Exemplo n.º 1
0
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;
}
Exemplo n.º 2
0
GimpRGB
get_ray_color_box (GimpVector3 *pos)
{
  GimpVector3        lvp, ldir, vp, p, dir, ns, nn;
  GimpRGB             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 */
  /* ================= */

  gimp_vector3_sub (&dir, &p, &vp);
  gimp_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);

          gimp_rgb_clamp (&color);

          color2 = get_box_image_color (face_intersect[1].face,
					face_intersect[1].u,
					face_intersect[1].v);

          /* Make the normal point inwards */
          /* ============================= */

          gimp_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);

          gimp_rgb_clamp (&color2);

          if (mapvals.transparent_background == FALSE && color2.a < 1.0)
            {
	      gimp_rgb_composite (&color2, &background,
				  GIMP_RGB_COMPOSITE_BEHIND);
	    }

          /* Compute a mix of the first and second colors */
          /* ============================================ */

	  gimp_rgb_composite (&color, &color2, GIMP_RGB_COMPOSITE_NORMAL);
          gimp_rgb_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);

	  gimp_rgb_clamp (&color);
        }
    }
  else
    {
      if (mapvals.transparent_background == TRUE)
	gimp_rgb_set_alpha (&color, 0.0);
    }

  return color;
}
Exemplo n.º 3
0
GimpRGB
get_ray_color_sphere (GimpVector3 *pos)
{
  GimpRGB color = background;

  static GimpRGB      color2;
  static gint         inside = FALSE;
  static GimpVector3  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 */
  /* ========================================= */

  gimp_vector3_sub (&ray, pos, &mapvals.viewpoint);
  gimp_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 */
      /* ======================================== */

      gimp_vector3_sub (&normal, &spos1, &mapvals.position);
      gimp_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);

          gimp_rgb_clamp (&color);

          gimp_vector3_sub (&normal, &spos2, &mapvals.position);
          gimp_vector3_normalize (&normal);
          sphere_to_image (&normal, &vx, &vy);
          color2 = get_image_color (vx, vy, &inside);

          /* Make the normal point inwards */
          /* ============================= */

          gimp_vector3_mul (&normal, -1.0);

          color2 = phong_shade (&spos2,
				&mapvals.viewpoint,
				&normal,
				&mapvals.lightsource.position,
				&color2,
				&mapvals.lightsource.color,
				mapvals.lightsource.type);

          gimp_rgb_clamp (&color2);

          /* Compute a mix of the first and second colors */
          /* ============================================ */

	  gimp_rgb_composite (&color, &color2, GIMP_RGB_COMPOSITE_NORMAL);
          gimp_rgb_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);

          gimp_rgb_clamp (&color);
        }
    }

  if (mapvals.transparent_background == FALSE && color.a < 1.0)
    {
      gimp_rgb_composite (&color, &background,
			  GIMP_RGB_COMPOSITE_BEHIND);
    }

  return color;
}
Exemplo n.º 4
0
static GimpRGB
phong_shade (GimpVector3 *pos,
	     GimpVector3 *viewpoint,
	     GimpVector3 *normal,
	     GimpVector3 *light,
	     GimpRGB      *diff_col,
	     GimpRGB      *spec_col,
	     gint         type)
{
  GimpRGB       ambientcolor, diffusecolor, specularcolor;
  gdouble      NL, RV, dist;
  GimpVector3  L, NN, V, N;

  /* Compute ambient intensity */
  /* ========================= */

  N = *normal;
  ambientcolor = *diff_col;
  gimp_rgb_multiply (&ambientcolor, mapvals.material.ambient_int);

  /* Compute (N*L) term of Phong's equation */
  /* ====================================== */

  if (type == POINT_LIGHT)
    gimp_vector3_sub (&L, light, pos);
  else
    L = *light;

  dist = gimp_vector3_length (&L);

  if (dist != 0.0)
    gimp_vector3_mul (&L, 1.0 / dist);

  NL = 2.0 * gimp_vector3_inner_product (&N, &L);

  if (NL >= 0.0)
    {
      /* Compute (R*V)^alpha term of Phong's equation */
      /* ============================================ */

      gimp_vector3_sub (&V, viewpoint, pos);
      gimp_vector3_normalize (&V);

      gimp_vector3_mul (&N, NL);
      gimp_vector3_sub (&NN, &N, &L);
      RV = gimp_vector3_inner_product (&NN, &V);
      RV = pow (RV, mapvals.material.highlight);

