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"
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#include "AtmosphereDefinition.h"
#include "CloudsRenderer.h"
#include "SkyRasterizer.h"
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#include "TerrainRasterizer.h"
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#include "WaterRasterizer.h"
// Legacy compatibility
#include "renderer.h"
#include "terrain/public.h"
#include "textures/public.h"
#include "water/public.h"
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();
}
static RayCastingResult _rayWalking(Renderer* renderer_, Vector3 location, Vector3 direction, int, int, int, int)
{
SoftwareRenderer* renderer = (SoftwareRenderer*)renderer_;
RayCastingResult result;
Color sky_color;
result = renderer->terrain->castRay(renderer, location, direction);
if (!result.hit)
{
sky_color = renderer->atmosphere->getSkyColor(renderer, direction).final;
result.hit = 1;
result.hit_location = v3Add(location, v3Scale(direction, 1000.0));
result.hit_color = renderer->getCloudsRenderer()->getColor(location, result.hit_location, sky_color);
}
return result;
}
static double _getPrecision(Renderer* renderer, Vector3 location)
{
Vector3 projected;
projected = renderer->render_camera->project(location);
projected.x += 1.0;
//projected.y += 1.0;
return v3Norm(v3Sub(renderer->render_camera->unproject(projected), location)); // / (double)render_quality;
}
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SoftwareRenderer::SoftwareRenderer(Scenery* scenery)
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{
atmosphere_renderer = new BaseAtmosphereRenderer(this);
clouds_renderer = new CloudsRenderer(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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}
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}
SoftwareRenderer::~SoftwareRenderer()
{
delete atmosphere_renderer;
delete clouds_renderer;
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delete fluid_medium;
if (own_scenery)
{
delete scenery;
}
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}
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void SoftwareRenderer::setScenery(Scenery* scenery)
{
if (!own_scenery)
{
this->scenery = new Scenery;
own_scenery = true;
}
scenery->copy(this->scenery);
}
void SoftwareRenderer::prepare()
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{
// Prepare sub renderers
delete atmosphere_renderer;
atmosphere_renderer = new SoftwareBrunetonAtmosphereRenderer(this);
delete clouds_renderer;
clouds_renderer = new CloudsRenderer(this);
clouds_renderer->update();
// Setup transitional renderers (for C-legacy subsystems)
rayWalking = _rayWalking;
getPrecision = _getPrecision;
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scenery->getAtmosphere()->copy(atmosphere->definition);
atmosphere->applyAerialPerspective = _legacyApplyAerialPerspective;
atmosphere->getSkyColor = _legacyGetSkyColor;
atmosphere->getLightingStatus = _legacyGetLightingStatus;
atmosphere->getSunDirection = _legacyGetSunDirection;
scenery->getCamera()->copy(render_camera);
TerrainRendererClass.bind(this, scenery->getTerrain());
TexturesRendererClass.bind(this, scenery->getTextures());
WaterRendererClass.bind(this, scenery->getWater());
// Prepare global tools
fluid_medium->clearMedia();
//fluid_medium->registerMedium(water_renderer);
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}
void SoftwareRenderer::rasterize()
{
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TerrainRasterizer terrain(this);
terrain.renderSurface();
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WaterRasterizer water(this);
water.renderSurface();
SkyRasterizer sky(this);
sky.rasterize();
}
Color SoftwareRenderer::applyMediumTraversal(Vector3 location, Color color)
{
color = atmosphere->applyAerialPerspective(this, location, color).final;
color = clouds_renderer->getColor(getCameraLocation(this, location), location, color);
return color;
/*Vector3 eye = cameraGetLocation(scenery->getCamera());
return fluid_medium->applyTraversal(eye, location, color);*/
}
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Color SoftwareRenderer::applyLightingToSurface(const Vector3 &location, const Vector3 &normal, const SurfaceMaterial &material)
{
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LightStatus* light = lightingCreateStatus(lighting, location, getCameraLocation(renderer, location));
atmosphere->getLightingStatus(renderer, light, normal, 0);
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Color result = lightingApplyStatus(light, normal, material);
lightingDeleteStatus(light);
return result;
}