Do not rasterize vegetation when there is no layer
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a36570f5a6
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26cba26847
13 changed files with 71 additions and 16 deletions
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@ -203,9 +203,15 @@ static void testNearFrustum() {
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SoftwareCanvasRenderer renderer(&scenery);
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SoftwareCanvasRenderer renderer(&scenery);
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renderer.setSize(400, 300);
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renderer.setSize(400, 300);
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renderer.setQuality(0.1);
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renderer.setQuality(0.1);
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renderer.enablePostprocess(false);
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startTestRender(&renderer, "near_frustum_good_raw");
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renderer.enablePostprocess(true);
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startTestRender(&renderer, "near_frustum_good");
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startTestRender(&renderer, "near_frustum_good");
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renderer.getWaterRasterizer()->setAutoCutLimit(1000.0);
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renderer.getWaterRasterizer()->setAutoCutLimit(1000.0);
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renderer.enablePostprocess(false);
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startTestRender(&renderer, "near_frustum_bad_raw");
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renderer.enablePostprocess(true);
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startTestRender(&renderer, "near_frustum_bad");
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startTestRender(&renderer, "near_frustum_bad");
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}
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}
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@ -21,7 +21,7 @@ struct paysages::software::ScanPoint {
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double y;
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double y;
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double z;
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double z;
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} location;
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} location;
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int client;
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unsigned short client;
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bool front_facing;
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bool front_facing;
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};
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};
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@ -32,7 +32,7 @@ struct paysages::software::RenderScanlines {
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int right;
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int right;
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};
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};
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Rasterizer::Rasterizer(SoftwareRenderer *renderer, RenderProgress *progress, int client_id, const Color &color)
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Rasterizer::Rasterizer(SoftwareRenderer *renderer, RenderProgress *progress, unsigned short client_id, const Color &color)
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: renderer(renderer), progress(progress), client_id(client_id) {
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: renderer(renderer), progress(progress), client_id(client_id) {
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this->color = new Color(color);
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this->color = new Color(color);
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@ -19,7 +19,7 @@ typedef struct RenderScanlines RenderScanlines;
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*/
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*/
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class SOFTWARESHARED_EXPORT Rasterizer {
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class SOFTWARESHARED_EXPORT Rasterizer {
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public:
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public:
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Rasterizer(SoftwareRenderer *renderer, RenderProgress *progress, int client_id, const Color &color);
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Rasterizer(SoftwareRenderer *renderer, RenderProgress *progress, unsigned short client_id, const Color &color);
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virtual ~Rasterizer();
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virtual ~Rasterizer();
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inline SoftwareRenderer *getRenderer() const {
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inline SoftwareRenderer *getRenderer() const {
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@ -14,8 +14,8 @@
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#define SPHERE_SIZE 20000.0
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#define SPHERE_SIZE 20000.0
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SkyRasterizer::SkyRasterizer(SoftwareRenderer *renderer, RenderProgress *progress, int client_id)
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SkyRasterizer::SkyRasterizer(SoftwareRenderer *renderer, RenderProgress *progress, unsigned short client_id)
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: Rasterizer(renderer, progress, client_id, Color(0.9, 0.9, 1.0)) {
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: Rasterizer(renderer, progress, client_id, Color(0.7, 0.7, 1.0)) {
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}
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}
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int SkyRasterizer::prepareRasterization() {
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int SkyRasterizer::prepareRasterization() {
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@ -10,7 +10,7 @@ namespace software {
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class SOFTWARESHARED_EXPORT SkyRasterizer : public Rasterizer {
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class SOFTWARESHARED_EXPORT SkyRasterizer : public Rasterizer {
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public:
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public:
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SkyRasterizer(SoftwareRenderer *renderer, RenderProgress *progress, int client_id);
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SkyRasterizer(SoftwareRenderer *renderer, RenderProgress *progress, unsigned short client_id);
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virtual int prepareRasterization() override;
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virtual int prepareRasterization() override;
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virtual void rasterizeToCanvas(CanvasPortion *canvas) override;
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virtual void rasterizeToCanvas(CanvasPortion *canvas) override;
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@ -12,8 +12,8 @@
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#include "CanvasFragment.h"
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#include "CanvasFragment.h"
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#include "RenderProgress.h"
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#include "RenderProgress.h"
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TerrainRasterizer::TerrainRasterizer(SoftwareRenderer *renderer, RenderProgress *progress, int client_id)
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TerrainRasterizer::TerrainRasterizer(SoftwareRenderer *renderer, RenderProgress *progress, unsigned short client_id)
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: Rasterizer(renderer, progress, client_id, Color(1.0, 0.9, 0.9)) {
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: Rasterizer(renderer, progress, client_id, Color(1.0, 0.7, 0.7)) {
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setBackFaceCulling(true);
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setBackFaceCulling(true);
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yoffset = 0.0;
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yoffset = 0.0;
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}
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}
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@ -20,7 +20,7 @@ class SOFTWARESHARED_EXPORT TerrainRasterizer : public Rasterizer {
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} TerrainChunkInfo;
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} TerrainChunkInfo;
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public:
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public:
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TerrainRasterizer(SoftwareRenderer *renderer, RenderProgress *progress, int client_id);
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TerrainRasterizer(SoftwareRenderer *renderer, RenderProgress *progress, unsigned short client_id);
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/**
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/**
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* Set the rasterization quality.
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* Set the rasterization quality.
