paysages3d/src/render/software/GodRaysSampler.h

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#ifndef GODRAYSSAMPLER_H
#define GODRAYSSAMPLER_H
#include "software_global.h"
namespace paysages {
namespace software {
/**
* 3D sampler for "god rays".
*/
class SOFTWARESHARED_EXPORT GodRaysSampler
{
public:
GodRaysSampler();
~GodRaysSampler();
inline const SpaceSegment &getBounds() const {return *bounds;}
inline double getSamplingStep() const {return sampling_step;}
inline double getMaxLength() const {return max_length;}
inline double getWalkStep() const {return walk_step;}
/**
* Prepare the sampler from a renderer.
*/
void prepare(SoftwareRenderer *renderer);
/**
* Reset the sampler cache.
*
* This needs to be called after all setXXX method have been called.
*/
void reset();
/**
* Enable or disable the god rays effect.
*/
void setEnabled(bool enabled);
/**
* Set the lighting manager to use for raw sampling.
*/
void setLighting(LightingManager *manager);
/**
* Set the overall quality factor (0.0-1.0).
*/
void setQuality(double factor);
/**
* Set the quality indicators.
*/
void setQuality(double sampling_step, double max_length, double walk_step);
/**
* Set the camera location.
*
* This will fix the limits of sampling data, around the camera location.
*/
void setCameraLocation(const Vector3 &location);
/**
* Set the altitude boundaries.
*/
void setAltitudes(double low, double high);
/**
* Get the number of samples in each dimension.
*/
void getSamples(int *x, int *y, int *z) const;
/**
* Get the raw light at a location (without using the cached sampling).
*/
Color getRawLight(const Vector3 &location, bool filtered) const;
/**
* Get the lighting factor at a given point, using (and filling) the cached sampling.
*/
double getCachedLight(const Vector3 &location);
/**
* Get the god rays effect on a space segment.
*/
GodRaysResult getResult(const SpaceSegment &segment);
/**
* Apply the god rays effect to a location.
*
* *raw* is the shaded color, without atmospheric effects.
* *atmosphered* is the shaded color, with atmospheric effects applied.
*/
Color apply(const Color &raw, const Color &atmosphered, const Vector3 &location);
private:
double getCache(int x, int y, int z);
private:
bool enabled;
SpaceSegment *bounds;
GodRaysDefinition *definition;
double sampling_step;
double max_length;
double walk_step;
int samples_x;
int samples_y;
int samples_z;
double low_altitude;
double high_altitude;
Vector3 *camera_location;
LightingManager *lighting;
double *data;
};
}
}
#endif // GODRAYSSAMPLER_H