#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 "CloudsDefinition.h" #include "TerrainRenderer.h" #include "TexturesRenderer.h" #include "WaterRenderer.h" #include "SkyRasterizer.h" #include "TerrainRasterizer.h" #include "WaterRasterizer.h" #include "NightSky.h" #include "LightStatus.h" #include "LightingManager.h" #include "System.h" #include "Thread.h" SoftwareRenderer::SoftwareRenderer(Scenery* scenery) { this->scenery = new Scenery; if (scenery) { scenery->copy(this->scenery); } render_quality = 5; render_camera = new CameraDefinition; 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); nightsky_renderer = new NightSky(this); fluid_medium = new FluidMediumManager(this); lighting = new LightingManager(); lighting->registerFilter(water_renderer); lighting->registerFilter(terrain_renderer); lighting->registerFilter(clouds_renderer); } SoftwareRenderer::~SoftwareRenderer() { delete render_camera; delete fluid_medium; delete lighting; delete nightsky_renderer; delete atmosphere_renderer; delete clouds_renderer; delete terrain_renderer; delete textures_renderer; delete water_renderer; delete scenery; } void SoftwareRenderer::setScenery(Scenery* scenery) { scenery->copy(this->scenery); } void SoftwareRenderer::prepare() { scenery->getCamera()->copy(render_camera); // Prepare sub renderers // TODO Don't recreate the renderer each time delete atmosphere_renderer; if (getScenery()->getAtmosphere()->model == AtmosphereDefinition::ATMOSPHERE_MODEL_BRUNETON) { atmosphere_renderer = new SoftwareBrunetonAtmosphereRenderer(this); } else { atmosphere_renderer = new BaseAtmosphereRenderer(this); } clouds_renderer->update(); terrain_renderer->update(); water_renderer->update(); textures_renderer->update(); nightsky_renderer->update(); // Prepare global tools fluid_medium->clearMedia(); //fluid_medium->registerMedium(water_renderer); } void SoftwareRenderer::disableClouds() { scenery->getClouds()->clear(); } void SoftwareRenderer::disableAtmosphere() { LightComponent light; std::vector lights; light.color.r = 1.5; light.color.g = 1.5; light.color.b = 1.5; light.direction.x = -1.0; light.direction.y = -0.3; light.direction.z = 1.0; light.direction = light.direction.normalize(); light.altered = 1; light.reflection = 0.0; lights.push_back(light); light.color.r = 0.25; light.color.g = 0.25; light.color.b = 0.265; light.direction.x = 1.0; light.direction.y = -0.5; light.direction.z = -1.0; light.direction = light.direction.normalize(); light.altered = 0; light.reflection = 0.0; lights.push_back(light); disableAtmosphere(lights); } void SoftwareRenderer::disableAtmosphere(const std::vector &lights) { scenery->getAtmosphere()->model = AtmosphereDefinition::ATMOSPHERE_MODEL_DISABLED; delete atmosphere_renderer; atmosphere_renderer = new BaseAtmosphereRenderer(this); atmosphere_renderer->setStaticLights(lights); } Color SoftwareRenderer::applyLightingToSurface(const Vector3 &location, const Vector3 &normal, const SurfaceMaterial &material) { LightStatus status(lighting, location, getCameraLocation(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(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 = location.add(direction.scale(1000.0)); result.hit_color = clouds_renderer->getColor(location, result.hit_location, sky_color); } return result; } Vector3 SoftwareRenderer::getCameraLocation(const Vector3 &) { return render_camera->getLocation(); } Vector3 SoftwareRenderer::getCameraDirection(const Vector3 &) { return render_camera->getDirectionNormalized(); } double SoftwareRenderer::getPrecision(const Vector3 &location) { Vector3 projected; projected = render_camera->project(location); projected.x += 1.0; //projected.y += 1.0; return render_camera->unproject(projected).sub(location).getNorm(); // / (double)render_quality; } Vector3 SoftwareRenderer::projectPoint(const Vector3 &point) { return render_camera->project(point); } Vector3 SoftwareRenderer::unprojectPoint(const Vector3 &point) { return render_camera->unproject(point); }