mirror of https://github.com/GNOME/gimp.git
1222 lines
34 KiB
C
1222 lines
34 KiB
C
/*****************/
|
|
/* Shading stuff */
|
|
/*****************/
|
|
|
|
#include "mapobject_shade.h"
|
|
|
|
gdouble bx1,by1,bx2,by2;
|
|
get_ray_color_func get_ray_color;
|
|
|
|
typedef struct {
|
|
gdouble u,v;
|
|
gdouble t;
|
|
GckVector3 s;
|
|
GckVector3 n;
|
|
gint face;
|
|
} FaceIntersectInfo;
|
|
|
|
/*****************/
|
|
/* 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*color.a+(1.0-color.a)*color2.r;
|
|
color.g = color.g*color.a+(1.0-color.a)*color2.g;
|
|
color.b = color.b*color.a+(1.0-color.a)*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;
|
|
}
|
|
|
|
/* These two were taken from the Mesa source. Mesa is written */
|
|
/* and is (C) by Brian Paul. vecmulmat() performs a post-mul by */
|
|
/* a 4x4 matrix to a 1x4(3) vector. rotmat() creates a matrix */
|
|
/* that by post-mul will rotate a 1x4(3) vector the given angle */
|
|
/* about the given axis. */
|
|
/* ============================================================ */
|
|
|
|
void vecmulmat(GckVector3 *u,GckVector3 *v,gfloat m[16])
|
|
{
|
|
gfloat v0=v->x, v1=v->y, v2=v->z;
|
|
#define M(row,col) m[col*4+row]
|
|
u->x = v0 * M(0,0) + v1 * M(1,0) + v2 * M(2,0) + M(3,0);
|
|
u->y = v0 * M(0,1) + v1 * M(1,1) + v2 * M(2,1) + M(3,1);
|
|
u->z = v0 * M(0,2) + v1 * M(1,2) + v2 * M(2,2) + M(3,2);
|
|
#undef M
|
|
}
|
|
|
|
void rotatemat(gfloat angle,GckVector3 *v,gfloat m[16])
|
|
{
|
|
/* This function contributed by Erich Boleyn (erich@uruk.org) */
|
|
gfloat mag, s, c;
|
|
gfloat xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c;
|
|
gfloat IdentityMat[16];
|
|
gint cnt;
|
|
|
|
s = sin( angle * (M_PI / 180.0) );
|
|
c = cos( angle * (M_PI / 180.0) );
|
|
|
|
mag = sqrt( v->x*v->x + v->y*v->y + v->z*v->z );
|
|
|
|
if (mag == 0.0) {
|
|
/* generate an identity matrix and return */
|
|
|
|
for (cnt=0;cnt<16;cnt++)
|
|
IdentityMat[cnt]=0.0;
|
|
|
|
IdentityMat[0] = 1.0;
|
|
IdentityMat[5] = 1.0;
|
|
IdentityMat[10] = 1.0;
|
|
IdentityMat[15] = 1.0;
|
|
|
|
memcpy(m, IdentityMat, sizeof(gfloat)*16);
|
|
return;
|
|
}
|
|
|
|
v->x /= mag;
|
|
v->y /= mag;
|
|
v->z /= mag;
|
|
|
|
#define M(row,col) m[col*4+row]
|
|
|
|
xx = v->x * v->x;
|
|
yy = v->y * v->y;
|
|
zz = v->z * v->z;
|
|
xy = v->x * v->y;
|
|
yz = v->y * v->z;
|
|
zx = v->z * v->x;
|
|
xs = v->x * s;
|
|
ys = v->y * s;
|
|
zs = v->z * s;
|
|
one_c = 1.0F - c;
|
|
|
|
M(0,0) = (one_c * xx) + c;
|
|
M(0,1) = (one_c * xy) - zs;
|
|
M(0,2) = (one_c * zx) + ys;
|
|
M(0,3) = 0.0F;
|
|
|
|
M(1,0) = (one_c * xy) + zs;
|
|
M(1,1) = (one_c * yy) + c;
|
|
M(1,2) = (one_c * yz) - xs;
|
|
M(1,3) = 0.0F;
|
|
|
|
M(2,0) = (one_c * zx) - ys;
|
|
M(2,1) = (one_c * yz) + xs;
|
|
M(2,2) = (one_c * zz) + c;
|
|
M(2,3) = 0.0F;
|
|
|
|
M(3,0) = 0.0F;
