Michaël Lemaire
878614e13c
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@252 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
239 lines
6.3 KiB
C
239 lines
6.3 KiB
C
#include "lighting.h"
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#include <stdlib.h>
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#include <math.h>
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#include <unistd.h>
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#include <string.h>
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#include "shared/types.h"
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#include "shared/constants.h"
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#include "color.h"
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#include "euclid.h"
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#include "renderer.h"
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#include "scenery.h"
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#include "sky.h"
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#include "terrain.h"
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#include "tools.h"
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#include "water.h"
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static LightDefinition _LIGHT_NULL;
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void lightingInit()
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{
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_LIGHT_NULL.direction.x = 0.0;
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_LIGHT_NULL.direction.y = 1.0;
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_LIGHT_NULL.direction.z = 0.0;
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_LIGHT_NULL.color = COLOR_BLACK;
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_LIGHT_NULL.reflection = 0.0;
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_LIGHT_NULL.filtered = 0;
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_LIGHT_NULL.masked = 0;
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_LIGHT_NULL.amplitude = 0.0;
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}
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void lightingSave(FILE* f, LightingDefinition* definition)
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{
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int i;
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toolsSaveInt(f, &definition->autosetfromsky);
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toolsSaveInt(f, &definition->nblights);
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for (i = 0; i < definition->nblights; i++)
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{
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v3Save(f, &definition->lights[i].direction);
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colorSave(f, &definition->lights[i].color);
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toolsSaveDouble(f, &definition->lights[i].reflection);
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toolsSaveInt(f, &definition->lights[i].filtered);
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toolsSaveInt(f, &definition->lights[i].masked);
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toolsSaveDouble(f, &definition->lights[i].amplitude);
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}
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}
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void lightingLoad(FILE* f, LightingDefinition* definition)
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{
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int i;
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toolsLoadInt(f, &definition->autosetfromsky);
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toolsLoadInt(f, &definition->nblights);
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for (i = 0; i < definition->nblights; i++)
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{
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v3Load(f, &definition->lights[i].direction);
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colorLoad(f, &definition->lights[i].color);
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toolsLoadDouble(f, &definition->lights[i].reflection);
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toolsLoadInt(f, &definition->lights[i].filtered);
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toolsLoadInt(f, &definition->lights[i].masked);
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toolsLoadDouble(f, &definition->lights[i].amplitude);
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}
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lightingValidateDefinition(definition);
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}
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LightingDefinition lightingCreateDefinition()
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{
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LightingDefinition definition;
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definition.autosetfromsky = 0;
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definition.nblights = 0;
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definition._nbautolights = 0;
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return definition;
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}
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void lightingDeleteDefinition(LightingDefinition* definition)
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{
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}
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void lightingCopyDefinition(LightingDefinition* source, LightingDefinition* destination)
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{
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*destination = *source;
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}
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void lightingValidateDefinition(LightingDefinition* definition)
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{
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if (definition->autosetfromsky)
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{
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SkyDefinition sky;
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sky = skyCreateDefinition();
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sceneryGetSky(&sky);
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definition->_nbautolights = skyGetLights(&sky, definition->_autolights, LIGHTING_MAX_LIGHTS);
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skyDeleteDefinition(&sky);
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}
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else
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{
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definition->_nbautolights = 0;
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}
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}
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int lightingGetLightCount(LightingDefinition* definition)
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{
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return definition->nblights;
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}
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LightDefinition lightingGetLight(LightingDefinition* definition, int light)
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{
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if (light >= 0 && light < definition->nblights)
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{
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return definition->lights[light];
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}
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else
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{
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return _LIGHT_NULL;
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}
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}
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int lightingAddLight(LightingDefinition* definition, LightDefinition light)
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{
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if (definition->nblights < LIGHTING_MAX_LIGHTS)
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{
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definition->lights[definition->nblights] = light;
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return definition->nblights++;
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}
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else
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{
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return -1;
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}
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}
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void lightingDeleteLight(LightingDefinition* definition, int light)
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{
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if (light >= 0 && light < definition->nblights)
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{
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if (definition->nblights > 1 && light < definition->nblights - 1)
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{
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memmove(definition->lights + light, definition->lights + light + 1, sizeof(LightDefinition) * definition->nblights - light - 1);
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}
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definition->nblights--;
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}
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}
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static Color _applyLightCustom(LightDefinition* definition, Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material)
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{
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Color result, light;
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double diffuse, specular, normal_norm;
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Vector3 view, reflect, direction_inv;
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light = definition->color;
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direction_inv = v3Scale(definition->direction, -1.0);
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if (definition->masked)
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{
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light = renderer->maskLight(renderer, light, location, v3Add(location, v3Scale(direction_inv, 1000.0)), direction_inv);
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}
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if (definition->filtered)
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{
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light = renderer->filterLight(renderer, light, location, v3Add(location, v3Scale(direction_inv, 1000.0)), direction_inv);
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}
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normal_norm = v3Norm(normal);
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if (normal_norm > 1.0)
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{
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normal_norm = 1.0;
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}
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normal = v3Normalize(normal);
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diffuse = v3Dot(direction_inv, normal);
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//diffuse = pow(diffuse * 0.5 + 0.5, 2.0);
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diffuse = diffuse * 0.5 + 0.5;
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if (diffuse > 0.0)
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{
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if (material.shininess > 0.0 && definition->reflection > 0.0)
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{
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view = v3Normalize(v3Sub(location, renderer->camera_location));
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reflect = v3Sub(direction_inv, v3Scale(normal, 2.0 * v3Dot(direction_inv, normal)));
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specular = v3Dot(reflect, view) * material.reflection;
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if (specular > 0.0)
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{
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specular = pow(specular, material.shininess);
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}
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else
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{
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specular = 0.0;
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}
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}
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else
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{
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specular = 0.0;
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}
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}
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else
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{
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diffuse = 0.0;
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specular = 0.0;
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}
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specular *= normal_norm * definition->reflection;
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diffuse = 1.0 - normal_norm + diffuse * normal_norm;
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result.r = material.base.r * diffuse * light.r + specular * light.r;
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result.g = material.base.g * diffuse * light.g + specular * light.g;
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result.b = material.base.b * diffuse * light.b + specular * light.b;
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result.a = material.base.a;
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return result;
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}
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Color lightingApplyToSurface(LightingDefinition* definition, Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material)
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{
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Color result, lighted;
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int i;
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result = COLOR_BLACK;
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result.a = material.base.a;
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for (i = 0; i < definition->nblights; i++)
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{
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lighted = _applyLightCustom(definition->lights + i, renderer, location, normal, material);
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result.r += lighted.r;
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result.g += lighted.g;
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result.b += lighted.b;
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}
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for (i = 0; i < definition->_nbautolights; i++)
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{
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lighted = _applyLightCustom(definition->_autolights + i, renderer, location, normal, material);
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result.r += lighted.r;
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result.g += lighted.g;
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result.b += lighted.b;
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}
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return result;
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}
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