/*****************/ /* Shading stuff */ /*****************/ #include "mapobject_shade.h" gdouble bx1,by1,bx2,by2; get_ray_color_func get_ray_color; /*****************/ /* Phong shading */ /*****************/ GckRGB phong_shade(GckVector3 *pos,GckVector3 *viewpoint,GckVector3 *normal,GckVector3 *light, GckRGB *diff_col,GckRGB *spec_col,gint type) { GckRGB ambientcolor,diffusecolor,specularcolor; gdouble NL,RV,dist; GckVector3 L,NN,V,N; /* Compute ambient intensity */ /* ========================= */ N=*normal; ambientcolor=*diff_col; gck_rgb_mul(&ambientcolor,mapvals.material.ambient_int); /* Compute (N*L) term of Phong's equation */ /* ====================================== */ if (type==POINT_LIGHT) gck_vector3_sub(&L,light,pos); else L=*light; dist=gck_vector3_length(&L); if (dist!=0.0) gck_vector3_mul(&L,1.0/dist); NL=2.0*gck_vector3_inner_product(&N,&L); if (NL>=0.0) { /* Compute (R*V)^alpha term of Phong's equation */ /* ============================================ */ gck_vector3_sub(&V,viewpoint,pos); gck_vector3_normalize(&V); gck_vector3_mul(&N,NL); gck_vector3_sub(&NN,&N,&L); RV=gck_vector3_inner_product(&NN,&V); RV=pow(RV,mapvals.material.highlight); /* Compute diffuse and specular intensity contribution */ /* =================================================== */ diffusecolor=*diff_col; gck_rgb_mul(&diffusecolor,mapvals.material.diffuse_ref); gck_rgb_mul(&diffusecolor,NL); specularcolor=*spec_col; gck_rgb_mul(&specularcolor,mapvals.material.specular_ref); gck_rgb_mul(&specularcolor,RV); gck_rgb_add(&diffusecolor,&specularcolor); gck_rgb_mul(&diffusecolor,mapvals.material.diffuse_int); gck_rgb_clamp(&diffusecolor); gck_rgb_add(&ambientcolor,&diffusecolor); } return(ambientcolor); } gint plane_intersect(GckVector3 *dir,GckVector3 *viewp,GckVector3 *ipos,gdouble *u,gdouble *v) { static gdouble det,det1,det2,det3,t; imat[0][0]=dir->x; imat[1][0]=dir->y; imat[2][0]=dir->z; /* Compute determinant of the first 3x3 sub matrix (denominator) */ /* ============================================================= */ det=imat[0][0]*imat[1][1]*imat[2][2]+imat[0][1]*imat[1][2]*imat[2][0]+ imat[0][2]*imat[1][0]*imat[2][1]-imat[0][2]*imat[1][1]*imat[2][0]- imat[0][0]*imat[1][2]*imat[2][1]-imat[2][2]*imat[0][1]*imat[1][0]; /* If the determinant is non-zero, a intersection point exists */ /* =========================================================== */ if (det!=0.0) { /* Now, lets compute the numerator determinants (wow ;) */ /* ==================================================== */ det1=imat[0][3]*imat[1][1]*imat[2][2]+imat[0][1]*imat[1][2]*imat[2][3]+ imat[0][2]*imat[1][3]*imat[2][1]-imat[0][2]*imat[1][1]*imat[2][3]- imat[1][2]*imat[2][1]*imat[0][3]-imat[2][2]*imat[0][1]*imat[1][3]; det2=imat[0][0]*imat[1][3]*imat[2][2]+imat[0][3]*imat[1][2]*imat[2][0]+ imat[0][2]*imat[1][0]*imat[2][3]-imat[0][2]*imat[1][3]*imat[2][0]- imat[1][2]*imat[2][3]*imat[0][0]-imat[2][2]*imat[0][3]*imat[1][0]; det3=imat[0][0]*imat[1][1]*imat[2][3]+imat[0][1]*imat[1][3]*imat[2][0]+ imat[0][3]*imat[1][0]*imat[2][1]-imat[0][3]*imat[1][1]*imat[2][0]- imat[1][3]*imat[2][1]*imat[0][0]-imat[2][3]*imat[0][1]*imat[1][0]; /* Now we have the simultanous solutions. Lets compute the unknowns */ /* (skip u&v if t is <0, this means the intersection is behind us) */ /* ================================================================ */ t=det1/det; if (t>0.0) { *u=1.0+((det2/det)-0.5); *v=1.0+((det3/det)-0.5); ipos->x=viewp->x+t*dir->x; ipos->y=viewp->y+t*dir->y; ipos->z=viewp->z+t*dir->z; return(TRUE); } } return(FALSE); } /**********************************************************************************/ /* These routines computes the color of the surface of the plane at a given point */ /**********************************************************************************/ GckRGB get_ray_color_plane(GckVector3 *pos) { GckRGB color=background; static gint inside=FALSE; static GckVector3 ray,spos; static gdouble vx,vy; /* Construct a line from our VP to the point */ /* ========================================= */ gck_vector3_sub(&ray,pos,&mapvals.viewpoint); gck_vector3_normalize(&ray); /* Check for intersection. This is a quasi ray-tracer. */ /* =================================================== */ if (plane_intersect(&ray,&mapvals.viewpoint,&spos,&vx,&vy)==TRUE) { color=get_image_color(vx,vy,&inside); if (color.a!=0.0 && inside==TRUE && mapvals.lightsource.type!=NO_LIGHT) { /* Compute shading at this point */ /* ============================= */ color=phong_shade(&spos,&mapvals.viewpoint,&mapvals.normal, &mapvals.lightsource.position,&color, &mapvals.lightsource.color,mapvals.lightsource.type); gck_rgb_clamp(&color); } } if (color.a==0.0) color=background; return(color); } /***********************************************************************/ /* Given the NorthPole, Equator and a third vector (normal) compute */ /* the conversion from spherical oordinates to image space coordinates */ /***********************************************************************/ void sphere_to_image(GckVector3 *normal,gdouble *u,gdouble *v) { static gdouble alpha,fac; static GckVector3 cross_prod; alpha=acos(-gck_vector3_inner_product(&mapvals.secondaxis,normal)); *v=alpha/M_PI; if (*v==0.0 || *v==1.0) *u=0.0; else { fac=gck_vector3_inner_product(&mapvals.firstaxis,normal)/sin(alpha); /* Make sure that we map to -1.0..1.0 (take care of rounding errors) */ /* ================================================================= */ if (fac>1.0) fac=1.0; else if (fac<-1.0) fac=-1.0; *u=acos(fac)/(2.0*M_PI); cross_prod=gck_vector3_cross_product(&mapvals.secondaxis,&mapvals.firstaxis); if (gck_vector3_inner_product(&cross_prod,normal)<0.0) *u=1.0-*u; } } /***************************************************/ /* Compute intersection point with sphere (if any) */ /***************************************************/ gint sphere_intersect(GckVector3 *dir,GckVector3 *viewp,GckVector3 *spos1,GckVector3 *spos2) { static gdouble alpha,beta,tau,s1,s2,tmp; static GckVector3 t; gck_vector3_sub(&t,&mapvals.position,viewp); alpha=gck_vector3_inner_product(dir,&t); beta=gck_vector3_inner_product(&t,&t); tau=alpha*alpha-beta+mapvals.radius*mapvals.radius; if (tau>=0.0) { tau=sqrt(tau); s1=alpha+tau; s2=alpha-tau; if (s2x=viewp->x+s1*dir->x; spos1->y=viewp->y+s1*dir->y; spos1->z=viewp->z+s1*dir->z; spos2->x=viewp->x+s2*dir->x; spos2->y=viewp->y+s2*dir->y; spos2->z=viewp->z+s2*dir->z; return(TRUE); } return(FALSE); } /***********************************************************************************/ /* These routines computes the color of the surface of the sphere at a given point */ /***********************************************************************************/ GckRGB get_ray_color_sphere(GckVector3 *pos) { GckRGB color=background; static GckRGB