#include "SoftwareRenderer.h" #include "CameraDefinition.h" #include "Scenery.h" #include "FluidMediumManager.h" #include "AtmosphereRenderer.h" #include "AtmosphereDefinition.h" #include "AtmosphereResult.h" #include "CloudsRenderer.h" #include "TerrainRenderer.h" #include "TexturesRenderer.h" #include "WaterRenderer.h" #include "SkyRasterizer.h" #include "TerrainRasterizer.h" #include "WaterRasterizer.h" #include "LightStatus.h" #include "LightingManager.h" // Legacy compatibility #include "renderer.h" static double _getPrecision(Renderer* renderer, Vector3 location) { Vector3 projected; projected = renderer->render_camera->project(location); projected.x += 1.0; //projected.y += 1.0; return v3Norm(v3Sub(renderer->render_camera->unproject(projected), location)); // / (double)render_quality; } SoftwareRenderer::SoftwareRenderer(Scenery* scenery) { atmosphere_renderer = new BaseAtmosphereRenderer(this); clouds_renderer = new CloudsRenderer(this); terrain_renderer = new TerrainRenderer(this); textures_renderer = new TexturesRenderer(this); water_renderer = new WaterRenderer(this); fluid_medium = new FluidMediumManager(this); if (scenery) { this->scenery = scenery; own_scenery = false; } else { this->scenery = new Scenery; own_scenery = true; } } SoftwareRenderer::~SoftwareRenderer() { delete atmosphere_renderer; delete clouds_renderer; delete terrain_renderer; delete textures_renderer; delete water_renderer; delete fluid_medium; if (own_scenery) { delete scenery; } } void SoftwareRenderer::setScenery(Scenery* scenery) { if (!own_scenery) { this->scenery = new Scenery; own_scenery = true; } scenery->copy(this->scenery); } void SoftwareRenderer::prepare() { // Prepare sub renderers delete atmosphere_renderer; atmosphere_renderer = new SoftwareBrunetonAtmosphereRenderer(this); delete clouds_renderer; clouds_renderer = new CloudsRenderer(this); clouds_renderer->update(); delete terrain_renderer; terrain_renderer = new TerrainRenderer(this); delete textures_renderer; textures_renderer = new TexturesRenderer(this); delete water_renderer; water_renderer = new WaterRenderer(this); // Setup transitional renderers (for C-legacy subsystems) getPrecision = _getPrecision; // Prepare global tools fluid_medium->clearMedia(); //fluid_medium->registerMedium(water_renderer); } void SoftwareRenderer::rasterize() { TerrainRasterizer terrain(this); terrain.renderSurface(); WaterRasterizer water(this); water.renderSurface(); SkyRasterizer sky(this); sky.rasterize(); } Color SoftwareRenderer::applyLightingToSurface(const Vector3 &location, const Vector3 &normal, const SurfaceMaterial &material) { LightStatus status(lighting, location, getCameraLocation(this, location)); atmosphere_renderer->getLightingStatus(&status, normal, 0); return status.apply(normal, material); } Color SoftwareRenderer::applyMediumTraversal(Vector3 location, Color color) { color = atmosphere_renderer->applyAerialPerspective(location, color).final; color = clouds_renderer->getColor(getCameraLocation(this, location), location, color); return color; /*Vector3 eye = cameraGetLocation(scenery->getCamera()); return fluid_medium->applyTraversal(eye, location, color);*/ } RayCastingResult SoftwareRenderer::rayWalking(const Vector3 &location, const Vector3 &direction, int, int, int, int) { RayCastingResult result; Color sky_color; result = terrain_renderer->castRay(location, direction); if (!result.hit) { sky_color = atmosphere_renderer->getSkyColor(direction).final; result.hit = 1; result.hit_location = v3Add(location, v3Scale(direction, 1000.0)); result.hit_color = clouds_renderer->getColor(location, result.hit_location, sky_color); } return result; }