Michaël Lemaire
9a096ec329
Conflicts: src/basics/Disk.cpp src/basics/Disk.h src/basics/SpaceSegment.cpp src/definition/DefinitionNode.cpp src/definition/DefinitionNode.h src/definition/Scenery.cpp src/definition/Scenery.h src/definition/SurfaceMaterial.cpp src/definition/SurfaceMaterial.h src/definition/TextureLayerDefinition.cpp src/definition/definition_global.h src/interface/commandline/tests.cpp src/render/opengl/OpenGLRenderer.cpp src/render/software/SoftwareCanvasRenderer.cpp src/render/software/SoftwareCanvasRenderer.h src/render/software/SoftwareRenderer.h src/render/software/TerrainRasterizer.cpp src/render/software/TerrainRasterizer.h src/render/software/TerrainRenderer.h src/render/software/software_global.h
158 lines
4.8 KiB
C++
158 lines
4.8 KiB
C++
#include "SoftwareRenderer.h"
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#include "CameraDefinition.h"
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#include "Scenery.h"
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#include "FluidMediumManager.h"
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#include "AtmosphereRenderer.h"
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#include "AtmosphereDefinition.h"
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#include "AtmosphereResult.h"
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#include "CloudsRenderer.h"
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#include "CloudsDefinition.h"
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#include "TerrainRenderer.h"
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#include "TexturesRenderer.h"
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#include "VegetationRenderer.h"
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#include "WaterRenderer.h"
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#include "SkyRasterizer.h"
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#include "TerrainRasterizer.h"
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#include "WaterRasterizer.h"
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#include "NightSky.h"
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#include "LightStatus.h"
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#include "LightingManager.h"
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#include "GodRaysSampler.h"
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#include "GodRaysResult.h"
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#include "System.h"
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#include "Thread.h"
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#include "RayCastingResult.h"
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SoftwareRenderer::SoftwareRenderer(Scenery *scenery) : scenery(scenery) {
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render_camera = new CameraDefinition;
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scenery->getCamera()->copy(render_camera);
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atmosphere_renderer = new BaseAtmosphereRenderer(this);
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clouds_renderer = new CloudsRenderer(this);
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terrain_renderer = new TerrainRenderer(this);
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textures_renderer = new TexturesRenderer(this);
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vegetation_renderer = new VegetationRenderer(this);
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water_renderer = new WaterRenderer(this);
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nightsky_renderer = new NightSky(this);
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fluid_medium = new FluidMediumManager(this);
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lighting = new LightingManager();
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godrays = new GodRaysSampler();
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lighting->registerFilter(water_renderer);
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lighting->registerFilter(terrain_renderer);
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lighting->registerFilter(vegetation_renderer);
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lighting->registerFilter(clouds_renderer);
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lighting->registerSource(atmosphere_renderer);
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setQuality(0.5);
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}
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SoftwareRenderer::~SoftwareRenderer() {
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delete render_camera;
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delete fluid_medium;
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delete lighting;
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delete godrays;
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delete nightsky_renderer;
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delete atmosphere_renderer;
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delete clouds_renderer;
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delete terrain_renderer;
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delete textures_renderer;
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delete water_renderer;
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}
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void SoftwareRenderer::prepare() {
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scenery->validate();
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scenery->getCamera()->copy(render_camera);
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// Prepare sub renderers
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// TODO Don't recreate the renderer each time, only when it changes
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lighting->unregisterSource(atmosphere_renderer);
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delete atmosphere_renderer;
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if (getScenery()->getAtmosphere()->model == AtmosphereDefinition::ATMOSPHERE_MODEL_BRUNETON) {
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atmosphere_renderer = new SoftwareBrunetonAtmosphereRenderer(this);
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} else {
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atmosphere_renderer = new BaseAtmosphereRenderer(this);
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}
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lighting->registerSource(atmosphere_renderer);
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clouds_renderer->update();
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terrain_renderer->update();
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water_renderer->update();
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textures_renderer->update();
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nightsky_renderer->update();
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// Prepare global tools
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godrays->prepare(this);
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fluid_medium->clearMedia();
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// fluid_medium->registerMedium(water_renderer);
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}
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void SoftwareRenderer::setQuality(double quality) {
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terrain_renderer->setQuality(quality);
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clouds_renderer->setQuality(quality);
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godrays->setQuality(quality);
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// TEMP compat with old code
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render_quality = (int)(quality * 9.0) + 1;
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}
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Color SoftwareRenderer::applyLightingToSurface(const Vector3 &location, const Vector3 &normal,
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const SurfaceMaterial &material) {
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return lighting->apply(getCameraLocation(location), location, normal, material);
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}
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Color SoftwareRenderer::applyMediumTraversal(const Vector3 &location, const Color &color) {
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Color result = atmosphere_renderer->applyAerialPerspective(location, color).final;
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result = clouds_renderer->getColor(getCameraLocation(location), location, result);
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return result;
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}
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RayCastingResult SoftwareRenderer::rayWalking(const Vector3 &location, const Vector3 &direction, int, int, int, int) {
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RayCastingResult result;
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Color sky_color;
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result = terrain_renderer->castRay(location, direction);
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if (!result.hit) {
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sky_color = atmosphere_renderer->getSkyColor(direction).final;
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result.hit = 1;
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result.hit_location = location.add(direction.scale(1000.0));
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result.hit_color = clouds_renderer->getColor(location, result.hit_location, sky_color);
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}
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return result;
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}
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Vector3 SoftwareRenderer::getCameraLocation(const Vector3 &) {
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return render_camera->getLocation();
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}
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Vector3 SoftwareRenderer::getCameraDirection(const Vector3 &) {
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return render_camera->getDirectionNormalized();
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}
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double SoftwareRenderer::getPrecision(const Vector3 &location) {
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Vector3 projected;
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projected = render_camera->project(location);
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projected.x += 1.0;
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// projected.y += 1.0;
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return render_camera->unproject(projected).sub(location).getNorm(); // / (double)render_quality;
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}
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Vector3 SoftwareRenderer::projectPoint(const Vector3 &point) {
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return render_camera->project(point);
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}
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Vector3 SoftwareRenderer::unprojectPoint(const Vector3 &point) {
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return render_camera->unproject(point);
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}
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