color2; static gint inside=FALSE; static GckVector3 normal,ray,spos1,spos2; static gdouble vx,vy; /* Check if ray is within the bounding box */ /* ======================================= */ if (pos->xx>bx2 || pos->yy>by2) return(color); /* Construct a line from our VP to the point */ /* ========================================= */ gck_vector3_sub(&ray,pos,&mapvals.viewpoint); gck_vector3_normalize(&ray); /* Check for intersection. This is a quasi ray-tracer. */ /* =================================================== */ if (sphere_intersect(&ray,&mapvals.viewpoint,&spos1,&spos2)==TRUE) { /* Compute spherical to rectangular mapping */ /* ======================================== */ gck_vector3_sub(&normal,&spos1,&mapvals.position); gck_vector3_normalize(&normal); sphere_to_image(&normal,&vx,&vy); color=get_image_color(vx,vy,&inside); /* Check for total transparency... */ /* =============================== */ if (color.a<1.0) { /* Hey, we can see through here! */ /* Lets see what's on the other side.. */ /* =================================== */ color=phong_shade(&spos1, &mapvals.viewpoint, &normal, &mapvals.lightsource.position, &color, &mapvals.lightsource.color, mapvals.lightsource.type); gck_rgba_clamp(&color); gck_vector3_sub(&normal,&spos2,&mapvals.position); gck_vector3_normalize(&normal); sphere_to_image(&normal,&vx,&vy); color2=get_image_color(vx,vy,&inside); /* Make the normal point inwards */ /* ============================= */ gck_vector3_mul(&normal,-1.0); color2=phong_shade(&spos2, &mapvals.viewpoint, &normal, &mapvals.lightsource.position, &color2, &mapvals.lightsource.color, mapvals.lightsource.type); gck_rgba_clamp(&color2); if (mapvals.transparent_background==FALSE && color2.a<1.0) { color2.r = (color2.r*color2.a)+(background.r*(1.0-color2.a)); color2.g = (color2.g*color2.a)+(background.g*(1.0-color2.a)); color2.b = (color2.b*color2.a)+(background.b*(1.0-color2.a)); color2.a = 1.0; } /* Compute a mix of the first and second colors */ /* ============================================ */ color.r = color.r*color2.r; color.g = color.g*color2.g; color.b = color.b*color2.b; color.a = color.a+color2.a; gck_rgba_clamp(&color); } else if (color.a!=0.0 && inside==TRUE && mapvals.lightsource.type!=NO_LIGHT) { /* Compute shading at this point */ /* ============================= */ color=phong_shade(&spos1, &mapvals.viewpoint, &normal, &mapvals.lightsource.position, &color, &mapvals.lightsource.color, mapvals.lightsource.type); gck_rgba_clamp(&color); } } if (color.a==0.0) color=background; return(color); } /***************************************************/ /* Transform the corners of the bounding box to 2D */ /***************************************************/ void compute_bounding_box(void) { GckVector3 p1,p2; gdouble t; GckVector3 dir; p1=mapvals.position; p1.x-=(mapvals.radius+0.01); p1.y-=(mapvals.radius+0.01); p2=mapvals.position; p2.x+=(mapvals.radius+0.01); p2.y+=(mapvals.radius+0.01); gck_vector3_sub(&dir,&p1,&mapvals.viewpoint); gck_vector3_normalize(&dir); if (dir.z!=0.0) { t=(-1.0*mapvals.viewpoint.z)/dir.z; p1.x=(mapvals.viewpoint.x+t*dir.x); p1.y=(mapvals.viewpoint.y+t*dir.y); } gck_vector3_sub(&dir,&p2,&mapvals.viewpoint); gck_vector3_normalize(&dir); if (dir.z!=0.0) { t=(-1.0*mapvals.viewpoint.z)/dir.z; p2.x=(mapvals.viewpoint.x+t*dir.x); p2.y=(mapvals.viewpoint.y+t*dir.y); } bx1=p1.x; by1=p1.y; bx2=p2.x; by2=p2.y; }