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@ -1,18 +1,37 @@
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#include "VegetationRasterizer.h"
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#include "VegetationRasterizer.h"
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#include <cassert>
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#include <cassert>
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#include "Scenery.h"
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#include "CanvasFragment.h"
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#include "CanvasFragment.h"
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#include "Color.h"
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#include "Color.h"
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#include "SpaceSegment.h"
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#include "SpaceSegment.h"
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#include "SoftwareRenderer.h"
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#include "SoftwareRenderer.h"
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#include "VegetationDefinition.h"
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#include "VegetationRenderer.h"
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#include "VegetationRenderer.h"
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#include "RayCastingResult.h"
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#include "RayCastingResult.h"
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VegetationRasterizer::VegetationRasterizer(SoftwareRenderer *renderer, RenderProgress *progress, int client_id)
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VegetationRasterizer::VegetationRasterizer(SoftwareRenderer *renderer, RenderProgress *progress, unsigned short client_id)
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: TerrainRasterizer(renderer, progress, client_id) {
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: TerrainRasterizer(renderer, progress, client_id) {
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setYOffset(0.5);
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setYOffset(0.5);
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setColor(Color(0.8, 1.0, 0.8, 0.5));
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setColor(Color(0.7, 1.0, 0.7, 0.5));
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}
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bool VegetationRasterizer::isUseful() const {
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return renderer->getScenery()->getVegetation()->getMaxHeight() > 0.0;
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}
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int VegetationRasterizer::prepareRasterization() {
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if (isUseful()) {
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return TerrainRasterizer::prepareRasterization();
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} else {
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return 0;
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}
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}
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void VegetationRasterizer::rasterizeToCanvas(CanvasPortion *canvas) {
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if (isUseful()) {
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TerrainRasterizer::rasterizeToCanvas(canvas);
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}
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}
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}
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Color VegetationRasterizer::shadeFragment(const CanvasFragment &fragment, const CanvasFragment *previous) const {
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Color VegetationRasterizer::shadeFragment(const CanvasFragment &fragment, const CanvasFragment *previous) const {
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@ -10,8 +10,15 @@ namespace software {
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class SOFTWARESHARED_EXPORT VegetationRasterizer : public TerrainRasterizer {
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class SOFTWARESHARED_EXPORT VegetationRasterizer : public TerrainRasterizer {
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public:
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public:
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VegetationRasterizer(SoftwareRenderer *renderer, RenderProgress *progress, int client_id);
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VegetationRasterizer(SoftwareRenderer *renderer, RenderProgress *progress, unsigned short client_id);
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/**
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* Returns true if the rasterization process is useful.
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*/
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bool isUseful() const;
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virtual int prepareRasterization() override;
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virtual void rasterizeToCanvas(CanvasPortion *canvas) override;
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virtual Color shadeFragment(const CanvasFragment &fragment, const CanvasFragment *previous) const override;
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virtual Color shadeFragment(const CanvasFragment &fragment, const CanvasFragment *previous) const override;
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};
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};
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}
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}
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@ -6,8 +6,8 @@
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#include "CanvasFragment.h"
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#include "CanvasFragment.h"
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#include "RenderProgress.h"
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#include "RenderProgress.h"
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WaterRasterizer::WaterRasterizer(SoftwareRenderer *renderer, RenderProgress *progress, int client_id)
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WaterRasterizer::WaterRasterizer(SoftwareRenderer *renderer, RenderProgress *progress, unsigned short client_id)
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: Rasterizer(renderer, progress, client_id, Color(0.9, 0.95, 1.0)) {
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: Rasterizer(renderer, progress, client_id, Color(0.7, 0.85, 1.0)) {
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}
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}
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static inline Vector3 _getFirstPassVertex(SoftwareRenderer *renderer, double x, double z) {
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static inline Vector3 _getFirstPassVertex(SoftwareRenderer *renderer, double x, double z) {
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@ -10,7 +10,7 @@ namespace software {
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class WaterRasterizer : public Rasterizer {
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class WaterRasterizer : public Rasterizer {
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public:
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public:
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WaterRasterizer(SoftwareRenderer *renderer, RenderProgress *progress, int client_id);
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WaterRasterizer(SoftwareRenderer *renderer, RenderProgress *progress, unsigned short client_id);
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void rasterizeQuad(CanvasPortion *canvas, double x, double z, double size);
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void rasterizeQuad(CanvasPortion *canvas, double x, double z, double size);
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@ -37,6 +37,7 @@ class Rasterizer;
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class OverlayRasterizer;
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class OverlayRasterizer;
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class SkyRasterizer;
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class SkyRasterizer;
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class TerrainRasterizer;
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class TerrainRasterizer;
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class VegetationRasterizer;
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class LightingManager;
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class LightingManager;
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class LightStatus;
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class LightStatus;
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22
src/tests/VegetationRasterizer_Test.cpp
Normal file
22
src/tests/VegetationRasterizer_Test.cpp
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@ -0,0 +1,22 @@
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#include "BaseTestCase.h"
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#include "VegetationRasterizer.h"
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#include "SoftwareCanvasRenderer.h"
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#include "Scenery.h"
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#include "VegetationDefinition.h"
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#include "VegetationLayerDefinition.h"
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TEST(VegetationRasterizer, isUseful) {
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Scenery scenery;
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SoftwareCanvasRenderer renderer(&scenery);
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VegetationRasterizer rast(&renderer, renderer.getProgressHelper(), 0);
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EXPECT_FALSE(rast.isUseful());
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VegetationLayerDefinition layer(NULL, "test");
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layer.applyPreset(VegetationLayerDefinition::VEGETATION_BASIC_TREES);
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scenery.getVegetation()->addLayer(layer);
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EXPECT_TRUE(rast.isUseful());
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}
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