      /* Compute diffuse and specular intensity contribution */
      /* =================================================== */

      diffusecolor = *diff_col;
      gimp_rgb_multiply (&diffusecolor, mapvals.material.diffuse_ref);
      gimp_rgb_multiply (&diffusecolor, NL);

      specularcolor = *spec_col;
      gimp_rgb_multiply (&specularcolor, mapvals.material.specular_ref);
      gimp_rgb_multiply (&specularcolor, RV);

      gimp_rgb_add (&diffusecolor, &specularcolor);
      gimp_rgb_multiply (&diffusecolor, mapvals.material.diffuse_int);
      gimp_rgb_clamp (&diffusecolor);

      gimp_rgb_add (&ambientcolor, &diffusecolor);
    }

  return ambientcolor;
}
Exemplo n.º 5
0
static void
draw_wireframe_cylinder (gint startx,
			 gint starty,
			 gint pw,
			 gint ph)
{
  GimpVector3 p[2*8], a, axis, scale;
  gint        n = 0, i;
  gdouble     cx1, cy1, cx2, cy2;
  gfloat      m[16], l, angle;

  /* Compute wireframe points */
  /* ======================== */

  init_compute ();

  scale = mapvals.scale;
  gimp_vector3_mul (&scale, 0.5);

  l = mapvals.cylinder_length / 2.0;
  angle = 0;

  gimp_vector3_set (&axis, 0.0, 1.0, 0.0);

  for (i = 0; i < 8; i++)
    {
      rotatemat (angle, &axis, m);

      gimp_vector3_set (&a, mapvals.cylinder_radius, 0.0, 0.0);

      vecmulmat (&p[i], &a, m);

      p[i+8] = p[i];

      p[i].y   += l;
      p[i+8].y -= l;

      angle += 360.0 / 8.0;
    }

  /* Rotate and translate points */
  /* =========================== */

  for (i = 0; i < 16; i++)
    {
      vecmulmat (&a, &p[i], rotmat);
      gimp_vector3_add (&p[i], &a, &mapvals.position);
    }

  /* Draw the box */
  /* ============ */

  cx1 = (gdouble) startx;
  cy1 = (gdouble) starty;
  cx2 = cx1 + (gdouble) pw;
  cy2 = cy1 + (gdouble) ph;

  for (i = 0; i < 7; i++)
    {
      n = draw_line (n, startx,starty,pw,ph, cx1,cy1,cx2,cy2, p[i],p[i+1]);
      n = draw_line (n, startx,starty,pw,ph, cx1,cy1,cx2,cy2, p[i+8],p[i+9]);
      n = draw_line (n, startx,starty,pw,ph, cx1,cy1,cx2,cy2, p[i],p[i+8]);
    }

  n = draw_line (n, startx,starty,pw,ph, cx1,cy1,cx2,cy2, p[7],p[0]);
  n = draw_line (n, startx,starty,pw,ph, cx1,cy1,cx2,cy2, p[15],p[8]);

  /* Mark end of lines */
  /* ================= */

  linetab[n].x1 = -1;
}
Exemplo n.º 6
0
static void
draw_wireframe_box (gint startx,
		    gint starty,
		    gint pw,
		    gint ph)
{
  GimpVector3 p[8], tmp, scale;
  gint        n = 0, i;
  gdouble     cx1, cy1, cx2, cy2;

  /* Compute wireframe points */
  /* ======================== */

  init_compute ();

  scale = mapvals.scale;
  gimp_vector3_mul (&scale, 0.5);

  gimp_vector3_set (&p[0], -scale.x, -scale.y, scale.z);
  gimp_vector3_set (&p[1],  scale.x, -scale.y, scale.z);
  gimp_vector3_set (&p[2],  scale.x,  scale.y, scale.z);
  gimp_vector3_set (&p[3], -scale.x,  scale.y, scale.z);

  gimp_vector3_set (&p[4], -scale.x, -scale.y, -scale.z);
  gimp_vector3_set (&p[5],  scale.x, -scale.y, -scale.z);
  gimp_vector3_set (&p[6],  scale.x,  scale.y, -scale.z);
  gimp_vector3_set (&p[7], -scale.x,  scale.y, -scale.z);

  /* Rotate and translate points */
  /* =========================== */

  for (i = 0; i < 8; i++)
    {
      vecmulmat (&tmp, &p[i], rotmat);
      gimp_vector3_add (&p[i], &tmp, &mapvals.position);
    }

