2022-08-28 05:09:52 +02:00
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# Copyright (C) 2022 RozK
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU Affero General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU Affero General Public License for more details.
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#
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# You should have received a copy of the GNU Affero General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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from math import radians, cos
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from engine import *
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from game.math import vec3_add, vec3_sub, vec3_scale, vec3_mul, vec3_dot
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def _angles(start, end):
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cmin = round(cos(radians(start)), 6)
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cmax = round(cos(radians(end)), 6)
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return (cmin, cmax, 1.0 / (cmax - cmin))
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def _floats(a, b):
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return (a, b - a)
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def _colors(a, b):
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return (a, vec3_sub(b, a))
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_light_color = (
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(_angles(180.0, 0.0), _colors((1.0, 1.0, 1.0), (1.0, 1.0, 1.0))),
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)
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_horizon_color = (
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(_angles(180.0, 0.0), _colors((0.75, 0.75, 1.0), (0.75, 0.75, 1.0))),
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)
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_sky_color = (
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(_angles(180.0, 0.0), _colors((0.0, 0.0, 0.5), (0.0, 0.0, 0.5))),
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)
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_sun_color = (
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(_angles(180.0, 0.0), _colors((8.0, 8.0, 4.0), (8.0, 8.0, 4.0))),
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)
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_light_power = (
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(_angles(180.0, 90.0), _floats(0.0, 0.0)),
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(_angles( 90.0, 0.0), _floats(0.0, 1.0))
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)
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def _resolve(ranges, c):
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for (cmin, cmax, crng), ab in ranges:
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if c >= cmin and c <= cmax:
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return ((c - cmin) * crng, ab)
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return None
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def _resolve_float(ranges, c):
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w, (a, b) = _resolve(ranges, c)
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return a + (b * w)
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def _resolve_color(ranges, c):
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w, (a, b) = _resolve(ranges, c)
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return vec3_add(a, vec3_scale(b, w))
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2022-12-18 03:44:31 +01:00
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def resolve_inputs(shader):
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light_direction = resolve_input(shader, b'u_light_direction')
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light_color = resolve_input(shader, b'u_light_color')
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horizon_color = resolve_input(shader, b'u_horizon_color')
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sky_color = resolve_input(shader, b'u_sky_color')
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sun_color = resolve_input(shader, b'u_sun_color')
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2022-08-28 05:09:52 +02:00
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return (light_direction, light_color, horizon_color, sky_color, sun_color)
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2022-11-29 03:19:57 +01:00
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def from_sun(view, sun_direction, sun_power):
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2022-08-28 05:09:52 +02:00
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c = vec3_dot(sun_direction, vec3_up)
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light_power = _resolve_float(_light_power, c) * sun_power
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light_color = vec3_scale(_resolve_color(_light_color, c), sun_power) # vec3_scale(_resolve_color(_light_color, c), light_power)
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horizon_color = vec3_mul(_resolve_color(_horizon_color, c), light_color)
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sky_color = vec3_mul(_resolve_color(_sky_color, c), light_color)
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sun_color = _resolve_color(_sun_color, c)
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2022-11-29 03:19:57 +01:00
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light_direction = vec3()
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mat4_mul_vec3(light_direction, view, sun_direction, 0.0)
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return (light_direction, vec3(light_color), vec3(horizon_color), vec3(sky_color), vec3(sun_color))
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2022-08-28 05:09:52 +02:00
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2022-11-29 03:19:57 +01:00
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def update_inputs(inputs, values):
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list(map(set_input_vec3, inputs, values))
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