paysages3d/src/render/software/VegetationRenderer.cpp

143 lines
5 KiB
C++

#include "VegetationRenderer.h"
#include "VegetationModelRenderer.h"
#include "RayCastingResult.h"
#include "SpaceGridIterator.h"
#include "SpaceSegment.h"
#include "VegetationInstance.h"
#include "SoftwareRenderer.h"
#include "Scenery.h"
#include "TerrainRenderer.h"
#include "VegetationDefinition.h"
#include "VegetationLayerDefinition.h"
#include "VegetationPresenceDefinition.h"
#include "VegetationInstance.h"
#include "VegetationResult.h"
#include "LightComponent.h"
/**
* Grid iterator to collect instances of a layer, in small squares.
*/
class VegetationGridIterator : public SpaceGridIterator {
public:
VegetationGridIterator(const SpaceSegment &segment, VegetationRenderer *renderer, bool only_hit)
: segment(segment), renderer(renderer), only_hit(only_hit) {
}
inline const RayCastingResult &getResult() const {
return result;
}
virtual bool onCell(int x, int, int z) override {
result = renderer->getBoundResult(segment, to_double(x), to_double(z), only_hit);
return not result.hit;
}
private:
const SpaceSegment &segment;
VegetationRenderer *renderer;
RayCastingResult result;
bool only_hit;
};
VegetationRenderer::VegetationRenderer(SoftwareRenderer *parent) : parent(parent) {
enabled = true;
}
VegetationRenderer::~VegetationRenderer() {
}
void VegetationRenderer::setEnabled(bool enabled) {
this->enabled = enabled;
}
RayCastingResult VegetationRenderer::renderInstance(const SpaceSegment &segment, const VegetationInstance &instance,
bool only_hit, bool displaced) {
if (!displaced) {
// Recursive call on displaced instance
auto base = instance.getBase();
auto terrain = parent->getTerrainRenderer()->getResult(base.x, base.z, true);
auto displaced = parent->getTerrainRenderer()->getDisplaced(base.x, base.z, true);
auto displaced_instance = instance.displace(displaced, terrain.normal);
return renderInstance(segment, displaced_instance, only_hit, true);
}
RayCastingResult final;
VegetationModelRenderer model_renderer(parent, &instance.getModel());
SpaceSegment scaled_segment(segment.getStart().sub(instance.getBase()).scale(1.0 / instance.getSize()),
segment.getEnd().sub(instance.getBase()).scale(1.0 / instance.getSize()));
VegetationResult result = model_renderer.getResult(scaled_segment, only_hit);
final.hit = result.isHit();
if (final.hit and not only_hit) {
Vector3 location = result.getLocation().scale(instance.getSize()).add(instance.getBase());
final.hit_color = parent->applyLightingToSurface(location, result.getNormal(), result.getMaterial());
final.hit_color = parent->applyMediumTraversal(location, final.hit_color);
final.hit_location = result.getLocation();
}
return final;
}
RayCastingResult VegetationRenderer::getResult(const SpaceSegment &segment, bool only_hit) {
if (enabled) {
// Find instances potentially crossing the segment
VegetationGridIterator it(segment, this, only_hit);
if (not segment.projectedOnYPlane().iterateOnGrid(it)) {
return it.getResult();
}
return RayCastingResult();
} else {
return RayCastingResult();
}
}
RayCastingResult VegetationRenderer::getBoundResult(const SpaceSegment &segment, double x, double z, bool only_hit,
double xsize, double zsize) {
VegetationDefinition *vegetation = parent->getScenery()->getVegetation();
// Early check if we may cross any vegetation
double ymin, ymax;
parent->getTerrainRenderer()->estimateMinMaxHeight(x, z, x + xsize, z + zsize, &ymin, &ymax);
ymax += vegetation->getMaxHeight();
SpaceSegment bbox(Vector3(x, ymin, z), Vector3(x + xsize, ymax, z + zsize));
if (not segment.intersectBoundingBox(bbox)) {
return RayCastingResult();
}
// Iterate all layers and instances
int n = vegetation->getLayerCount();
for (int i = 0; i < n; i++) {
VegetationLayerDefinition *layer = vegetation->getVegetationLayer(i);
vector<VegetationInstance> instances;
layer->getPresence()->collectInstances(&instances, *layer->getModel(), x, z, x + xsize, z + zsize);
for (auto &instance : instances) {
RayCastingResult result = renderInstance(segment, instance, only_hit);
if (result.hit) {
// TODO Don't stop at first hit, find the nearest one
return result;
}
}
}
return RayCastingResult();
}
bool VegetationRenderer::applyLightFilter(LightComponent &light, const Vector3 &at) {
if (enabled) {
// Get segment to iterate
SpaceSegment segment(at, at.add(light.direction.scale(-1.0 * parent->render_quality)));
if (getResult(segment, true).hit) {
light.color = COLOR_BLACK;
return false;
} else {
return true;
}
} else {
return true;
}
}