Files
gimp/plug-ins/MapObject/mapobject_shade.c
1998-03-20 02:42:24 +00:00

414 lines
12 KiB
C

/*****************/
/* 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 (s2<s1)
{
tmp=s1;
s1=s2;
s2=tmp;
}
spos1->x=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->x<bx1 || pos->x>bx2 || pos->y<by1 || pos->y>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;
}