paysages3d/src/render/software/NightSky.cpp

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#include "NightSky.h"
#include "Color.h"
#include "Vector3.h"
#include "Geometry.h"
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#include "SoftwareRenderer.h"
#include "SurfaceMaterial.h"
#define WORLD_SCALING 0.05
#define MOON_DISTANCE 384403.0
#define MOON_DISTANCE_SCALED (MOON_DISTANCE / WORLD_SCALING)
#define MOON_RADIUS 1737.4
#define MOON_RADIUS_SCALED (MOON_RADIUS / WORLD_SCALING)
NightSky::NightSky(SoftwareRenderer* renderer):
renderer(renderer)
{
}
NightSky::~NightSky()
{
}
void NightSky::update()
{
}
const Color NightSky::getColor(double altitude, const Vector3 &direction)
{
Color result(0.01, 0.012, 0.03);
Vector3 location(0.0, altitude, 0.0);
// Get stars
// Get moon
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Vector3 moon_direction = Vector3(0.9, 0.5, -0.6).normalize();
if (moon_direction.dotProduct(direction) >= 0)
{
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Vector3 moon_position = moon_direction.scale(MOON_DISTANCE_SCALED);
double moon_radius = MOON_RADIUS_SCALED * 5.0;
Vector3 hit1, hit2;
int hits = Geometry::rayIntersectSphere(location, direction, moon_position, moon_radius, &hit1, &hit2);
if (hits > 1)
{
double dist = hit2.sub(hit1).getNorm() / moon_radius; // distance between intersection points (relative to radius)
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Vector3 nearest = (hit1.sub(location).getNorm() > hit2.sub(location).getNorm()) ? hit2 : hit1;
SurfaceMaterial moon_material(Color(3.0, 3.0, 3.0, 1.0));
moon_material.validate();
Color moon_color = renderer->applyLightingToSurface(nearest, nearest.sub(moon_position).normalize(), moon_material);
if (dist <= 0.05)
{
moon_color.a *= 1.0 - dist / 0.05;
}
result.mask(moon_color);
}
}
return result;
}