paysages3d/lib_paysages/water/render.c
2013-02-28 15:34:47 +00:00

304 lines
8.7 KiB
C

#include "private.h"
#include <stdlib.h>
#include <math.h>
#include "../tools.h"
#include "../renderer.h"
static HeightInfo _FAKE_HEIGHT_INFO = {0.0, 0.0, 0.0};
static WaterResult _FAKE_RESULT = {};
/******************** Fake ********************/
static HeightInfo _fakeGetHeightInfo(Renderer* renderer)
{
UNUSED(renderer);
return _FAKE_HEIGHT_INFO;
}
static double _fakeGetHeight(Renderer* renderer, double x, double z)
{
UNUSED(renderer);
UNUSED(x);
UNUSED(z);
return 0.0;
}
static WaterResult _fakeGetResult(Renderer* renderer, double x, double z)
{
WaterResult result;
result.location.x = x;
result.location.y = 0.0;
result.location.z = z;
result.base = COLOR_BLUE;
result.reflected = COLOR_BLACK;
result.refracted = COLOR_BLACK;
result.foam = COLOR_BLACK;
result.final = COLOR_BLUE;
return result;
}
/******************** Helpers ********************/
static inline double _getHeight(WaterDefinition* definition, double x, double z)
{
return definition->height + noiseGet2DTotal(definition->_waves_noise, x, z);
}
static inline Vector3 _getNormal(WaterDefinition* definition, Vector3 base, double detail)
{
Vector3 back, right;
double x, z;
x = base.x;
z = base.z;
back.x = x;
back.y = _getHeight(definition, x, z + detail);
back.z = z + detail;
back = v3Sub(back, base);
right.x = x + detail;
right.y = _getHeight(definition, x + detail, z);
right.z = z;
right = v3Sub(right, base);
return v3Normalize(v3Cross(back, right));
}
static inline Vector3 _reflectRay(Vector3 incoming, Vector3 normal)
{
double c;
c = v3Dot(normal, v3Scale(incoming, -1.0));
return v3Add(incoming, v3Scale(normal, 2.0 * c));
}
static inline Vector3 _refractRay(Vector3 incoming, Vector3 normal)
{
double c1, c2, f;
f = 1.0 / 1.33;
c1 = v3Dot(normal, v3Scale(incoming, -1.0));
c2 = sqrt(1.0 - pow(f, 2.0) * (1.0 - pow(c1, 2.0)));
if (c1 >= 0.0)
{
return v3Add(v3Scale(incoming, f), v3Scale(normal, f * c1 - c2));
}
else
{
return v3Add(v3Scale(incoming, f), v3Scale(normal, c2 - f * c1));
}
}
static inline void _applyFoam(WaterDefinition* definition, Vector3 location, Vector3 normal, double detail, SurfaceMaterial* material)
{
Color result = definition->foam_material.base;
double foam_factor, normal_diff, location_offset;
location_offset = 2.0 * detail;
foam_factor = 0.0;
location.x += location_offset;
normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, location, detail));
if (normal_diff > foam_factor)
{
foam_factor = normal_diff;
}
location.x -= location_offset * 2.0;
normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, location, detail));
if (normal_diff > foam_factor)
{
foam_factor = normal_diff;
}
location.x += location_offset;
location.z -= location_offset;
normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, location, detail));
if (normal_diff > foam_factor)
{
foam_factor = normal_diff;
}
location.z += location_offset * 2.0;
normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, location, detail));
if (normal_diff > foam_factor)
{
foam_factor = normal_diff;
}
foam_factor *= 10.0;
if (foam_factor > 1.0)
{
foam_factor = 1.0;
}
if (foam_factor <= 1.0 - definition->foam_coverage)
{
return;
}
foam_factor = (foam_factor - (1.0 - definition->foam_coverage)) * definition->foam_coverage;
material->reflection = foam_factor * definition->foam_material.reflection + (1.0 - foam_factor) * material->reflection;
material->shininess = foam_factor * definition->foam_material.shininess + (1.0 - foam_factor) * material->shininess;
/* TODO This should be configurable */
if (foam_factor > 0.2)
{
result.a = 0.8;
}
else
{
result.a = 0.8 * (foam_factor / 0.2);
}
colorMask(&material->base, &result);
}
static int _alterLight(Renderer* renderer, LightDefinition* light, Vector3 at)
{
WaterDefinition* definition = renderer->water->definition;
double factor;
if (at.y < definition->height)
{
if (light->direction.y < 0.00001)
{
factor = (definition->height - at.y) / (-light->direction.y * definition->lighting_depth);
