Michaël Lemaire
d71c09e0d2
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@287 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
270 lines
7.7 KiB
C
270 lines
7.7 KiB
C
#include "textures.h"
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include "shared/types.h"
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#include "shared/constants.h"
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#include "color.h"
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#include "euclid.h"
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#include "lighting.h"
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#include "terrain.h"
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#include "tools.h"
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static TextureLayerDefinition _NULL_LAYER;
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void texturesInit()
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{
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_NULL_LAYER = texturesLayerCreateDefinition();
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}
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void texturesQuit()
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{
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texturesLayerDeleteDefinition(&_NULL_LAYER);
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}
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void texturesSave(FILE* f, TexturesDefinition* definition)
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{
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int i;
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toolsSaveInt(f, &definition->nbtextures);
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for (i = 0; i < definition->nbtextures; i++)
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{
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zoneSave(f, definition->textures[i].zone);
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noiseSaveGenerator(f, definition->textures[i].bump_noise);
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toolsSaveDouble(f, &definition->textures[i].bump_height);
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toolsSaveDouble(f, &definition->textures[i].bump_scaling);
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materialSave(f, &definition->textures[i].material);
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}
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}
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void texturesLoad(FILE* f, TexturesDefinition* definition)
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{
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TextureLayerDefinition* layer;
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int i, n;
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while (definition->nbtextures > 0)
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{
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texturesDeleteLayer(definition, 0);
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}
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toolsLoadInt(f, &n);
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for (i = 0; i < n; i++)
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{
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layer = definition->textures + texturesAddLayer(definition);
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zoneLoad(f, layer->zone);
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noiseLoadGenerator(f, layer->bump_noise);
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toolsLoadDouble(f, &layer->bump_height);
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toolsLoadDouble(f, &layer->bump_scaling);
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materialLoad(f, &layer->material);
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}
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texturesValidateDefinition(definition);
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}
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TexturesDefinition texturesCreateDefinition()
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{
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TexturesDefinition result;
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result.nbtextures = 0;
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return result;
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}
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void texturesDeleteDefinition(TexturesDefinition* definition)
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{
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while (definition->nbtextures > 0)
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{
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texturesDeleteLayer(definition, 0);
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}
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}
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void texturesCopyDefinition(TexturesDefinition* source, TexturesDefinition* destination)
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{
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TextureLayerDefinition* layer;
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int i;
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while (destination->nbtextures > 0)
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{
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texturesDeleteLayer(destination, 0);
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}
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for (i = 0; i < source->nbtextures; i++)
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{
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layer = texturesGetLayer(destination, texturesAddLayer(destination));
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texturesLayerCopyDefinition(source->textures + i, layer);
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}
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}
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void texturesValidateDefinition(TexturesDefinition* definition)
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{
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int i;
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for (i = 0; i < definition->nbtextures; i++)
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{
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texturesLayerValidateDefinition(definition->textures + i);
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}
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}
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TextureLayerDefinition texturesLayerCreateDefinition()
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{
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TextureLayerDefinition result;
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result.zone = zoneCreate();
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result.bump_noise = noiseCreateGenerator();
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result.bump_height = 0.0;
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result.bump_scaling = 0.0;
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result.material.base = COLOR_GREEN;
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result.material.reflection = 0.0;
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result.material.shininess = 0.0;
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return result;
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}
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void texturesLayerDeleteDefinition(TextureLayerDefinition* definition)
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{
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zoneDelete(definition->zone);
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noiseDeleteGenerator(definition->bump_noise);
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}
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void texturesLayerCopyDefinition(TextureLayerDefinition* source, TextureLayerDefinition* destination)
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{
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destination->material = source->material;
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destination->bump_height = source->bump_height;
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destination->bump_scaling = source->bump_scaling;
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noiseCopy(source->bump_noise, destination->bump_noise);
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zoneCopy(source->zone, destination->zone);
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}
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void texturesLayerValidateDefinition(TextureLayerDefinition* definition)
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{
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}
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int texturesGetLayerCount(TexturesDefinition* definition)
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{
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return definition->nbtextures;