  /* Draw the box */
  /* ============ */

  cx1 = (gdouble) startx;
  cy1 = (gdouble) starty;
  cx2 = cx1 + (gdouble) pw;
  cy2 = cy1 + (gdouble) ph;

  n = draw_line (n, startx,starty,pw,ph, cx1,cy1,cx2,cy2, p[0],p[1]);
  n = draw_line (n, startx,starty,pw,ph, cx1,cy1,cx2,cy2, p[1],p[2]);
  n = draw_line (n, startx,starty,pw,ph, cx1,cy1,cx2,cy2, p[2],p[3]);
  n = draw_line (n, startx,starty,pw,ph, cx1,cy1,cx2,cy2, p[3],p[0]);

  n = draw_line (n, startx,starty,pw,ph, cx1,cy1,cx2,cy2, p[4],p[5]);
  n = draw_line (n, startx,starty,pw,ph, cx1,cy1,cx2,cy2, p[5],p[6]);
  n = draw_line (n, startx,starty,pw,ph, cx1,cy1,cx2,cy2, p[6],p[7]);
  n = draw_line (n, startx,starty,pw,ph, cx1,cy1,cx2,cy2, p[7],p[4]);

  n = draw_line (n, startx,starty,pw,ph, cx1,cy1,cx2,cy2, p[0],p[4]);
  n = draw_line (n, startx,starty,pw,ph, cx1,cy1,cx2,cy2, p[1],p[5]);
  n = draw_line (n, startx,starty,pw,ph, cx1,cy1,cx2,cy2, p[2],p[6]);
  n = draw_line (n, startx,starty,pw,ph, cx1,cy1,cx2,cy2, p[3],p[7]);

  /* Mark end of lines */
  /* ================= */

  linetab[n].x1 = -1;
}
Exemplo n.º 7
0
static void
draw_wireframe_sphere (gint startx,
		       gint starty,
		       gint pw,
		       gint ph)
{
  GimpVector3 p[2 * (WIRESIZE + 5)];
  gint        cnt, cnt2, n = 0;
  gdouble     x1, y1, x2, y2, twopifac, cx1, cy1, cx2, cy2;

  /* Compute wireframe points */
  /* ======================== */

  twopifac = (2.0 * G_PI) / WIRESIZE;

  for (cnt = 0; cnt < WIRESIZE; cnt++)
    {
      p[cnt].x = mapvals.radius * cos ((gdouble) cnt * twopifac);
      p[cnt].y = 0.0;
      p[cnt].z = mapvals.radius * sin ((gdouble) cnt * twopifac);
      gimp_vector3_rotate (&p[cnt],
			   gimp_deg_to_rad (mapvals.alpha),
			   gimp_deg_to_rad (mapvals.beta),
			   gimp_deg_to_rad (mapvals.gamma));
      gimp_vector3_add (&p[cnt], &p[cnt], &mapvals.position);
    }

  p[cnt] = p[0];

  for (cnt = WIRESIZE + 1; cnt < 2 * WIRESIZE + 1; cnt++)
    {
      p[cnt].x = mapvals.radius * cos ((gdouble) (cnt-(WIRESIZE+1))*twopifac);
      p[cnt].y = mapvals.radius * sin ((gdouble) (cnt-(WIRESIZE+1))*twopifac);
      p[cnt].z = 0.0;
      gimp_vector3_rotate (&p[cnt],
			   gimp_deg_to_rad (mapvals.alpha),
			   gimp_deg_to_rad (mapvals.beta),
			   gimp_deg_to_rad (mapvals.gamma));
      gimp_vector3_add (&p[cnt], &p[cnt], &mapvals.position);
    }

  p[cnt] = p[WIRESIZE+1];
  cnt++;
  cnt2 = cnt;

