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- /*
- Copyright (C) 2015 Marien Raat
- 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 3 of the License, or
- (at your option) 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 should have received a copy of the GNU General Public License
- along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- #pragma once
- #include <vector>
- struct Vec3f {
- float x;
- float y;
- float z;
- };
- struct Light {
- // The color of the light. The colors are saved in (x, y, z) ->
- // (r, g, b). The basic strength of the light is implicited in the
- // lightness of this color.
- Vec3f color;
- // The falloff of the strength of the light that occurs when a
- // point is farther from this light. The total light strenth of a
- // light is calculated by multiplying the total falloff with the
- // color of the light.
- // The total falloff is calculated with:
- // total_falloff = falloff.x * pow(distance, 1) +
- // falloff.y * pow(distance, 2) +
- // falloff.z * pow(distance, 3);
- Vec3f falloff;
- // The position of the light relative to the top left corner of
- // the map.
- Vec3f position;
- };
- // LigthingGenerator can generate a normal map based on a given
- // heightmap. It can then generate a lighting map based on this
- // normal map and a vector of Lights.
- class LightingGenerator {
- public:
- LightingGenerator();
- // Generates a normal map from a heightmap and puts it in
- // this->normalmap
- void generateNormalMap(
- // The heightmap to generate a normal map from
- double *heightmap,
- // The width and the height of the heightmap (and thus the
- // generated normal map)
- int width,
- int height,
- // Whether to overwrite the old normal map
- bool overwriteOldMap = true
- );
- // Generates a lighting map based on this->normalmap and a vector
- // of lights.
- // This function doesn't take the actual height of the points on
- // the map in regard, since lights are usually to far away for
- // this to have any impact.
- // This function will not generate a light if this->normalmap is
- // not initialized (when this->generateNormalmap has not been
- // called).
- void generateLightMap(
- // A vector of the lights used to light the heightmap
- std::vector<Light> lights,
- // The diffuse light value. All pixels will get at least this
- // light
- Vec3f diffuse,
- // Whether to overwrite the old light map
- bool overwriteOldMap = true
- );
- Vec3f *normalmap;
- Vec3f *lightmap;
- private:
- int currentMapWidth, currentMapHeight;
- int previousLightmapWidth, previousLightmapHeight;
- bool firstNormalMap, firstLightMap;
- Vec3f getNormal(int x, int y, double *heightmap);
- float getDotProduct(int x, int y, Light light);
- };
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