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Diffstat (limited to '')
-rw-r--r-- | plug-ins/lighting/lighting-shade.c | 838 |
1 files changed, 838 insertions, 0 deletions
diff --git a/plug-ins/lighting/lighting-shade.c b/plug-ins/lighting/lighting-shade.c new file mode 100644 index 0000000..70443d9 --- /dev/null +++ b/plug-ins/lighting/lighting-shade.c @@ -0,0 +1,838 @@ +/*****************/ +/* Shading stuff */ +/*****************/ + +#include "config.h" + +#include <libgimp/gimp.h> + +#include "lighting-main.h" +#include "lighting-image.h" +#include "lighting-shade.h" + + +static GimpVector3 *triangle_normals[2] = { NULL, NULL }; +static GimpVector3 *vertex_normals[3] = { NULL, NULL, NULL }; +static gdouble *heights[3] = { NULL, NULL, NULL }; +static gdouble xstep, ystep; +static guchar *bumprow = NULL; + +static gint pre_w = -1; +static gint pre_h = -1; + +/*****************/ +/* Phong shading */ +/*****************/ + +static GimpRGB +phong_shade (GimpVector3 *position, + GimpVector3 *viewpoint, + GimpVector3 *normal, + GimpVector3 *lightposition, + GimpRGB *diff_col, + GimpRGB *light_col, + LightType light_type) +{ + GimpRGB diffuse_color, specular_color; + gdouble nl, rv, dist; + GimpVector3 l, v, n, lnormal, h; + + /* Compute ambient intensity */ + /* ========================= */ + + n = *normal; + + /* Compute (N*L) term of Phong's equation */ + /* ====================================== */ + + if (light_type == POINT_LIGHT) + gimp_vector3_sub (&l, lightposition, position); + else + { + l = *lightposition; + gimp_vector3_normalize (&l); + } + + dist = gimp_vector3_length (&l); + + if (dist != 0.0) + gimp_vector3_mul (&l, 1.0 / dist); + + nl = MAX (0., 2.0 * gimp_vector3_inner_product (&n, &l)); + + lnormal = l; + gimp_vector3_normalize (&lnormal); + + if (nl >= 0.0) + { + /* Compute (R*V)^alpha term of Phong's equation */ + /* ============================================ */ + + gimp_vector3_sub (&v, viewpoint, position); + gimp_vector3_normalize (&v); + + gimp_vector3_add (&h, &lnormal, &v); + gimp_vector3_normalize (&h); + + rv = MAX (0.01, gimp_vector3_inner_product (&n, &h)); + rv = pow (rv, mapvals.material.highlight); + rv *= nl; + + /* Compute diffuse and specular intensity contribution */ + /* =================================================== */ + + diffuse_color = *light_col; + gimp_rgb_multiply (&diffuse_color, mapvals.material.diffuse_int); + diffuse_color.r *= diff_col->r; + diffuse_color.g *= diff_col->g; + diffuse_color.b *= diff_col->b; + gimp_rgb_multiply (&diffuse_color, nl); + + specular_color = *light_col; + if (mapvals.material.metallic) /* for metals, specular color = diffuse color */ + { + specular_color.r *= diff_col->r; + specular_color.g *= diff_col->g; + specular_color.b *= diff_col->b; + } + gimp_rgb_multiply (&specular_color, mapvals.material.specular_ref); + gimp_rgb_multiply (&specular_color, rv); + + gimp_rgb_add (&diffuse_color, &specular_color); + gimp_rgb_clamp (&diffuse_color); + } + + gimp_rgb_clamp (&diffuse_color); + + return diffuse_color; +} + +void +precompute_init (gint w, + gint h) +{ + gint