Commit 2931f246 authored by William Skaggs's avatar William Skaggs
Browse files

Bill Skaggs <weskaggs@primate.ucdavis.edu>

	* plug-ins/Lighting/lighting_shade.c:  Fix typo responsible for
	bug #300122, also revise env-mapping code to make it perform
	better.
parent 02878f0e
2005-04-11 Bill Skaggs <weskaggs@primate.ucdavis.edu>
* plug-ins/Lighting/lighting_shade.c: Fix typo responsible for
bug #300122, also revise env-mapping code to make it perform
better.
2005-04-11 DindinX <dindinx@gimp.org>
* plug-ins/common/convmatrix.c: small cleanups, more will come.
......
......@@ -482,70 +482,76 @@ get_ray_color_ref (GimpVector3 *position)
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, 0.0);
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;
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[0].type);
}
else
{
normal = vertex_normals[1][(gint) RINT (xf)];
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);
gimp_vector3_sub (&v, &mapvals.viewpoint, position);
gimp_vector3_normalize (&v);
r = compute_reflected_ray (&normal, &v);
r = compute_reflected_ray (&normal, &v);
/* Get color in the direction of r */
/* =============================== */
/* 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));
sphere_to_image (&r, &xf, &yf);
env_color = peek_env_map (RINT (env_width * xf),
RINT (env_height * yf));
light_color = phong_shade (position,
&mapvals.viewpoint,
&normal,
p,
&env_color,
&color_int,
mapvals.lightsource[0].type);
}
tmpval = mapvals.material.diffuse_int;
mapvals.material.diffuse_int = 0.;
gimp_rgb_add (&color_sum, &light_color);
}
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);
......@@ -582,13 +588,13 @@ get_ray_color_no_bilinear (GimpVector3 *position)
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;
else
p = &mapvals.lightsource[k].direction;
color_int = mapvals.lightsource[k].color;
gimp_rgb_multiply (&color_int, mapvals.lightsource[k].intensity);
......@@ -635,11 +641,18 @@ get_ray_color_no_bilinear_ref (GimpVector3 *position)
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);
......@@ -648,76 +661,56 @@ get_ray_color_no_bilinear_ref (GimpVector3 *position)
{
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;
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)
{
pos_to_float (position->x, position->y, &xf, &yf);
color = peek (RINT (xf), RINT (yf));
gimp_vector3_sub (&v, &mapvals.viewpoint, position);
gimp_vector3_normalize (&v);
r = compute_reflected_ray (&mapvals.planenormal, &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));
light_color = phong_shade (position,
&mapvals.viewpoint,
&mapvals.planenormal,
&normal,
p,
&env_color,
&color,
&color_int,
mapvals.lightsource[0].type);
}
else
{
normal = vertex_normals[1][(gint) RINT (xf)];
}
pos_to_float (position->x, position->y, &xf, &yf);
color = peek (RINT (xf), RINT (yf));
gimp_vector3_sub (&v, &mapvals.viewpoint, position);
gimp_vector3_normalize (&v);
gimp_vector3_sub (&v, &mapvals.viewpoint, position);
gimp_vector3_normalize (&v);
r = compute_reflected_ray (&normal, &v);
r = compute_reflected_ray (&normal, &v);
/* Get color in the direction of r */
/* =============================== */
/* 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));
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,
p,
&env_color,
&color_int,
mapvals.lightsource[0].type);
light_color = phong_shade (position,
&mapvals.viewpoint,
&normal,
&r,
&color,
&env_color,
DIRECTIONAL_LIGHT);
gimp_rgb_add (&color_sum, &light_color);
}
}
mapvals.material.diffuse_int = tmpval;
gimp_rgb_add (&color_sum, &light_color);
}
gimp_rgb_clamp (&color_sum);
......
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