paysages3d/lib_paysages/atmosphere/render.c

224 lines
6.5 KiB
C

#include "private.h"
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "../tools.h"
#include "../renderer.h"
#include "../system.h"
/******************** Fake ********************/
static Color _fakeApplyAerialPerspective(Renderer* renderer, Vector3 location, Color base)
{
UNUSED(renderer);
UNUSED(location);
return base;
}
static Color _fakeGetSkyColor(Renderer* renderer, Vector3 direction)
{
UNUSED(renderer);
UNUSED(direction);
return COLOR_WHITE;
}
static void _fakeGetLightingStatus(Renderer* renderer, LightStatus* status, Vector3 normal, int opaque)
{
LightDefinition light;
UNUSED(renderer);
UNUSED(normal);
UNUSED(opaque);
light.color.r = 0.8;
light.color.g = 0.8;
light.color.b = 0.8;
light.direction.x = -0.7;
light.direction.y = -0.7;
light.direction.z = 0.7;
light.altered = 0;
light.reflection = 0.0;
lightingPushLight(status, &light);
light.color.r = 0.3;
light.color.g = 0.31;
light.color.b = 0.34;
light.direction.x = 0.7;
light.direction.y = -0.7;
light.direction.z = -0.7;
light.altered = 0;
light.reflection = 0.0;
lightingPushLight(status, &light);
}
/******************** Real ********************/
static inline Color _applyWeatherEffects(AtmosphereDefinition* definition, Color base, Color scattered, double distance)
{
double max_power = colorGetPower(&scattered);
UNUSED(base);
if (distance > 100.0)
{
distance = 100.0;
}
scattered.r += distance * 0.02 * definition->humidity;
scattered.g += distance * 0.02 * definition->humidity;
scattered.b += distance * 0.02 * definition->humidity;
colorLimitPower(&scattered, max_power - max_power * 0.4 * definition->humidity);
if (definition->humidity > 0.3)
{
double humidity = (definition->humidity - 0.3) / 0.7;
scattered.r += distance * 0.1 * humidity * humidity;
scattered.g += distance * 0.1 * humidity * humidity;
scattered.b += distance * 0.1 * humidity * humidity;
colorLimitPower(&scattered, 10.0 - humidity * 4.0);
/*scattered.r *= 1.0 - humidity * 0.8;
scattered.g *= 1.0 - humidity * 0.8;
scattered.b *= 1.0 - humidity * 0.8;*/
}
return scattered;
}
static Color _realApplyAerialPerspective(Renderer* renderer, Vector3 location, Color base)
{
AtmosphereDefinition* definition = renderer->atmosphere->definition;
Color changed;
/* Get base perspective */
switch (definition->model)
{
case ATMOSPHERE_MODEL_BRUNETON:
changed = brunetonApplyAerialPerspective(renderer, location, base);
break;
case ATMOSPHERE_MODEL_PREETHAM:
changed = basicApplyAerialPerspective(renderer, location, base);
break;
default:
;
}
/* Apply weather effects */
changed = _applyWeatherEffects(definition, base, changed, v3Norm(v3Sub(location, renderer->getCameraLocation(renderer, location))));
return changed;
}
static Color _realGetSkyColor(Renderer* renderer, Vector3 direction)
{
AtmosphereDefinition* definition;
Vector3 sun_direction, sun_position, camera_location;
Color sky_color, sun_color;
definition = renderer->atmosphere->definition;
camera_location = renderer->getCameraLocation(renderer, VECTOR_ZERO);
sun_direction = renderer->atmosphere->getSunDirection(renderer);
direction = v3Normalize(direction);
sun_position = v3Scale(sun_direction, SUN_DISTANCE_SCALED);
/* Get base scattering*/
switch (definition->model)
{
case ATMOSPHERE_MODEL_BRUNETON:
sky_color = brunetonGetSkyColor(renderer, camera_location, direction, sun_position);
break;
case ATMOSPHERE_MODEL_PREETHAM:
sky_color = preethamGetSkyColor(definition, camera_location, direction, sun_position);
break;
default:
sky_color = COLOR_BLUE;
}
/* Get sun shape */
if (v3Dot(sun_direction, direction) >= 0)
{
double sun_radius = definition->sun_radius * SUN_RADIUS_SCALED * 5.0; /* FIXME Why should we multiply by 5 ? */
Vector3 hit1, hit2;
int hits = euclidRayIntersectSphere(camera_location, direction, sun_position, sun_radius, &hit1, &hit2);
if (hits > 1)
{
double dist = v3Norm(v3Sub(hit2, hit1)) / sun_radius; /* distance between intersection points (relative to radius) */
sun_color = definition->sun_color;
sun_color.r *= 100.0;
sun_color.g *= 100.0;
sun_color.b *= 100.0;
if (dist > 0.05)
{
return sun_color;
}
else
{
sun_color.a = 1.0 - dist / 0.05;
colorMask(&sky_color, &sun_color);
}
}
}
/* TODO Apply weather effects */
sky_color = _applyWeatherEffects(definition, COLOR_BLACK, sky_color, SPHERE_SIZE);
return sky_color;
}
static Vector3 _realGetSunDirection(Renderer* renderer)
{
Vector3 result;
double sun_angle = (renderer->atmosphere->definition->_daytime + 0.75) * M_PI * 2.0;
result.x = cos(sun_angle);
result.y = sin(sun_angle);
result.z = 0.0;
return result;
}
/******************** Renderer ********************/
static AtmosphereRenderer* _createRenderer()
{
AtmosphereRenderer* result;
result = malloc(sizeof(AtmosphereRenderer));
result->definition = AtmosphereDefinitionClass.create();
result->getLightingStatus = _fakeGetLightingStatus;
result->getSunDirection = _realGetSunDirection;
result->applyAerialPerspective = _fakeApplyAerialPerspective;
result->getSkyColor = _fakeGetSkyColor;
return result;
}
static void _deleteRenderer(AtmosphereRenderer* renderer)
{
AtmosphereDefinitionClass.destroy(renderer->definition);
free(renderer);
}
static void _bindRenderer(Renderer* renderer, AtmosphereDefinition* definition)
{
AtmosphereDefinitionClass.copy(definition, renderer->atmosphere->definition);
renderer->atmosphere->getSkyColor = _realGetSkyColor;
renderer->atmosphere->applyAerialPerspective = _realApplyAerialPerspective;
switch (definition->model)
{
case ATMOSPHERE_MODEL_BRUNETON:
renderer->atmosphere->getLightingStatus = brunetonGetLightingStatus;
break;
default:
renderer->atmosphere->getLightingStatus = basicGetLightingStatus;
}
}
StandardRenderer AtmosphereRendererClass = {
(FuncObjectCreate)_createRenderer,
(FuncObjectDelete)_deleteRenderer,
(FuncObjectBind)_bindRenderer
};