|
|
M(3,1) = 0.0F;
|
|
M(3,2) = 0.0F;
|
|
M(3,3) = 1.0F;
|
|
|
|
#undef M
|
|
}
|
|
|
|
/* Transpose the matrix m. If m is orthogonal (like a rotation matrix), */
|
|
/* this is equal to the inverse of the matrix. */
|
|
/* ==================================================================== */
|
|
|
|
void transpose_mat(gfloat m[16])
|
|
{
|
|
gint i,j;
|
|
gfloat t;
|
|
|
|
for (i=0;i<4;i++)
|
|
{
|
|
for (j=0;j<i;j++)
|
|
{
|
|
t = m[j*4+i];
|
|
m[j*4+i] = m[i*4+j];
|
|
m[i*4+j] = t;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Compute the matrix product c=a*b */
|
|
/* ================================ */
|
|
|
|
void matmul(gfloat a[16],gfloat b[16],gfloat c[16])
|
|
{
|
|
gint i,j,k;
|
|
gfloat value;
|
|
|
|
#define A(row,col) a[col*4+row]
|
|
#define B(row,col) b[col*4+row]
|
|
#define C(row,col) c[col*4+row]
|
|
|
|
for (i=0;i<4;i++)
|
|
{
|
|
for (j=0;j<4;j++)
|
|
{
|
|
value = 0.0;
|
|
for (k=0;k<4;k++)
|
|
value += A(i,k)*B(k,j);
|
|
|
|
C(i,j) = value;
|
|
}
|
|
}
|
|
|
|
#undef A
|
|
#undef B
|
|
#undef C
|
|
}
|
|
|
|
void ident_mat(gfloat m[16])
|
|
{
|
|
gint i,j;
|
|
|
|
#define M(row,col) m[col*4+row]
|
|
|
|
for (i=0;i<4;i++)
|
|
{
|
|
for (j=0;j<4;j++)
|
|
{
|
|
if (i==j)
|
|
M(i,j) = 1.0;
|
|
else
|
|
M(i,j) = 0.0;
|
|
}
|
|
}
|
|
|
|
#undef M
|
|
}
|
|
|
|
gboolean intersect_rect(gdouble u,gdouble v,gdouble w,
|
|
GckVector3 viewp,GckVector3 dir,
|
|
FaceIntersectInfo *face_info)
|
|
{
|
|
gboolean result = FALSE;
|
|
gdouble u2,v2;
|
|
|
|
if (dir.z!=0.0)
|
|
{
|
|
u2 = u / 2.0;
|
|
v2 = v / 2.0;
|
|
|
|
face_info->t = (w-viewp.z)/dir.z;
|
|
face_info->s.x = viewp.x + face_info->t*dir.x;
|
|
face_info->s.y = viewp.y + face_info->t*dir.y;
|
|
face_info->s.z = w;
|
|
|
|
if (face_info->s.x>=-u2 && face_info->s.x<=u2 &&
|
|
face_info->s.y>=-v2 && face_info->s.y<=v2)
|
|
{
|
|
face_info->u = (face_info->s.x + u2)/u;
|
|
face_info->v = (face_info->s.y + v2)/v;
|
|
result = TRUE;
|
|
}
|
|
}
|
|
|
|
return(result);
|
|
}
|
|
|
|
gboolean intersect_box(GckVector3 scale, GckVector3 viewp, GckVector3 dir,
|
|
FaceIntersectInfo *face_intersect)
|
|
{
|
|
GckVector3 v,d,tmp,axis[3];
|
|
FaceIntersectInfo face_tmp;
|
|
gboolean result = FALSE;
|
|
gfloat m[16];
|
|
gint i = 0;
|
|
|
|
gck_vector3_set(&axis[0], 1.0,0.0,0.0);
|
|
gck_vector3_set(&axis[1], 0.0,1.0,0.0);
|
|
gck_vector3_set(&axis[2], 0.0,0.0,1.0);
|
|
|
|
/* Front side */
|
|
/* ========== */
|
|
|
|
if (intersect_rect(scale.x,scale.y,scale.z/2.0,viewp,dir,&face_intersect[i])==TRUE)
|
|
{
|
|
face_intersect[i].face = 0;
|
|
gck_vector3_set(&face_intersect[i++].n, 0.0,0.0,1.0);
|
|
result = TRUE;
|
|
}
|
|
|
|
/* Back side */
|
|
/* ========= */
|
|
|
|
if (intersect_rect(scale.x,scale.y,-scale.z/2.0,viewp,dir,&face_intersect[i])==TRUE)
|
|
{
|
|
face_intersect[i].face = 1;
|
|
