223 lines
6.8 KiB
C++
223 lines
6.8 KiB
C++
#include "AtmosphereRenderer.h"
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#include <cmath>
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#include "SoftwareRenderer.h"
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#include "AtmosphereDefinition.h"
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#include "AtmosphereModelBruneton.h"
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#include "AtmosphereResult.h"
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#include "LightComponent.h"
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#include "LightStatus.h"
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#include "Scenery.h"
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/* Factor to convert software units to kilometers */
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#define WORLD_SCALING 0.05
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#define SUN_DISTANCE 149597870.0
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#define SUN_DISTANCE_SCALED (SUN_DISTANCE / WORLD_SCALING)
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#define SUN_RADIUS 6.955e5
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#define SUN_RADIUS_SCALED (SUN_RADIUS / WORLD_SCALING)
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static inline double _getDayFactor(double daytime)
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{
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daytime = 1.0 - fabs(0.5 - daytime) / 0.5;
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return daytime < 0.45 ? 0.0 : sqrt((daytime - 0.45) / 0.55);
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}
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static inline void _applyWeatherEffects(AtmosphereDefinition* definition, AtmosphereResult* result)
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{
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double distance = result->distance;
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double max_distance = 100.0 - 90.0 * definition->humidity;
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double distancefactor, dayfactor;
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if (distance > max_distance)
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{
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distance = max_distance;
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}
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distancefactor = (distance > max_distance ? max_distance : distance) / max_distance;
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/* TODO Get day lighting from model */
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dayfactor = _getDayFactor(definition->_daytime);
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/* Fog masking */
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if (definition->humidity > 0.3)
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{
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result->mask.r = result->mask.g = result->mask.b = (10.0 - 8.0 * definition->humidity) * dayfactor;
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result->mask.a = distancefactor * (definition->humidity - 0.3) / 0.7;
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}
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/* Scattering tweaking */
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if (definition->humidity < 0.15)
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{
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/* Limit scattering on ultra clear day */
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double force = (0.15 - definition->humidity) / 0.15;
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result->inscattering.limitPower(100.0 - 90.0 * pow(force, 0.1));
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}
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else
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{
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/* Scattering boost */
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double force = 1.2 * (definition->humidity < 0.5 ? sqrt((definition->humidity - 0.15) / 0.35) : 1.0 - (definition->humidity - 0.5) / 0.5);
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result->inscattering.r *= 1.0 + force * distancefactor * (definition->humidity - 0.15) / 0.85;
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result->inscattering.g *= 1.0 + force * distancefactor * (definition->humidity - 0.15) / 0.85;
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result->inscattering.b *= 1.0 + force * distancefactor * (definition->humidity - 0.15) / 0.85;
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}
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/* Attenuation */
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result->attenuation.r *= 1.0 - 0.4 * distancefactor * definition->humidity;
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result->attenuation.g *= 1.0 - 0.4 * distancefactor * definition->humidity;
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result->attenuation.b *= 1.0 - 0.4 * distancefactor * definition->humidity;
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result->updateFinal();
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}
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BaseAtmosphereRenderer::BaseAtmosphereRenderer(SoftwareRenderer* renderer):
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parent(renderer)
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{
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}
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void BaseAtmosphereRenderer::getLightingStatus(LightStatus* status, Vector3, int)
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{
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LightComponent light;
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light.color.r = 1.0;
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light.color.g = 1.0;
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light.color.b = 1.0;
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light.direction.x = -0.7;
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light.direction.y = -0.7;
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light.direction.z = 0.7;
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light.altered = 0;
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light.reflection = 0.0;
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status->pushComponent(light);
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light.color.r = 0.3;
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light.color.g = 0.31;
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light.color.b = 0.34;
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light.direction.x = 0.7;
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light.direction.y = -0.7;
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light.direction.z = -0.7;
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light.altered = 0;
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light.reflection = 0.0;
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status->pushComponent(light);
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}
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AtmosphereResult BaseAtmosphereRenderer::applyAerialPerspective(Vector3, Color base)
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{
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AtmosphereResult result;
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result.base = result.final = base;
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result.inscattering = result.attenuation = COLOR_BLACK;
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return result;
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}
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AtmosphereResult BaseAtmosphereRenderer::getSkyColor(Vector3)
