128 lines
4 KiB
C++
128 lines
4 KiB
C++
|
#include "VegetationModelRenderer.h"
|
||
|
|
||
|
#include "Color.h"
|
||
|
#include "SurfaceMaterial.h"
|
||
|
#include "SpaceSegment.h"
|
||
|
#include "InfiniteRay.h"
|
||
|
#include "Disk.h"
|
||
|
#include "SoftwareRenderer.h"
|
||
|
#include "LightComponent.h"
|
||
|
#include "VegetationModelDefinition.h"
|
||
|
#include "VegetationResult.h"
|
||
|
|
||
|
VegetationModelRenderer::VegetationModelRenderer(SoftwareRenderer* parent, const VegetationModelDefinition* model):
|
||
|
parent(parent), model(model)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
VegetationModelRenderer::~VegetationModelRenderer()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
VegetationResult VegetationModelRenderer::getResult(const SpaceSegment &segment, bool only_hit) const
|
||
|
{
|
||
|
InfiniteRay ray(segment.getStart(), segment.getDirection());
|
||
|
int intersections;
|
||
|
Color result = COLOR_TRANSPARENT;
|
||
|
bool hit = false;
|
||
|
Vector3 location, normal;
|
||
|
double distance, nearest, maximal;
|
||
|
|
||
|
maximal = segment.getLength();
|
||
|
nearest = maximal;
|
||
|
|
||
|
for (const auto &branch: model->getSolidVolumes())
|
||
|
{
|
||
|
Vector3 near, far;
|
||
|
if (branch.checkRayIntersection(ray, &near, &far))
|
||
|
{
|
||
|
distance = ray.getCursor(near);
|
||
|
if (distance >= 0.0 and distance <= maximal)
|
||
|
{
|
||
|
// Got a branch hit
|
||
|
if (only_hit)
|
||
|
{
|
||
|
return VegetationResult(true);
|
||
|
}
|
||
|
|
||
|
if (distance < nearest)
|
||
|
{
|
||
|
result = Color(0.2, 0.15, 0.15);
|
||
|
nearest = distance;
|
||
|
|
||
|
hit = true;
|
||
|
location = near;
|
||
|
normal = near.sub(branch.getAxis().getOrigin()).crossProduct(branch.getAxis().getDirection()).normalize();
|
||
|
normal = branch.getAxis().getDirection().crossProduct(normal).normalize();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (const auto &foliage: model->getFoliageGroups())
|
||
|
{
|
||
|
Vector3 near, far;
|
||
|
intersections = foliage.checkRayIntersection(ray, &near, &far);
|
||
|
if (intersections == 2)
|
||
|
{
|
||
|
InfiniteRay subray(ray.getOrigin().sub(foliage.getCenter()).scale(1.0 / foliage.getRadius()), ray.getDirection());
|
||
|
|
||
|
for (const auto &leaf: model->getFoliageItems())
|
||
|
{
|
||
|
Disk sized_leaf(leaf.getPoint(), leaf.getNormal(), leaf.getRadius() * leaf.getRadius() / foliage.getRadius());
|
||
|
if (sized_leaf.checkRayIntersection(subray, &near) == 1)
|
||
|
{
|
||
|
near = near.scale(foliage.getRadius()).add(foliage.getCenter());
|
||
|
distance = ray.getCursor(near);
|
||
|
|
||
|
if (distance >= 0.0 and distance <= maximal)
|
||
|
{
|
||
|
// Got a foliage hit
|
||
|
if (only_hit)
|
||
|
{
|
||
|
return VegetationResult(true);
|
||
|
}
|
||
|
|
||
|
if (distance < nearest)
|
||
|
{
|
||
|
result = Color(0.3, 0.5, 0.3);
|
||
|
nearest = distance;
|
||
|
|
||
|
hit = true;
|
||
|
location = near;
|
||
|
normal = sized_leaf.getNormal();
|
||
|
|
||
|
if (normal.dotProduct(location.sub(segment.getStart())) > 0.0)
|
||
|
{
|
||
|
// We look at backside
|
||
|
result = Color(0.3, 0.4, 0.3);
|
||
|
normal = normal.scale(-1.0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (hit)
|
||
|
{
|
||
|
SurfaceMaterial material(result);
|
||
|
material.reflection = 0.003;
|
||
|
material.shininess = 3.0;
|
||
|
material.hardness = 0.3;
|
||
|
material.validate();
|
||
|
return VegetationResult(location, normal, material);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return VegetationResult();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool VegetationModelRenderer::applyLightFilter(LightComponent &light, const Vector3 &at)
|
||
|
{
|
||
|
return getResult(SpaceSegment(at, light.direction.scale(-2.0)), true).isHit();
|
||
|
}
|