paysages3d/src/render/software/NightSky.cpp
2016-01-15 00:07:02 +01:00

103 lines
3.4 KiB
C++

#include "NightSky.h"
#include "Color.h"
#include "Vector3.h"
#include "Geometry.h"
#include "SoftwareRenderer.h"
#include "Scenery.h"
#include "AtmosphereDefinition.h"
#include "AtmosphereRenderer.h"
#include "SurfaceMaterial.h"
#include "LightComponent.h"
#include "LightStatus.h"
#include "CelestialBodyDefinition.h"
#include "FloatNode.h"
NightSky::NightSky(SoftwareRenderer *renderer) : renderer(renderer) {
}
NightSky::~NightSky() {
}
void NightSky::update() {
}
const Color NightSky::getColor(double altitude, const Vector3 &direction) {
AtmosphereDefinition *atmosphere = renderer->getScenery()->getAtmosphere();
Color result(0.01, 0.012, 0.03);
Vector3 location(0.0, altitude, 0.0);
// Get stars
Vector3 sun_direction = renderer->getAtmosphereRenderer()->getSunDirection();
if (sun_direction.y < 0.1) {
double factor = (sun_direction.y < 0.0) ? 1.0 : 1.0 - (sun_direction.y * 10.0);
for (const auto &star : atmosphere->stars) {
if (star.location.dotProduct(direction) >= 0) {
double radius = star.radius;
Vector3 hit1, hit2;
int hits = Geometry::rayIntersectSphere(location, direction, star.location, radius, &hit1, &hit2);
if (hits > 1) {
double dist =
hit2.sub(hit1).getNorm() / radius; // distance between intersection points (relative to radius)
Color color = star.col;
if (dist <= 0.5) {
color.a *= (1.0 - dist / 0.5) * factor;
}
result.mask(color);
}
}
}
}
// Get moon
Vector3 moon_position = atmosphere->childMoon()->getLocation();
Vector3 moon_direction = moon_position.sub(renderer->getCameraLocation()).normalize();
if (moon_direction.dotProduct(direction) >= 0) {
// TODO Why need the multiplier ?
double moon_radius = atmosphere->childMoon()->propRadius()->getValue() * 5.0;
Vector3 hit1, hit2;
int hits = Geometry::rayIntersectSphere(location, direction, moon_position, moon_radius, &hit1, &hit2);
if (hits > 1) {
double dist =
hit2.sub(hit1).getNorm() / moon_radius; // distance between intersection points (relative to radius)
Vector3 nearest = (hit1.sub(location).getNorm() > hit2.sub(location).getNorm()) ? hit2 : hit1;
SurfaceMaterial moon_material(Color(3.0, 3.0, 3.0));
moon_material.validate();
Color moon_color =
renderer->applyLightingToSurface(nearest, nearest.sub(moon_position).normalize(), moon_material);
if (dist <= 0.05) {
moon_color.a *= 1.0 - dist / 0.05;
}
result.mask(moon_color);
}
}
return result;
}
bool NightSky::getLightsAt(vector<LightComponent> &result, const Vector3 &loc) const {
LightComponent moon, sky;
AtmosphereDefinition *atmosphere = renderer->getScenery()->getAtmosphere();
moon.color = Color(0.03, 0.03, 0.03); // TODO take moon phase into account
moon.direction = loc.sub(atmosphere->childMoon()->getLocation()).normalize();
moon.reflection = 0.2;
moon.altered = 1;
result.push_back(moon);
sky.color = Color(0.01, 0.012, 0.03);
sky.direction = VECTOR_DOWN;
sky.reflection = 0.0;
sky.altered = 0;
result.push_back(sky);
return true;
}