n; + gint bpp=1; + + xstep = 1.0 / (gdouble) width; + ystep = 1.0 / (gdouble) height; + + pre_w = w; + pre_h = h; + + for (n = 0; n < 3; n++) + { + if (vertex_normals[n] != NULL) + g_free (vertex_normals[n]); + + if (heights[n] != NULL) + g_free (heights[n]); + + heights[n] = g_new (gdouble, w); + vertex_normals[n] = g_new (GimpVector3, w); + } + + for (n = 0; n < 2; n++) + if (triangle_normals[n] != NULL) + g_free (triangle_normals[n]); + + g_clear_pointer (&bumprow, g_free); + + if (mapvals.bumpmap_id != -1) + { + bpp = gimp_drawable_bpp(mapvals.bumpmap_id); + } + + bumprow = g_new (guchar, w * bpp); + + triangle_normals[0] = g_new (GimpVector3, (w << 1) + 2); + triangle_normals[1] = g_new (GimpVector3, (w << 1) + 2); + + for (n = 0; n < (w << 1) + 1; n++) + { + gimp_vector3_set (&triangle_normals[0][n], 0.0, 0.0, 1.0); + gimp_vector3_set (&triangle_normals[1][n], 0.0, 0.0, 1.0); + } + + for (n = 0; n < w; n++) + { + gimp_vector3_set (&vertex_normals[0][n], 0.0, 0.0, 1.0); + gimp_vector3_set (&vertex_normals[1][n], 0.0, 0.0, 1.0); + gimp_vector3_set (&vertex_normals[2][n], 0.0, 0.0, 1.0); + heights[0][n] = 0.0; + heights[1][n] = 0.0; + heights[2][n] = 0.0; + } +} + + +/* Interpol linearly height[2] and triangle_normals[1] + * using the next row + */ +void +interpol_row (gint x1, + gint x2, + gint y) +{ + GimpVector3 p1, p2, p3; + gint n, i; + guchar *map = NULL; + gint bpp = 1; + guchar *bumprow1 = NULL; + guchar *bumprow2 = NULL; + + if (mapvals.bumpmap_id != -1) + { + bumpmap_setup (mapvals.bumpmap_id); + + bpp = babl_format_get_bytes_per_pixel (bump_format); + } + + bumprow1 = g_new0 (guchar, pre_w * bpp); + bumprow2 = g_new0 (guchar, pre_w * bpp); + + gegl_buffer_get (bump_buffer, GEGL_RECTANGLE (x1, y, x2 - x1, 1), 1.0, + bump_format, bumprow1, + GEGL_AUTO_ROWSTRIDE, GEGL_ABYSS_NONE); + + gegl_buffer_get (bump_buffer, GEGL_RECTANGLE (x1, y - 1, x2 - x1, 1), 1.0, + bump_format, bumprow2, + GEGL_AUTO_ROWSTRIDE, GEGL_ABYSS_NONE); + + if (mapvals.bumpmaptype > 0) + { + switch (mapvals.bumpmaptype) + { + case 1: + map = logmap; + break; + case 2: + map = sinemap; + break; + default: + map = spheremap; + break; + } + } + + for (n = 0; n < (x2 - x1); n++) + { + gdouble diff; + guchar mapval; + guchar mapval1, mapval2; + + if (bpp>1) + { + mapval1 = (guchar)((float)((bumprow1[n * bpp] +bumprow1[n * bpp +1] + bumprow1[n * bpp + 2])/3.0 )) ; + mapval2 = (guchar)((float)((bumprow2[n * bpp] +bumprow2[n * bpp +1] + bumprow2[n * bpp + 2])/3.0 )) ; + } + else + { + mapval1 = bumprow1[n * bpp]; + mapval2 = bumprow2[n * bpp]; + } + + diff = mapval1 - mapval2; + mapval = (guchar) CLAMP (mapval1 + diff, 0.0, 255.0); + + if (mapvals.bumpmaptype > 0) + { + heights[1][n] = (gdouble) mapvals.bumpmax * (gdouble) map[mapval1] / 255.0; + heights[2][n] = (gdouble) mapvals.bumpmax * (gdouble) map[mapval] / 255.0; + } + else + { + heights[1][n] = (gdouble) mapvals.bumpmax * (gdouble) mapval1 / 255.0; + heights[2][n] = (gdouble) mapvals.bumpmax * (gdouble) mapval / 255.0; + } + } + + i = 0; + for (n = 0; n < (x2 - x1 - 1); n++) + { + /* heights rows 1 and 2 are inverted */ + p1.x = 0.0; + p1.y = ystep; + p1.z = heights[1][n] - heights[2][n]; + + p2.x = xstep; + p2.y = ystep; + p2.z = heights[1][n+1] - heights[2][n]; + + p3.x = xstep; + p3.y = 0.0; + p3.z = heights[2][n+1] - heights[2][n]; + + triangle_normals[1][i] = gimp_vector3_cross_product (&p2, &p1); + triangle_normals[1][i+1] = gimp_vector3_cross_product (&p3, &p2); + + gimp_vector3_normalize (&triangle_normals[1][i]); + gimp_vector3_normalize (&triangle_normals[1][i+1]); + + i += 2; + } + + g_free (bumprow1); + g_free (bumprow2); +} + +/********************************************/ +/* Compute triangle and then vertex normals */ +/********************************************/ + + +void +precompute_normals (gint x1, + gint x2, + gint y) +{ + GimpVector3 *tmpv, p1, p2, p3, normal; + gdouble *tmpd; + gint n, i, nv; + guchar *map = NULL; + gint bpp = 1; + guchar mapval; + + + /* First, compute the heights */ + /* ========================== */ + + tmpv = triangle_normals[0]; + triangle_normals[0] = triangle_normals[1]; + triangle_normals[1] = tmpv; + + tmpv = vertex_normals[0]; + vertex_normals[0] = vertex_normals[1]; + vertex_normals[1] = vertex_normals[2]; + vertex_normals[2] = tmpv; + + tmpd = heights[0]; + heights[0] = heights[1]; + heights[1] = heights[2]; + heights[2] = tmpd; + + if (mapvals.bumpmap_id != -1) + { + bumpmap_setup (mapvals.bumpmap_id); + + bpp = babl_format_get_bytes_per_pixel (bump_format); + } + + gegl_buffer_get (bump_buffer, GEGL_RECTANGLE (x1, y, x2 - x1, 1), 1.0, + bump_format, bumprow, + GEGL_AUTO_ROWSTRIDE, GEGL_ABYSS_NONE); + + if (mapvals.bumpmaptype > 0) + { + switch (mapvals.bumpmaptype) + { + case 1: + map = logmap; + break; + case 2: + map = sinemap; + break; + default: + map = spheremap; + break; + } + + for (n = 0; n < (x2 - x1); n++) + { + if (bpp > 1) + { + mapval = (guchar)((float)((bumprow[n * bpp + 0] + + bumprow[n * bpp + 1] + + bumprow[n * bpp + 2]) /3.0)); + } + else + { + mapval = bumprow[n * bpp]; + } + + heights[2][n] = (gdouble) mapvals.bumpmax * (gdouble) map[mapval] / 255.0; + } + } + else + { + for (n = 0; n < (x2 - x1); n++) + { + if (bpp>1) + { + mapval = (guchar)((float)((bumprow[n * bpp + 0] + + bumprow[n * bpp + 1] + + bumprow[n * bpp + 2]) / 3.0)); + } + else + { + mapval = bumprow[n * bpp]; + } + + heights[2][n] = (gdouble) mapvals.bumpmax * (gdouble) mapval / 255.0; + } + } + + /* Compute triangle normals */ + /* ======================== */ + + i = 0; + for (n = 0; n < (x2 - x1 - 1); n++) + { + p1.x = 0.0; + p1.y = ystep; + p1.z = heights[2][n] - heights[1][n]; + + p2.x = xstep; + p2.y = ystep; + p2.z = heights[2][n+1] - heights[1][n]; + + p3.x = xstep; + p3.y = 0.0; + p3.z = heights[1][n+1] - heights[1][n]; + + triangle_normals[1][i] = gimp_vector3_cross_product (&p2, &p1); + triangle_normals[1][i+1] = gimp_vector3_cross_product (&p3, &p2); + + gimp_vector3_normalize (&triangle_normals[1][i]); + gimp_vector3_normalize (&triangle_normals[1][i+1]); + + i += 2; + } + + /* Compute vertex normals */ + /* ====================== */ + + i = 0; + gimp_vector3_set (&normal, 0.0, 0.0, 0.0); + + for (n = 0; n < (x2 - x1 - 1); n++) + { + nv = 0; + + if (n > 0) + { + if (y > 0) + { + gimp_vector3_add (&normal, &normal, &triangle_normals[0][i-1]); + gimp_vector3_add (&normal, &normal, &triangle_normals[0][i-2]); + nv += 2; + } + + if (y < pre_h) + { + gimp_vector3_add (&normal, &normal, &triangle_normals[1][i-1]); + nv++; + } + } + + if (n <pre_w) + { + if (y > 0) + { + gimp_vector3_add (&normal, &normal, &triangle_normals[0][i]); + gimp_vector3_add (&normal, &normal, &triangle_normals[0][i+1]); + nv += 2; + } + + if (y < pre_h) + { + gimp_vector3_add (&normal, &normal, &triangle_normals[1][i]); + gimp_vector3_add (&normal, &normal, &triangle_normals[1][i+1]); + nv += 2; + } + } + + gimp_vector3_mul (&normal, 1.0 / (gdouble) nv); + gimp_vector3_normalize (&normal); + vertex_normals[1][n] = normal; + + i += 2; + } +} + +/***********************************************************************/ +/* Compute the reflected ray given the normalized normal and ins. vec. */ +/***********************************************************************/ + +static GimpVector3 +compute_reflected_ray (GimpVector3 *normal, + GimpVector3 *view) +{ + GimpVector3 ref; + gdouble nl; + + nl = 2.0 * gimp_vector3_inner_product (normal, view); + + ref = *normal; + + gimp_vector3_mul (&ref, nl); + gimp_vector3_sub (&ref, &ref, view); + + return ref; +} + +/************************************************************************/ +/* Given the NorthPole, Equator and a third vector (normal) compute */ +/* the conversion from spherical coordinates to image space coordinates */ +/************************************************************************/ + +static void +sphere_to_image (GimpVector3 *normal, + gdouble *u, + gdouble *v) +{ + static gdouble alpha, fac; + static GimpVector3 cross_prod; + static GimpVector3 firstaxis = { 1.0, 0.0, 0.0 }; + static GimpVector3 secondaxis = { 0.0, 1.0, 0.0 }; + + alpha = acos (-gimp_vector3_inner_product (&secondaxis, normal)); + + *v = alpha / G_PI; + + if (*v==0.0 || *v==1.0) + { + *u = 0.0; + } + else + { + fac = gimp_vector3_inner_product (&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 * G_PI); + + cross_prod = gimp_vector3_cross_product (&secondaxis, &firstaxis); + + if (gimp_vector3_inner_product (&cross_prod, normal) < 0.0) + *u = 1.0 - *u; + } +} + +/*********************************************************************/ +/* These routines computes the color of the surface at a given point */ +/*********************************************************************/ + +GimpRGB +get_ray_color (GimpVector3 *position) +{ + GimpRGB color; + GimpRGB color_int; + GimpRGB color_sum; + GimpRGB light_color; + gint x, f; + gdouble xf, yf; + GimpVector3 normal, *p; + gint k; + + pos_to_float (position->x, position->y, &xf, &yf); + + x = RINT (xf); + + if (mapvals.transparent_background && heights[1][x] == 0) + { + gimp_rgb_set_alpha (&color_sum, 0.0); + } + else + { + color = get_image_color (xf, yf, &f); + + color_sum = color; + gimp_rgb_multiply (&color_sum, mapvals.material.ambient_int); + + for (k = 0; k < NUM_LIGHTS; k++) + { + if (!mapvals.lightsource[k].active + || mapvals.lightsource[k].type == NO_LIGHT) + continue; + else if (mapvals.lightsource[k].type == POINT_LIGHT) + p = &mapvals.lightsource[k].position; + else + p = &mapvals.lightsource[k].direction; + + color_int = mapvals.lightsource[k].color; + gimp_rgb_multiply (&color_int, mapvals.lightsource[k].intensity); + + if (mapvals.bump_mapped == FALSE || mapvals.bumpmap_id == -1) + { + light_color = phong_shade (position, + &mapvals.viewpoint, + &mapvals.planenormal, + p, + &color, + &color_int, + mapvals.lightsource[k].type); + } + else + { + normal = vertex_normals[1][(gint) RINT (xf)]; + + light_color = phong_shade (position, + &mapvals.viewpoint, + &normal, + p, + &color, + &color_int, + mapvals.lightsource[k].type); + } + + gimp_rgb_add (&color_sum, &light_color); + } + } + + gimp_rgb_clamp (&color_sum); + return color_sum; +} + +GimpRGB +get_ray_color_ref (GimpVector3 *position) +{ + GimpRGB color_sum; + GimpRGB color_int; + GimpRGB light_color; + GimpRGB color, env_color; + gint x, f; + gdouble xf, yf; + GimpVector3 normal, *p, v, r; + gint k; + gdouble tmpval; + + pos_to_float (position->x, position->y, &xf, &yf); + + x = RINT (xf); + + if (mapvals.bump_mapped == FALSE || mapvals.bumpmap_id == -1) + normal = mapvals.planenormal; + else + normal = vertex_normals[1][(gint) RINT (xf)]; + gimp_vector3_normalize (&normal); + + if (mapvals.transparent_background && heights[1][x] == 0) + { + gimp_rgb_set_alpha (&color_sum, 0.0); + } + else + { + color = get_image_color (xf, yf, &f); + color_sum = color; + gimp_rgb_multiply (&color_sum, mapvals.material.ambient_int); + + for (k = 0; k < NUM_LIGHTS; k++) + { + p = &mapvals.lightsource[k].direction; + + if (!mapvals.lightsource[k].active + || mapvals.lightsource[k].type == NO_LIGHT) + continue; + else if (mapvals.lightsource[k].type == POINT_LIGHT) + p = &mapvals.lightsource[k].position; + + color_int = mapvals.lightsource[k].color; + gimp_rgb_multiply (&color_int, mapvals.lightsource[k].intensity); + + light_color = phong_shade (position, + &mapvals.viewpoint, + &normal, + p, + &color, + &color_int, + mapvals.lightsource[0].type); + } + + gimp_vector3_sub (&v, &mapvals.viewpoint, position); + gimp_vector3_normalize (&v); + + r = compute_reflected_ray (&normal, &v); + + /* Get color in the direction of r */ + /* =============================== */ + + sphere_to_image (&r, &xf, &yf); + env_color = peek_env_map (RINT (env_width * xf), + RINT (env_height * yf)); + + tmpval = mapvals.material.diffuse_int; + mapvals.material.diffuse_int = 0.; + + light_color = phong_shade (position, + &mapvals.viewpoint, + &normal, + &r, + &color, + &env_color, + DIRECTIONAL_LIGHT); + + mapvals.material.diffuse_int = tmpval; + + gimp_rgb_add (&color_sum, &light_color); + } + + gimp_rgb_clamp (&color_sum); + return color_sum; +} + +GimpRGB +get_ray_color_no_bilinear (GimpVector3 *position) +{ + GimpRGB color; + GimpRGB color_int; + GimpRGB color_sum; + GimpRGB light_color; + gint x; + gdouble xf, yf; + GimpVector3 normal, *p; + gint k; + + + pos_to_float (position->x, position->y, &xf, &yf); + + x = RINT (xf); + + if (mapvals.transparent_background && heights[1][x] == 0) + { + gimp_rgb_set_alpha (&color_sum, 0.0); + } + else + { + color = peek (x, RINT (yf)); + + color_sum = color; + gimp_rgb_multiply (&color_sum, mapvals.material.ambient_int); + + for (k = 0; k < NUM_LIGHTS; k++) + { + p = &mapvals.lightsource[k].direction; + + if (!mapvals.lightsource[k].active + || mapvals.lightsource[k].type == NO_LIGHT) + continue; + else if (mapvals.lightsource[k].type == POINT_LIGHT) + p = &mapvals.lightsource[k].position; + + color_int = mapvals.lightsource[k].color; + gimp_rgb_multiply (&color_int, mapvals.lightsource[k].intensity); + + if (mapvals.bump_mapped == FALSE || mapvals.bumpmap_id == -1) + { + light_color = phong_shade (position, + &mapvals.viewpoint, + &mapvals.planenormal, + p, + &color, + &color_int, + mapvals.lightsource[k].type); + } + else + { + normal = vertex_normals[1][x]; + + light_color = phong_shade (position, + &mapvals.viewpoint, + &normal, + p, + &color, + &color_int, + mapvals.lightsource[k].type); + } + + gimp_rgb_add (&color_sum, &light_color); + } + } + + gimp_rgb_clamp (&color_sum); + return color_sum; +} + +GimpRGB +get_ray_color_no_bilinear_ref (GimpVector3 *position) +{ + GimpRGB color_sum; + GimpRGB color_int; + GimpRGB light_color; + GimpRGB color, env_color; + gint x; + gdouble xf, yf; + GimpVector3 normal, *p, v, r; + gint k; + gdouble tmpval; + + pos_to_float (position->x, position->y, &xf, &yf); + + x = RINT (xf); + + if (mapvals.bump_mapped == FALSE || mapvals.bumpmap_id == -1) + normal = mapvals.planenormal; + else + normal = vertex_normals[1][(gint) RINT (xf)]; + gimp_vector3_normalize (&normal); + + if (mapvals.transparent_background && heights[1][x] == 0) + { + gimp_rgb_set_alpha (&color_sum, 0.0); + } + else + { + color = peek (RINT (xf), RINT (yf)); + color_sum = color; + gimp_rgb_multiply (&color_sum, mapvals.material.ambient_int); + + for (k = 0; k < NUM_LIGHTS; k++) + { + p = &mapvals.lightsource[k].direction; + + if (!mapvals.lightsource[k].active + || mapvals.lightsource[k].type == NO_LIGHT) + continue; + else if (mapvals.lightsource[k].type == POINT_LIGHT) + p = &mapvals.lightsource[k].position; + + color_int = mapvals.lightsource[k].color; + gimp_rgb_multiply (&color_int, mapvals.lightsource[k].intensity); + + light_color = phong_shade (position, + &mapvals.viewpoint, + &normal, + p, + &color, + &color_int, + mapvals.lightsource[0].type); + } + + gimp_vector3_sub (&v, &mapvals.viewpoint, position); + gimp_vector3_normalize (&v); + + r = compute_reflected_ray (&normal, &v); + + /* Get color in the direction of r */ + /* =============================== */ + + sphere_to_image (&r, &xf, &yf); + env_color = peek_env_map (RINT (env_width * xf), + RINT (env_height * yf)); + + tmpval = mapvals.material.diffuse_int; + mapvals.material.diffuse_int = 0.; + + light_color = phong_shade (position, + &mapvals.viewpoint, + &normal, + &r, + &color, + &env_color, + DIRECTIONAL_LIGHT); + + mapvals.material.diffuse_int = tmpval; + + gimp_rgb_add (&color_sum, &light_color); + } + + gimp_rgb_clamp (&color_sum); + + return color_sum; +} |