
if (foam_factor > 1.0)
{
foam_factor = 1.0;
}
if (foam_factor <= 1.0 - definition->foam_coverage)
{
return;
}
foam_factor = (foam_factor - (1.0 - definition->foam_coverage)) * definition->foam_coverage;
material->reflection = foam_factor * definition->foam_material.reflection + (1.0 - foam_factor) * material->reflection;
material->shininess = foam_factor * definition->foam_material.shininess + (1.0 - foam_factor) * material->shininess;
/* TODO This should be configurable */
if (foam_factor > 0.2)
{
result.a = 0.8;
}
else
{
result.a = 0.8 * (foam_factor / 0.2);
}
colorMask(&material->base, &result);
}
WaterResult waterGetColorDetail(WaterDefinition* definition, Renderer* renderer, Vector3 location, Vector3 look)
{
WaterResult result;
RayCastingResult refracted;
Vector3 normal;
Color color;
LightStatus light;
SurfaceMaterial material;
double detail, depth;
detail = renderer->getPrecision(renderer, location) * 0.1;
if (detail < 0.00001)
{
detail = 0.00001;
}
location.y = _getHeight(definition, location.x, location.z);
result.location = location;
normal = _getNormal(definition, location, detail);
look = v3Normalize(look);
result.reflected = renderer->rayWalking(renderer, location, _reflectRay(look, normal), 1, 0, 1, 1).hit_color;
refracted = renderer->rayWalking(renderer, location, _refractRay(look, normal), 1, 0, 1, 1);
depth = v3Norm(v3Sub(location, refracted.hit_location));
if (depth > definition->transparency_depth)
{
result.refracted = definition->depth_color;
}
else
{
depth /= definition->transparency_depth;
result.refracted.r = refracted.hit_color.r * (1.0 - depth) + definition->depth_color.r * depth;
result.refracted.g = refracted.hit_color.g * (1.0 - depth) + definition->depth_color.g * depth;
result.refracted.b = refracted.hit_color.b * (1.0 - depth) + definition->depth_color.b * depth;
result.refracted.a = 1.0;
}
color.r = definition->material.base.r * (1.0 - definition->transparency) + result.reflected.r * definition->reflection + result.refracted.r * definition->transparency;
color.g = definition->material.base.g * (1.0 - definition->transparency) + result.reflected.g * definition->reflection + result.refracted.g * definition->transparency;
color.b = definition->material.base.b * (1.0 - definition->transparency) + result.reflected.b * definition->reflection + result.refracted.b * definition->transparency;
color.a = 1.0;
material = definition->material;
material.base = color;
_applyFoam(definition, location, normal, detail, &material);
renderer->getLightStatus(renderer, &light, location);
color = renderer->applyLightStatus(renderer, &light, location, normal, material);
color = renderer->atmosphere->applyAerialPerspective(renderer, location, color);
color = renderer->applyClouds(renderer, color, renderer->camera_location, location);
result.base = definition->material.base;
result.final = color;
return result;
}
Color waterGetColor(WaterDefinition* definition, Renderer* renderer, Vector3 location, Vector3 look)
{
return waterGetColorDetail(definition, renderer, location, look).final;
}
static Color _postProcessFragment(Renderer* renderer, Vector3 location, void* data)
{
return waterGetColor((WaterDefinition*)data, renderer, location, v3Sub(location, renderer->camera_location));
}
static Vector3 _getFirstPassVertex(WaterDefinition* definition, double x, double z, double precision)
{
Vector3 result;
result.x = x;
result.y = _getHeight(definition, x, z);
result.z = z;
return result;
}
static void _renderQuad(WaterDefinition* definition, Renderer* renderer, double x, double z, double size)
{
Vector3 v1, v2, v3, v4;
v1 = _getFirstPassVertex(definition, x, z, size);
v2 = _getFirstPassVertex(definition, x, z + size, size);
v3 = _getFirstPassVertex(definition, x + size, z + size, size);
v4 = _getFirstPassVertex(definition, x + size, z, size);
renderer->pushQuad(renderer, v1, v2, v3, v4, _postProcessFragment, definition);
}
void waterRender(WaterDefinition* definition, Renderer* renderer)
{
int chunk_factor, chunk_count, i;
double cx = renderer->camera_location.x;
double cz = renderer->camera_location.z;
double radius_int, radius_ext, base_chunk_size, chunk_size;
base_chunk_size = 2.0 / (double)renderer->render_quality;
chunk_factor = 1;
chunk_count = 2;
radius_int = 0.0;
radius_ext = base_chunk_size;
chunk_size = base_chunk_size;
while (radius_ext < 1000.0)
{
if (!renderer->addRenderProgress(renderer, 0.0))
{
return;
}
for (i = 0; i < chunk_count - 1; i++)
{
_renderQuad(definition, renderer, cx - radius_ext + chunk_size * i, cz - radius_ext, chunk_size);
_renderQuad(definition, renderer, cx + radius_int, cz - radius_ext + chunk_size * i, chunk_size);
_renderQuad(definition, renderer, cx + radius_int - chunk_size * i, cz + radius_int, chunk_size);
_renderQuad(definition, renderer, cx - radius_ext, cz + radius_int - chunk_size * i, chunk_size);
}
if (radius_int > 20.0 && chunk_count % 64 == 0 && (double)chunk_factor < radius_int / 20.0)
{
chunk_count /= 2;
chunk_factor *= 2;
}
chunk_count += 2;
chunk_size = base_chunk_size * chunk_factor;
radius_int = radius_ext;
radius_ext += chunk_size;
}
}