paysages3d/src/render/software/AtmosphereRenderer.cpp

204 lines
6.2 KiB
C++

#include "AtmosphereRenderer.h"
#include <cmath>
#include "SoftwareRenderer.h"
#include "Scenery.h"
// TEMP
#include "atmosphere/private.h"
static inline double _getDayFactor(double daytime)
{
daytime = 1.0 - fabs(0.5 - daytime) / 0.5;
return daytime < 0.45 ? 0.0 : sqrt((daytime - 0.45) / 0.55);
}
static inline void _applyWeatherEffects(AtmosphereDefinition* definition, AtmosphereResult* result)
{
double distance = result->distance;
double max_distance = 100.0 - 90.0 * definition->humidity;
double distancefactor, dayfactor;
if (distance > max_distance)
{
distance = max_distance;
}
distancefactor = (distance > max_distance ? max_distance : distance) / max_distance;
/* TODO Get day lighting from model */
dayfactor = _getDayFactor(definition->_daytime);
/* Fog masking */
if (definition->humidity > 0.3)
{
result->mask.r = result->mask.g = result->mask.b = (10.0 - 8.0 * definition->humidity) * dayfactor;
result->mask.a = distancefactor * (definition->humidity - 0.3) / 0.7;
}
/* Scattering tweaking */
if (definition->humidity < 0.15)
{
/* Limit scattering on ultra clear day */
double force = (0.15 - definition->humidity) / 0.15;
colorLimitPower(&result->inscattering, 100.0 - 90.0 * pow(force, 0.1));
}
else
{
/* Scattering boost */
double force = 1.2 * (definition->humidity < 0.5 ? sqrt((definition->humidity - 0.15) / 0.35) : 1.0 - (definition->humidity - 0.5) / 0.5);
result->inscattering.r *= 1.0 + force * distancefactor * (definition->humidity - 0.15) / 0.85;
result->inscattering.g *= 1.0 + force * distancefactor * (definition->humidity - 0.15) / 0.85;
result->inscattering.b *= 1.0 + force * distancefactor * (definition->humidity - 0.15) / 0.85;
}
/* Attenuation */
result->attenuation.r *= 1.0 - 0.4 * distancefactor * definition->humidity;
result->attenuation.g *= 1.0 - 0.4 * distancefactor * definition->humidity;
result->attenuation.b *= 1.0 - 0.4 * distancefactor * definition->humidity;
atmosphereUpdateResult(result);
}
BaseAtmosphereRenderer::BaseAtmosphereRenderer(SoftwareRenderer* renderer):
renderer(renderer)
{
}
void BaseAtmosphereRenderer::getLightingStatus(LightStatus* status, Vector3, int)
{
LightDefinition light;
light.color.r = 1.0;
light.color.g = 1.0;
light.color.b = 1.0;
light.direction.x = -0.7;
light.direction.y = -0.7;
light.direction.z = 0.7;
light.altered = 0;
light.reflection = 0.0;
lightingPushLight(status, &light);
light.color.r = 0.3;
light.color.g = 0.31;
light.color.b = 0.34;
light.direction.x = 0.7;
light.direction.y = -0.7;
light.direction.z = -0.7;
light.altered = 0;
light.reflection = 0.0;
lightingPushLight(status, &light);
}
AtmosphereResult BaseAtmosphereRenderer::applyAerialPerspective(Vector3, Color base)
{
AtmosphereResult result;
result.base = result.final = base;
result.inscattering = result.attenuation = COLOR_BLACK;
return result;
}
AtmosphereResult BaseAtmosphereRenderer::getSkyColor(Vector3)
{
AtmosphereResult result;
result.base = result.final = COLOR_WHITE;
result.inscattering = result.attenuation = COLOR_BLACK;
return result;
}
Vector3 BaseAtmosphereRenderer::getSunDirection()
{
AtmosphereDefinition* atmosphere = getDefinition();
double sun_angle = (atmosphere->_daytime + 0.75) * M_PI * 2.0;
return Vector3(cos(sun_angle), sin(sun_angle), 0.0);
}
AtmosphereDefinition* BaseAtmosphereRenderer::getDefinition()
{
return renderer->getScenery()->getAtmosphere();
}
void SoftwareBrunetonAtmosphereRenderer::getLightingStatus(LightStatus* status, Vector3 normal, int opaque)
{
return brunetonGetLightingStatus(renderer, status, normal, opaque);
}
AtmosphereResult SoftwareBrunetonAtmosphereRenderer::applyAerialPerspective(Vector3 location, Color base)
{
AtmosphereDefinition* definition = getDefinition();
AtmosphereResult result;
/* Get base perspective */
switch (definition->model)
{
case ATMOSPHERE_MODEL_BRUNETON:
result = brunetonApplyAerialPerspective(renderer, location, base);
break;
default:
;
}
/* Apply weather effects */
_applyWeatherEffects(definition, &result);
return result;
}
AtmosphereResult SoftwareBrunetonAtmosphereRenderer::getSkyColor(Vector3 direction)
{
AtmosphereDefinition* definition;
Vector3 sun_direction, sun_position, camera_location;
Color base;
definition = getDefinition();
camera_location = renderer->getCameraLocation(renderer, VECTOR_ZERO);
sun_direction = getSunDirection();
direction = v3Normalize(direction);
sun_position = v3Scale(sun_direction, SUN_DISTANCE_SCALED);
/* Get sun shape */
base = COLOR_BLACK;
/*if (v3Dot(sun_direction, direction) >= 0)
{
double sun_radius = definition->sun_radius * SUN_RADIUS_SCALED * 5.0; // FIXME Why should we multiply by 5 ?
Vector3 hit1, hit2;
int hits = euclidRayIntersectSphere(camera_location, direction, sun_position, sun_radius, &hit1, &hit2);
if (hits > 1)
{
double dist = v3Norm(v3Sub(hit2, hit1)) / sun_radius; // distance between intersection points (relative to radius)
Color sun_color = definition->sun_color;
sun_color.r *= 100.0;
sun_color.g *= 100.0;
sun_color.b *= 100.0;
if (dist <= 0.05)
{
sun_color.r *= 1.0 - dist / 0.05;
sun_color.g *= 1.0 - dist / 0.05;
sun_color.b *= 1.0 - dist / 0.05;
}
base = sun_color;
}
}*/
/* TODO Get stars */
/* Get scattering */
AtmosphereResult result;
Vector3 location = v3Add(camera_location, v3Scale(direction, 6421.0));
switch (definition->model)
{
case ATMOSPHERE_MODEL_BRUNETON:
result = brunetonGetSkyColor(renderer, camera_location, direction, sun_position, base);
break;
default:
result = BaseAtmosphereRenderer::applyAerialPerspective(location, result.base);
}
/* Apply weather effects */
_applyWeatherEffects(definition, &result);
return result;
}