  /* Find rotated axis */
  /* ================= */

  gimp_vector3_set (&p[cnt], 0.0, -0.35, 0.0);
  gimp_vector3_rotate (&p[cnt],
		       gimp_deg_to_rad (mapvals.alpha),
		       gimp_deg_to_rad (mapvals.beta),
		       gimp_deg_to_rad (mapvals.gamma));
  p[cnt+1] = mapvals.position;

  gimp_vector3_set (&p[cnt+2], 0.0, 0.0, -0.35);
  gimp_vector3_rotate (&p[cnt+2],
		       gimp_deg_to_rad (mapvals.alpha),
		       gimp_deg_to_rad (mapvals.beta),
		       gimp_deg_to_rad (mapvals.gamma));
  p[cnt+3] = mapvals.position;

  p[cnt + 4] = p[cnt];
  gimp_vector3_mul (&p[cnt + 4], -1.0);
  p[cnt + 5] = p[cnt + 1];

  gimp_vector3_add (&p[cnt],     &p[cnt],     &mapvals.position);
  gimp_vector3_add (&p[cnt + 2], &p[cnt + 2], &mapvals.position);
  gimp_vector3_add (&p[cnt + 4], &p[cnt + 4], &mapvals.position);

  /* Draw the circles (equator and zero meridian) */
  /* ============================================ */

  cx1 = (gdouble) startx;
  cy1 = (gdouble) starty;
  cx2 = cx1 + (gdouble) pw;
  cy2 = cy1 + (gdouble) ph;

  for (cnt = 0; cnt < cnt2 - 1; cnt++)
    {
      if (p[cnt].z > mapvals.position.z && p[cnt + 1].z > mapvals.position.z)
        {
          gimp_vector_3d_to_2d (startx, starty, pw, ph,
				&x1, &y1, &mapvals.viewpoint, &p[cnt]);
          gimp_vector_3d_to_2d (startx, starty, pw, ph,
				&x2, &y2, &mapvals.viewpoint, &p[cnt + 1]);

          if (clip_line (&x1, &y1, &x2, &y2, cx1, cy1, cx2, cy2) == TRUE)
            {
              linetab[n].x1 = (gint) (x1 + 0.5);
              linetab[n].y1 = (gint) (y1 + 0.5);
              linetab[n].x2 = (gint) (x2 + 0.5);
              linetab[n].y2 = (gint) (y2 + 0.5);
              linetab[n].linewidth = 3;
              linetab[n].linestyle = GDK_LINE_SOLID;
              gdk_gc_set_line_attributes (gc,
					  linetab[n].linewidth,
					  linetab[n].linestyle,
					  GDK_CAP_NOT_LAST,
					  GDK_JOIN_MITER);
              gdk_draw_line (previewarea->window, gc,
			     linetab[n].x1, linetab[n].y1,
			     linetab[n].x2, linetab[n].y2);
              n++;
            }
        }
    }

  /* Draw the axis (pole to pole and center to zero meridian) */
  /* ======================================================== */

  for (cnt = 0; cnt < 3; cnt++)
    {
      gimp_vector_3d_to_2d (startx, starty, pw, ph,
			    &x1, &y1, &mapvals.viewpoint, &p[cnt2]);
      gimp_vector_3d_to_2d (startx, starty, pw, ph,
			    &x2, &y2, &mapvals.viewpoint, &p[cnt2 + 1]);

      if (clip_line (&x1, &y1, &x2, &y2, cx1, cy1, cx2, cy2) == TRUE)
        {
          linetab[n].x1 = RINT (x1);
          linetab[n].y1 = RINT (y1);
          linetab[n].x2 = RINT (x2);
          linetab[n].y2 = RINT (y2);

          if (p[cnt2].z < mapvals.position.z || p[cnt2+1].z < mapvals.position.z)
            {
              linetab[n].linewidth = 1;
              linetab[n].linestyle = GDK_LINE_DOUBLE_DASH;
            }
          else
            {
              linetab[n].linewidth = 3;
              linetab[n].linestyle = GDK_LINE_SOLID;
            }

          gdk_gc_set_line_attributes (gc,
				      linetab[n].linewidth,
				      linetab[n].linestyle,
				      GDK_CAP_NOT_LAST,
				      GDK_JOIN_MITER);
          gdk_draw_line (previewarea->window, gc,
			 linetab[n].x1, linetab[n].y1,
			 linetab[n].x2, linetab[n].y2);
          n++;
        }

      cnt2 += 2;
    }

  /* Mark end of lines */
  /* ================= */

  linetab[n].x1 = -1;
}
Exemplo n.º 8
0
static void
draw_wireframe_plane (gint startx,
		      gint starty,
		      gint pw,
		      gint ph)
{
  GimpVector3 v1, v2, a, b, c, d, dir1, dir2;
  gint        cnt, n = 0;
  gdouble     x1, y1, x2, y2, cx1, cy1, cx2, cy2, fac;

