paysages3d/src/render/software/SkyRasterizer.cpp

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#include "SkyRasterizer.h"
#include "Vector3.h"
#include "Color.h"
#include "SoftwareRenderer.h"
#include "AtmosphereRenderer.h"
#include "AtmosphereResult.h"
#include "CloudsRenderer.h"
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#include "Rasterizer.h"
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#include "CanvasFragment.h"
#include "RenderProgress.h"
#include "GodRaysSampler.h"
#define SPHERE_SIZE 20000.0
SkyRasterizer::SkyRasterizer(SoftwareRenderer* renderer, RenderProgress *progress, int client_id):
Rasterizer(renderer, progress, client_id, Color(0.9, 0.9, 1.0))
{
}
int SkyRasterizer::prepareRasterization()
{
return res_i * res_j;
}
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void SkyRasterizer::rasterizeToCanvas(CanvasPortion* canvas)
{
int i, j;
double step_i, step_j;
double current_i, current_j;
Vector3 vertex1, vertex2, vertex3, vertex4;
Vector3 camera_location, direction;
step_i = M_PI * 2.0 / (double)res_i;
step_j = M_PI / (double)res_j;
camera_location = renderer->getCameraLocation(VECTOR_ZERO);
for (j = 0; j < res_j; j++)
{
if (interrupted)
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{
return;
}
current_j = (double)(j - res_j / 2) * step_j;
for (i = 0; i < res_i; i++)
{
current_i = (double)i * step_i;
direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j);
direction.y = SPHERE_SIZE * sin(current_j);
direction.z = SPHERE_SIZE * sin(current_i) * cos(current_j);
vertex1 = camera_location.add(direction);
direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j);
direction.y = SPHERE_SIZE * sin(current_j);
direction.z = SPHERE_SIZE * sin(current_i + step_i) * cos(current_j);
vertex2 = camera_location.add(direction);
direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j + step_j);
direction.y = SPHERE_SIZE * sin(current_j + step_j);
direction.z = SPHERE_SIZE * sin(current_i + step_i) * cos(current_j + step_j);
vertex3 = camera_location.add(direction);
direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j + step_j);
direction.y = SPHERE_SIZE * sin(current_j + step_j);
direction.z = SPHERE_SIZE * sin(current_i) * cos(current_j + step_j);
vertex4 = camera_location.add(direction);
// TODO Triangles at poles
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pushQuad(canvas, vertex1, vertex4, vertex3, vertex2);
}
progress->add(res_i);
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}
}
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Color SkyRasterizer::shadeFragment(const CanvasFragment &fragment, const CanvasFragment *) const
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{
Vector3 location = fragment.getLocation();
Vector3 camera_location, direction;
Color result;
camera_location = renderer->getCameraLocation(location);
direction = location.sub(camera_location);
// TODO Don't compute sky color if it's fully covered by clouds
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result = renderer->getAtmosphereRenderer()->getSkyColor(direction.normalize()).final;
result = renderer->getCloudsRenderer()->getColor(camera_location, camera_location.add(direction.scale(10.0)), result);
return result;
}
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void SkyRasterizer::setQuality(int res_i, int res_j)
{
this->res_i = res_i;
this->res_j = res_j;
}
void SkyRasterizer::setQuality(double factor)
{
setQuality(20.0 * (1.0 + factor * 10.0), 10.0 * (1.0 + factor * 10.0));
}