gck_vector3_set(&face_intersect[i++].n, 0.0,0.0,-1.0);
|
|
face_intersect[i].u = 1.0 - face_intersect[i].u;
|
|
face_intersect[i].v = 1.0 - face_intersect[i].v;
|
|
result = TRUE;
|
|
}
|
|
|
|
/* Check if we've found the two possible intersection points */
|
|
/* ========================================================= */
|
|
|
|
if (i<2)
|
|
{
|
|
/* Top: Rotate viewpoint and direction into rectangle's local coordinate system */
|
|
/* ============================================================================ */
|
|
|
|
rotatemat(90, &axis[0], m);
|
|
vecmulmat(&v,&viewp,m);
|
|
vecmulmat(&d,&dir,m);
|
|
|
|
if (intersect_rect(scale.x,scale.z,scale.y/2.0,v,d,&face_intersect[i])==TRUE)
|
|
{
|
|
face_intersect[i].face = 2;
|
|
|
|
transpose_mat(m);
|
|
vecmulmat(&tmp, &face_intersect[i].s, m);
|
|
face_intersect[i].s = tmp;
|
|
|
|
gck_vector3_set(&face_intersect[i++].n, 0.0,-1.0,0.0);
|
|
result = TRUE;
|
|
}
|
|
}
|
|
|
|
/* Check if we've found the two possible intersection points */
|
|
/* ========================================================= */
|
|
|
|
if (i<2)
|
|
{
|
|
/* Bottom: Rotate viewpoint and direction into rectangle's local coordinate system */
|
|
/* =============================================================================== */
|
|
|
|
rotatemat(90, &axis[0], m);
|
|
vecmulmat(&v,&viewp,m);
|
|
vecmulmat(&d,&dir,m);
|
|
|
|
if (intersect_rect(scale.x,scale.z,-scale.y/2.0,v,d,&face_intersect[i])==TRUE)
|
|
{
|
|
face_intersect[i].face = 3;
|
|
|
|
transpose_mat(m);
|
|
|
|
vecmulmat(&tmp, &face_intersect[i].s, m);
|
|
face_intersect[i].s = tmp;
|
|
|
|
face_intersect[i].v = 1.0 - face_intersect[i].v;
|
|
|
|
gck_vector3_set(&face_intersect[i++].n, 0.0,1.0,0.0);
|
|
|
|
result = TRUE;
|
|
}
|
|
}
|
|
|
|
/* Check if we've found the two possible intersection points */
|
|
/* ========================================================= */
|
|
|
|
if (i<2)
|
|
{
|
|
/* Left side: Rotate viewpoint and direction into rectangle's local coordinate system */
|
|
/* ================================================================================== */
|
|
|
|
rotatemat(90, &axis[1], m);
|
|
vecmulmat(&v,&viewp,m);
|
|
vecmulmat(&d,&dir,m);
|
|
|
|
if (intersect_rect(scale.z,scale.y,scale.x/2.0,v,d,&face_intersect[i])==TRUE)
|
|
{
|
|
face_intersect[i].face = 4;
|
|
|
|
transpose_mat(m);
|
|
vecmulmat(&tmp, &face_intersect[i].s, m);
|
|
face_intersect[i].s = tmp;
|
|
|
|
gck_vector3_set(&face_intersect[i++].n, 1.0,0.0,0.0);
|
|
result = TRUE;
|
|
}
|
|
}
|
|
|
|
/* Check if we've found the two possible intersection points */
|
|
/* ========================================================= */
|
|
|
|
if (i<2)
|
|
{
|
|
/* Right side: Rotate viewpoint and direction into rectangle's local coordinate system */
|
|
/* =================================================================================== */
