paysages3d/src/render/software/CloudBasicLayerRenderer.cpp

227 lines
7.8 KiB
C++

#include "CloudBasicLayerRenderer.h"
#include <cassert>
#include <cmath>
#include <algorithm>
#include "CloudLayerDefinition.h"
#include "SoftwareRenderer.h"
#include "NoiseGenerator.h"
#include "Curve.h"
#include "AtmosphereRenderer.h"
#include "AtmosphereResult.h"
#include "LightComponent.h"
#include "clouds/BaseCloudsModel.h"
#include "SurfaceMaterial.h"
#include "Logs.h"
#include "FloatNode.h"
struct CloudSegment {
Vector3 start;
Vector3 end;
double length;
};
CloudBasicLayerRenderer::CloudBasicLayerRenderer(SoftwareRenderer *parent) : BaseCloudLayerRenderer(parent) {
}
static inline double _getDistanceToBorder(BaseCloudsModel *model, const Vector3 &position) {
return model->getDensity(position);
}
/**
* Go through the cloud layer to find segments (parts of the lookup that are inside the cloud).
*
* definition - The cloud layer
* renderer - The renderer environment
* start - Start position of the lookup (already optimized)
* direction - Normalized direction of the lookup
* detail - Level of noise detail required
* max_segments - Maximum number of segments to collect
* max_inside_length - Maximum length to spend inside the cloud
* max_total_length - Maximum lookup length
* inside_length - Resulting length inside cloud (sum of all segments length)
* total_length - Resulting lookup length
* out_segments - Allocated space to fill found segments
*
* Returns the number of segments found.
*/
int CloudBasicLayerRenderer::findSegments(BaseCloudsModel *model, const Vector3 &start, const Vector3 &direction,
int max_segments, double max_inside_length, double max_total_length,
double *inside_length, double *total_length, CloudSegment *out_segments) {
double ymin, ymax;
int inside, segment_count;
double current_total_length, current_inside_length;
double step_length, segment_length;
double min_step, max_step;
double noise_distance;
Vector3 walker, step, segment_start, offset;
double render_precision;
if (max_segments <= 0) {
return 0;
}
model->getAltitudeRange(&ymin, &ymax);
model->getDetailRange(&min_step, &max_step);
double distance = parent->getCameraLocation(start).sub(start).getNorm();
render_precision = min_step + (max_step - min_step) * min(distance / (quality + 0.1), 100.0) * 0.01;
segment_count = 0;
current_total_length = 0.0;
current_inside_length = 0.0;
segment_length = 0.0;
walker = start;
offset = Vector3(model->getLayer()->propXOffset()->getValue(), 0.0, model->getLayer()->propZOffset()->getValue());
noise_distance = _getDistanceToBorder(model, start.add(offset)) * render_precision;
inside = 0;
step = direction.scale(render_precision);
do {
walker = walker.add(step);
step_length = step.getNorm();
noise_distance = _getDistanceToBorder(model, walker.add(offset)) * render_precision;
current_total_length += step_length;
if (noise_distance > 0.0) {
if (inside) {
// inside the cloud
segment_length += step_length;
current_inside_length += step_length;
step = direction.scale((noise_distance < render_precision) ? render_precision : noise_distance);
} else {
// entering the cloud
inside = 1;
segment_length = 0.0;
segment_start = walker;
current_inside_length += segment_length;
step = direction.scale(render_precision);
}
} else {
if (inside) {
// exiting the cloud
segment_length += step_length;
current_inside_length += step_length;
out_segments->start = segment_start;
out_segments->end = walker;
out_segments->length = segment_length;
out_segments++;
if (++segment_count >= max_segments) {
break;
}
inside = 0;
step = direction.scale(render_precision);
} else {
// searching for a cloud
step = direction.scale((noise_distance > -render_precision) ? render_precision : -noise_distance);
}
}
render_precision *= 1.0 + 0.001 / (quality + 0.1);
} while (inside || (walker.y >= ymin - 0.001 && walker.y <= ymax + 0.001 &&
current_total_length < max_total_length && current_inside_length < max_inside_length));
*total_length = current_total_length;
*inside_length = current_inside_length;
return segment_count;
}
Color CloudBasicLayerRenderer::getColor(BaseCloudsModel *model, const Vector3 &eye, const Vector3 &location) {
int i, segment_count;
double max_length, total_length, inside_length;
Vector3 start, end, direction;
Color result, col;
CloudSegment segments[30];
start = eye;
end = location;
if (!optimizeSearchLimits(model, &start, &end)) {
return COLOR_TRANSPARENT;
}
direction = end.sub(start);
max_length = direction.getNorm();
direction = direction.normalize();
result = COLOR_TRANSPARENT;
double ymin, ymax;
model->getAltitudeRange(&ymin, &ymax);
double transparency_depth = (ymax - ymin);
SurfaceMaterial material(COLOR_WHITE.scaled(5.0));
material.hardness = 1.0;
material.reflection = 0.0;
material.shininess = 0.0;
material.validate();
segment_count = findSegments(model, start, direction, 30, transparency_depth, max_length, &inside_length,
&total_length, segments);
for (i = segment_count - 1; i >= 0; i--) {
col = parent->applyLightingToSurface(segments[i].start, VECTOR_UP, material);
col.a = (segments[i].length >= transparency_depth) ? 1.0 : (segments[i].length / transparency_depth);
result.mask(col);
}
// Opacify when hitting inside_length limit
if (inside_length >= transparency_depth) {
result.a = 1.0;
} else if (inside_length >= transparency_depth * 0.8) {
result.a += (1.0 - result.a) * ((inside_length - transparency_depth * 0.8) / (transparency_depth * 0.2));
}
// Apply aerial perspective
if (result.a > 0.00001) {
assert(segment_count > 0);
double a = result.a;
// TODO Don't apply it only at first segment
result = parent->getAtmosphereRenderer()->applyAerialPerspective(segments[0].start, result).final;
result.a = a;
}
return result;
}
bool CloudBasicLayerRenderer::alterLight(BaseCloudsModel *model, LightComponent *light, const Vector3 &,
const Vector3 &location) {
Vector3 start, end, direction;
double inside_depth, total_depth, factor;
CloudSegment segments[30];
start = location;
direction = light->direction.scale(-1.0);
end = location.add(direction.scale(10000.0));
if (not optimizeSearchLimits(model, &start, &end)) {
return false;
}
double ymin, ymax;
model->getAltitudeRange(&ymin, &ymax);
double light_traversal = (ymax - ymin) * 0.8 * light->color.getPower();
findSegments(model, start, direction, 30, light_traversal, end.sub(start).getNorm(), &inside_depth, &total_depth,
segments);
if (light_traversal < 0.0001) {
factor = 0.0;
} else {
factor = inside_depth / light_traversal;
if (factor > 1.0) {
factor = 1.0;
} else if (factor > 0.00001) {
factor = sqrt(factor);
}
}
double miminum_light = 0.01 * light->color.getPower();
factor = 1.0 - (1.0 - miminum_light) * factor;
light->color.r *= factor;
light->color.g *= factor;
light->color.b *= factor;
return true;
}