paysages3d/src/render/software/TerrainRayWalker.cpp

145 lines
4.3 KiB
C++

#include "TerrainRayWalker.h"
#include "SoftwareRenderer.h"
#include "Scenery.h"
#include "TerrainDefinition.h"
#include "TexturesDefinition.h"
#include "TerrainRenderer.h"
#include "TexturesRenderer.h"
#include "Matrix4.h"
TerrainRayWalker::TerrainRayWalker(SoftwareRenderer* renderer):
renderer(renderer)
{
}
void TerrainRayWalker::update()
{
TerrainDefinition* terrain = renderer->getScenery()->getTerrain();
HeightInfo info = terrain->getHeightInfo();
TexturesDefinition* textures = renderer->getScenery()->getTextures();
double disp = textures->getMaximalDisplacement();
ymin = info.min_height - disp;
ymax = info.max_height + disp;
ydispmax = disp * (0.5 + (double)renderer->render_quality * 0.05);
ydispmin = -ydispmax;
minstep = 0.5 * terrain->scaling / (double)renderer->render_quality;
maxstep = 50.0 * terrain->scaling / (double)renderer->render_quality;
}
static inline Vector3 _getShiftAxis(const Vector3 &direction)
{
if (fabs(direction.y) > 0.99)
{
// When the ray is vertical, we choose an arbitrary shift axis
return VECTOR_NORTH;
}
else
{
return VECTOR_UP.crossProduct(direction);
}
}
bool TerrainRayWalker::startWalking(const Vector3 &start, Vector3 direction, double escape_angle, double max_length, TerrainHitResult &result)
{
TerrainRenderer* terrain_renderer = renderer->getTerrainRenderer();
TexturesRenderer* textures_renderer = renderer->getTexturesRenderer();
TerrainRenderer::TerrainResult terrain_result;
Vector3 cursor, displaced;
double diff;
Matrix4 shift_matrix;
double shift_step = 0.0;
Vector3 previous_cursor = start;
bool hit = false;
double step_length = minstep;
double walked_length = 0.0;
result.escape_angle = 0.0;
if (escape_angle != 0.0)
{
// Prepare escape
if (renderer->render_quality >= 7)
{
shift_step = escape_angle / (double)(renderer->render_quality * renderer->render_quality);
}
else
{
shift_step = escape_angle / (double)renderer->render_quality;
}
shift_matrix = Matrix4::newRotateAxis(-shift_step, _getShiftAxis(direction));
}
do
{
// Perform a step
cursor = previous_cursor.add(direction.scale(step_length));
// Get the terrain info at end (without textures displacement)
terrain_result = terrain_renderer->getResult(cursor.x, cursor.z, true, false);
diff = cursor.y - terrain_result.location.y;
// If we are very under the terrain, consider a hit
if (diff < ydispmin)
{
hit = true;
}
// If we are close enough to the terrain, apply displacement
else if (diff < ydispmax)
{
displaced = textures_renderer->displaceTerrain(terrain_result);
diff = cursor.y - displaced.y;
hit = diff < 0.0;
}
if (hit)
{
// TODO Refine the hit with dichotomy at high quality
/*if (renderer->render_quality > 7)
{
cursor = refineHit(previous_cursor, cursor, step_length);
}*/
// Shift ray to escape terrain
if (escape_angle != 0.0)
{
result.escape_angle += shift_step;
if (result.escape_angle > escape_angle)
{
// Too much shifted to escape, make it a hit
result.escape_angle = 0.0;
return true;
}
hit = false;
direction = shift_matrix.multPoint(direction);
previous_cursor = start.add(shift_matrix.multPoint(previous_cursor.sub(start)));
}
result.hit_location = cursor;
}
else
{
// Prepare next step
previous_cursor = cursor;
walked_length += step_length;
step_length = diff * 10.0 / (double)renderer->render_quality;
if (step_length < minstep)
{
step_length = minstep;
}
else if (step_length > maxstep)
{
step_length = maxstep;
}
}
} while (not hit and cursor.y < ymax and walked_length < max_length);
return hit or result.escape_angle > 0.0;
}