paysages3d/src/render/software/FluidMediumManager.cpp

51 lines
1.2 KiB
C++

#include "FluidMediumManager.h"
#include "SoftwareRenderer.h"
#include "FluidMediumInterface.h"
FluidMediumManager::FluidMediumManager(SoftwareRenderer* renderer):
renderer(renderer)
{
}
FluidMediumManager::~FluidMediumManager()
{
}
void FluidMediumManager::clearMedia()
{
media.clear();
}
void FluidMediumManager::registerMedium(FluidMediumInterface *medium)
{
media.push_back(medium);
}
Color FluidMediumManager::applyTraversal(const Vector3 &eye, const Vector3 &location, const Color &color) const
{
// Collect potential segments
SpaceSegment ray(eye, location);
int max_segments = media.size();
FluidMediumSegment* segments;
segments = new FluidMediumSegment[max_segments];
getTraversedMedia(segments, ray, max_segments);
delete[] segments;
return color;
}
int FluidMediumManager::getTraversedMedia(FluidMediumSegment segments[], const SpaceSegment &ray, int max_segments) const
{
int added = 0;
for (auto &medium : media)
{
SpaceSegment ray_inter(ray);
if (added < max_segments and medium->checkInfluence(ray_inter))
{
// The medium intersect with the ray
segments[added++] = {medium, ray_inter};
}
}
return added;
}