Michaël Lemaire
e265be6105
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@230 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
230 lines
5.3 KiB
C
230 lines
5.3 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/functions.h"
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#include "shared/constants.h"
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#include "shared/globals.h"
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static LightingDefinition _definition;
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static LightingQuality _quality;
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static LightingEnvironment _environment;
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static LightDefinition _LIGHT_NULL;
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static Color _standardFilter(Color light, Vector3 location, Vector3 light_location, Vector3 direction_to_light, void* custom_data)
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{
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// TODO Find shadows
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return light;
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}
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void lightingInit()
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{
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_definition = lightingCreateDefinition();
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_environment.filter = _standardFilter;
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_environment.custom_data = NULL;
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_LIGHT_NULL.color = COLOR_BLACK;
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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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}
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void lightingSave(FILE* f)
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{
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// TODO
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}
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void lightingLoad(FILE* f)
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{
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// TODO
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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 lightingSetDefinition(LightingDefinition definition)
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{
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lightingCopyDefinition(definition, &_definition);
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}
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LightingDefinition lightingGetDefinition()
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{
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return _definition;
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}
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void lightingValidateDefinition(LightingDefinition* definition)
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{
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if (!definition)
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{
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lightingValidateDefinition(&_definition);
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}
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if (definition->autosetfromsky)
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{
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// TODO Get lights from 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 < 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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void lightingSetQuality(LightingQuality quality)
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{
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_quality = quality;
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}
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LightingQuality lightingGetQuality()
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{
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return _quality;
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}
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Color lightingApplyCustom(Vector3 location, Vector3 normal, ReceiverMaterial material, LightingDefinition* definition, LightingQuality* quality, LightingEnvironment* environment)
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{
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if (!definition)
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{
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definition = &_definition;
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}
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if (!quality)
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{
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quality = &_quality;
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}
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if (!environment)
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{
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environment = &_environment;
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}
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return COLOR_RED;
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}
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Color lightingApply(Vector3 location, Vector3 normal, ReceiverMaterial material)
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{
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return lightingApplyCustom(location, normal, material, &_definition, &_quality, &_environment);
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}
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/*void lightingSetSunDirection(double x, double y, double z)
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{
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sun_direction.x = x;
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sun_direction.y = y;
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sun_direction.z = z;
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sun_direction = v3Normalize(sun_direction);
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sun_direction_inv = v3Scale(sun_direction, -1.0);
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}
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void lightingSetSunAngle(double hor, double ver)
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{
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lightingSetSunDirection(cos(hor) * cos(ver), sin(ver), -sin(hor) * cos(ver));
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}
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void lightingSetSunColor(Color col)
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{
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sun_color = col;
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sun_color_lum = colorGetValue(&col);
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}
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Color lightingApply(Vector3 location, Vector3 normal, double shadowing, Color base, double reflection, double shininess)
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{
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Color result, light;
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double ambient, diffuse, specular;
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Vector3 view, reflect;
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light.r = sun_color.r * (1.0 - 0.4 * shadowing);
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light.g = sun_color.g * (1.0 - 0.4 * shadowing);
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light.b = sun_color.b * (1.0 - 0.4 * shadowing);
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normal = v3Normalize(normal);
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view = v3Normalize(v3Sub(location, camera_location));
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reflect = v3Sub(v3Scale(normal, 2.0 * v3Dot(sun_direction_inv, normal)), sun_direction_inv);
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ambient = 0.2;
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diffuse = v3Dot(sun_direction_inv, normal);
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diffuse = pow(diffuse * 0.5 + 0.5, 2.0) * (1.0 - shadowing) + (diffuse * 0.5 + 0.3) * shadowing;
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if (diffuse > 0.0)
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{
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if (shininess > 0.0)
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{
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specular = pow(v3Dot(reflect, view) * reflection, shininess * 10.0 + 1.0);
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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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result.r = base.r * ambient + base.r * diffuse * light.r + base.r * specular * light.r;
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result.g = base.g * ambient + base.g * diffuse * light.g + base.g * specular * light.g;
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result.b = base.b * ambient + base.b * diffuse * light.b + base.b * specular * light.b;
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result.a = base.a;
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return result;
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}*/
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