[2954] | 1 | #include "SkyPreetham.h"
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[2955] | 2 | #include "common.h"
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| 3 | #include "Vector3.h"
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[2957] | 4 | #include "SceneEntity.h"
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| 5 | #include "Transform3.h"
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| 6 | #include "Camera.h"
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| 7 | #include "RenderState.h"
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[2955] | 8 |
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[2957] | 9 | using namespace CHCDemoEngine;
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| 10 | using namespace std;
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[2955] | 11 |
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[2954] | 12 |
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| 13 |
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[2957] | 14 | static CGprogram sCgSkyProgram = NULL;
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[2959] | 15 | static CGprogram sCgMrtFragmentSkyDomeProgram = NULL;
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| 16 |
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| 17 |
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[2957] | 18 | static CGparameter sLightDirParam;
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| 19 | static CGparameter sThetaSunParam;
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| 20 | static CGparameter sZenithColorParam;
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| 21 | static CGparameter sAColorParam;
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| 22 | static CGparameter sBColorParam;
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| 23 | static CGparameter sCColorParam;
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| 24 | static CGparameter sDColorParam;
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| 25 | static CGparameter sEColorParam;
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[2982] | 26 | static CGparameter sMultiplierParam;
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[2957] | 27 |
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| 28 |
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[2982] | 29 |
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[2955] | 30 | inline float CBQ(float x)
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| 31 | {
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| 32 | return x * x * x;
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| 33 | }
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[2954] | 34 |
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| 35 |
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[2955] | 36 | inline float SQR(float x)
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| 37 | {
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| 38 | return x * x ;
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| 39 | }
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| 40 |
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| 41 |
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[2957] | 42 | void SkyPreetham::Init(CGcontext context)
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| 43 | {
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| 44 | sCgSkyProgram =
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| 45 | cgCreateProgramFromFile(context,
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| 46 | CG_SOURCE,
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| 47 | "src/shaders/sky_preetham.cg",
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| 48 | RenderState::sCgVertexProfile,
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| 49 | "default_vs",
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| 50 | NULL);
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[2954] | 51 |
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[2957] | 52 | if (sCgSkyProgram != NULL)
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| 53 | {
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| 54 | cgGLLoadProgram(sCgSkyProgram);
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[2954] | 55 |
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[2957] | 56 | sLightDirParam = cgGetNamedParameter(sCgSkyProgram, "lightDir");
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| 57 | sThetaSunParam = cgGetNamedParameter(sCgSkyProgram, "thetaSun");
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| 58 | sZenithColorParam = cgGetNamedParameter(sCgSkyProgram, "zenithColor");
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| 59 | sAColorParam = cgGetNamedParameter(sCgSkyProgram, "aColor");
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| 60 | sBColorParam = cgGetNamedParameter(sCgSkyProgram, "bColor");
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| 61 | sCColorParam = cgGetNamedParameter(sCgSkyProgram, "cColor");
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| 62 | sDColorParam = cgGetNamedParameter(sCgSkyProgram, "dColor");
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| 63 | sEColorParam = cgGetNamedParameter(sCgSkyProgram, "eColor");
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[2982] | 64 |
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| 65 | sMultiplierParam = cgGetNamedParameter(sCgSkyProgram, "multiplier");
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[2957] | 66 | }
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| 67 | else
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| 68 | cerr << "sky program failed to load" << endl;
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[2959] | 69 |
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| 70 | sCgMrtFragmentSkyDomeProgram =
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| 71 | cgCreateProgramFromFile(context,
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| 72 | CG_SOURCE,
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| 73 | "src/shaders/sky_preetham.cg",
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| 74 | RenderState::sCgFragmentProfile,
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| 75 | "frag_skydome",
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| 76 | NULL);
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| 77 |
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| 78 | if (sCgMrtFragmentSkyDomeProgram != NULL)
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| 79 | {
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| 80 | cgGLLoadProgram(sCgMrtFragmentSkyDomeProgram);
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[2982] | 81 | //cgGLSetParameter1f(sMaxDepthParam, MAX_DEPTH_CONST / farDist);
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[2959] | 82 | }
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| 83 | else
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| 84 | cerr << "fragment skyprogram failed to load" << endl;
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[2957] | 85 | }
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| 86 |
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| 87 |
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| 88 | SkyPreetham::SkyPreetham(float turbitity, SceneEntity *skyDome):
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| 89 | mSkyDome(skyDome),
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| 90 | mTurbidity(turbitity)
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[2981] | 91 | //, mSunQuad(NULL)
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[2954] | 92 | {
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[2955] | 93 | CreateSunQuad();
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[2954] | 94 | }
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| 95 |
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| 96 |
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| 97 | SkyPreetham::~SkyPreetham()
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| 98 | {
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[2955] | 99 | //DEL_PTR(mSunQuad);
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[2954] | 100 | }
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| 101 |
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| 102 |
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[2983] | 103 | void SkyPreetham::RenderSkyDome(const Vector3 &sunDir,
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| 104 | Camera *camera,
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| 105 | RenderState *state,
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| 106 | bool scaleToRange)
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[2954] | 107 | {
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[2960] | 108 | pair<float, float> sun_theta;
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[2955] | 109 | Vector3 zenithColor;
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[2960] | 110 | vector<Vector3> ABCDE;
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| 111 | ComputeFactors(sunDir, zenithColor, ABCDE, sun_theta);
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[2954] | 112 |
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| 113 | // Move skybox with camera.
