paysages3d/src/render/software/SoftwareRenderer.cpp

332 lines
9 KiB
C++

#include "SoftwareRenderer.h"
#include "CameraDefinition.h"
#include "Scenery.h"
#include "FluidMediumManager.h"
#include "AtmosphereRenderer.h"
#include "AtmosphereDefinition.h"
#include "AtmosphereResult.h"
#include "CloudsRenderer.h"
#include "CloudsDefinition.h"
#include "TerrainRenderer.h"
#include "TexturesRenderer.h"
#include "WaterRenderer.h"
#include "SkyRasterizer.h"
#include "TerrainRasterizer.h"
#include "WaterRasterizer.h"
#include "NightSky.h"
#include "LightStatus.h"
#include "LightingManager.h"
#include "System.h"
#include "Thread.h"
SoftwareRenderer::SoftwareRenderer(Scenery* scenery)
{
RenderArea::RenderParams params = {1, 1, 1, 5};
render_quality = 5;
render_width = 1;
render_height = 1;
render_interrupt = 0;
render_progress = 0.0;
is_rendering = 0;
render_camera = new CameraDefinition;
render_area = new RenderArea(this);
render_area->setParams(params);
atmosphere_renderer = new BaseAtmosphereRenderer(this);
clouds_renderer = new CloudsRenderer(this);
terrain_renderer = new TerrainRenderer(this);
textures_renderer = new TexturesRenderer(this);
water_renderer = new WaterRenderer(this);
nightsky_renderer = new NightSky(this);
fluid_medium = new FluidMediumManager(this);
lighting = new LightingManager();
lighting->registerFilter(terrain_renderer);
lighting->registerFilter(water_renderer);
lighting->registerFilter(clouds_renderer);
this->scenery = new Scenery;
if (scenery)
{
scenery->copy(this->scenery);
}
}
SoftwareRenderer::~SoftwareRenderer()
{
delete render_camera;
delete render_area;
delete fluid_medium;
delete lighting;
delete nightsky_renderer;
delete atmosphere_renderer;
delete clouds_renderer;
delete terrain_renderer;
delete textures_renderer;
delete water_renderer;
delete scenery;
}
void SoftwareRenderer::setScenery(Scenery* scenery)
{
scenery->copy(this->scenery);
}
void SoftwareRenderer::prepare()
{
scenery->getCamera()->copy(render_camera);
// Prepare sub renderers
// TODO Don't recreate the renderer each time
delete atmosphere_renderer;
if (getScenery()->getAtmosphere()->model == AtmosphereDefinition::ATMOSPHERE_MODEL_BRUNETON)
{
atmosphere_renderer = new SoftwareBrunetonAtmosphereRenderer(this);
}
else
{
atmosphere_renderer = new BaseAtmosphereRenderer(this);
}
clouds_renderer->update();
terrain_renderer->update();
water_renderer->update();
textures_renderer->update();
nightsky_renderer->update();
// Prepare global tools
fluid_medium->clearMedia();
//fluid_medium->registerMedium(water_renderer);
}
void SoftwareRenderer::rasterize()
{
TerrainRasterizer terrain(this);
terrain.renderSurface();
WaterRasterizer water(this);
water.renderSurface();
SkyRasterizer sky(this);
sky.rasterize();
}
void SoftwareRenderer::disableClouds()
{
scenery->getClouds()->clear();
}
void SoftwareRenderer::disableAtmosphere()
{
LightComponent light;
std::vector<LightComponent> lights;
light.color.r = 1.5;
light.color.g = 1.5;
light.color.b = 1.5;
light.direction.x = -1.0;
light.direction.y = -0.3;
light.direction.z = 1.0;
light.direction = light.direction.normalize();
light.altered = 1;
light.reflection = 0.0;
lights.push_back(light);
light.color.r = 0.25;
light.color.g = 0.25;
light.color.b = 0.265;
light.direction.x = 1.0;
light.direction.y = -0.5;
light.direction.z = -1.0;
light.direction = light.direction.normalize();
light.altered = 0;
light.reflection = 0.0;
lights.push_back(light);
disableAtmosphere(lights);
}
void SoftwareRenderer::disableAtmosphere(const std::vector<LightComponent> &lights)
{
scenery->getAtmosphere()->model = AtmosphereDefinition::ATMOSPHERE_MODEL_DISABLED;
delete atmosphere_renderer;
atmosphere_renderer = new BaseAtmosphereRenderer(this);
atmosphere_renderer->setStaticLights(lights);
}
void SoftwareRenderer::setPreviewCallbacks(RenderArea::RenderCallbackStart start, RenderArea::RenderCallbackDraw draw, RenderArea::RenderCallbackUpdate update)
{
render_area->setPreviewCallbacks(start, draw, update);
}
static void* _renderFirstPass(void* data)
{
SoftwareRenderer* renderer = (SoftwareRenderer*)data;
renderer->rasterize();
renderer->is_rendering = 0;
return NULL;
}
void SoftwareRenderer::start(RenderArea::RenderParams params)
{