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}
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TextureLayerDefinition* texturesGetLayer(TexturesDefinition* definition, int layer)
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{
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if (layer >= 0 && layer < definition->nbtextures)
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{
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return definition->textures + layer;
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}
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else
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{
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return &_NULL_LAYER;
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}
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}
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int texturesAddLayer(TexturesDefinition* definition)
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{
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if (definition->nbtextures < TEXTURES_MAX_LAYERS)
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{
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definition->textures[definition->nbtextures] = texturesLayerCreateDefinition();
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return definition->nbtextures++;
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}
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else
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{
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return -1;
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}
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}
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void texturesDeleteLayer(TexturesDefinition* definition, int layer)
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{
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if (layer >= 0 && layer < definition->nbtextures)
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{
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texturesLayerDeleteDefinition(definition->textures + layer);
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if (definition->nbtextures > 1 && layer < definition->nbtextures - 1)
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{
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memmove(definition->textures + layer, definition->textures + layer + 1, sizeof(TextureLayerDefinition) * (definition->nbtextures - layer - 1));
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}
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definition->nbtextures--;
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}
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}
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static inline Vector3 _getNormal(TextureLayerDefinition* definition, Renderer* renderer, Vector3 point, double scale)
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{
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Vector3 dpoint, ref, normal;
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ref.x = 0.0;
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ref.y = 0.0;
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point.y = renderer->getTerrainHeight(renderer, point.x, point.z) + noiseGet2DTotal(definition->bump_noise, point.x / definition->bump_scaling, point.z / definition->bump_scaling) * definition->bump_height;
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dpoint.x = point.x - scale;
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dpoint.z = point.z;
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dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z) + noiseGet2DTotal(definition->bump_noise, dpoint.x / definition->bump_scaling, dpoint.z / definition->bump_scaling) * definition->bump_height;
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ref.z = -1.0;
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normal = v3Normalize(v3Cross(ref, v3Sub(dpoint, point)));
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dpoint.x = point.x + scale;
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dpoint.z = point.z;
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dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z) + noiseGet2DTotal(definition->bump_noise, dpoint.x / definition->bump_scaling, dpoint.z / definition->bump_scaling) * definition->bump_height;
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ref.z = 1.0;
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normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
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ref.z = 0.0;
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dpoint.x = point.x;
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dpoint.z = point.z - scale;
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dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z) + noiseGet2DTotal(definition->bump_noise, dpoint.x / definition->bump_scaling, dpoint.z / definition->bump_scaling) * definition->bump_height;
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ref.x = 1.0;
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normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
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dpoint.x = point.x;
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dpoint.z = point.z + scale;
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dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z) + noiseGet2DTotal(definition->bump_noise, dpoint.x / definition->bump_scaling, dpoint.z / definition->bump_scaling) * definition->bump_height;
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ref.x = -1.0;
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normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
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return v3Normalize(normal);
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}
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double texturesGetLayerCoverage(TextureLayerDefinition* definition, Renderer* renderer, Vector3 location, double detail)
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{
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Vector3 normal;
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normal = _getNormal(definition, renderer, location, detail * 0.1);
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return zoneGetValue(definition->zone, location, normal);
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}
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Color texturesGetLayerColor(TextureLayerDefinition* definition, Renderer* renderer, Vector3 location, double detail)
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{
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Color result;
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Vector3 normal;
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double coverage;
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result = COLOR_TRANSPARENT;
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normal = _getNormal(definition, renderer, location, detail * 0.1);
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coverage = zoneGetValue(definition->zone, location, normal);
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if (coverage > 0.0)
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{
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result = renderer->applyLightingToSurface(renderer, location, normal, definition->material);
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result.a = coverage;
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}
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return result;
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}
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Color texturesGetColor(TexturesDefinition* definition, Renderer* renderer, Vector3 location, double detail)
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{
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Color result, tex_color;
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int i;
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result = COLOR_GREEN;
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for (i = 0; i < definition->nbtextures; i++)
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{
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/* TODO Do not compute layers fully covered */
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/* TODO Optimize : each layer computes the same shadows */
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tex_color = texturesGetLayerColor(definition->textures + i, renderer, location, detail);
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if (tex_color.a > 0.0001)
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{
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colorMask(&result, &tex_color);
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}
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}
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return result;
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}
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