  /* Find rotated box corners */
  /* ======================== */

  gimp_vector3_set (&v1, 0.5, 0.0, 0.0);
  gimp_vector3_set (&v2, 0.0, 0.5, 0.0);

  gimp_vector3_rotate (&v1,
		       gimp_deg_to_rad (mapvals.alpha),
		       gimp_deg_to_rad (mapvals.beta),
		       gimp_deg_to_rad (mapvals.gamma));

  gimp_vector3_rotate (&v2,
		       gimp_deg_to_rad (mapvals.alpha),
		       gimp_deg_to_rad (mapvals.beta),
		       gimp_deg_to_rad (mapvals.gamma));

  dir1 = v1; gimp_vector3_normalize (&dir1);
  dir2 = v2; gimp_vector3_normalize (&dir2);

  fac = 1.0 / (gdouble) WIRESIZE;

  gimp_vector3_mul (&dir1, fac);
  gimp_vector3_mul (&dir2, fac);

  gimp_vector3_add (&a, &mapvals.position, &v1);
  gimp_vector3_sub (&b, &a, &v2);
  gimp_vector3_add (&a, &a, &v2);
  gimp_vector3_sub (&d, &mapvals.position, &v1);
  gimp_vector3_sub (&d, &d, &v2);

  c = b;

  cx1 = (gdouble) startx;
  cy1 = (gdouble) starty;
  cx2 = cx1 + (gdouble) pw;
  cy2 = cy1 + (gdouble) ph;

  for (cnt = 0; cnt <= WIRESIZE; cnt++)
    {
      gimp_vector_3d_to_2d (startx, starty, pw, ph,
			    &x1, &y1, &mapvals.viewpoint, &a);
      gimp_vector_3d_to_2d (startx, starty, pw, ph,
			    &x2, &y2, &mapvals.viewpoint, &b);

      if (clip_line (&x1, &y1, &x2, &y2, cx1, cy1, cx2, cy2) == TRUE)
        {
          linetab[n].x1 = RINT (x1);
          linetab[n].y1 = RINT (y1);
          linetab[n].x2 = RINT (x2);
          linetab[n].y2 = RINT (y2);
          linetab[n].linewidth = 1;
          linetab[n].linestyle = GDK_LINE_SOLID;
          gdk_gc_set_line_attributes (gc,
				      linetab[n].linewidth,
				      linetab[n].linestyle,
				      GDK_CAP_NOT_LAST,
				      GDK_JOIN_MITER);
          gdk_draw_line (previewarea->window, gc,
			 linetab[n].x1, linetab[n].y1,
			 linetab[n].x2, linetab[n].y2);
          n++;
        }

      gimp_vector_3d_to_2d (startx, starty, pw, ph,
			    &x1, &y1, &mapvals.viewpoint, &c);
      gimp_vector_3d_to_2d (startx, starty, pw, ph,
			    &x2, &y2, &mapvals.viewpoint, &d);

      if (clip_line (&x1, &y1, &x2, &y2, cx1, cy1, cx2, cy2) == TRUE)
        {
          linetab[n].x1 = RINT (x1);
          linetab[n].y1 = RINT (y1);
          linetab[n].x2 = RINT (x2);
          linetab[n].y2 = RINT (y2);
          linetab[n].linewidth = 1;
          linetab[n].linestyle = GDK_LINE_SOLID;
          gdk_gc_set_line_attributes (gc,
				      linetab[n].linewidth,
				      linetab[n].linestyle,
				      GDK_CAP_NOT_LAST,
				      GDK_JOIN_MITER);
          gdk_draw_line (previewarea->window, gc,
			 linetab[n].x1, linetab[n].y1,
			 linetab[n].x2, linetab[n].y2);
          n++;
        }

      gimp_vector3_sub (&a, &a, &dir1);
      gimp_vector3_sub (&b, &b, &dir1);
      gimp_vector3_add (&c, &c, &dir2);
      gimp_vector3_add (&d, &d, &dir2);
    }

  /* Mark end of lines */
  /* ================= */

  linetab[n].x1 = -1;
}
Exemplo n.º 9
0
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;
}
Exemplo n.º 10
0
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)
    {
      bpp = gimp_drawable_bpp(mapvals.bumpmap_id);
    }

  gimp_pixel_rgn_get_row (&bump_region, bumprow, x1, y, x2 - x1);

  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] +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] +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;
    }
}