paysages3d/src/render/software/SoftwareRenderer.cpp

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#include "SoftwareRenderer.h"
#include "CameraDefinition.h"
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#include "Scenery.h"
#include "FluidMediumManager.h"
#include "AtmosphereRenderer.h"
// Legacy compatibility
static AtmosphereResult _legacyApplyAerialPerspective(Renderer* renderer, Vector3 location, Color base)
{
return ((SoftwareRenderer*)renderer)->getAtmosphereRenderer()->applyAerialPerspective(location, base);
}
static AtmosphereResult _legacyGetSkyColor(Renderer* renderer, Vector3 direction)
{
return ((SoftwareRenderer*)renderer)->getAtmosphereRenderer()->getSkyColor(direction);
}
static void _legacyGetLightingStatus(Renderer* renderer, LightStatus* status, Vector3 normal, int opaque)
{
return ((SoftwareRenderer*)renderer)->getAtmosphereRenderer()->getLightingStatus(status, normal, opaque);
}
static Vector3 _legacyGetSunDirection(Renderer* renderer)
{
return ((SoftwareRenderer*)renderer)->getAtmosphereRenderer()->getSunDirection();
}
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SoftwareRenderer::SoftwareRenderer(Scenery* scenery)
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{
atmosphere_renderer = new BaseAtmosphereRenderer(this);
fluid_medium = new FluidMediumManager(this);
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if (scenery)
{
this->scenery = scenery;
own_scenery = false;
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}
else
{
this->scenery = new Scenery;
own_scenery = true;
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}
this->scenery->bindToRenderer(this);
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}
SoftwareRenderer::~SoftwareRenderer()
{
delete atmosphere_renderer;
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delete fluid_medium;
if (own_scenery)
{
delete scenery;
}
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}
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void SoftwareRenderer::prepare()
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{
// Prepare sub renderers
delete atmosphere_renderer;
atmosphere_renderer = new SoftwareBrunetonAtmosphereRenderer(this);
// Setup transitional renderers (for C-legacy subsystems)
AtmosphereDefinitionClass.copy(scenery->getAtmosphere(), atmosphere->definition);
atmosphere->applyAerialPerspective = _legacyApplyAerialPerspective;
atmosphere->getSkyColor = _legacyGetSkyColor;
atmosphere->getLightingStatus = _legacyGetLightingStatus;
atmosphere->getSunDirection = _legacyGetSunDirection;
// Prepare global tools
fluid_medium->clearMedia();
//fluid_medium->registerMedium(water_renderer);
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}
/*Color SoftwareRenderer::applyMediumTraversal(Vector3 location, Color color)
{
Vector3 eye = cameraGetLocation(scenery->getCamera());
return fluid_medium->applyTraversal(eye, location, color);
}*/