204 lines
7.1 KiB
C++
204 lines
7.1 KiB
C++
#include "AtmosphereRenderer.h"
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#include <cmath>
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#include "SoftwareRenderer.h"
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#include "AtmosphereDefinition.h"
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#include "AtmosphereModelBruneton.h"
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#include "AtmosphereResult.h"
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#include "GodRaysSampler.h"
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#include "LightComponent.h"
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#include "LightStatus.h"
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#include "Scenery.h"
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#include "NightSky.h"
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#include "FloatNode.h"
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/* Factor to convert software units to kilometers */
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#define WORLD_SCALING 0.05
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#define SUN_DISTANCE 149597870.0
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#define SUN_DISTANCE_SCALED (SUN_DISTANCE / WORLD_SCALING)
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#define SUN_RADIUS 6.955e5
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#define SUN_RADIUS_SCALED (SUN_RADIUS / WORLD_SCALING)
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static inline double _getDayFactor(double daytime) {
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daytime = 1.0 - fabs(0.5 - daytime) / 0.5;
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return daytime < 0.45 ? 0.0 : sqrt((daytime - 0.45) / 0.55);
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}
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static inline void _applyWeatherEffects(AtmosphereDefinition *definition, AtmosphereResult *result) {
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if (definition->model == AtmosphereDefinition::ATMOSPHERE_MODEL_DISABLED) {
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result->updateFinal();
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return;
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}
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double humidity = definition->propHumidity()->getValue();
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double distance = result->distance;
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double max_distance = 100.0 - 90.0 * humidity;
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double distancefactor, dayfactor;
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if (distance > max_distance) {
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distance = max_distance;
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}
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distancefactor = (distance > max_distance ? max_distance : distance) / max_distance;
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/* TODO Get day lighting from model */
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dayfactor = _getDayFactor(definition->propDayTime()->getValue());
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/* Fog masking */
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if (humidity > 0.3) {
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result->mask.r = result->mask.g = result->mask.b = (10.0 - 8.0 * humidity) * dayfactor;
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result->mask.a = distancefactor * (humidity - 0.3) / 0.7;
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}
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/* Scattering tweaking */
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if (humidity < 0.15) {
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/* Limit scattering on ultra clear day */
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double force = (0.15 - humidity) / 0.15;
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result->inscattering.limitPower(100.0 - 90.0 * pow(force, 0.1));
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} else {
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/* Scattering boost */
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double force = 1.2 * (humidity < 0.5 ? sqrt((humidity - 0.15) / 0.35) : 1.0 - (humidity - 0.5) / 0.5);
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result->inscattering.r *= 1.0 + force * distancefactor * (humidity - 0.15) / 0.85;
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result->inscattering.g *= 1.0 + force * distancefactor * (humidity - 0.15) / 0.85;
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result->inscattering.b *= 1.0 + force * distancefactor * (humidity - 0.15) / 0.85;
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}
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/* Attenuation */
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result->attenuation.r *= 1.0 - 0.4 * distancefactor * humidity;
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result->attenuation.g *= 1.0 - 0.4 * distancefactor * humidity;
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result->attenuation.b *= 1.0 - 0.4 * distancefactor * humidity;
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result->updateFinal();
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}
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BaseAtmosphereRenderer::BaseAtmosphereRenderer(SoftwareRenderer *renderer) : parent(renderer) {
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}
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AtmosphereResult BaseAtmosphereRenderer::applyAerialPerspective(const Vector3 &, const Color &base) {
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AtmosphereResult result;
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result.base = result.final = base;
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result.inscattering = result.attenuation = COLOR_BLACK;
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return result;
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}
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AtmosphereResult BaseAtmosphereRenderer::getSkyColor(const Vector3 &) {
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AtmosphereResult result;
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result.base = result.final = COLOR_WHITE;
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result.inscattering = result.attenuation = COLOR_BLACK;
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return result;
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}
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Vector3 BaseAtmosphereRenderer::getSunDirection(bool) const {
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AtmosphereDefinition *atmosphere = getDefinition();
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double sun_angle = (atmosphere->propDayTime()->getValue() + 0.75) * M_PI * 2.0;
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return Vector3(cos(sun_angle), sin(sun_angle), 0.0);
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}
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bool BaseAtmosphereRenderer::getLightsAt(std::vector<LightComponent> &, const Vector3 &) const {
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return false;
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}
