File: lightsource.c

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/**
 ** sipp - SImple Polygon Processor
 **
 **  A general 3d graphic package
 **
 **  Copyright Equivalent Software HB  1992
 **
 ** This program is free software; you can redistribute it and/or modify
 ** it under the terms of the GNU General Public License as published by
 ** the Free Software Foundation; either version 1, or any later version.
 ** This program is distributed in the hope that it will be useful,
 ** but WITHOUT ANY WARRANTY; without even the implied warranty of
 ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 ** GNU General Public License for more details.
 ** You can receive a copy of the GNU General Public License from the
 ** Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
 **/

/**
 ** lightsource.c - Functions that handles lightsources.
 **/

#include <stdio.h>
#include <math.h>
#include <values.h>

#ifndef MAXFLOAT
#   define MAXFLOAT ((float)3.40282346638528860e+38)
#endif

#include <sipp.h>
#include <lightsource.h>
#include <smalloc.h>


Lightsource  *lightsrc_stack;  /* Stack of installed lightsources. */

extern int depthmap_size;

static int    rand_index = 0;
static double rand_no[256];

static double
shadow_sample _ANSI_ARGS_((Shadow_info *sh,
                           Vector      *pos));


/*
 * Create a new lightsource in the scene.
 */
Lightsource *
lightsource_create(x, y, z, red, grn, blu, type)
    double  x, y, z;
    double  red, grn, blu;
    int     type;
{
    Lightsource    *lp;
    Dir_light_info *ip;

    if (type != LIGHT_DIRECTION && type != LIGHT_POINT) {
        return NULL;
    }

    lp = (Lightsource *)scalloc(1, sizeof(Lightsource));
    ip = (Dir_light_info *)scalloc(1, sizeof(Dir_light_info));

    MakeVector(ip->dir, x, y, z);
    if (type == LIGHT_DIRECTION) {
        vecnorm(&ip->dir);
    }
    lp->info = (void *)ip;
    
    lp->type = type;
    lp->color.red = red;
    lp->color.grn = grn;
    lp->color.blu = blu;
    lp->active = TRUE;
    lp->next = lightsrc_stack;
    lp->shadow.active = FALSE;
    lightsrc_stack = lp;

    return lp;
}


/*
 * Change the position of a lightsource. If it is a directional
 * lightsource it's direction is changed.
 */
void
lightsource_put(lp, x, y, z)
    Lightsource *lp;
    double       x, y, z;
{
    if (lp->type != LIGHT_DIRECTION && lp->type != LIGHT_POINT) {
        return;
    }

    MakeVector(((Dir_light_info *)(lp->info))->dir, x, y, z);
    if (lp->type == LIGHT_DIRECTION) {
        vecnorm(&((Dir_light_info *)(lp->info))->dir);
    }
}
    

/*
 * Define a new spotlight in the scene.
 */
Lightsource *
spotlight_create(x, y, z, to_x, to_y, to_z, fov, red, grn, blu, type, shadows)
    double  x, y, z;
    double  to_x, to_y, to_z;
    double  fov;
    double  red, grn, blu;
    int     type;
    bool    shadows;
{
    Lightsource     *lp;
    Spot_light_info *sp;
    Vector           tmp;

    if (type != SPOT_SHARP && type != SPOT_SOFT) {
        return NULL;
    }

    lp = (Lightsource *)scalloc(1, sizeof(Lightsource));
    sp = (Spot_light_info *)scalloc(1, sizeof(Spot_light_info));

    MakeVector(sp->pos, x, y, z);
    MakeVector(sp->point, to_x, to_y, to_z);
    VecSub(sp->dir, sp->point, sp->pos);
    vecnorm(&sp->dir);
    sp->cos_fov = cos(fov * M_PI / 180.0 * 0.5);
    lp->info = (void *)sp;
    
    lp->shadow.fov_factor = tan(fov * M_PI / 180.0 * 0.5);
    lp->shadow.active = shadows;
    lp->shadow.d_map = NULL;

    lp->type = type;
    lp->color.red = red;
    lp->color.grn = grn;
    lp->color.blu = blu;
    lp->active = TRUE;
    lp->next = lightsrc_stack;
    lightsrc_stack = lp;

    return lp;
}


/*
 * Remove the lightsource LIGHT from the list of lights and free all 
 * resources attached to it.
 */
void
light_destruct(light)
    Lightsource   *light;
{
    Lightsource  * lght;

