84 lines
2.9 KiB
C++
84 lines
2.9 KiB
C++
#include "SkyRasterizer.h"
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#include "Vector3.h"
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#include "Color.h"
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#include "SoftwareRenderer.h"
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#include "AtmosphereRenderer.h"
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#include "CloudsRenderer.h"
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#define SPHERE_SIZE 20000.0
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SkyRasterizer::SkyRasterizer(SoftwareRenderer* renderer):
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renderer(renderer)
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{
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}
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static Color _postProcessFragment(SoftwareRenderer* renderer, Vector3 location, void*)
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{
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Vector3 camera_location, direction;
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Color result;
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camera_location = renderer->getCameraLocation(renderer, location);
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direction = v3Sub(location, camera_location);
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/* TODO Don't compute result->color if it's fully covered by clouds */
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result = renderer->atmosphere->getSkyColor(renderer, v3Normalize(direction)).final;
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result = renderer->getCloudsRenderer()->getColor(camera_location, v3Add(camera_location, v3Scale(direction, 10.0)), result);
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return result;
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}
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void SkyRasterizer::rasterize()
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{
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int res_i, res_j;
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int i, j;
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double step_i, step_j;
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double current_i, current_j;
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Vector3 vertex1, vertex2, vertex3, vertex4;
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Vector3 camera_location, direction;
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res_i = renderer->render_quality * 40;
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res_j = renderer->render_quality * 20;
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step_i = M_PI * 2.0 / (double)res_i;
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step_j = M_PI / (double)res_j;
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camera_location = renderer->getCameraLocation(renderer, VECTOR_ZERO);
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for (j = 0; j < res_j; j++)
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{
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if (!renderer->addRenderProgress(renderer, 0.0))
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{
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return;
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}
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current_j = (double)(j - res_j / 2) * step_j;
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for (i = 0; i < res_i; i++)
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{
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current_i = (double)i * step_i;
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direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j);
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direction.y = SPHERE_SIZE * sin(current_j);
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direction.z = SPHERE_SIZE * sin(current_i) * cos(current_j);
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vertex1 = v3Add(camera_location, direction);
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direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j);
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direction.y = SPHERE_SIZE * sin(current_j);
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direction.z = SPHERE_SIZE * sin(current_i + step_i) * cos(current_j);
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vertex2 = v3Add(camera_location, direction);
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direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j + step_j);
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direction.y = SPHERE_SIZE * sin(current_j + step_j);
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direction.z = SPHERE_SIZE * sin(current_i + step_i) * cos(current_j + step_j);
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vertex3 = v3Add(camera_location, direction);
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direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j + step_j);
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direction.y = SPHERE_SIZE * sin(current_j + step_j);
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direction.z = SPHERE_SIZE * sin(current_i) * cos(current_j + step_j);
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vertex4 = v3Add(camera_location, direction);
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/* TODO Triangles at poles */
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renderer->pushQuad(renderer, vertex1, vertex4, vertex3, vertex2, (f_RenderFragmentCallback)_postProcessFragment, NULL);
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}
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}
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}
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