paysages3d/lib_paysages/textures.c

410 lines
12 KiB
C

#include "textures.h"
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include "shared/types.h"
#include "shared/constants.h"
#include "color.h"
#include "euclid.h"
#include "lighting.h"
#include "terrain.h"
#include "tools.h"
static TextureLayerDefinition _NULL_LAYER;
typedef struct
{
Vector3 location;
Vector3 normal;
double thickness;
Color color;
double thickness_transparency;
} TextureResult;
void texturesInit()
{
_NULL_LAYER = texturesLayerCreateDefinition();
}
void texturesQuit()
{
texturesLayerDeleteDefinition(&_NULL_LAYER);
}
void texturesSave(PackStream* stream, TexturesDefinition* definition)
{
int i;
packWriteInt(stream, &definition->nbtextures);
for (i = 0; i < definition->nbtextures; i++)
{
zoneSave(stream, definition->textures[i].zone);
noiseSaveGenerator(stream, definition->textures[i].bump_noise);
packWriteDouble(stream, &definition->textures[i].bump_height);
packWriteDouble(stream, &definition->textures[i].bump_scaling);
materialSave(stream, &definition->textures[i].material);
packWriteDouble(stream, &definition->textures[i].thickness);
packWriteDouble(stream, &definition->textures[i].slope_range);
packWriteDouble(stream, &definition->textures[i].thickness_transparency);
}
}
void texturesLoad(PackStream* stream, TexturesDefinition* definition)
{
TextureLayerDefinition* layer;
int i, n;
while (definition->nbtextures > 0)
{
texturesDeleteLayer(definition, 0);
}
packReadInt(stream, &n);
for (i = 0; i < n; i++)
{
layer = definition->textures + texturesAddLayer(definition);
zoneLoad(stream, layer->zone);
noiseLoadGenerator(stream, layer->bump_noise);
packReadDouble(stream, &layer->bump_height);
packReadDouble(stream, &layer->bump_scaling);
materialLoad(stream, &layer->material);
packReadDouble(stream, &definition->textures[i].thickness);
packReadDouble(stream, &definition->textures[i].slope_range);
packReadDouble(stream, &definition->textures[i].thickness_transparency);
}
texturesValidateDefinition(definition);
}
TexturesDefinition texturesCreateDefinition()
{
TexturesDefinition result;
result.nbtextures = 0;
return result;
}
void texturesDeleteDefinition(TexturesDefinition* definition)
{
while (definition->nbtextures > 0)
{
texturesDeleteLayer(definition, 0);
}
}
void texturesCopyDefinition(TexturesDefinition* source, TexturesDefinition* destination)
{
TextureLayerDefinition* layer;
int i;
while (destination->nbtextures > 0)
{
texturesDeleteLayer(destination, 0);
}
for (i = 0; i < source->nbtextures; i++)
{
layer = texturesGetLayer(destination, texturesAddLayer(destination));
texturesLayerCopyDefinition(source->textures + i, layer);
}
}
void texturesValidateDefinition(TexturesDefinition* definition)
{
int i;
for (i = 0; i < definition->nbtextures; i++)
{
texturesLayerValidateDefinition(definition->textures + i);
}
}
TextureLayerDefinition texturesLayerCreateDefinition()
{
TextureLayerDefinition result;
result.zone = zoneCreate();
result.bump_noise = noiseCreateGenerator();
noiseGenerateBaseNoise(result.bump_noise, 102400);
noiseAddLevelsSimple(result.bump_noise, 8, 1.0, 1.0);
result.bump_height = 0.1;
result.bump_scaling = 0.1;
result.material.base = COLOR_WHITE;
result.material.reflection = 0.0;
result.material.shininess = 0.0;
result.thickness = 0.0;
result.slope_range = 0.001;
result.thickness_transparency = 0.0;
return result;
}
void texturesLayerDeleteDefinition(TextureLayerDefinition* definition)
{
zoneDelete(definition->zone);
noiseDeleteGenerator(definition->bump_noise);
}
void texturesLayerCopyDefinition(TextureLayerDefinition* source, TextureLayerDefinition* destination)
{
destination->material = source->material;
destination->bump_height = source->bump_height;
destination->bump_scaling = source->bump_scaling;
destination->thickness = source->thickness;
destination->slope_range = source->slope_range;
destination->thickness_transparency = source->thickness_transparency;
noiseCopy(source->bump_noise, destination->bump_noise);
zoneCopy(source->zone, destination->zone);
}
void texturesLayerValidateDefinition(TextureLayerDefinition* definition)
{
if (definition->bump_scaling < 0.000001)
{
definition->bump_scaling = 0.000001;
}
if (definition->slope_range < 0.001)
{
definition->slope_range = 0.001;
}
}
int texturesGetLayerCount(TexturesDefinition* definition)
{
return definition->nbtextures;
}
TextureLayerDefinition* texturesGetLayer(TexturesDefinition* definition, int layer)
{
if (layer >= 0 && layer < definition->nbtextures)
{
return definition->textures + layer;
}
else
{
return &_NULL_LAYER;
}
}
int texturesAddLayer(TexturesDefinition* definition)
{
if (definition->nbtextures < TEXTURES_MAX_LAYERS)
{
definition->textures[definition->nbtextures] = texturesLayerCreateDefinition();
return definition->nbtextures++;
}
else
{
return -1;
}
}
void texturesDeleteLayer(TexturesDefinition* definition, int layer)
{
if (layer >= 0 && layer < definition->nbtextures)
{
texturesLayerDeleteDefinition(definition->textures + layer);
if (definition->nbtextures > 1 && layer < definition->nbtextures - 1)
{
memmove(definition->textures + layer, definition->textures + layer + 1, sizeof(TextureLayerDefinition) * (definition->nbtextures - layer - 1));
}
definition->nbtextures--;
}
}
