Example #1
0
static void paint_normal_and_height_maps(float min, float max)
{
	int f, i, j;
	float rad; 
	char red, green, blue;
	int p;

	for (f = 0; f < 6; f++) {
		for (i = 0; i < DIM; i++) {
			for (j = 0; j < DIM; j++) {
				p = (j * DIM + i) * 4; 
				rad = vec3_magnitude(&vertex[f][i][j]);
				rad = (rad - min) / (max - min);
				heightmap_image[f][p + 0] = (unsigned char) (255.0 * rad);
				heightmap_image[f][p + 1] = (unsigned char) (255.0 * rad);
				heightmap_image[f][p + 2] = (unsigned char) (255.0 * rad);
				heightmap_image[f][p + 3] = 255;
				if (rad > sealevel) {
					red = normal[f][i][j].v.x * 255;
					green = normal[f][i][j].v.y * 255;
					blue = normal[f][i][j].v.z * 255;
					normal_image[f][p + 0] = red;
					normal_image[f][p + 1] = green;
					normal_image[f][p + 2] = blue;
				} else {
					normal_image[f][p + 0] = 127;
					normal_image[f][p + 1] = 127;
					normal_image[f][p + 2] = 255;
				}
				normal_image[f][p + 3] = 255;
			}
		}
	}
}
Example #2
0
void		set_light(t_vec3 hit, t_obj *obj, t_lgt *light)
{
	double	theta;
	double	epsilon;

	light->ray.pos = hit;
	if (light->type == DIRECTIONAL)
	{
		light->ray.dir = vec3_fmul(light->dir, -1);
		obj->dist_attenuation = 1.0;
	}
	else
	{
		light->ray.dir = vec3_sub(light->pos, hit);
		obj->t = vec3_magnitude(light->ray.dir);
		obj->dist_attenuation = (1.0 + obj->t * obj->t * light->attenuation);
	}
	if (light->type == SPOT)
	{
		theta = vec3_dot(light->dir, vec3_norm(vec3_fmul(light->ray.dir, -1)));
		epsilon = light->cutoff - light->cutoff_outer;
		light->cutoff_intensity = ft_clampf((theta - light->cutoff_outer) /
			epsilon, 0, 1);
	}
	vec3_normalize(&light->ray.dir);
}
Example #3
0
File: geom.c Project: jsgf/terrain
void plane_normalize(plane_t *p)
{
	float len = 1.f / vec3_magnitude(&p->normal);

	vec3_scale(&p->normal, len);
	p->dist *= len;
}
Example #4
0
File: geom.c Project: jsgf/terrain
void quat_vector_vector(quat_t *q, const vec3_t *a, const vec3_t *b)
{
	float cost = vec3_dot(a, b);

	if (cost > 0.99999f) {
		/* parallel */
		*q = QUAT_IDENT;
	} else if (cost < -0.99999f) {
		/* opposite */
		vec3_t t = VEC3(0, a->x, -a->y); /* cross with (1,0,0) */
		if (vec3_magnitude(&t) < EPSILON)
			t = VEC3(-a->z, 0, a->x); /* nope, use (0,1,0) */

		vec3_normalize(&t);

		q->v = t;
		q->w = 0.f;
	} else {
		vec3_t t;

		vec3_cross(&t, a, b);
		vec3_normalize(&t);

		/* sin^2 t = (1 - cos(2t)) / 2 */
		float ss = sqrt(.5f * (1.f - cost));
		vec3_scale(&t, ss);
		q->v = t;

		/* cos^2 t = (1 + cos(2t) / 2 */
		q->w = sqrt(.5f * (1.f + cost));
	}
}
Example #5
0
/**
 * Component of the support function for a cylinder collider.
 **/
static void
object_support_component_cylinder(object_t *object,
				  float direction[3], float out[3])
{
	float top[3] = { 0, object->h / 2, 0 };
	float bottom[3] = { 0, -object->h / 2, 0 };
	float axis[3];
	float dir_perp[3];
	float trans[16];
	float dot_top;

	object_get_transform_mat(object, trans);

	/* Top and bottom are set to points in the middle of the top and the
	 * bottom faces of the cylinder respectively. We transform them to
	 * their worldspace positions.
	 */
	matrix_vec3_mul(trans, top, 1.0, top);
	matrix_vec3_mul(trans, bottom, 1.0, bottom);

	/* We get an axis vector that runs down the middle of the cylinder. */
	vec3_subtract(top, bottom, axis);

	/* Part of another process, but useful now for a reason... */
	vec3_cross(axis, direction, dir_perp);

