paysages3d/src/render/software/NightSky.cpp

69 lines
2 KiB
C++

#include "NightSky.h"
#include <algorithm>
#include "Color.h"
#include "Vector3.h"
#include "Geometry.h"
#include "SoftwareRenderer.h"
#include "Scenery.h"
#include "AtmosphereDefinition.h"
#include "AtmosphereRenderer.h"
#include "SurfaceMaterial.h"
#include "LightComponent.h"
#include "LightStatus.h"
#include "CelestialBodyDefinition.h"
#include "FloatNode.h"
NightSky::NightSky(SoftwareRenderer *renderer) : renderer(renderer) {
}
NightSky::~NightSky() {
}
void NightSky::update() {
}
const Color NightSky::getColor(double altitude, const Vector3 &direction) {
AtmosphereDefinition *atmosphere = renderer->getScenery()->getAtmosphere();
Color result(0.01, 0.012, 0.03);
Vector3 location(0.0, altitude, 0.0);
// Get stars
Vector3 sun_direction = renderer->getAtmosphereRenderer()->getSunDirection();
if (sun_direction.y < 0.1) {
double factor = (sun_direction.y < 0.0) ? 1.0 : 1.0 - (sun_direction.y * 10.0);
for (const auto &star : atmosphere->stars) {
if (star.location.dotProduct(direction) >= 0) {
double radius = star.radius;
Vector3 hit1, hit2;
int hits = Geometry::rayIntersectSphere(location, direction, star.location, radius, &hit1, &hit2);
if (hits > 1) {
double dist =
hit2.sub(hit1).getNorm() / radius; // distance between intersection points (relative to radius)
Color color = star.col;
if (dist <= 0.5) {
color.a *= (1.0 - dist / 0.5) * factor;
}
result.mask(color);
}
}
}
}
return result;
}
bool NightSky::getLightsAt(vector<LightComponent> &result, const Vector3 &location) const {
LightComponent sky;
sky.color = Color(0.01, 0.012, 0.03).scaled(1.0 - min(location.y / Scenery::ATMOSPHERE_WIDTH_SCALED, 1.0));
sky.direction = VECTOR_DOWN;
sky.reflection = 0.0;
sky.altered = 0;
result.push_back(sky);
return true;
}