    /* First,  we must remove the light from the list of active lights. */
    while (lightsrc_stack == light)
	lightsrc_stack = lightsrc_stack->next;

    lght = lightsrc_stack;
    while (lght != NULL) {
	if (lght->next == light)
	    lght->next = lght->next->next;
	else
	    lght = lght->next;
    }

    sfree(light->info);
    sfree(light);
}


/*
 * Change the position of a spotlight.
 */
void 
spotlight_pos(lp, x, y, z)
    Lightsource *lp;
    double       x, y, z;
{
    Spot_light_info *sp;

    if (lp->type != SPOT_SOFT && lp->type != SPOT_SHARP) {
        return;
    }

    sp = (Spot_light_info *)(lp->info);
    MakeVector(sp->pos, x, y, z);
    VecSub(sp->dir, sp->point, sp->pos);
    vecnorm(&sp->dir);
}


/*
 * Change the point a spotlight is shining at.
 */
void 
spotlight_at(lp, x, y, z)
    Lightsource *lp;
    double       x, y, z;
{
    Spot_light_info *sp;

    if (lp->type != SPOT_SOFT && lp->type != SPOT_SHARP) {
        return;
    }

    sp = (Spot_light_info *)(lp->info);
    MakeVector(sp->point, x, y, z);
    VecSub(sp->dir, sp->point, sp->pos);
    vecnorm(&sp->dir);
}


/*
 * Change the opening angle of a spotlight.
 */
void 
spotlight_opening(lp, fov)
    Lightsource *lp;
    double       fov;
{
    if (lp->type != SPOT_SOFT && lp->type != SPOT_SHARP) {
        return;
    }

    ((Spot_light_info *)(lp->info))->cos_fov = cos(fov * M_PI / 180.0 * 0.5);
}


/*
 * Turn on or off shadow generation from a spotlight.
 */
void 
spotlight_shadows(lp, flag)
    Lightsource *lp;
    bool         flag;
{
    if (lp->type != SPOT_SOFT && lp->type != SPOT_SHARP) {
        return;
    }

    lp->shadow.active = flag;
}

    
/*
 * Set the color of the light from a lightsource or a spotlight.
 */
void light_color(lp, red, grn, blu)
    Lightsource *lp;
    double       red, grn, blu;
{
    lp->color.red = red;
    lp->color.grn = grn;
    lp->color.blu = blu;
}
    

/*
 * Turn a lightsource or spotlight on or off.
 */
void 
light_active(lp, flag)
    Lightsource *lp;
    bool         flag;
{
    lp->active = flag;
}


/*
 * Evaluate how much light from the lightsource LP thas is falling
 * on the point POS. Type of lightsource and shadows are taken into
 * account.
 * In VEC we return a vector pointing from POS to LP.
 */
double
light_eval(lp, pos, vec)
    Lightsource *lp;
    Vector      *pos;
    Vector      *vec;
{
    double fov_factor;

    switch (lp->type) {
      case LIGHT_DIRECTION:
        VecCopy(*vec, ((Dir_light_info *)(lp->info))->dir);
        return 1.0;

      case LIGHT_POINT:
        VecSub(*vec, ((Dir_light_info *)(lp->info))->dir, *pos);
        vecnorm(vec);
        return 1.0;

      case SPOT_SOFT:
        VecSub(*vec, *pos, ((Spot_light_info *)(lp->info))->pos);
        vecnorm(vec);

        fov_factor = VecDot(*vec, ((Spot_light_info *)(lp->info))->dir);
        if (fov_factor <= 0.0
            || fov_factor < ((Spot_light_info *)(lp->info))->cos_fov)
        {
            VecNegate(*vec);
            return 0.0;

        } else {
            fov_factor = (cos((1.0 - fov_factor) * M_PI 
                              / (1.0 - ((Spot_light_info *)
                                        (lp->info))->cos_fov))  
                          * 0.5 + 0.5);
            if (lp->shadow.active && lp->shadow.d_map) {
                VecNegate(*vec);
                return fov_factor * shadow_sample(&lp->shadow, pos);

