#include "AtmosphereRenderer.h" #include #include "SoftwareRenderer.h" #include "Scenery.h" // TEMP #include "atmosphere/private.h" static inline double _getDayFactor(double daytime) { daytime = 1.0 - fabs(0.5 - daytime) / 0.5; return daytime < 0.45 ? 0.0 : sqrt((daytime - 0.45) / 0.55); } static inline void _applyWeatherEffects(AtmosphereDefinition* definition, AtmosphereResult* result) { double distance = result->distance; double max_distance = 100.0 - 90.0 * definition->humidity; double distancefactor, dayfactor; if (distance > max_distance) { distance = max_distance; } distancefactor = (distance > max_distance ? max_distance : distance) / max_distance; /* TODO Get day lighting from model */ dayfactor = _getDayFactor(definition->_daytime); /* Fog masking */ if (definition->humidity > 0.3) { result->mask.r = result->mask.g = result->mask.b = (10.0 - 8.0 * definition->humidity) * dayfactor; result->mask.a = distancefactor * (definition->humidity - 0.3) / 0.7; } /* Scattering tweaking */ if (definition->humidity < 0.15) { /* Limit scattering on ultra clear day */ double force = (0.15 - definition->humidity) / 0.15; colorLimitPower(&result->inscattering, 100.0 - 90.0 * pow(force, 0.1)); } else { /* Scattering boost */ double force = 1.2 * (definition->humidity < 0.5 ? sqrt((definition->humidity - 0.15) / 0.35) : 1.0 - (definition->humidity - 0.5) / 0.5); result->inscattering.r *= 1.0 + force * distancefactor * (definition->humidity - 0.15) / 0.85; result->inscattering.g *= 1.0 + force * distancefactor * (definition->humidity - 0.15) / 0.85; result->inscattering.b *= 1.0 + force * distancefactor * (definition->humidity - 0.15) / 0.85; } /* Attenuation */ result->attenuation.r *= 1.0 - 0.4 * distancefactor * definition->humidity; result->attenuation.g *= 1.0 - 0.4 * distancefactor * definition->humidity; result->attenuation.b *= 1.0 - 0.4 * distancefactor * definition->humidity; atmosphereUpdateResult(result); } BaseAtmosphereRenderer::BaseAtmosphereRenderer(SoftwareRenderer* renderer): renderer(renderer) { } void BaseAtmosphereRenderer::getLightingStatus(LightStatus* status, Vector3, int) { LightDefinition light; light.color.r = 1.0; light.color.g = 1.0; light.color.b = 1.0; light.direction.x = -0.7; light.direction.y = -0.7; light.direction.z = 0.7; light.altered = 0; light.reflection = 0.0; lightingPushLight(status, &light); light.color.r = 0.3; light.color.g = 0.31; light.color.b = 0.34; light.direction.x = 0.7; light.direction.y = -0.7; light.direction.z = -0.7; light.altered = 0; light.reflection = 0.0; lightingPushLight(status, &light); } AtmosphereResult BaseAtmosphereRenderer::applyAerialPerspective(Vector3, Color base) { AtmosphereResult result; result.base = result.final = base; result.inscattering = result.attenuation = COLOR_BLACK; return result; } AtmosphereResult BaseAtmosphereRenderer::getSkyColor(Vector3) { AtmosphereResult result; result.base = result.final = COLOR_WHITE; result.inscattering = result.attenuation = COLOR_BLACK; return result; } Vector3 BaseAtmosphereRenderer::getSunDirection() { AtmosphereDefinition* atmosphere = getDefinition(); double sun_angle = (atmosphere->_daytime + 0.75) * M_PI * 2.0; return Vector3(cos(sun_angle), sin(sun_angle), 0.0); } AtmosphereDefinition* BaseAtmosphereRenderer::getDefinition() { return renderer->getScenery()->getAtmosphere(); } void SoftwareBrunetonAtmosphereRenderer::getLightingStatus(LightStatus* status, Vector3 normal, int opaque) { return brunetonGetLightingStatus(renderer, status, normal, opaque); } AtmosphereResult SoftwareBrunetonAtmosphereRenderer::applyAerialPerspective(Vector3 location, Color base) { AtmosphereDefinition* definition = getDefinition(); AtmosphereResult result; /* Get base perspective */ switch (definition->model) { case ATMOSPHERE_MODEL_BRUNETON: result = brunetonApplyAerialPerspective(renderer, location, base); break; default: ; } /* Apply weather effects */ _applyWeatherEffects(definition, &result); return result; } AtmosphereResult SoftwareBrunetonAtmosphereRenderer::getSkyColor(Vector3 direction) { AtmosphereDefinition* definition; Vector3 sun_direction, sun_position, camera_location; Color base; definition = getDefinition(); camera_location = renderer->getCameraLocation(renderer, VECTOR_ZERO); sun_direction = getSunDirection(); direction = v3Normalize(direction); sun_position = v3Scale(sun_direction, SUN_DISTANCE_SCALED); /* Get sun shape */ base = COLOR_BLACK; /*if (v3Dot(sun_direction, direction) >= 0) { double sun_radius = definition->sun_radius * SUN_RADIUS_SCALED * 5.0; // FIXME Why should we multiply by 5 ? Vector3 hit1, hit2; int hits = euclidRayIntersectSphere(camera_location, direction, sun_position, sun_radius, &hit1, &hit2); if (hits > 1) { double dist = v3Norm(v3Sub(hit2, hit1)) / sun_radius; // distance between intersection points (relative to radius) Color sun_color = definition->sun_color; sun_color.r *= 100.0; sun_color.g *= 100.0; sun_color.b *= 100.0; if (dist <= 0.05) { sun_color.r *= 1.0 - dist / 0.05; sun_color.g *= 1.0 - dist / 0.05; sun_color.b *= 1.0 - dist / 0.05; } base = sun_color; } }*/ /* TODO Get stars */ /* Get scattering */ AtmosphereResult result; Vector3 location = v3Add(camera_location, v3Scale(direction, 6421.0)); switch (definition->model) { case ATMOSPHERE_MODEL_BRUNETON: result = brunetonGetSkyColor(renderer, camera_location, direction, sun_position, base); break; default: result = BaseAtmosphereRenderer::applyAerialPerspective(location, result.base); } /* Apply weather effects */ _applyWeatherEffects(definition, &result); return result; }