|
|
|
|
rotatemat(90, &axis[1], m);
|
|
vecmulmat(&v,&viewp,m);
|
|
vecmulmat(&d,&dir,m);
|
|
|
|
if (intersect_rect(scale.z,scale.y,-scale.x/2.0,v,d,&face_intersect[i])==TRUE)
|
|
{
|
|
face_intersect[i].face = 5;
|
|
|
|
transpose_mat(m);
|
|
vecmulmat(&tmp, &face_intersect[i].s, m);
|
|
|
|
face_intersect[i].u = 1.0 - face_intersect[i].u;
|
|
|
|
gck_vector3_set(&face_intersect[i++].n, -1.0,0.0,0.0);
|
|
result = TRUE;
|
|
}
|
|
}
|
|
|
|
/* Sort intersection points */
|
|
/* ======================== */
|
|
|
|
if (face_intersect[0].t>face_intersect[1].t)
|
|
{
|
|
face_tmp = face_intersect[0];
|
|
face_intersect[0] = face_intersect[1];
|
|
face_intersect[1] = face_tmp;
|
|
}
|
|
|
|
return(result);
|
|
}
|
|
|
|
GckRGB get_ray_color_box(GckVector3 *pos)
|
|
{
|
|
GckVector3 lvp,ldir,vp,p,dir,ns,nn;
|
|
GckRGB color, color2;
|
|
gfloat m[16];
|
|
gint i;
|
|
FaceIntersectInfo face_intersect[2];
|
|
|
|
color=background;
|
|
vp = mapvals.viewpoint;
|
|
p = *pos;
|
|
|
|
/* Translate viewpoint so that the box has its origin */
|
|
/* at its lower left corner. */
|
|
/* ================================================== */
|
|
|
|
vp.x = vp.x - mapvals.position.x;
|
|
vp.y = vp.y - mapvals.position.y;
|
|
vp.z = vp.z - mapvals.position.z;
|
|
|
|
p.x = p.x - mapvals.position.x;
|
|
p.y = p.y - mapvals.position.y;
|
|
p.z = p.z - mapvals.position.z;
|
|
|
|
/* Compute direction */
|
|
/* ================= */
|
|
|
|
gck_vector3_sub(&dir,&p,&vp);
|
|
gck_vector3_normalize(&dir);
|
|
|
|
/* Compute inverse of rotation matrix and apply it to */
|
|
/* the viewpoint and direction. This transforms the */
|
|
/* observer into the local coordinate system of the box */
|
|
/* ==================================================== */
|
|
|
|
memcpy(m,rotmat,sizeof(gfloat)*16);
|
|
|
|
transpose_mat(m);
|
|
|
|
vecmulmat(&lvp,&vp,m);
|
|
vecmulmat(&ldir,&dir,m);
|
|
|
|
/* Ok. Now the observer is in the space where the box is located */
|
|
/* with its lower left corner at the origin and its axis aligned */
|
|
/* to the cartesian basis. Check if the transformed ray hits it. */
|
|
/* ============================================================= */
|
|
|
|
face_intersect[0].t = 1000000.0;
|
|
face_intersect[1].t = 1000000.0;
|
|
|
|
if (intersect_box(mapvals.scale,lvp,ldir,face_intersect)==TRUE)
|
|
{
|
|
/* We've hit the box. Transform the hit points and */
|
|
/* normals back into the world coordinate system */
|
|
/* =============================================== */
|
|
|
|
for (i=0;i<2;i++)
|
|
{
|
|
vecmulmat(&ns,&face_intersect[i].s,rotmat);
|
|
vecmulmat(&nn,&face_intersect[i].n,rotmat);
|
|
|
|
ns.x = ns.x + mapvals.position.x;
|
|
ns.y = ns.y + mapvals.position.y;
|
|
ns.z = ns.z + mapvals.position.z;
|
|
|
|
face_intersect[i].s = ns;
