paysages3d/lib_paysages/textures/rendering.c

213 lines
6.6 KiB
C

#include "private.h"
#include <stdlib.h>
#include "../tools.h"
#include "../renderer.h"
/******************** Tools ********************/
static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, Vector3 south, Vector3 west)
{
/* TODO This is duplicated in terrain/main.c */
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)
{
/* TODO This is duplicated in terrain/main.c */
return v3Normalize(v3Cross(v3Sub(south, center), v3Sub(east, center)));
}
static Vector3 _getDetailNormal(Renderer* renderer, Vector3 base_location, Vector3 base_normal, TexturesLayerDefinition* layer)
{
Vector3 result;
double offset = 0.01;
/* Find guiding vectors in the appoximated local plane */
Vector3 dx, dy;
Vector3 pivot;
if (base_normal.y > 0.95)
{
pivot = VECTOR_NORTH;
}
else
{
pivot = VECTOR_UP;
}
dx = v3Normalize(v3Cross(base_normal, pivot));
dy = v3Cross(base_normal, dx);
/* Apply detail noise locally */
Vector3 center, north, east, south, west;
center = v3Add(base_location, v3Scale(base_normal, texturesGetTriplanarNoise(layer->_detail_noise, base_location, base_normal)));
east = v3Add(base_location, v3Scale(dx, offset));
east = v3Add(east, v3Scale(base_normal, texturesGetTriplanarNoise(layer->_detail_noise, east, base_normal)));
south = v3Add(base_location, v3Scale(dy, offset));
south = v3Add(south, v3Scale(base_normal, texturesGetTriplanarNoise(layer->_detail_noise, south, base_normal)));
if (renderer->render_quality > 6)
{
west = v3Add(base_location, v3Scale(dx, -offset));
west = v3Add(west, v3Scale(base_normal, texturesGetTriplanarNoise(layer->_detail_noise, west, base_normal)));
north = v3Add(base_location, v3Scale(dy, -offset));
north = v3Add(north, v3Scale(base_normal, texturesGetTriplanarNoise(layer->_detail_noise, north, base_normal)));
result = _getNormal4(center, north, east, south, west);
}
else
{
result = _getNormal2(center, east, south);
}
if (v3Dot(result, base_normal) < 0.0)
{
result = v3Scale(result, -1.0);
}
return result;
}
/******************** Real ********************/
static Vector3 _realDisplaceTerrain(Renderer* renderer, TerrainResult terrain)
{
TexturesDefinition* textures = renderer->textures->definition;
double offset = 0.0;
int i, n;
n = layersCount(textures->layers);
for (i = 0; i < n; i++)
{
TexturesLayerDefinition* layer = layersGetLayer(textures->layers, i);
if (layer->displacement_height > 0.0)
{
double presence = texturesGetLayerBasePresence(layer, terrain);
Vector3 location = {terrain.location.x / layer->displacement_scaling, terrain.location.y / layer->displacement_scaling, terrain.location.z / layer->displacement_scaling};
offset += texturesGetTriplanarNoise(layer->_displacement_noise, location, terrain.normal) * presence * layer->displacement_height;
}
}
return v3Add(terrain.location, v3Scale(v3Normalize(terrain.normal), offset));
}
typedef struct
{
TexturesLayerDefinition* layer;
double presence;
Color color;
} TexturesIntermediaryResult;
static TexturesResult _realApplyToTerrain(Renderer* renderer, double x, double z)
{
TexturesDefinition* textures = renderer->textures->definition;
TexturesResult result;
/* Displacement */
TerrainResult terrain = renderer->terrain->getResult(renderer, x, z, 1, 1);
/* TODO Displaced textures had their presence already computed before, store that result and use it */
/* Find presence of each layer */
TexturesIntermediaryResult layers_info[TEXTURES_MAX_LAYERS];
int i, n;
n = layersCount(textures->layers);
for (i = 0; i < n; i++)
{
layers_info[i].layer = layersGetLayer(textures->layers, i);
layers_info[i].presence = texturesGetLayerBasePresence(layers_info[i].layer, terrain);
if (layers_info[i].presence > 0.0)
{
Vector3 normal = _getDetailNormal(renderer, terrain.location, terrain.normal, layers_info[i].layer);
layers_info[i].color = renderer->applyLightingToSurface(renderer, terrain.location, normal, &layers_info[i].layer->material);
}
}
result.base_location = terrain.location;
result.base_normal = terrain.normal;
result.final_location = terrain.location;
result.final_color = COLOR_GREEN;
for (i = 0; i < n; i++)
{
if (layers_info[i].presence > 0.0)
{
layers_info[i].color.a = layers_info[i].presence;
colorMask(&result.final_color, &layers_info[i].color);
}
}
return result;
}
/******************** Fake ********************/
static Vector3 _fakeDisplaceTerrain(Renderer* renderer, TerrainResult terrain)
{
UNUSED(renderer);
return terrain.location;
}
static TexturesResult _fakeApplyToTerrain(Renderer* renderer, double x, double z)
{
UNUSED(renderer);
TexturesResult result;
result.base_location.x = x;
result.base_location.y = 0.0;
result.base_location.z = z;
result.base_normal = VECTOR_UP;
/*result.layer_count = 0;*/
result.final_location = result.base_location;
result.final_color = COLOR_WHITE;
return result;
}
/******************** Renderer ********************/
static TexturesRenderer* _createRenderer()
{
TexturesRenderer* result;
result = malloc(sizeof(TexturesRenderer));
result->definition = TexturesDefinitionClass.create();
result->displaceTerrain = _fakeDisplaceTerrain;
result->applyToTerrain = _fakeApplyToTerrain;
return result;
}
static void _deleteRenderer(TexturesRenderer* renderer)
{
TexturesDefinitionClass.destroy(renderer->definition);
free(renderer);
}
static void _bindRenderer(Renderer* renderer, TexturesDefinition* definition)
{
TexturesDefinitionClass.copy(definition, renderer->textures->definition);
renderer->textures->displaceTerrain = _realDisplaceTerrain;
renderer->textures->applyToTerrain = _realApplyToTerrain;
}
StandardRenderer TexturesRendererClass = {
(FuncObjectCreate)_createRenderer,
(FuncObjectDelete)_deleteRenderer,
(FuncObjectBind)_bindRenderer
};