paysages3d/src/core/VegetationRasterizer.cpp

60 lines
1.9 KiB
C++

#include "VegetationRasterizer.h"
#include "CanvasFragment.h"
#include "Color.h"
#include "RayCastingResult.h"
#include "Scenery.h"
#include "SoftwareRenderer.h"
#include "SpaceSegment.h"
#include "VegetationDefinition.h"
#include "VegetationRenderer.h"
#include <cassert>
VegetationRasterizer::VegetationRasterizer(SoftwareRenderer *renderer, RenderProgress *progress,
unsigned short client_id)
: TerrainRasterizer(renderer, progress, client_id) {
setYOffset(0.5);
setColor(Color(0.7, 1.0, 0.7, 0.5));
}
bool VegetationRasterizer::isUseful() const {
return renderer->getScenery()->getVegetation()->getMaxHeight() > 0.0;
}
int VegetationRasterizer::prepareRasterization() {
if (isUseful()) {
return TerrainRasterizer::prepareRasterization();
} else {
return 0;
}
}
void VegetationRasterizer::rasterizeToCanvas(CanvasPortion *canvas) {
if (isUseful()) {
TerrainRasterizer::rasterizeToCanvas(canvas);
}
}
Color VegetationRasterizer::shadeFragment(const CanvasFragment &fragment, const CanvasFragment *previous) const {
assert(previous != nullptr);
if (not fragment.isFrontFacing() or previous->getClient() == RASTERIZER_CLIENT_SKY) {
// This is an exit fragment, or the last before sky
return COLOR_TRANSPARENT;
}
// Even if we assert, this may happen in rare circumstances (no opaque background fragment), so don't crash
if (previous == nullptr) {
return COLOR_TRANSPARENT;
}
SoftwareRenderer *renderer = getRenderer();
SpaceSegment segment(renderer->unprojectPoint(fragment.getPixel()), renderer->unprojectPoint(previous->getPixel()));
RayCastingResult result = renderer->getVegetationRenderer()->getResult(segment);
if (result.hit) {
return result.hit_color;
} else {
return COLOR_TRANSPARENT;
}
}