paysages3d/lib_paysages/lighting.c

283 lines
7.8 KiB
C

#include "lighting.h"
#include <stdlib.h>
#include <math.h>
#include <unistd.h>
#include <string.h>
#include "shared/types.h"
#include "shared/constants.h"
#include "color.h"
#include "euclid.h"
#include "renderer.h"
#include "scenery.h"
#include "sky.h"
#include "terrain.h"
#include "tools.h"
#include "water.h"
static LightDefinition _LIGHT_NULL;
void lightingInit()
{
_LIGHT_NULL.direction.x = 0.0;
_LIGHT_NULL.direction.y = 1.0;
_LIGHT_NULL.direction.z = 0.0;
_LIGHT_NULL.color = COLOR_BLACK;
_LIGHT_NULL.reflection = 0.0;
_LIGHT_NULL.filtered = 0;
_LIGHT_NULL.masked = 0;
_LIGHT_NULL.amplitude = 0.0;
}
void lightingQuit()
{
}
void lightingSave(PackStream* stream, LightingDefinition* definition)
{
int i;
packWriteInt(stream, &definition->autosetfromsky);
packWriteInt(stream, &definition->nblights);
for (i = 0; i < definition->nblights; i++)
{
v3Save(stream, &definition->lights[i].direction);
colorSave(stream, &definition->lights[i].color);
packWriteDouble(stream, &definition->lights[i].reflection);
packWriteInt(stream, &definition->lights[i].filtered);
packWriteInt(stream, &definition->lights[i].masked);
packWriteDouble(stream, &definition->lights[i].amplitude);
}
}
void lightingLoad(PackStream* stream, LightingDefinition* definition)
{
int i;
packReadInt(stream, &definition->autosetfromsky);
packReadInt(stream, &definition->nblights);
for (i = 0; i < definition->nblights; i++)
{
v3Load(stream, &definition->lights[i].direction);
colorLoad(stream, &definition->lights[i].color);
packReadDouble(stream, &definition->lights[i].reflection);
packReadInt(stream, &definition->lights[i].filtered);
packReadInt(stream, &definition->lights[i].masked);
packReadDouble(stream, &definition->lights[i].amplitude);
}
lightingValidateDefinition(definition);
}
LightingDefinition lightingCreateDefinition()
{
LightingDefinition definition;
definition.autosetfromsky = 0;
definition.nblights = 0;
definition._nbautolights = 0;
return definition;
}
void lightingDeleteDefinition(LightingDefinition* definition)
{
}
void lightingCopyDefinition(LightingDefinition* source, LightingDefinition* destination)
{
*destination = *source;
}
void lightingValidateDefinition(LightingDefinition* definition)
{
if (definition->autosetfromsky)
{
SkyDefinition sky;
sky = skyCreateDefinition();
sceneryGetSky(&sky);
definition->_nbautolights = skyGetLights(&sky, definition->_autolights, LIGHTING_MAX_LIGHTS);
skyDeleteDefinition(&sky);
}
else
{
definition->_nbautolights = 0;
}
}
int lightingGetLightCount(LightingDefinition* definition)
{
return definition->nblights;
}
LightDefinition lightingGetLight(LightingDefinition* definition, int light)
{
if (light >= 0 && light < definition->nblights)
{
return definition->lights[light];
}
else
{
return _LIGHT_NULL;
}
}
int lightingAddLight(LightingDefinition* definition, LightDefinition light)
{
if (definition->nblights < LIGHTING_MAX_LIGHTS)
{
definition->lights[definition->nblights] = light;
return definition->nblights++;
}
else
{
return -1;
}
}
void lightingDeleteLight(LightingDefinition* definition, int light)
{
if (light >= 0 && light < definition->nblights)
{
if (definition->nblights > 1 && light < definition->nblights - 1)
{
memmove(definition->lights + light, definition->lights + light + 1, sizeof(LightDefinition) * definition->nblights - light - 1);
}
definition->nblights--;
}
}
static Color _applyLightCustom(LightDefinition* definition, Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material)
{
Color result, light;
double diffuse, specular, normal_norm;
Vector3 view, reflect, direction_inv;
light = definition->color;
if (definition->amplitude > 0.0)
{
// TODO Sampling around light direction
int xsamples, ysamples, samples, x, y;
double xstep, ystep, factor;
LightDefinition sublight;
ysamples = renderer->render_quality / 4 + 1;
xsamples = renderer->render_quality / 2 + 1;
samples = xsamples * ysamples + 1;
factor = 1.0 / (double)samples;
xstep = M_PI * 2.0 / (double)xsamples;
ystep = M_PI * 0.5 / (double)(ysamples - 1);
sublight = *definition;
sublight.amplitude = 0.0;
sublight.color.r *= factor;
sublight.color.g *= factor;
sublight.color.b *= factor;
result = _applyLightCustom(&sublight, renderer, location, normal, material);
for (x = 0; x < xsamples; x++)
{
for (y = 0; y < ysamples; y++)
{
sublight.direction.x = cos(x * xstep) * cos(y * ystep);
sublight.direction.y = -sin(y * ystep);
sublight.direction.z = sin(x * xstep) * cos(y * ystep);
light = _applyLightCustom(&sublight, renderer, location, normal, material);
result.r += light.r;
result.g += light.g;
result.b += light.b;
}
}
return result;
}
direction_inv = v3Scale(definition->direction, -1.0);
if (definition->masked)
{
light = renderer->maskLight(renderer, light, location, v3Add(location, v3Scale(direction_inv, 1000.0)), direction_inv);
}
if (definition->filtered)
{
light = renderer->filterLight(renderer, light, location, v3Add(location, v3Scale(direction_inv, 1000.0)), direction_inv);
}
normal_norm = v3Norm(normal);
if (normal_norm > 1.0)
{
normal_norm = 1.0;
}
normal = v3Normalize(normal);
diffuse = v3Dot(direction_inv, normal);
//diffuse = pow(diffuse * 0.5 + 0.5, 2.0);
diffuse = diffuse * 0.5 + 0.5;
if (diffuse > 0.0)
{
if (material.shininess > 0.0 && definition->reflection > 0.0)
{
view = v3Normalize(v3Sub(location, renderer->camera_location));
reflect = v3Sub(direction_inv, v3Scale(normal, 2.0 * v3Dot(direction_inv, normal)));
specular = v3Dot(reflect, view);
if (specular > 0.0)
{
specular = pow(specular, material.shininess);
}
else
{
specular = 0.0;
}
specular *= material.reflection;
}
else
{
specular = 0.0;
}
}
else
{
diffuse = 0.0;
specular = 0.0;
}
specular *= normal_norm * definition->reflection;
diffuse = 1.0 - normal_norm + diffuse * normal_norm;
result.r = material.base.r * diffuse * light.r + specular * light.r;
result.g = material.base.g * diffuse * light.g + specular * light.g;
result.b = material.base.b * diffuse * light.b + specular * light.b;
result.a = material.base.a;
return result;
}
Color lightingApplyToSurface(LightingDefinition* definition, Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material)
{
Color result, lighted;
int i;
result = COLOR_BLACK;
result.a = material.base.a;
for (i = 0; i < definition->nblights; i++)
{
lighted = _applyLightCustom(definition->lights + i, renderer, location, normal, material);
result.r += lighted.r;
result.g += lighted.g;
result.b += lighted.b;
}
for (i = 0; i < definition->_nbautolights; i++)
{
lighted = _applyLightCustom(definition->_autolights + i, renderer, location, normal, material);
result.r += lighted.r;
result.g += lighted.g;
result.b += lighted.b;
}
return result;
}