113 lines
4.2 KiB
C++
113 lines
4.2 KiB
C++
#include "VegetationModelRenderer.h"
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#include "Color.h"
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#include "SurfaceMaterial.h"
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#include "SpaceSegment.h"
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#include "InfiniteRay.h"
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#include "Disk.h"
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#include "SoftwareRenderer.h"
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#include "LightComponent.h"
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#include "VegetationModelDefinition.h"
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#include "VegetationResult.h"
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VegetationModelRenderer::VegetationModelRenderer(SoftwareRenderer *parent, const VegetationModelDefinition *model)
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: parent(parent), model(model) {
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}
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VegetationModelRenderer::~VegetationModelRenderer() {
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}
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VegetationResult VegetationModelRenderer::getResult(const SpaceSegment &segment, bool only_hit) const {
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InfiniteRay ray(segment.getStart(), segment.getDirection());
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int intersections;
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const SurfaceMaterial *material = &SurfaceMaterial::getDefault();
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bool hit = false;
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Vector3 location, normal;
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double distance, nearest, maximal;
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maximal = segment.getLength();
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nearest = maximal;
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for (const auto &branch : model->getSolidVolumes()) {
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Vector3 near, far;
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if (branch.findRayIntersection(ray, &near, &far)) {
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distance = ray.getCursor(near);
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if (distance >= 0.0 and distance <= maximal) {
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// Got a branch hit
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if (only_hit) {
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return VegetationResult(true);
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}
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if (distance < nearest) {
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material = &model->getSolidMaterial();
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nearest = distance;
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hit = true;
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location = near;
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normal = near.sub(branch.getAxis().getOrigin())
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.crossProduct(branch.getAxis().getDirection())
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.normalize();
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normal = branch.getAxis().getDirection().crossProduct(normal).normalize();
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}
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}
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}
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}
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for (const auto &foliage : model->getFoliageGroups()) {
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intersections = foliage.checkRayIntersection(ray);
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if (intersections == 2) {
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InfiniteRay subray(ray.getOrigin().sub(foliage.getCenter()).scale(1.0 / foliage.getRadius()),
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ray.getDirection());
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for (const auto &leaf : model->getFoliageItems()) {
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Sphere leafcap(leaf.getPoint(), leaf.getRadius() * leaf.getRadius() / foliage.getRadius());
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// TODO Add cap intersection to Sphere class
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Vector3 near, far;
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if (leafcap.findRayIntersection(subray, &near, &far) == 2) {
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if (near.sub(leaf.getPoint()).normalize().dotProduct(leaf.getNormal()) < 0.5) {
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if (far.sub(leaf.getPoint()).normalize().dotProduct(leaf.getNormal()) < 0.5) {
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continue;
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} else {
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near = far;
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}
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}
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Vector3 capnormal = near.sub(leaf.getPoint()).normalize();
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near = near.scale(foliage.getRadius()).add(foliage.getCenter());
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distance = ray.getCursor(near);
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if (distance >= 0.0 and distance <= maximal) {
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// Got a foliage hit
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if (only_hit) {
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return VegetationResult(true);
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}
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if (distance < nearest) {
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material = &model->getFoliageMaterial();
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nearest = distance;
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hit = true;
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location = near;
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normal = capnormal;
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if (normal.dotProduct(location.sub(segment.getStart())) > 0.0) {
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// We look at backside
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normal = normal.scale(-1.0);
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}
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}
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}
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}
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}
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}
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}
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if (hit) {
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return VegetationResult(location, normal, *material);
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} else {
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return VegetationResult();
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}
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}
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bool VegetationModelRenderer::applyLightFilter(LightComponent &light, const Vector3 &at) {
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return getResult(SpaceSegment(at, light.direction.scale(-2.0)), true).isHit();
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}
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