#include "TerrainRenderer.h" #include "SoftwareRenderer.h" #include "Scenery.h" #include "TerrainDefinition.h" #include "TexturesRenderer.h" #include "LightComponent.h" #include "TerrainRayWalker.h" TerrainRenderer::TerrainRenderer(SoftwareRenderer* parent): parent(parent) { walker = new TerrainRayWalker(parent); } TerrainRenderer::~TerrainRenderer() { delete walker; } void TerrainRenderer::update() { walker->update(); } 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 = north.sub(center); deast = east.sub(center); dsouth = south.sub(center); dwest = west.sub(center); normal = deast.crossProduct(dnorth); normal = normal.add(dsouth.crossProduct(deast)); normal = normal.add(dwest.crossProduct(dsouth)); normal = normal.add(dnorth.crossProduct(dwest)); return normal.normalize(); } static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south) { return south.sub(center).crossProduct(east.sub(center)).normalize(); } 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; TerrainRayWalker::TerrainHitResult walk_result; if (walker->startWalking(start, direction.normalize(), 0.0, 200.0, walk_result)) { result.hit = true; result.hit_location = walk_result.hit_location; result.hit_color = getFinalColor(walk_result.hit_location, parent->getPrecision(walk_result.hit_location)); } else { result.hit = false; } return result; } bool TerrainRenderer::applyLightFilter(LightComponent &light, const Vector3 &at) { 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; if (at.y > definition->getHeightInfo().max_height) { // Location is above terrain, don't bother return true; } direction_to_light = light.direction.scale(-1.0); if (direction_to_light.y < -0.05) { light.color = COLOR_BLACK; return false; } 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 = at; 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 = direction_to_light.scale(inc_value); length += inc_vector.getNorm(); cursor = cursor.add(inc_vector); height = parent->getTerrainRenderer()->getResult(cursor.x, cursor.z, 1, 1).location.y; diff = cursor.y - height; if (diff < 0.0) { if (length * smoothing > 0.000001) { light_factor += diff * inc_vector.getNorm() / (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) && cursor.y <= definition->_max_height); if (light_factor <= 0.0) { light.color = COLOR_BLACK; return false; } else { light.color.r *= light_factor; light.color.g *= light_factor; light.color.b *= light_factor; return true; } } double TerrainRenderer::getWaterHeight() { TerrainDefinition* terrain = parent->getScenery()->getTerrain(); return terrain->water_height * terrain->height * terrain->scaling; }