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{
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AtmosphereResult result;
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result.base = result.final = COLOR_WHITE;
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result.inscattering = result.attenuation = COLOR_BLACK;
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return result;
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}
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Vector3 BaseAtmosphereRenderer::getSunDirection()
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{
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AtmosphereDefinition* atmosphere = getDefinition();
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double sun_angle = (atmosphere->_daytime + 0.75) * M_PI * 2.0;
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return Vector3(cos(sun_angle), sin(sun_angle), 0.0);
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}
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AtmosphereDefinition* BaseAtmosphereRenderer::getDefinition()
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{
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return parent->getScenery()->getAtmosphere();
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}
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SoftwareBrunetonAtmosphereRenderer::SoftwareBrunetonAtmosphereRenderer(SoftwareRenderer* renderer):
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BaseAtmosphereRenderer(renderer)
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{
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model = new AtmosphereModelBruneton(parent);
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}
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SoftwareBrunetonAtmosphereRenderer::~SoftwareBrunetonAtmosphereRenderer()
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{
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delete model;
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}
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void SoftwareBrunetonAtmosphereRenderer::getLightingStatus(LightStatus* status, Vector3 normal, int opaque)
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{
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return model->fillLightingStatus(status, normal, opaque);
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}
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AtmosphereResult SoftwareBrunetonAtmosphereRenderer::applyAerialPerspective(Vector3 location, Color base)
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{
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AtmosphereDefinition* definition = getDefinition();
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AtmosphereResult result;
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/* Get base perspective */
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switch (definition->model)
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{
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case AtmosphereDefinition::ATMOSPHERE_MODEL_BRUNETON:
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result = model->applyAerialPerspective(location, base);
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break;
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default:
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;
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}
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/* Apply weather effects */
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_applyWeatherEffects(definition, &result);
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return result;
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}
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AtmosphereResult SoftwareBrunetonAtmosphereRenderer::getSkyColor(Vector3 direction)
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{
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AtmosphereDefinition* definition;
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Vector3 sun_direction, sun_position, camera_location;
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Color base;
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definition = getDefinition();
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camera_location = parent->getCameraLocation(VECTOR_ZERO);
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sun_direction = getSunDirection();
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direction = v3Normalize(direction);
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sun_position = v3Scale(sun_direction, SUN_DISTANCE_SCALED);
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/* Get sun shape */
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base = COLOR_BLACK;
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/*if (v3Dot(sun_direction, direction) >= 0)
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{
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double sun_radius = definition->sun_radius * SUN_RADIUS_SCALED * 5.0; // FIXME Why should we multiply by 5 ?
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Vector3 hit1, hit2;
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int hits = euclidRayIntersectSphere(camera_location, direction, sun_position, sun_radius, &hit1, &hit2);
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if (hits > 1)
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{
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double dist = v3Norm(v3Sub(hit2, hit1)) / sun_radius; // distance between intersection points (relative to radius)
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Color sun_color = definition->sun_color;
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sun_color.r *= 100.0;
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sun_color.g *= 100.0;
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sun_color.b *= 100.0;
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if (dist <= 0.05)
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{
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sun_color.r *= 1.0 - dist / 0.05;
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sun_color.g *= 1.0 - dist / 0.05;
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sun_color.b *= 1.0 - dist / 0.05;
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}
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base = sun_color;
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}
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}*/
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/* TODO Get stars */
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/* Get scattering */
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AtmosphereResult result;
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Vector3 location = v3Add(camera_location, v3Scale(direction, 6421.0));
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switch (definition->model)
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{
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case AtmosphereDefinition::ATMOSPHERE_MODEL_BRUNETON:
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result = model->getSkyColor(camera_location, direction, sun_position, base);
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break;
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default:
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result = BaseAtmosphereRenderer::applyAerialPerspective(location, result.base);
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}
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/* Apply weather effects */
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_applyWeatherEffects(definition, &result);
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return result;
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}
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