#include "AtmosphereColorPreviewRenderer.h" #include "SoftwareRenderer.h" #include "AtmosphereRenderer.h" #include "camera.h" #include "tools/lighting.h" /* * Atmosphere previews. */ typedef struct { Vector3 location; double size; } Mount; #define MOUNTS_COUNT 11 static Mount MOUNTS[MOUNTS_COUNT] = { { {2.0, 0.0, -6.0}, 4.0 }, { {-1.5, 0.0, -8.0}, 4.0 }, { {3.0, 0.0, -10.0}, 6.0 }, { {-8.0, 0.0, -15.0}, 6.0 }, { {10.0, 0.0, -20.0}, 6.0 }, { {-6.0, 0.0, -30.0}, 8.0 }, { {15.0, 0.0, -40.0}, 8.0 }, { {-20.0, 0.0, -50.0}, 8.0 }, { {10.0, 0.0, -60.0}, 10.0 }, { {-5.0, 0.0, -80.0}, 10.0 }, { {30.0, 0.0, -100.0}, 10.0 }, }; static SurfaceMaterial MOUNT_MATERIAL = { {0.4, 0.4, 0.4, 1.0}, 0.0, 0.0, 0.0, 0.0, {0.0, 0.0, 0.0, 0.0} }; static inline int _rayIntersectsTriangle(Vector3 p, Vector3 d, Vector3 v0, Vector3 v1, Vector3 v2, Vector3* hit) { Vector3 e1, e2, h, s, q; double a, f, u, v, t; e1 = v3Sub(v1, v0); e2 = v3Sub(v2, v0); h = v3Cross(d, e2); a = v3Dot(e1, h); if (a > -0.00001 && a < 0.00001) { return 0; } f = 1.0 / a; s = v3Sub(p, v0); u = f * v3Dot(s, h); if (u < 0.0 || u > 1.0) { return 0; } q = v3Cross(s, e1); v = f * v3Dot(d, q); if (v < 0.0 || u + v > 1.0) { return 0; } t = f * v3Dot(e2, q); if (t > 0.00001) { *hit = v3Add(p, v3Scale(d, t)); return 1; } else { return 0; } } static inline int _checkHitMountain(Vector3 eye, Vector3 direction, Mount mount, Vector3* hit) { Vector3 v0 = mount.location; Vector3 v1 = mount.location; Vector3 v2 = mount.location; v0.x -= mount.size; v1.x += mount.size; v2.y += mount.size; return _rayIntersectsTriangle(eye, direction, v0, v1, v2, hit); } static inline int _checkHitGround(Vector3 eye, Vector3 direction, Vector3* hit) { if (direction.y > -0.0001) { return 0; } else { hit->x = eye.x - direction.x * eye.y / direction.y; hit->y = 0.0; hit->z = eye.z - direction.z * eye.y / direction.y; return 1; } } static inline int _checkHit(Vector3 eye, Vector3 direction, Vector3* hit, Vector3* normal) { int i; for (i = 0; i < MOUNTS_COUNT; i++) { if (_checkHitMountain(eye, direction, MOUNTS[i], hit)) { *normal = VECTOR_SOUTH; return 1; } } *normal = VECTOR_UP; return _checkHitGround(eye, direction, hit); } AtmosphereColorPreviewRenderer::AtmosphereColorPreviewRenderer(): heading(0.0) { cameraSetLocation(render_camera, Vector3(0.0, 7.0, 0.0)); } Color AtmosphereColorPreviewRenderer::getColor2D(double x, double y, double) { Vector3 eye = {0.0, 7.0, 0.0}; Vector3 direction = {x, y, -1.0}; Vector3 hit, normal; Matrix4 rotation; rotation = m4NewRotateY(heading); if (_checkHit(eye, direction, &hit, &normal)) { Color color; normal = m4Transform(rotation, normal); hit = m4Transform(rotation, hit); color = this->applyLightingToSurface(this, hit, normal, &MOUNT_MATERIAL); return this->atmosphere->applyAerialPerspective(this, hit, color).final; } else { direction = m4Transform(rotation, direction); return this->atmosphere->getSkyColor(this, direction).final; } }