#include "GodRaysSampler.h" #include "SoftwareRenderer.h" #include "Vector3.h" #include "SpaceSegment.h" #include "GodRaysResult.h" #include "LightingManager.h" #include "LightStatus.h" #include "Scenery.h" #include "TerrainDefinition.h" #include "CloudsRenderer.h" #include "Interpolation.h" #include GodRaysSampler::GodRaysSampler() { enabled = true; bounds = new SpaceSegment(); camera_location = new Vector3(0, 0, 0); lighting = NULL; low_altitude = -1.0; high_altitude = 1.0; sampling_step = 1.0; max_length = 1.0; data = new double[1]; setQuality(0.5); } GodRaysSampler::~GodRaysSampler() { delete bounds; delete camera_location; delete[] data; } void GodRaysSampler::prepare(SoftwareRenderer *renderer) { setCameraLocation(renderer->getCameraLocation(VECTOR_ZERO)); setLighting(renderer->getLightingManager()); setAltitudes(renderer->getScenery()->getTerrain()->getHeightInfo().min_height, renderer->getCloudsRenderer()->getHighestAltitude()); reset(); } void GodRaysSampler::reset() { *bounds = SpaceSegment(Vector3(camera_location->x - max_length, low_altitude, camera_location->z - max_length), Vector3(camera_location->x + max_length, high_altitude, camera_location->z + max_length)); samples_x = round(bounds->getXDiff() / sampling_step) + 1; samples_y = round(bounds->getYDiff() / sampling_step) + 1; samples_z = round(bounds->getZDiff() / sampling_step) + 1; long n = samples_x * samples_y * samples_z; delete[] data; data = new double[n]; for (long i = 0; i < n; i++) { data[i] = -1.0; } } void GodRaysSampler::setEnabled(bool enabled) { this->enabled = enabled; } void GodRaysSampler::setLighting(LightingManager *manager) { this->lighting = manager; } void GodRaysSampler::setQuality(double factor) { setQuality(5.0 / (factor * 8.0 + 1.0), 100.0, 5.0 / (factor * 80.0 + 1.0)); reset(); } void GodRaysSampler::setQuality(double sampling_step, double max_length, double walk_step) { this->sampling_step = sampling_step; this->max_length = max_length; this->walk_step = walk_step; } void GodRaysSampler::setCameraLocation(const Vector3 &location) { *camera_location = location; } void GodRaysSampler::setAltitudes(double low, double high) { low_altitude = low; high_altitude = high; } void GodRaysSampler::getSamples(int *x, int *y, int *z) const { *x = samples_x; *y = samples_y; *z = samples_z; } Color GodRaysSampler::getRawLight(const Vector3 &location, bool filtered) const { if (lighting) { LightStatus status(lighting, location, *camera_location, filtered); lighting->fillStatus(status, location); return status.getSum(); } else { return COLOR_TRANSPARENT; } } double GodRaysSampler::getCachedLight(const Vector3 &location) { double x = location.x - bounds->getStart().x; double y = location.y - bounds->getStart().y; double z = location.z - bounds->getStart().z; int ix = (int)floor(x / sampling_step); int iy = (int)floor(y / sampling_step); int iz = (int)floor(z / sampling_step); // Check cache limits if (ix < 0 || ix >= samples_x - 1 || iy < 0 || iy >= samples_y - 1 || iz < 0 || iz >= samples_z - 1) { return 1.0; } // Hit cache double p[8] = { getCache(ix, iy, iz), getCache(ix + 1, iy, iz), getCache(ix + 1, iy + 1, iz), getCache(ix, iy + 1, iz), getCache(ix, iy, iz + 1), getCache(ix + 1, iy, iz + 1), getCache(ix + 1, iy + 1, iz + 1), getCache(ix, iy + 1, iz + 1) }; return Interpolation::trilinear(p, (x - sampling_step * double(ix)) / sampling_step, (y - sampling_step * double(iy)) / sampling_step, (z - sampling_step * double(iz)) / sampling_step); } GodRaysResult GodRaysSampler::getResult(const SpaceSegment &segment) { Vector3 step = segment.getEnd().sub(segment.getStart()); double max_length = step.getNorm(); step = step.normalize().scale(walk_step); Vector3 walker = segment.getStart(); double travelled = 0.0; double inside = 0.0; if (max_length > this->max_length) { max_length = this->max_length; } while (travelled < max_length) { double light = getCachedLight(walker); inside += light * walk_step; walker = walker.add(step); travelled += walk_step; } return GodRaysResult(inside, travelled); } Color GodRaysSampler::apply(const Color &raw, const Color &atmosphered, const Vector3 &location) { if (enabled) { GodRaysResult result = getResult(SpaceSegment(*camera_location, location)); return result.apply(raw, atmosphered); } else { return atmosphered; } } inline double GodRaysSampler::getCache(int x, int y, int z) { double *cache = data + z * samples_x * samples_y + y * samples_x + x; if (*cache < 0.0) { Vector3 location = Vector3(bounds->getStart().x + sampling_step * (double)x, bounds->getStart().y + sampling_step * (double)y, bounds->getStart().z + sampling_step * (double)z); double unfiltered_power = getRawLight(location, false).getPower(); if (unfiltered_power == 0.0) { *cache = 1.0; } else { *cache = getRawLight(location, true).getPower() / unfiltered_power; } } return *cache; }