|
|
face_intersect[i].n = nn;
|
|
}
|
|
|
|
color = get_box_image_color(face_intersect[0].face,
|
|
face_intersect[0].u,face_intersect[0].v);
|
|
|
|
/* 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(
|
|
&face_intersect[0].s,
|
|
&mapvals.viewpoint,
|
|
&face_intersect[0].n,
|
|
&mapvals.lightsource.position,
|
|
&color,
|
|
&mapvals.lightsource.color,
|
|
mapvals.lightsource.type);
|
|
|
|
gck_rgba_clamp(&color);
|
|
|
|
color2 = get_box_image_color(face_intersect[1].face,
|
|
face_intersect[1].u,face_intersect[1].v);
|
|
|
|
/* Make the normal point inwards */
|
|
/* ============================= */
|
|
|
|
gck_vector3_mul(&face_intersect[1].n,-1.0);
|
|
|
|
color2=phong_shade(
|
|
&face_intersect[1].s,
|
|
&mapvals.viewpoint,
|
|
&face_intersect[1].n,
|
|
&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*color.a+(1.0-color.a)*color2.r;
|
|
color.g = color.g*color.a+(1.0-color.a)*color2.g;
|
|
color.b = color.b*color.a+(1.0-color.a)*color2.b;
|
|
color.a = color.a+color2.a;
|
|
|
|
gck_rgba_clamp(&color);
|
|
}
|
|
else if (color.a!=0.0 && mapvals.lightsource.type!=NO_LIGHT)
|
|
{
|
|
color=phong_shade(
|
|
&face_intersect[0].s,
|
|
&mapvals.viewpoint,
|
|
&face_intersect[0].n,
|
|
&mapvals.lightsource.position,
|
|
&color,
|
|
&mapvals.lightsource.color,
|
|
mapvals.lightsource.type);
|
|
|
|
gck_rgba_clamp(&color);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (mapvals.transparent_background==TRUE)
|
|
color.a = 0.0;
|
|
}
|
|
|
|
return(color);
|
|
}
|
|
|
|
gboolean intersect_circle(GckVector3 vp,GckVector3 dir,gdouble w,
|
|
FaceIntersectInfo *face_info)
|
|
{
|
|
gboolean result = FALSE;
|
|
gdouble r,d;
|
|
|
|
#define sqr(a) a*a
|
|
|
|
if (dir.y!=0.0)
|
|
{
|
|
face_info->t = (w-vp.y)/dir.y;
|
|
face_info->s.x = vp.x + face_info->t*dir.x;
|
|
face_info->s.y = w;
|
|
face_info->s.z = vp.z + face_info->t*dir.z;
|
|
|
|
r = sqrt(sqr(face_info->s.x) + sqr(face_info->s.z));
|
|
|
|
if (r<=mapvals.cylinder_radius)
|
|
{
|
|
d = 2.0*mapvals.cylinder_radius;
|
|
face_info->u = (face_info->s.x+mapvals.cylinder_radius)/d;
|
|
face_info->v = (face_info->s.z+mapvals.cylinder_radius)/d;
|
|
result = TRUE;
|
|
}
|
|
}
|
|
|
|
#undef sqr
|
|
|
|
return(result);
|
|
}
|
|
|
|
gdouble compute_angle(gdouble x,gdouble y)
|
|
{
|
|
gdouble a = 0;
|
|
|
|
/* Check which quadrant we're in and correct angle */
|
|
/* =============================================== */
|
|
|
|
if (y==0.0)
|
|
{
|
|
if (x<0)
|
|
a = 0;
|
|
else
|
|
a = M_PI;
|
|
}
|
|
else
|
|
{
|
|
if (x!=0.0)
|
|
a = atan(y/x);
|
|
else
|
|
{
|
|
if (y>0.0)
|
|
a = M_PI/2.0;
|
|
else
|
|
a = 1.5 * M_PI;
|
|
}
|
|
|
|
if (y<0.0 && x>0.0) /* 4th quad, a is negative */
|
|
a = 2.0*M_PI + a;
|
|
else if (y<0.0 && x<0.0) /* 3rd quad, a is positive */
|
|
a = M_PI + a;
|
|