if (factor > 1.0)
{
factor = 1.0;
}
factor = 1.0 - 0.8 * factor;
light->color.r *= factor;
light->color.g *= factor;
light->color.b *= factor;
return 1;
}
else
{
light->color = COLOR_BLACK;
return 1;
}
}
else
{
return 0;
}
}
/******************** Real ********************/
static HeightInfo _realGetHeightInfo(Renderer* renderer)
{
WaterDefinition* definition = renderer->water->definition;
HeightInfo info;
double noise_minvalue, noise_maxvalue;
info.base_height = definition->height;
noiseGetRange(definition->_waves_noise, &noise_minvalue, &noise_maxvalue);
info.min_height = definition->height + noise_minvalue;
info.max_height = definition->height + noise_maxvalue;
return info;
}
static double _realGetHeight(Renderer* renderer, double x, double z)
{
return _getHeight(renderer->water->definition, x, z);
}
static WaterResult _realGetResult(Renderer* renderer, double x, double z)
{
WaterDefinition* definition = renderer->water->definition;
WaterResult result;
RayCastingResult refracted;
Vector3 location, normal, look;
Color color;
SurfaceMaterial material;
double detail, depth;
location.x = x;
location.y = _getHeight(definition, x, z);
location.z = z;
result.location = location;
detail = renderer->getPrecision(renderer, location) * 0.1;
if (detail < 0.00001)
{
detail = 0.00001;
}
normal = _getNormal(definition, location, detail);
look = v3Normalize(renderer->getCameraDirection(renderer, location));
result.reflected = renderer->rayWalking(renderer, location, _reflectRay(look, normal), 1, 0, 1, 1).hit_color;
refracted = renderer->rayWalking(renderer, location, _refractRay(look, normal), 1, 0, 1, 1);
depth = v3Norm(v3Sub(location, refracted.hit_location));
if (depth > definition->transparency_depth)
{
result.refracted = definition->depth_color;
}
else
{
depth /= definition->transparency_depth;
result.refracted.r = refracted.hit_color.r * (1.0 - depth) + definition->depth_color.r * depth;
result.refracted.g = refracted.hit_color.g * (1.0 - depth) + definition->depth_color.g * depth;
result.refracted.b = refracted.hit_color.b * (1.0 - depth) + definition->depth_color.b * depth;
result.refracted.a = 1.0;
}
color.r = definition->material.base.r * (1.0 - definition->transparency) + result.reflected.r * definition->reflection + result.refracted.r * definition->transparency;
color.g = definition->material.base.g * (1.0 - definition->transparency) + result.reflected.g * definition->reflection + result.refracted.g * definition->transparency;
color.b = definition->material.base.b * (1.0 - definition->transparency) + result.reflected.b * definition->reflection + result.refracted.b * definition->transparency;
color.a = 1.0;
material = definition->material;
material.base = color;
_applyFoam(definition, location, normal, detail, &material);
color = renderer->applyLightingToSurface(renderer, location, normal, &material);
color = renderer->applyMediumTraversal(renderer, location, color);
result.base = definition->material.base;
result.final = color;
return result;
}
/******************** Renderer ********************/
static WaterRenderer* _createRenderer()
{
WaterRenderer* result;
result = malloc(sizeof(WaterRenderer));
result->definition = WaterDefinitionClass.create();
result->getHeightInfo = _fakeGetHeightInfo;
result->getHeight = _fakeGetHeight;
result->getResult = _fakeGetResult;
return result;
}
static void _deleteRenderer(WaterRenderer* renderer)
{
WaterDefinitionClass.destroy(renderer->definition);
free(renderer);
}
static void _bindRenderer(Renderer* renderer, WaterDefinition* definition)
{
WaterDefinitionClass.copy(definition, renderer->water->definition);
renderer->water->getHeightInfo = _realGetHeightInfo;
renderer->water->getHeight = _realGetHeight;
renderer->water->getResult = _realGetResult;
lightingManagerRegisterFilter(renderer->lighting, (FuncLightingAlterLight)_alterLight, renderer);
}
StandardRenderer WaterRendererClass = {
(FuncObjectCreate)_createRenderer,
(FuncObjectDelete)_deleteRenderer,
(FuncObjectBind)_bindRenderer
};