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[2957] | 114 | Vector3 position = camera->GetPosition();
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[2954] | 115 |
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[2959] | 116 | const float scaleFactor = 80.0f;
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[2961] | 117 | //const float scaleFactor = 5.0f;
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[2954] | 118 |
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[2959] | 119 | position.z -= 3 * scaleFactor;
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[2957] | 120 | Matrix4x4 m = TranslationMatrix(position);
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| 121 |
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| 122 | Matrix4x4 s = ScaleMatrix(scaleFactor, scaleFactor, scaleFactor);
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| 123 | mSkyDome->GetTransform()->SetMatrix(s * m);
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| 124 |
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| 125 | cgGLSetParameter3f(sLightDirParam, sunDir.x, sunDir.y, sunDir.z);
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[2960] | 126 | cgGLSetParameter2f(sThetaSunParam, sun_theta.first, sun_theta.second);
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[2957] | 127 | cgGLSetParameter3f(sZenithColorParam, zenithColor.x, zenithColor.y, zenithColor.z);
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| 128 |
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[2960] | 129 | cgGLSetParameter3f(sAColorParam, ABCDE[0].x, ABCDE[0].y, ABCDE[0].z);
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| 130 | cgGLSetParameter3f(sBColorParam, ABCDE[1].x, ABCDE[1].y, ABCDE[1].z);
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| 131 | cgGLSetParameter3f(sCColorParam, ABCDE[2].x, ABCDE[2].y, ABCDE[2].z);
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| 132 | cgGLSetParameter3f(sDColorParam, ABCDE[3].x, ABCDE[3].y, ABCDE[3].z);
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| 133 | cgGLSetParameter3f(sEColorParam, ABCDE[4].x, ABCDE[4].y, ABCDE[4].z);
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[2957] | 134 |
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[2959] | 135 | if (state->GetRenderPassType() == RenderState::DEFERRED)
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| 136 | {
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| 137 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
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| 138 | cgGLBindProgram(sCgMrtFragmentSkyDomeProgram);
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[2983] | 139 |
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| 140 | }
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| 141 |
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| 142 | if (!scaleToRange)
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| 143 | {
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| 144 | // use tone mapping
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[2982] | 145 | cgGLSetParameter1f(sMultiplierParam, 1.0f);
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[2983] | 146 | }
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| 147 | else
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[2982] | 148 | {
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| 149 | // no tone mapping => scale
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| 150 | cgGLSetParameter1f(sMultiplierParam, 8e-5f);
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| 151 | }
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[2954] | 152 |
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[2982] | 153 | cgGLEnableProfile(RenderState::sCgVertexProfile);
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| 154 | cgGLBindProgram(sCgSkyProgram);
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| 155 |
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[2954] | 156 | // Render sky dome.
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[2957] | 157 | mSkyDome->Render(state);
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[2954] | 158 |
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| 159 | // Render additively blended sun disc.
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[2958] | 160 | //RenderSunDisk(sunDir, camera);
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[2959] | 161 |
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| 162 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
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[2954] | 163 | }
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| 164 |
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| 165 |
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[2958] | 166 | void SkyPreetham::RenderSunDisk(const Vector3 &sunDir, Camera *camera)
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[2954] | 167 | {
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[2958] | 168 | // Move skybox with camera.
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| 169 | Vector3 position = camera->GetPosition();
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[2954] | 170 |
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[2958] | 171 | const float scaleFactor = 100.0f;
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| 172 | position.z -= 10 * scaleFactor;
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| 173 |
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[2954] | 174 | // Set world matrix to sun disc position.