else if (y>0.0 && x<0.0) /* 2nd quad, a is negative */
|
|
a = M_PI + a;
|
|
}
|
|
|
|
return(a);
|
|
}
|
|
|
|
gboolean intersect_cylinder(GckVector3 vp,GckVector3 dir,FaceIntersectInfo *face_intersect)
|
|
{
|
|
gdouble a,b,c,d,e,f,tmp,l;
|
|
gboolean result = FALSE;
|
|
gint i;
|
|
|
|
#define sqr(a) a*a
|
|
|
|
a = sqr(dir.x) + sqr(dir.z);
|
|
b = 2.0*(vp.x*dir.x+vp.z*dir.z);
|
|
c = sqr(vp.x)+sqr(vp.z)-sqr(mapvals.cylinder_radius);
|
|
|
|
d = sqr(b)-4.0*a*c;
|
|
if (d>=0.0)
|
|
{
|
|
e = sqrt(d);
|
|
f = 2.0*a;
|
|
|
|
if (f!=0.0)
|
|
{
|
|
result = TRUE;
|
|
|
|
face_intersect[0].t = (-b+e)/f;
|
|
face_intersect[1].t = (-b-e)/f;
|
|
|
|
if (face_intersect[0].t>face_intersect[1].t)
|
|
{
|
|
tmp = face_intersect[0].t;
|
|
face_intersect[0].t = face_intersect[1].t;
|
|
face_intersect[1].t = tmp;
|
|
}
|
|
|
|
for (i=0;i<2;i++)
|
|
{
|
|
face_intersect[i].s.x = vp.x + face_intersect[i].t * dir.x;
|
|
face_intersect[i].s.y = vp.y + face_intersect[i].t * dir.y;
|
|
face_intersect[i].s.z = vp.z + face_intersect[i].t * dir.z;
|
|
|
|
face_intersect[i].n = face_intersect[i].s;
|
|
face_intersect[i].n.y = 0.0;
|
|
gck_vector3_normalize(&face_intersect[i].n);
|
|
|
|
l = mapvals.cylinder_length/2.0;
|
|
|
|
face_intersect[i].u = compute_angle(face_intersect[i].s.x,face_intersect[i].s.z)/(2.0*M_PI);
|
|
face_intersect[i].v = (face_intersect[i].s.y+l)/mapvals.cylinder_length;
|
|
|
|
/* Mark hitpoint as on the cylinder hull */
|
|
/* ===================================== */
|
|
|
|
face_intersect[i].face = 0;
|
|
|
|
/* Check if we're completely off the cylinder axis */
|
|
/* =============================================== */
|
|
|
|
if (face_intersect[i].s.y>l || face_intersect[i].s.y<-l)
|
|
{
|
|
/* Check if we've hit a cap */
|
|
/* ======================== */
|
|
|
|
if (face_intersect[i].s.y>l)
|
|
{
|
|
if (intersect_circle(vp,dir,l,&face_intersect[i])==FALSE)
|
|
result = FALSE;
|
|
else
|
|
{
|
|
face_intersect[i].face = 1;
|
|
gck_vector3_set(&face_intersect[i].n, 0.0, 1.0, 0.0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (intersect_circle(vp,dir,-l,&face_intersect[i])==FALSE)
|
|
result = FALSE;
|
|
else
|
|
{
|
|
face_intersect[i].face = 2;
|
|
gck_vector3_set(&face_intersect[i].n, 0.0, -1.0, 0.0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#undef sqr
|
|
|
|
return(result);
|
|
}
|
|
|
|
GckRGB get_cylinder_color(gint face, gdouble u, gdouble v)
|
|
{
|
|
GckRGB color;
|
|
gint inside;
|
|
|
|
if (face==0)
|
|
color = get_image_color(u,v,&inside);
|
|
else
|
|
color = get_cylinder_image_color (face-1,u,v);
|
|
|
|
return(color);
|
|
}
|
|
|
|
GckRGB get_ray_color_cylinder(GckVector3 *pos)
|
|
{
|
|
GckVector3 lvp,ldir,vp,p,dir,ns,nn;
|
|
GckRGB color, color2;
|
|
gfloat m[16];
|
|
gint i;
|
|
FaceIntersectInfo face_intersect[2];
|
|
|
|
color=background;
|
