paysages3d/src/rendering/renderer.cpp

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#include "renderer.h"
#include "tools/lighting.h"
#include "System.h"
#include "Thread.h"
#include "render.h"
#include "RenderingScenery.h"
#include "tools.h"
#include "CameraDefinition.h"
#include "atmosphere/public.h"
#include "clouds/public.h"
#include "terrain/public.h"
#include "textures/public.h"
#include "water/public.h"
static RayCastingResult _RAYCASTING_NULL = {0, {0.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 0.0}};
static void* _renderFirstPass(void* data)
{
Renderer* renderer = (Renderer*)data;
sceneryRenderFirstPass(renderer);
renderer->is_rendering = 0;
return NULL;
}
static int _addRenderProgress(Renderer* renderer, double progress)
{
UNUSED(progress);
return !renderer->render_interrupt;
}
static Vector3 _getCameraLocation(Renderer* renderer, Vector3 target)
{
UNUSED(renderer);
UNUSED(target);
return renderer->render_camera->getLocation();
}
static Vector3 _getCameraDirection(Renderer* renderer, Vector3 target)
{
UNUSED(renderer);
UNUSED(target);
return renderer->render_camera->getDirectionNormalized();
}
static double _getPrecision(Renderer* renderer, Vector3 location)
{
UNUSED(renderer);
UNUSED(location);
return 0.0;
}
static Vector3 _projectPoint(Renderer* renderer, Vector3 point)
{
return renderer->render_camera->project(point);
}
static Vector3 _unprojectPoint(Renderer* renderer, Vector3 point)
{
return renderer->render_camera->unproject(point);
}
static void _pushTriangle(Renderer* renderer, Vector3 v1, Vector3 v2, Vector3 v3, f_RenderFragmentCallback callback, void* callback_data)
{
Vector3 p1, p2, p3;
p1 = renderer->projectPoint(renderer, v1);
p2 = renderer->projectPoint(renderer, v2);
p3 = renderer->projectPoint(renderer, v3);
renderPushTriangle(renderer->render_area, p1, p2, p3, v1, v2, v3, callback, callback_data);
}
static void _pushQuad(Renderer* renderer, Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, f_RenderFragmentCallback callback, void* callback_data)
{
renderer->pushTriangle(renderer, v2, v3, v1, callback, callback_data);
renderer->pushTriangle(renderer, v4, v1, v3, callback, callback_data);
}
static void _pushDisplacedTriangle(Renderer* renderer, Vector3 v1, Vector3 v2, Vector3 v3, Vector3 ov1, Vector3 ov2, Vector3 ov3, f_RenderFragmentCallback callback, void* callback_data)
{
Vector3 p1, p2, p3;
p1 = renderer->projectPoint(renderer, v1);
p2 = renderer->projectPoint(renderer, v2);
p3 = renderer->projectPoint(renderer, v3);
renderPushTriangle(renderer->render_area, p1, p2, p3, ov1, ov2, ov3, callback, callback_data);
}
static void _pushDisplacedQuad(Renderer* renderer, Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Vector3 ov1, Vector3 ov2, Vector3 ov3, Vector3 ov4, f_RenderFragmentCallback callback, void* callback_data)
{
renderer->pushDisplacedTriangle(renderer, v2, v3, v1, ov2, ov3, ov1, callback, callback_data);
renderer->pushDisplacedTriangle(renderer, v4, v1, v3, ov4, ov1, ov3, callback, callback_data);
}
static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector3 direction, int terrain, int water, int sky, int clouds)
{
UNUSED(renderer);
UNUSED(location);
UNUSED(direction);
UNUSED(terrain);
UNUSED(water);
UNUSED(sky);
UNUSED(clouds);
return _RAYCASTING_NULL;
}
static Color _applyLightingToSurface(Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial* material)
{
LightStatus* light = lightingCreateStatus(renderer->lighting, location, renderer->getCameraLocation(renderer, location));
renderer->atmosphere->getLightingStatus(renderer, light, normal, 0);
Color result = lightingApplyStatus(light, normal, material);
lightingDeleteStatus(light);
return result;
}
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Renderer::Renderer()
{
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RenderParams params = {1, 1, 1, 5};
render_quality = 5;
render_width = 1;
render_height = 1;
render_interrupt = 0;
render_progress = 0.0;
is_rendering = 0;
render_camera = new CameraDefinition;
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render_area = renderCreateArea(this);
renderSetParams(render_area, params);
addRenderProgress = _addRenderProgress;
getCameraLocation = _getCameraLocation;
getCameraDirection = _getCameraDirection;
getPrecision = _getPrecision;
projectPoint = _projectPoint;
unprojectPoint = _unprojectPoint;
pushTriangle = _pushTriangle;
pushQuad = _pushQuad;
pushDisplacedTriangle = _pushDisplacedTriangle;
pushDisplacedQuad = _pushDisplacedQuad;
rayWalking = _rayWalking;
applyLightingToSurface = _applyLightingToSurface;
lighting = lightingManagerCreate();
atmosphere = (AtmosphereRenderer*)AtmosphereRendererClass.create();
clouds = (CloudsRenderer*)CloudsRendererClass.create();
terrain = (TerrainRenderer*)TerrainRendererClass.create();
textures = (TexturesRenderer*)TexturesRendererClass.create();
water = (WaterRenderer*)WaterRendererClass.create();
}
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Renderer::~Renderer()
{
delete render_camera;
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lightingManagerDelete(lighting);
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AtmosphereRendererClass.destroy(atmosphere);
CloudsRendererClass.destroy(clouds);
TerrainRendererClass.destroy(terrain);
TexturesRendererClass.destroy(textures);
WaterRendererClass.destroy(water);
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renderDeleteArea(render_area);
}
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Color Renderer::applyMediumTraversal(Vector3 location, Color color)
{
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color = atmosphere->applyAerialPerspective(this, location, color).final;
color = clouds->getColor(this, color, getCameraLocation(this, location), location);
return color;
}
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// Old API compat
Renderer* rendererCreate()
{
return new Renderer();
}
void rendererDelete(Renderer* renderer)
{
delete renderer;
}
void rendererSetPreviewCallbacks(Renderer* renderer, RenderCallbackStart start, RenderCallbackDraw draw, RenderCallbackUpdate update)
{
renderSetPreviewCallbacks(renderer->render_area, start, draw, update);
}
void rendererStart(Renderer* renderer, RenderParams params)
{
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Thread thread(_renderFirstPass);
int loops;
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int core_count = System::getCoreCount();
params.antialias = (params.antialias < 1) ? 1 : params.antialias;
params.antialias = (params.antialias > 4) ? 4 : params.antialias;
renderer->render_quality = params.quality;
renderer->render_width = params.width * params.antialias;
renderer->render_height = params.height * params.antialias;
renderer->render_interrupt = 0;
renderer->render_progress = 0.0;
renderer->render_camera->setRenderSize(renderer->render_width, renderer->render_height);
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renderSetBackgroundColor(renderer->render_area, COLOR_BLACK);
renderSetParams(renderer->render_area, params);
renderClear(renderer->render_area);
renderer->prepare();
renderer->is_rendering = 1;
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thread.start(renderer);
loops = 0;
while (renderer->is_rendering)
{
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Thread::timeSleepMs(100);
if (++loops >= 10)
{
renderUpdate(renderer->render_area);
loops = 0;
}
}
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thread.join();
renderer->is_rendering = 1;
renderPostProcess(renderer->render_area, core_count);
renderer->is_rendering = 0;
}
void rendererInterrupt(Renderer* renderer)
{
renderer->render_interrupt = 1;
}