Thread thread(_renderFirstPass);
int loops;
int core_count = System::getCoreCount();
params.antialias = (params.antialias < 1) ? 1 : params.antialias;
params.antialias = (params.antialias > 4) ? 4 : params.antialias;
render_quality = params.quality;
render_width = params.width * params.antialias;
render_height = params.height * params.antialias;
render_interrupt = 0;
render_progress = 0.0;
prepare();
render_camera->setRenderSize(render_width, render_height);
render_area->setBackgroundColor(COLOR_BLACK);
render_area->setParams(params);
render_area->clear();
is_rendering = 1;
thread.start(this);
loops = 0;
while (is_rendering)
{
Thread::timeSleepMs(100);
if (++loops >= 10)
{
render_area->update();
loops = 0;
}
}
thread.join();
is_rendering = 1;
render_area->postProcess(core_count);
is_rendering = 0;
}
void SoftwareRenderer::interrupt()
{
render_interrupt = 1;
}
Color SoftwareRenderer::applyLightingToSurface(const Vector3 &location, const Vector3 &normal, const SurfaceMaterial &material)
{
LightStatus status(lighting, location, getCameraLocation(location));
atmosphere_renderer->getLightingStatus(&status, normal, 0);
return status.apply(normal, material);
}
Color SoftwareRenderer::applyMediumTraversal(Vector3 location, Color color)
{
color = atmosphere_renderer->applyAerialPerspective(location, color).final;
color = clouds_renderer->getColor(getCameraLocation(location), location, color);
return color;
/*Vector3 eye = cameraGetLocation(scenery->getCamera());
return fluid_medium->applyTraversal(eye, location, color);*/
}
RayCastingResult SoftwareRenderer::rayWalking(const Vector3 &location, const Vector3 &direction, int, int, int, int)
{
RayCastingResult result;
Color sky_color;
result = terrain_renderer->castRay(location, direction);
if (!result.hit)
{
sky_color = atmosphere_renderer->getSkyColor(direction).final;
result.hit = 1;
result.hit_location = location.add(direction.scale(1000.0));
result.hit_color = clouds_renderer->getColor(location, result.hit_location, sky_color);
}
return result;
}
int SoftwareRenderer::addRenderProgress(double)
{
return not render_interrupt;
}
Vector3 SoftwareRenderer::getCameraLocation(const Vector3 &)
{
return render_camera->getLocation();
}
Vector3 SoftwareRenderer::getCameraDirection(const Vector3 &)
{
return render_camera->getDirectionNormalized();
}
double SoftwareRenderer::getPrecision(const Vector3 &location)
{
Vector3 projected;
projected = render_camera->project(location);
projected.x += 1.0;
//projected.y += 1.0;
return render_camera->unproject(projected).sub(location).getNorm(); // / (double)render_quality;
}
Vector3 SoftwareRenderer::projectPoint(const Vector3 &point)
{
return render_camera->project(point);
}
Vector3 SoftwareRenderer::unprojectPoint(const Vector3 &point)
{
return render_camera->unproject(point);
}
void SoftwareRenderer::pushTriangle(const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, RenderArea::f_RenderFragmentCallback callback, void* callback_data)
{
Vector3 p1, p2, p3;
p1 = projectPoint(v1);
p2 = projectPoint(v2);
p3 = projectPoint(v3);
render_area->pushTriangle(p1, p2, p3, v1, v2, v3, callback, callback_data);
}
void SoftwareRenderer::pushQuad(const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &v4, RenderArea::f_RenderFragmentCallback callback, void* callback_data)
{
pushTriangle(v2, v3, v1, callback, callback_data);
pushTriangle(v4, v1, v3, callback, callback_data);
}
void SoftwareRenderer::pushDisplacedTriangle(const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &ov1, const Vector3 &ov2, const Vector3 &ov3, RenderArea::f_RenderFragmentCallback callback, void* callback_data)
{
Vector3 p1, p2, p3;
p1 = projectPoint(v1);
p2 = projectPoint(v2);
p3 = projectPoint(v3);
render_area->pushTriangle(p1, p2, p3, ov1, ov2, ov3, callback, callback_data);
}
void SoftwareRenderer::pushDisplacedQuad(const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector3 &v4, const Vector3 &ov1, const Vector3 &ov2, const Vector3 &ov3, const Vector3 &ov4, RenderArea::f_RenderFragmentCallback callback, void* callback_data)
{
pushDisplacedTriangle(v2, v3, v1, ov2, ov3, ov1, callback, callback_data);
pushDisplacedTriangle(v4, v1, v3, ov4, ov1, ov3, callback, callback_data);
}