Color texturesGetLayerColor(TextureLayerDefinition* definition, Renderer* renderer, Vector3 location, double detail)
{
Color result;
Vector3 normal;
double coverage, noise;
result = COLOR_TRANSPARENT;
/*normal = _getPreNormal(definition, renderer, location, detail * 0.1);
coverage = zoneGetValue(definition->zone, location, normal);
if (coverage > 0.0)
{
if (coverage < 1.0)
{
noise = noiseGet2DTotal(definition->border_noise, location.x * 1000.0, location.z * 1000.0);
coverage = -1.0 + 2.0 * coverage + noise * (1.0 - coverage);
}
if (coverage > 0.0)
{
normal = _getPostNormal(definition, renderer, location, normal, detail * 0.1);
result = renderer->applyLightingToSurface(renderer, location, normal, definition->material);
result.a = coverage < 0.1 ? coverage / 0.1 : 1.0;
}
}*/
return result;
}
static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, Vector3 south, Vector3 west)
{
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)
{
return v3Normalize(v3Cross(v3Sub(south, center), v3Sub(east, center)));
}
static inline TextureResult _getTerrainResult(Renderer* renderer, double x, double z, double detail)
{
TextureResult result;
Vector3 center, north, east, south, west;
/* TODO This method is better suited in terrain.c */
center.x = x;
center.z = z;
center.y = renderer->getTerrainHeight(renderer, center.x, center.z);
east.x = x + detail;
east.z = z;
east.y = renderer->getTerrainHeight(renderer, east.x, east.z);
south.x = x;
south.z = z + detail;
south.y = renderer->getTerrainHeight(renderer, south.x, south.z);
if (renderer->render_quality > 5)
{
west.x = x - detail;
west.z = z;
west.y = renderer->getTerrainHeight(renderer, west.x, west.z);
north.x = x;
north.z = z - detail;
north.y = renderer->getTerrainHeight(renderer, north.x, north.z);
result.normal = _getNormal4(center, north, east, south, west);
}
else
{
result.normal = _getNormal2(center, east, south);
}
result.location = center;
result.color = COLOR_GREEN;
result.thickness = -100.0;
result.thickness_transparency = 0.0;
return result;
}
static inline void _getLayerThickness(TextureLayerDefinition* definition, Renderer* renderer, double x, double z, TextureResult* result)
{
TextureResult base;
double coverage;
base = _getTerrainResult(renderer, x, z, definition->slope_range);
coverage = zoneGetValue(definition->zone, base.location, base.normal);
if (coverage > 0.0)
{
result->thickness = coverage * definition->thickness;
result->thickness += noiseGet2DTotal(definition->bump_noise, base.location.x / definition->bump_scaling, base.location.z / definition->bump_scaling) * definition->bump_height;
result->location = v3Add(base.location, v3Scale(base.normal, result->thickness));
}
else
{
result->thickness = -1000.0;
result->location = base.location;
}
}
static inline TextureResult _getLayerResult(TextureLayerDefinition* definition, Renderer* renderer, double x, double z, double detail)
{
TextureResult result_center, result_north, result_east, result_south, result_west;
_getLayerThickness(definition, renderer, x, z, &result_center);
_getLayerThickness(definition, renderer, x + detail, z, &result_east);
_getLayerThickness(definition, renderer, x, z + detail, &result_south);
if (renderer->render_quality > 5)
{
_getLayerThickness(definition, renderer, x - detail, z, &result_west);
_getLayerThickness(definition, renderer, x, z - detail, &result_north);
result_center.normal = _getNormal4(result_center.location, result_north.location, result_east.location, result_south.location, result_west.location);
}
else
{
result_center.normal = _getNormal2(result_center.location, result_east.location, result_south.location);
}
result_center.color = renderer->applyLightingToSurface(renderer, result_center.location, result_center.normal, definition->material);
result_center.thickness_transparency = definition->thickness_transparency;
return result_center;
}
static int _cmpResults(const void* result1, const void* result2)
{
return ((TextureResult*)result1)->thickness > ((TextureResult*)result2)->thickness;
}
double texturesGetLayerCoverage(TextureLayerDefinition* definition, Renderer* renderer, Vector3 location, double detail)
{
TextureResult base = _getTerrainResult(renderer, location.x, location.z, definition->slope_range);
return zoneGetValue(definition->zone, base.location, base.normal);
}
Color texturesGetColor(TexturesDefinition* definition, Renderer* renderer, double x, double z, double detail)
{
TextureResult results[TEXTURES_MAX_LAYERS + 1];
Color result;
double thickness, last_height;
int i;
/* TODO Do not compute layers fully covered */
/* TODO Optimize : each layer computes the same shadows */
detail *= 0.1;
results[0] = _getTerrainResult(renderer, x, z, detail);
for (i = 0; i < definition->nbtextures; i++)
{
results[i + 1] = _getLayerResult(definition->textures + i, renderer, x, z, detail);
}
qsort(results, definition->nbtextures + 1, sizeof(TextureResult), _cmpResults);
result = results[0].color;
last_height = results[0].thickness;
for (i = 1; i <= definition->nbtextures; i++)
{
thickness = results[i].thickness - last_height;
last_height = results[i].thickness;
if (thickness < results[i].thickness_transparency)
{
results[i].color.a = thickness / results[i].thickness_transparency;
}
colorMask(&result, &results[i].color);
}
return result;
}