#include "TerrainRenderer.h" #include "SoftwareRenderer.h" #include "Scenery.h" #include "TerrainDefinition.h" #include "TexturesRenderer.h" #include "LightComponent.h" TerrainRenderer::TerrainRenderer(SoftwareRenderer* parent): parent(parent) { } TerrainRenderer::~TerrainRenderer() { } double TerrainRenderer::getHeight(double x, double z, int with_painting) { return parent->getScenery()->getTerrain()->getInterpolatedHeight(x, z, 1, with_painting); } static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, Vector3 south, Vector3 west) { Vector3 dnorth, deast, dsouth, dwest, normal; dnorth = v3Sub(north, center); deast = v3Sub(east, center); dsouth = v3Sub(south, center); dwest = v3Sub(west, center); normal = v3Cross(deast, dnorth); normal = v3Add(normal, v3Cross(dsouth, deast)); normal = v3Add(normal, v3Cross(dwest, dsouth)); normal = v3Add(normal, v3Cross(dnorth, dwest)); return v3Normalize(normal); } static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south) { return v3Normalize(v3Cross(v3Sub(south, center), v3Sub(east, center))); } TerrainRenderer::TerrainResult TerrainRenderer::getResult(double x, double z, int with_painting, int with_textures) { TerrainResult result; double detail = 0.001; /* TODO */ /* Normal */ Vector3 center, north, east, south, west; center.x = x; center.z = z; center.y = getHeight(center.x, center.z, with_painting); east.x = x + detail; east.z = z; east.y = getHeight(east.x, east.z, with_painting); south.x = x; south.z = z + detail; south.y = getHeight(south.x, south.z, with_painting); if (parent->render_quality > 6) { west.x = x - detail; west.z = z; west.y = getHeight(west.x, west.z, with_painting); north.x = x; north.z = z - detail; north.y = getHeight(north.x, north.z, with_painting); result.normal = _getNormal4(center, north, east, south, west); } else { result.normal = _getNormal2(center, east, south); } /* Location */ result.location = center; /* Texture displacement */ if (with_textures) { center = parent->getTexturesRenderer()->displaceTerrain(result); result.location = center; /* Recompute normal */ if (parent->render_quality > 6) { /* Use 5 points on displaced terrain */ east = parent->getTexturesRenderer()->displaceTerrain(getResult(east.x, east.z, with_painting, 0)); south = parent->getTexturesRenderer()->displaceTerrain(getResult(south.x, south.z, with_painting, 0)); west = parent->getTexturesRenderer()->displaceTerrain(getResult(west.x, west.z, with_painting, 0)); north = parent->getTexturesRenderer()->displaceTerrain(getResult(north.x, north.z, with_painting, 0)); result.normal = _getNormal4(center, north, east, south, west); } else if (parent->render_quality > 2) { /* Use 3 points on displaced terrain */ east = parent->getTexturesRenderer()->displaceTerrain(getResult(east.x, east.z, with_painting, 0)); south = parent->getTexturesRenderer()->displaceTerrain(getResult(south.x, south.z, with_painting, 0)); result.normal = _getNormal2(center, east, south); } else { /* TODO Use texture noise directly, as if terrain was a plane */ } } return result; } Color TerrainRenderer::getFinalColor(const Vector3 &location, double) { /* TODO Restore precision control */ TexturesRenderer::TexturesResult textures = parent->getTexturesRenderer()->applyToTerrain(location.x, location.z); return parent->applyMediumTraversal(textures.final_location, textures.final_color); } RayCastingResult TerrainRenderer::castRay(const Vector3 &start, const Vector3 &direction) { RayCastingResult result; TerrainDefinition* definition = parent->getScenery()->getTerrain(); Vector3 inc_vector, direction_norm, cursor; double inc_value, inc_base, inc_factor, height, diff, lastdiff, length; cursor = start; direction_norm = direction.normalize(); inc_factor = (double)parent->render_quality; inc_base = 1.0; inc_value = inc_base / inc_factor; lastdiff = start.y - getHeight(start.x, start.z, 1); length = 0.0; do { inc_vector = v3Scale(direction_norm, inc_value); length += v3Norm(inc_vector); cursor = v3Add(cursor, inc_vector); height = getHeight(cursor.x, cursor.z, 1); diff = cursor.y - height; if (diff < 0.0) { if (fabs(diff - lastdiff) > 0.00001) { cursor = v3Add(cursor, v3Scale(inc_vector, -diff / (diff - lastdiff))); cursor.y = getHeight(cursor.x, cursor.z, 1); } else { cursor.y = height; } result.hit = 1; result.hit_location = cursor; result.hit_color = getFinalColor(cursor, parent->getPrecision(result.hit_location)); return result; } if (diff < inc_base / inc_factor) { inc_value = inc_base / inc_factor; } else if (diff > inc_base) { inc_value = inc_base; } else { inc_value = diff; } lastdiff = diff; } while (length < 50.0 && cursor.y <= definition->_max_height); result.hit = 0; return result; } int TerrainRenderer::alterLight(LightComponent *light, const Vector3 &location) { TerrainDefinition* definition = parent->getScenery()->getTerrain(); Vector3 inc_vector, direction_to_light, cursor; double inc_value, inc_base, inc_factor, height, diff, light_factor, smoothing, length; direction_to_light = v3Scale(light->direction, -1.0); if (direction_to_light.y < -0.05) { light->color = COLOR_BLACK; return 1; } else if (direction_to_light.y < 0.0000) { light->color.r *= (0.05 + direction_to_light.y) / 0.05; light->color.g *= (0.05 + direction_to_light.y) / 0.05; light->color.b *= (0.05 + direction_to_light.y) / 0.05; } cursor = location; inc_factor = (double)parent->render_quality; inc_base = definition->height / definition->scaling; inc_value = inc_base / inc_factor; smoothing = definition->shadow_smoothing; light_factor = 1.0; length = 0.0; diff = 0.0; do { inc_vector = v3Scale(direction_to_light, inc_value); length += v3Norm(inc_vector); cursor = v3Add(cursor, inc_vector); height = parent->getTerrainRenderer()->getResult(location.x, location.z, 1, 1).location.y; diff = location.y - height; if (diff < 0.0) { if (length * smoothing > 0.000001) { light_factor += diff * v3Norm(inc_vector) / (length * smoothing); } else { light_factor = 0.0; } } if (diff < inc_base / inc_factor) { inc_value = inc_base / inc_factor; } else if (diff > inc_base) { inc_value = inc_base; } else { inc_value = diff; } } while (light_factor > 0.0 && length < (10.0 * inc_factor) && location.y <= definition->_max_height); if (light_factor <= 0.0) { light->color = COLOR_BLACK; return 1; } else { light->color.r *= light_factor; light->color.g *= light_factor; light->color.b *= light_factor; return 1; } } double TerrainRenderer::getWaterHeight() { TerrainDefinition* terrain = parent->getScenery()->getTerrain(); return terrain->water_height * terrain->height * terrain->scaling; }