paysages3d/src/render/software/TerrainRenderer.cpp

200 lines
6.8 KiB
C++

#include "TerrainRenderer.h"
#include <algorithm>
#include "SoftwareRenderer.h"
#include "Scenery.h"
#include "TerrainDefinition.h"
#include "TexturesRenderer.h"
#include "LightComponent.h"
#include "TerrainRayWalker.h"
#include "RayCastingResult.h"
TerrainRenderer::TerrainRenderer(SoftwareRenderer *parent) : parent(parent) {
walker_ray = new TerrainRayWalker(parent);
walker_shadows = new TerrainRayWalker(parent);
quad_normals = false;
}
TerrainRenderer::~TerrainRenderer() {
delete walker_ray;
delete walker_shadows;
}
void TerrainRenderer::update() {
walker_ray->update();
walker_shadows->update();
}
void TerrainRenderer::setQuality(bool quad_normals, double ray_precision, double shadow_precision) {
this->quad_normals = quad_normals;
walker_ray->setQuality(ray_precision);
walker_shadows->setQuality(shadow_precision);
}
void TerrainRenderer::setQuality(double factor) {
setQuality(factor > 0.6, factor, factor * factor);
}
double TerrainRenderer::getHeight(double x, double z, bool with_painting, bool water_offset) {
return parent->getScenery()->getTerrain()->getInterpolatedHeight(x, z, true, with_painting, water_offset);
}
static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, Vector3 south, Vector3 west) {
Vector3 dnorth, deast, dsouth, dwest, normal;
dnorth = north.sub(center);
deast = east.sub(center);
dsouth = south.sub(center);
dwest = west.sub(center);
normal = deast.crossProduct(dnorth);
normal = normal.add(dsouth.crossProduct(deast));
normal = normal.add(dwest.crossProduct(dsouth));
normal = normal.add(dnorth.crossProduct(dwest));
return normal.normalize();
}
static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south) {
return south.sub(center).crossProduct(east.sub(center)).normalize();
}
TerrainRenderer::TerrainResult TerrainRenderer::getResult(double x, double z, bool with_painting, bool with_textures) {
TerrainResult result;
double offset = 0.001;
/* Normal */
Vector3 center, north, east, south, west;
center.x = x;
center.z = z;
center.y = getHeight(center.x, center.z, with_painting);
east.x = x + offset;
east.z = z;
east.y = getHeight(east.x, east.z, with_painting);
south.x = x;
south.z = z + offset;
south.y = getHeight(south.x, south.z, with_painting);
if (parent->render_quality > 6) {
west.x = x - offset;
west.z = z;
west.y = getHeight(west.x, west.z, with_painting);
north.x = x;
north.z = z - offset;
north.y = getHeight(north.x, north.z, with_painting);
result.normal = _getNormal4(center, north, east, south, west);
} else {
result.normal = _getNormal2(center, east, south);
}
/* Location */
result.location = center;
/* Texture displacement */
if (with_textures) {
center = parent->getTexturesRenderer()->displaceTerrain(result);
result.location = center;
/* Recompute normal */
if (parent->render_quality > 6) {
/* Use 5 points on displaced terrain */
east = parent->getTexturesRenderer()->displaceTerrain(getResult(east.x, east.z, with_painting, 0));
south = parent->getTexturesRenderer()->displaceTerrain(getResult(south.x, south.z, with_painting, 0));
west = parent->getTexturesRenderer()->displaceTerrain(getResult(west.x, west.z, with_painting, 0));
north = parent->getTexturesRenderer()->displaceTerrain(getResult(north.x, north.z, with_painting, 0));
result.normal = _getNormal4(center, north, east, south, west);
} else {
/* Use 3 points on displaced terrain */
east = parent->getTexturesRenderer()->displaceTerrain(getResult(east.x, east.z, with_painting, 0));
south = parent->getTexturesRenderer()->displaceTerrain(getResult(south.x, south.z, with_painting, 0));
result.normal = _getNormal2(center, east, south);
}
}
return result;
}
Color TerrainRenderer::getFinalColor(const Vector3 &location, double precision) {
TexturesRenderer::TexturesResult textures = parent->getTexturesRenderer()->applyToTerrain(location.x, location.z, precision);
return parent->applyMediumTraversal(textures.final_location, textures.final_color);
}
RayCastingResult TerrainRenderer::castRay(const Vector3 &start, const Vector3 &direction) {
RayCastingResult result;
TerrainRayWalker::TerrainHitResult walk_result;
if (walker_ray->startWalking(start, direction.normalize(), 0.0, walk_result)) {
result.hit = true;
result.hit_location = walk_result.hit_location;
result.hit_color = getFinalColor(walk_result.hit_location, parent->getPrecision(walk_result.hit_location));
} else {
result.hit = false;
}
return result;
}
bool TerrainRenderer::applyLightFilter(LightComponent &light, const Vector3 &at) {
TerrainDefinition *definition = parent->getScenery()->getTerrain();
TerrainRayWalker::TerrainHitResult walk_result;
// If location is above terrain, don't bother
if (at.y > definition->getHeightInfo().max_height) {
return true;
}
// Handle sun below horizon
Vector3 direction_to_light = light.direction.scale(-1.0);
if (direction_to_light.y < -0.05) {
light.color = COLOR_BLACK;
return false;
} else if (direction_to_light.y < 0.0000) {
light.color.r *= (0.05 + direction_to_light.y) / 0.05;
light.color.g *= (0.05 + direction_to_light.y) / 0.05;
light.color.b *= (0.05 + direction_to_light.y) / 0.05;
}
// Walk to find an intersection
double escape_angle = definition->shadow_smoothing;
// TODO max length should depend on the sun light angle and altitude range
if (walker_shadows->startWalking(at, direction_to_light, escape_angle, walk_result)) {
if (walk_result.escape_angle == 0.0) {
// Hit, with no escape, cancelling the light
light.color = COLOR_BLACK;
return false;
} else {
// Hit, with an escape
double light_factor = 1.0 - (walk_result.escape_angle / escape_angle);
light.color.r *= light_factor;
light.color.g *= light_factor;
light.color.b *= light_factor;
return true;
}
} else {
// No hit, leave light alone
return true;
}
}
void TerrainRenderer::estimateMinMaxHeight(double x1, double z1, double x2, double z2, double *ymin, double *ymax) {
double y1 = getHeight(x1, z1, true);
double y2 = getHeight(x2, z2, true);
// TODO Add quality factor
// TODO Use all 4 corners
// TODO Apply max slope
// TODO Estimate displacement
pair<double, double> limits = minmax(y1, y2);
*ymin = limits.first;
*ymax = limits.second;
}