paysages3d/src/render/software/TerrainRenderer.cpp

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#include "TerrainRenderer.h"
#include "SoftwareRenderer.h"
#include "Scenery.h"
#include "TerrainDefinition.h"
#include "TexturesRenderer.h"
#include "LightComponent.h"
TerrainRenderer::TerrainRenderer(SoftwareRenderer* parent):
parent(parent)
{
}
TerrainRenderer::~TerrainRenderer()
{
}
double TerrainRenderer::getHeight(double x, double z, int with_painting)
{
return parent->getScenery()->getTerrain()->getInterpolatedHeight(x, z, 1, with_painting);
}
static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, Vector3 south, Vector3 west)
{
Vector3 dnorth, deast, dsouth, dwest, normal;
dnorth = v3Sub(north, center);
deast = v3Sub(east, center);
dsouth = v3Sub(south, center);
dwest = v3Sub(west, center);
normal = v3Cross(deast, dnorth);
normal = v3Add(normal, v3Cross(dsouth, deast));
normal = v3Add(normal, v3Cross(dwest, dsouth));
normal = v3Add(normal, v3Cross(dnorth, dwest));
return v3Normalize(normal);
}
static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south)
{
return v3Normalize(v3Cross(v3Sub(south, center), v3Sub(east, center)));
}
TerrainRenderer::TerrainResult TerrainRenderer::getResult(double x, double z, int with_painting, int with_textures)
{
TerrainResult result;
double detail = 0.001; /* TODO */
/* Normal */
Vector3 center, north, east, south, west;
center.x = x;
center.z = z;
center.y = getHeight(center.x, center.z, with_painting);
east.x = x + detail;
east.z = z;
east.y = getHeight(east.x, east.z, with_painting);
south.x = x;
south.z = z + detail;
south.y = getHeight(south.x, south.z, with_painting);
if (parent->render_quality > 6)
{
west.x = x - detail;
west.z = z;
west.y = getHeight(west.x, west.z, with_painting);
north.x = x;
north.z = z - detail;
north.y = getHeight(north.x, north.z, with_painting);
result.normal = _getNormal4(center, north, east, south, west);
}
else
{
result.normal = _getNormal2(center, east, south);
}
/* Location */
result.location = center;
/* Texture displacement */
if (with_textures)
{
center = parent->getTexturesRenderer()->displaceTerrain(result);
result.location = center;
/* Recompute normal */
if (parent->render_quality > 6)
{
/* Use 5 points on displaced terrain */
east = parent->getTexturesRenderer()->displaceTerrain(getResult(east.x, east.z, with_painting, 0));
south = parent->getTexturesRenderer()->displaceTerrain(getResult(south.x, south.z, with_painting, 0));
west = parent->getTexturesRenderer()->displaceTerrain(getResult(west.x, west.z, with_painting, 0));
north = parent->getTexturesRenderer()->displaceTerrain(getResult(north.x, north.z, with_painting, 0));
result.normal = _getNormal4(center, north, east, south, west);
}
else if (parent->render_quality > 2)
{
/* Use 3 points on displaced terrain */
east = parent->getTexturesRenderer()->displaceTerrain(getResult(east.x, east.z, with_painting, 0));
south = parent->getTexturesRenderer()->displaceTerrain(getResult(south.x, south.z, with_painting, 0));
result.normal = _getNormal2(center, east, south);
}
else
{
/* TODO Use texture noise directly, as if terrain was a plane */
}
}
return result;
}
Color TerrainRenderer::getFinalColor(const Vector3 &location, double)
{
/* TODO Restore precision control */
TexturesRenderer::TexturesResult textures = parent->getTexturesRenderer()->applyToTerrain(location.x, location.z);
return parent->applyMediumTraversal(textures.final_location, textures.final_color);
}
RayCastingResult TerrainRenderer::castRay(const Vector3 &start, const Vector3 &direction)
{
RayCastingResult result;
TerrainDefinition* definition = parent->getScenery()->getTerrain();
Vector3 inc_vector, direction_norm, cursor;
double inc_value, inc_base, inc_factor, height, diff, lastdiff, length;
cursor = start;
direction_norm = direction.normalize();
inc_factor = (double)parent->render_quality;
inc_base = 1.0;
inc_value = inc_base / inc_factor;
lastdiff = start.y - getHeight(start.x, start.z, 1);
length = 0.0;
do
{
inc_vector = v3Scale(direction_norm, inc_value);
length += v3Norm(inc_vector);
cursor = v3Add(cursor, inc_vector);
height = getHeight(cursor.x, cursor.z, 1);
diff = cursor.y - height;
if (diff < 0.0)
{
if (fabs(diff - lastdiff) > 0.00001)
{
cursor = v3Add(cursor, v3Scale(inc_vector, -diff / (diff - lastdiff)));
cursor.y = getHeight(cursor.x, cursor.z, 1);
}
else
{
cursor.y = height;
}
result.hit = 1;
result.hit_location = cursor;
result.hit_color = getFinalColor(cursor, parent->getPrecision(parent, result.hit_location));
return result;
}
if (diff < inc_base / inc_factor)
{
inc_value = inc_base / inc_factor;
}
else if (diff > inc_base)
{
inc_value = inc_base;
}
else
{
inc_value = diff;
}
lastdiff = diff;
}
while (length < 50.0 && cursor.y <= definition->_max_height);
result.hit = 0;
return result;
}
int TerrainRenderer::alterLight(LightComponent *light, const Vector3 &location)
{
TerrainDefinition* definition = parent->getScenery()->getTerrain();
Vector3 inc_vector, direction_to_light, cursor;
double inc_value, inc_base, inc_factor, height, diff, light_factor, smoothing, length;
direction_to_light = v3Scale(light->direction, -1.0);
if (direction_to_light.y < -0.05)
{
light->color = COLOR_BLACK;
return 1;
}
else if (direction_to_light.y < 0.0000)
{
light->color.r *= (0.05 + direction_to_light.y) / 0.05;
light->color.g *= (0.05 + direction_to_light.y) / 0.05;
light->color.b *= (0.05 + direction_to_light.y) / 0.05;
}
cursor = location;
inc_factor = (double)parent->render_quality;
inc_base = definition->height / definition->scaling;
inc_value = inc_base / inc_factor;
smoothing = definition->shadow_smoothing;
light_factor = 1.0;
length = 0.0;
diff = 0.0;
do
{
inc_vector = v3Scale(direction_to_light, inc_value);
length += v3Norm(inc_vector);
cursor = v3Add(cursor, inc_vector);
height = parent->getTerrainRenderer()->getResult(location.x, location.z, 1, 1).location.y;
diff = location.y - height;
if (diff < 0.0)
{
if (length * smoothing > 0.000001)
{
light_factor += diff * v3Norm(inc_vector) / (length * smoothing);
}
else
{
light_factor = 0.0;
}
}
if (diff < inc_base / inc_factor)
{
inc_value = inc_base / inc_factor;
}
else if (diff > inc_base)
{
inc_value = inc_base;
}
else
{
inc_value = diff;
}
}
while (light_factor > 0.0 && length < (10.0 * inc_factor) && location.y <= definition->_max_height);
if (light_factor <= 0.0)
{
light->color = COLOR_BLACK;
return 1;
}
else
{
light->color.r *= light_factor;
light->color.g *= light_factor;
light->color.b *= light_factor;
return 1;
}
}
double TerrainRenderer::getWaterHeight()
{
TerrainDefinition* terrain = parent->getScenery()->getTerrain();
return terrain->water_height * terrain->height * terrain->scaling;
}