	/* If the cross product is zero, our direction is aligned with the
	 * cylinder and top and bottom are our two final candidates.
	 */
	if (vec3_magnitude(dir_perp) > 0) {
		/* This completes what we started with the last cross product.
		 * dir_perp is now a vector perpendicular to the cylinder's
		 * axis, but as close to our selected direction as possible.
		 */
		vec3_cross(dir_perp, axis, dir_perp);

		/* Scale dir_perp to be the radius of our cylinder.
		 */
		vec3_normalize(dir_perp, dir_perp);
		vec3_scale(dir_perp, dir_perp, object->r);

		/* Finally, move top and bottom to the edges of our cylinder in
		 * the appropriate direction. We now have our two final
		 * candidates.
		 */
		vec3_add(dir_perp, top, top);
		vec3_add(dir_perp, bottom, bottom);
	}

	/* We now have two candidates, top and bottom. We can just use largest
	 * dot product to determine which is furthest.
	 */
	dot_top = vec3_dot(top, direction);

	if (dot_top > vec3_dot(bottom, direction))
		memcpy(out, top, 3 * sizeof(float));
	else
		memcpy(out, bottom, 3 * sizeof(float));
}
Example #6
0
t_vect3d	vec3_norm(t_vect3d v3)
{
	float		magnitude;
	t_vect3d	r;

	magnitude = vec3_magnitude(v3);
	r.x = v3.x / magnitude;
	r.y = v3.y / magnitude;
	r.z = v3.z / magnitude;
	return (r);
}
Example #7
0
File: geom.c Project: jsgf/terrain
void vec3_normalize(vec3_t *v)
{
	float len = vec3_magnitude(v);

	if (len < 1.e-5)
		return;

	len = 1.f / len;

	vec3_scale(v, len);
}
Example #8
0
t_vec3			bump_normal(t_obj *obj, t_ray *ray)
{
	t_vec3		normal;
	t_vec3		tangent;
	t_vec3		binormal;
	t_vec3		bump;
	t_vec3		c[2];

	normal = obj->normal;
	bump = texture_mapping(obj, obj->mat.texture.bump, ray->hit);
	bump = vec3_sub(vec3_fmul(bump, 2), vec3(1, 1, 1));
	c[0] = vec3_cross(normal, vec3(0, 0, 1));
	c[1] = vec3_cross(normal, vec3(0, 1, 0));
	tangent = (vec3_magnitude(c[0]) > vec3_magnitude(c[1]) ? c[0] : c[1]);
	tangent = vec3_sub(tangent, vec3_fmul(normal, vec3_dot(tangent, normal)));
	vec3_normalize(&tangent);
	binormal = vec3_norm(vec3_cross(normal, tangent));
	normal.x = vec3_dot(bump, vec3(tangent.x, binormal.x, normal.x));
	normal.y = vec3_dot(bump, vec3(tangent.y, binormal.y, normal.y));
	normal.z = vec3_dot(bump, vec3(tangent.z, binormal.z, normal.z));
	vec3_normalize(&normal);
	return (normal);
}
Example #9
0
static void paint_terrain_colors(float min, float max)
{
	int f, i, j;
	float r, n; 
	int p;

	for (f = 0; f < 6; f++) {
		for (i = 0; i < DIM; i++) {
			for (j = 0; j < DIM; j++) {
				p = (j * DIM + i) * 4; 
				r = vec3_magnitude(&vertex[f][i][j]);
				r = (r - min) / (max - min);
				n = (noise[f][i][j] - minn) / (maxn - minn);
				color_output(f, p, r, n);
			}
		}
	}
}
Example #10
0
static void paint_height_maps(float min, float max)
{
	int f, i, j;
	float r; 
	unsigned char c;
	int p;

	for (f = 0; f < 6; f++) {
		for (i = 0; i < DIM; i++) {
			for (j = 0; j < DIM; j++) {
				p = (j * DIM + i) * 4; 
				r = vec3_magnitude(&vertex[f][i][j]);
				r = (r - min) / (max - min);
				c = (unsigned char) (r * 255.0f);
				output_image[f][p + 0] = c;
				output_image[f][p + 1] = c;
				output_image[f][p + 2] = c;
				output_image[f][p + 3] = 255;
			}
		}
	}
}
Example #11
0
static void find_min_max_height(float *min, float *max)
{
	int f, i, j;
	float mmin, mmax;
	float h;

	printf("Finding min and max height\n");
	mmin = 1000000.0f;
	mmax = 0.0f;

	for (f = 0; f < 6; f++) {
		for (i = 0; i < DIM; i++) {
			for (j = 0; j < DIM; j++) {
				h = vec3_magnitude(&vertex[f][i][j]);
				if (h < mmin)
					mmin = h;
				if (h > mmax)
					mmax = h;
			}
		}
	}
	*min = mmin;
	*max = mmax;
}