Michaël Lemaire
56270e9941
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@541 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
222 lines
6.6 KiB
C
222 lines
6.6 KiB
C
#include "private.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 "../tools.h"
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#include "../renderer.h"
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#include "../system.h"
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/******************** Fake ********************/
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static AtmosphereResult _fakeApplyAerialPerspective(Renderer* renderer, Vector3 location, Color base)
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{
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AtmosphereResult result;
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UNUSED(renderer);
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UNUSED(location);
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result.base = result.final = base;
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result.inscattering = result.attenuation = COLOR_BLACK;
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return result;
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}
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static AtmosphereResult _fakeGetSkyColor(Renderer* renderer, Vector3 direction)
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{
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AtmosphereResult result;
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UNUSED(renderer);
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UNUSED(direction);
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result.base = result.final = COLOR_WHITE;
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result.inscattering = result.attenuation = COLOR_BLACK;
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return result;
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}
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static void _fakeGetLightingStatus(Renderer* renderer, LightStatus* status, Vector3 normal, int opaque)
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{
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LightDefinition light;
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UNUSED(renderer);
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UNUSED(normal);
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UNUSED(opaque);
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light.color.r = 0.8;
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light.color.g = 0.8;
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light.color.b = 0.8;
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light.direction.x = -0.7;
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light.direction.y = -0.7;
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light.direction.z = 0.7;
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light.altered = 0;
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light.reflection = 0.0;
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lightingPushLight(status, &light);
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light.color.r = 0.3;
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light.color.g = 0.31;
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light.color.b = 0.34;
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light.direction.x = 0.7;
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light.direction.y = -0.7;
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light.direction.z = -0.7;
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light.altered = 0;
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light.reflection = 0.0;
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lightingPushLight(status, &light);
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}
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/******************** Real ********************/
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static inline void _applyWeatherEffects(AtmosphereDefinition* definition, AtmosphereResult* result)
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{
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double distance = result->distance;
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if (distance > 100.0)
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{
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distance = 100.0;
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}
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distance /= 100.0;
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result->inscattering.r += distance * 0.2 * definition->humidity;
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result->inscattering.g += distance * 0.2 * definition->humidity;
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result->inscattering.b += distance * 0.2 * definition->humidity;
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result->attenuation.r *= 1.0 - distance * definition->humidity;
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result->attenuation.g *= 1.0 - distance * definition->humidity;
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result->attenuation.b *= 1.0 - distance * definition->humidity;
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atmosphereUpdateResult(result);
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}
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static AtmosphereResult _realApplyAerialPerspective(Renderer* renderer, Vector3 location, Color base)
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{
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AtmosphereDefinition* definition = renderer->atmosphere->definition;
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AtmosphereResult result;
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/* Get base perspective */
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switch (definition->model)
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{
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case ATMOSPHERE_MODEL_BRUNETON:
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result = brunetonApplyAerialPerspective(renderer, location, base);
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break;
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default:
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;
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}
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/* Apply weather effects */
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/*_applyWeatherEffects(definition, &result);*/
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return result;
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}
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static AtmosphereResult _realGetSkyColor(Renderer* renderer, Vector3 direction)
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{
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AtmosphereDefinition* definition;
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Vector3 sun_direction, sun_position, camera_location;
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Color base;
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definition = renderer->atmosphere->definition;
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camera_location = renderer->getCameraLocation(renderer, VECTOR_ZERO);
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sun_direction = renderer->atmosphere->getSunDirection(renderer);
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direction = v3Normalize(direction);
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sun_position = v3Scale(sun_direction, SUN_DISTANCE_SCALED);
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/* Get sun shape */
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base = COLOR_BLACK;
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if (v3Dot(sun_direction, direction) >= 0)
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{
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double sun_radius = definition->sun_radius * SUN_RADIUS_SCALED * 5.0; /* FIXME Why should we multiply by 5 ? */
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Vector3 hit1, hit2;
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int hits = euclidRayIntersectSphere(camera_location, direction, sun_position, sun_radius, &hit1, &hit2);
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if (hits > 1)
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{
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double dist = v3Norm(v3Sub(hit2, hit1)) / sun_radius; /* distance between intersection points (relative to radius) */
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Color sun_color = definition->sun_color;
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sun_color.r *= 100.0;
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sun_color.g *= 100.0;
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sun_color.b *= 100.0;
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if (dist <= 0.05)
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{
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sun_color.r *= 1.0 - dist / 0.05;
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sun_color.g *= 1.0 - dist / 0.05;
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sun_color.b *= 1.0 - dist / 0.05;
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}
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base = sun_color;
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}
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}
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/* TODO Get stars */
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/* Get scattering */
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AtmosphereResult result;
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Vector3 location = v3Add(camera_location, v3Scale(direction, 6421.0));
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switch (definition->model)
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{
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case ATMOSPHERE_MODEL_BRUNETON:
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result = brunetonGetSkyColor(renderer, camera_location, direction, sun_position, base);
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break;
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default:
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result = _fakeApplyAerialPerspective(renderer, location, result.base);
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}
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/* Apply weather effects */
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/*_applyWeatherEffects(definition, &result);*/
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return result;
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}
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static Vector3 _realGetSunDirection(Renderer* renderer)
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{
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Vector3 result;
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double sun_angle = (renderer->atmosphere->definition->_daytime + 0.75) * M_PI * 2.0;
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result.x = cos(sun_angle);
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result.y = sin(sun_angle);
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result.z = 0.0;
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return result;
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}
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void atmosphereUpdateResult(AtmosphereResult* result)
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{
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result->final.r = result->base.r * result->attenuation.r + result->inscattering.r;
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result->final.g = result->base.g * result->attenuation.g + result->inscattering.g;
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result->final.b = result->base.b * result->attenuation.b + result->inscattering.b;
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result->final.a = 1.0;
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}
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/******************** Renderer ********************/
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static AtmosphereRenderer* _createRenderer()
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{
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AtmosphereRenderer* result;
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result = malloc(sizeof(AtmosphereRenderer));
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result->definition = AtmosphereDefinitionClass.create();
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result->getLightingStatus = _fakeGetLightingStatus;
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result->getSunDirection = _realGetSunDirection;
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result->applyAerialPerspective = _fakeApplyAerialPerspective;
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result->getSkyColor = _fakeGetSkyColor;
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return result;
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}
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static void _deleteRenderer(AtmosphereRenderer* renderer)
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{
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AtmosphereDefinitionClass.destroy(renderer->definition);
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free(renderer);
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}
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static void _bindRenderer(Renderer* renderer, AtmosphereDefinition* definition)
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{
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AtmosphereDefinitionClass.copy(definition, renderer->atmosphere->definition);
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renderer->atmosphere->getSkyColor = _realGetSkyColor;
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renderer->atmosphere->applyAerialPerspective = _realApplyAerialPerspective;
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switch (definition->model)
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{
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case ATMOSPHERE_MODEL_BRUNETON:
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renderer->atmosphere->getLightingStatus = brunetonGetLightingStatus;
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break;
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default:
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renderer->atmosphere->getLightingStatus = _fakeGetLightingStatus;
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}
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}
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StandardRenderer AtmosphereRendererClass = {
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(FuncObjectCreate)_createRenderer,
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(FuncObjectDelete)_deleteRenderer,
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(FuncObjectBind)_bindRenderer
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};
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