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AtmosphereDefinition *BaseAtmosphereRenderer::getDefinition() const {
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return parent->getScenery()->getAtmosphere();
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}
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SoftwareBrunetonAtmosphereRenderer::SoftwareBrunetonAtmosphereRenderer(SoftwareRenderer *renderer)
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: BaseAtmosphereRenderer(renderer) {
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model = new AtmosphereModelBruneton(parent);
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}
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SoftwareBrunetonAtmosphereRenderer::~SoftwareBrunetonAtmosphereRenderer() {
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delete model;
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}
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AtmosphereResult SoftwareBrunetonAtmosphereRenderer::applyAerialPerspective(const Vector3 &location,
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const Color &base) {
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AtmosphereDefinition *definition = getDefinition();
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AtmosphereResult result;
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// Get base perspective
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switch (definition->model) {
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case AtmosphereDefinition::ATMOSPHERE_MODEL_BRUNETON:
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result = model->applyAerialPerspective(location, base);
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break;
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default:
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;
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}
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// Apply god rays ponderation
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result.inscattering = parent->getGodRaysSampler()->apply(COLOR_BLACK, result.inscattering, location);
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// Apply weather effects
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_applyWeatherEffects(definition, &result);
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return result;
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}
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AtmosphereResult SoftwareBrunetonAtmosphereRenderer::getSkyColor(const Vector3 &direction) {
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AtmosphereDefinition *definition;
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Vector3 sun_direction, sun_position, camera_location;
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Color base;
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definition = getDefinition();
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camera_location = parent->getCameraLocation(VECTOR_ZERO);
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sun_direction = getSunDirection();
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Vector3 direction_norm = direction.normalize();
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sun_position = sun_direction.scale(SUN_DISTANCE_SCALED);
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base = COLOR_BLACK;
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// Get night sky
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base = base.add(parent->getNightSky()->getColor(camera_location.y, direction_norm));
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// Get sun shape
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/*if (v3Dot(sun_direction, direction) >= 0)
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{
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double sun_radius = definition->sun_radius * SUN_RADIUS_SCALED * 5.0; // FIXME Why should we multiply by 5 ?
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Vector3 hit1, hit2;
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int hits = euclidRayIntersectSphere(camera_location, direction, sun_position, sun_radius, &hit1, &hit2);
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if (hits > 1)
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{
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double dist = v3Norm(v3Sub(hit2, hit1)) / sun_radius; // distance between intersection points (relative to
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radius)
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Color sun_color = definition->sun_color;
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sun_color.r *= 100.0;
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sun_color.g *= 100.0;
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sun_color.b *= 100.0;
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if (dist <= 0.05)
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{
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sun_color.r *= 1.0 - dist / 0.05;
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sun_color.g *= 1.0 - dist / 0.05;
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sun_color.b *= 1.0 - dist / 0.05;
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}
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base = sun_color;
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}
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}*/
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// Get scattering
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AtmosphereResult result;
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Vector3 location = camera_location.add(direction_norm.scale(6421.0));
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switch (definition->model) {
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case AtmosphereDefinition::ATMOSPHERE_MODEL_BRUNETON:
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result = model->getSkyColor(camera_location, direction_norm, sun_position, base);
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break;
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default:
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result = BaseAtmosphereRenderer::applyAerialPerspective(location, result.base);
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}
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// Apply god rays ponderation
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result.inscattering = parent->getGodRaysSampler()->apply(COLOR_BLACK, result.inscattering, location);
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// Apply weather effects
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_applyWeatherEffects(definition, &result);
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return result;
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}
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bool SoftwareBrunetonAtmosphereRenderer::getLightsAt(std::vector<LightComponent> &result,
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const Vector3 &location) const {
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bool changed = false;
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changed |= model->getLightsAt(result, location);
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changed |= parent->getNightSky()->getLightsAt(result, location);
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return changed;
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}
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