            } else {
                VecNegate(*vec);
                return fov_factor;
            }
        } 

      case SPOT_SHARP:
        VecSub(*vec, *pos, ((Spot_light_info *)(lp->info))->pos);
        vecnorm(vec);

        if (VecDot(*vec, ((Spot_light_info *)(lp->info))->dir) 
            < ((Spot_light_info *)(lp->info))->cos_fov) 
        {
            VecNegate(*vec);
            return 0.0;

        } else if (lp->shadow.active && lp->shadow.d_map) {
            VecNegate(*vec);
            return shadow_sample(&lp->shadow, pos);

        } else {
            VecNegate(*vec);
            return 1.0;
        }
    }
}


/*
 * Sample a depth map and do percentage closer filtering to
 * see how much shadowed POS is.
 */
#define BOXRES  0.002
static double
shadow_sample(sh, pos)
    Shadow_info *sh;
    Vector      *pos;
{
    Vector   lp_view;
    int      lit;
    int      ns;
    int      x, y;
    int      i, j;
    double   lu, hu;
    double   lv, hv;
    double   xmin, ymin;
    double   boxres;
    double   ds, js;
    double   persp;

    point_transform(&lp_view, pos, &sh->matrix);
    persp = lp_view.z * sh->fov_factor;
    lp_view.x = (lp_view.x * depthmap_size * 0.5 / persp
                 + depthmap_size * 0.5);
    lp_view.y = (lp_view.y * depthmap_size * 0.5 / persp
                 + depthmap_size * 0.5);
    
    boxres = BOXRES * depthmap_size;
    lu = floor(lp_view.x - boxres);
    lv = floor(lp_view.y - boxres);
    hu = ceil(lp_view.x + boxres);
    hv = ceil(lp_view.y + boxres);
    if (lu >= depthmap_size || hu < 0.0
        || lv >= depthmap_size || hv < 0.0) 
    {
        return 1.0;
    }

    ns = (int)(boxres * 2.0 + 0.5);

    ds = 2.0 * boxres / ns;
    js = ds * 0.5;

    xmin = lp_view.x - boxres + js;
    ymin = lp_view.y - boxres + js;

    lit = ns * ns;
    for (i = 0, lp_view.x = xmin; i < ns; i++, lp_view.x += ds) {
        for (j = 0, lp_view.y = ymin; j < ns; j++, lp_view.y += ds) {
            rand_index = (rand_index + 1) & 255;
            x = lp_view.x + rand_no[rand_index] * js;
            rand_index = (rand_index + 1) & 255;
            y = lp_view.y + rand_no[rand_index] * js;
            if (x >= 0 && x < depthmap_size 
                && y >= 0 && y < depthmap_size) {
                if (lp_view.z > (sh->d_map[(depthmap_size - 1 - y) 
                                           * depthmap_size + x] 
                                 + sh->bias)) {
                    lit--;
                }
            }
        }
        
    }
 
   return (double)lit / (double)(ns * ns);
}


/*
 * Create and initialize depthmaps for all lightsources
 * that have their shadow generation activated.
 */
void
depthmaps_create()
{
    Lightsource *lp;
    int          i;

    for (i = 0; i < 256; i++) {
        rand_no[i] = (RANDOM() + 1.0) * 0.5;
    }
    rand_index = 0;
    for (lp = lightsrc_stack; lp != NULL; lp = lp->next) {
        if (lp->shadow.active) {
            if (NULL != lp->shadow.d_map) {
                sfree(lp->shadow.d_map);
            }
            lp->shadow.d_map = (float *)smalloc(depthmap_size * depthmap_size
                                                * sizeof(float));
            for (i = 0; i < depthmap_size * depthmap_size; i++) {
                lp->shadow.d_map[i] = MAXFLOAT;
            }
        }
    }
}
   

/*
 * Release the memory used by the depthmaps.
 */
void
depthmaps_destruct()
{
    Lightsource *lp;

    for (lp = lightsrc_stack; lp != NULL; lp = lp->next) {
        if (lp->shadow.active && lp->shadow.d_map != NULL) {
            sfree(lp->shadow.d_map);
            lp->shadow.d_map = NULL;
        }
    }
}