|
vp = mapvals.viewpoint;
|
|
p = *pos;
|
|
|
|
vp.x = vp.x - mapvals.position.x;
|
|
vp.y = vp.y - mapvals.position.y;
|
|
vp.z = vp.z - mapvals.position.z;
|
|
|
|
p.x = p.x - mapvals.position.x;
|
|
p.y = p.y - mapvals.position.y;
|
|
p.z = p.z - mapvals.position.z;
|
|
|
|
/* Compute direction */
|
|
/* ================= */
|
|
|
|
gck_vector3_sub(&dir,&p,&vp);
|
|
gck_vector3_normalize(&dir);
|
|
|
|
/* Compute inverse of rotation matrix and apply it to */
|
|
/* the viewpoint and direction. This transforms the */
|
|
/* observer into the local coordinate system of the box */
|
|
/* ==================================================== */
|
|
|
|
memcpy(m,rotmat,sizeof(gfloat)*16);
|
|
|
|
transpose_mat(m);
|
|
|
|
vecmulmat(&lvp,&vp,m);
|
|
vecmulmat(&ldir,&dir,m);
|
|
|
|
if (intersect_cylinder(lvp,ldir,face_intersect)==TRUE)
|
|
{
|
|
/* We've hit the cylinder. Transform the hit points and */
|
|
/* normals back into the world coordinate system */
|
|
/* ==================================================== */
|
|
|
|
for (i=0;i<2;i++)
|
|
{
|
|
vecmulmat(&ns,&face_intersect[i].s,rotmat);
|
|
vecmulmat(&nn,&face_intersect[i].n,rotmat);
|
|
|
|
ns.x = ns.x + mapvals.position.x;
|
|
ns.y = ns.y + mapvals.position.y;
|
|
ns.z = ns.z + mapvals.position.z;
|
|
|
|
face_intersect[i].s = ns;
|
|
face_intersect[i].n = nn;
|
|
}
|
|
|
|
color = get_cylinder_color(face_intersect[0].face,
|
|
face_intersect[0].u,face_intersect[0].v);
|
|
|
|
/* 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(
|
|
&face_intersect[0].s,
|
|
&mapvals.viewpoint,
|
|
&face_intersect[0].n,
|
|
&mapvals.lightsource.position,
|
|
&color,
|
|
&mapvals.lightsource.color,
|
|
mapvals.lightsource.type);
|
|
|
|
gck_rgba_clamp(&color);
|
|
|
|
color2 = get_cylinder_color(face_intersect[1].face,
|
|
face_intersect[1].u,face_intersect[1].v);
|
|
|
|
/* Make the normal point inwards */
|
|
/* ============================= */
|
|
|
|
gck_vector3_mul(&face_intersect[1].n,-1.0);
|
|
|
|
color2=phong_shade(
|
|
&face_intersect[1].s,
|
|
&mapvals.viewpoint,
|
|
&face_intersect[1].n,
|
|
&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*color.a+(1.0-color.a)*color2.r;
|
|
color.g = color.g*color.a+(1.0-color.a)*color2.g;
|
|
color.b = color.b*color.a+(1.0-color.a)*color2.b;
|
|
color.a = color.a+color2.a;
|
|
|
|
gck_rgba_clamp(&color);
|
|
}
|
|
else if (color.a!=0.0 && mapvals.lightsource.type!=NO_LIGHT)
|
|
{
|
|
color=phong_shade(
|
|
&face_intersect[0].s,
|
|
&mapvals.viewpoint,
|
|
&face_intersect[0].n,
|
|
&mapvals.lightsource.position,
|
|
&color,
|
|
&mapvals.lightsource.color,
|
|
mapvals.lightsource.type);
|
|
|
|
gck_rgba_clamp(&color);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (mapvals.transparent_background==TRUE)
|
|
color.a = 0.0;
|
|
}
|
|
|
|
return(color);
|
|
}
|
|
|