paysages3d/src/render/software/VegetationRenderer.cpp

140 lines
4.3 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, VegetationLayerDefinition *layer, bool only_hit):
segment(segment), renderer(renderer), layer(layer), only_hit(only_hit)
{
}
inline const RayCastingResult &getResult() const {return result;}
virtual bool onCell(int x, int, int z) override
{
std::vector<VegetationInstance> instances;
layer->getPresence()->collectInstances(&instances, *layer->getModel(), x - 0.5, z - 0.5, x + 0.5, z + 0.5);
for (auto &instance: instances)
{
result = renderer->renderInstance(segment, instance, only_hit);
if (result.hit)
{
return false;
}
}
return true;
}
private:
const SpaceSegment &segment;
VegetationRenderer *renderer;
VegetationLayerDefinition *layer;
RayCastingResult result;
bool only_hit;
};
VegetationRenderer::VegetationRenderer(SoftwareRenderer *parent):
parent(parent)
{
}
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
const Vector3 &base = instance.getBase();
TerrainRenderer::TerrainResult terrain = parent->getTerrainRenderer()->getResult(base.x, base.z, true, true);
VegetationInstance displaced_instance = instance.displace(terrain.location, 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)
{
VegetationDefinition *vegetation = parent->getScenery()->getVegetation();
int n = vegetation->count();
// TODO Don't stop at first layer, find the nearest hit
for (int i = 0; i < n; i++)
{
// Find instances potentially crossing the segment
VegetationGridIterator it(segment, this, vegetation->getVegetationLayer(i), only_hit);
if (not segment.projectedOnYPlane().iterateOnGrid(it))
{
return it.getResult();
}
}
return RayCastingResult();
}
else
{
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;
}
}