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[2958] | 175 | Matrix4x4 sunPos = TranslationMatrix(position);
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[2954] | 176 |
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[2958] | 177 | Vector3 ndir = -Normalize(sunDir);
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[2954] | 178 |
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[2958] | 179 | const float pitch = -atan2(ndir.x, ndir.y);
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| 180 | const float yaw = atan2(ndir.z, sqrt((ndir.x * ndir.x) + (ndir.y * ndir.y)));
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[2954] | 181 |
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[2958] | 182 | Matrix4x4 roty = RotationYMatrix(pitch);
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| 183 | Matrix4x4 rotx = RotationXMatrix(yaw);
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| 184 |
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| 185 | sunPos *= roty;
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| 186 | sunPos *= rotx;;
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| 187 |
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| 188 | //sunposition.rotateAroundY(-D().getScene().getLight().getHorizontalOrientation() + 90.0f);
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| 189 | //sunposition.rotateAroundX(-D().getScene().getLight().getVerticalOrientation());
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[2954] | 190 |
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[2958] | 191 | glMatrixMode(GL_MODELVIEW);
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| 192 | glMultMatrixf((float *)sunPos.x);
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| 193 |
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| 194 | float ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
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| 195 |
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| 196 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
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| 197 |
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| 198 | //Float size = 0.5f + (1.0f - lightdirection.y) * 0.5f;
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| 199 |
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| 200 | //mSunEffect->setVariableVector3("LightDiffuseColor", D().getScene().getLight().getDiffuseColor());
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| 201 | //mSunEffect->setVariableFloat("SunSize", size);
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| 202 | //mSunEffect->setVariableTexture2D("SunTexture", mSunTexture);
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| 203 |
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| 204 | /*mSunEffect->activate();
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| 205 |
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[2954] | 206 | mSunQuad->render();
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| 207 |
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| 208 | mSunEffect->deactivate();
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[2958] | 209 | F().getRenderDevice().setDefaultBlendingMode(FRenderDevice::BLENDING_NONE);*/
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[2954] | 210 |
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[2958] | 211 | glPopMatrix();
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[2954] | 212 | }
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| 213 |
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| 214 |
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[2955] | 215 | void SkyPreetham::CreateSunQuad()
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[2954] | 216 | {
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[2955] | 217 | /*
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[2954] | 218 | mSunQuad = new FVertexBuffer();
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| 219 | mSunQuad->setupPrimitiveType(FVertexBuffer::PRIMITIVES_TRIANGLES);
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| 220 | mSunQuad->setupVertexFormat(3, 0, 0, true);
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| 221 | mSunQuad->setupTexCoordSet(0, 2);
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| 222 | mSunQuad->setVertexBufferSize(4, 6);
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| 223 |
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| 224 | mSunQuad->setVertexPosition(0, FVector3(-0.1f, 0.1f, 1.0f));
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| 225 | mSunQuad->setVertexPosition(1, FVector3( 0.1f, 0.1f, 1.0f));
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| 226 | mSunQuad->setVertexPosition(2, FVector3(-0.1f, -0.1f, 1.0f));
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| 227 | mSunQuad->setVertexPosition(3, FVector3( 0.1f, -0.1f, 1.0f));
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| 228 | mSunQuad->setVertexTexCoord(0, 0, FVector2(0.0f, 0.0f));
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| 229 | mSunQuad->setVertexTexCoord(1, 0, FVector2(1.0f, 0.0f));
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| 230 | mSunQuad->setVertexTexCoord(2, 0, FVector2(0.0f, 1.0f));
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| 231 | mSunQuad->setVertexTexCoord(3, 0, FVector2(1.0f, 1.0f));
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| 232 |
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| 233 | mSunQuad->setIndex(0, 0);
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| 234 | mSunQuad->setIndex(1, 1);
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| 235 | mSunQuad->setIndex(2, 2);
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| 236 | mSunQuad->setIndex(3, 2);
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| 237 | mSunQuad->setIndex(4, 1);
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| 238 | mSunQuad->setIndex(5, 3);
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[2955] | 239 | */
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[2960] | 240 | }
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| 241 |
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| 242 |
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| 243 | void SkyPreetham::ComputeFactors(const Vector3 &sunDir,
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| 244 | Vector3 &zenithColor,
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| 245 | vector<Vector3> &ABCDE,
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| 246 | std::pair<float, float> &sunThetha) const
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| 247 | {
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| 248 | sunThetha.first = acos(sunDir.z);
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| 249 |
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| 250 | const float cos_theta = cos(sunThetha.first);
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| 251 | sunThetha.second = cos_theta * cos_theta;
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| 252 |
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| 253 | zenithColor.x = ( 0.00165f * CBQ(sunThetha.first) - 0.00374f * SQR(sunThetha.first) + 0.00208f * sunThetha.first + 0.0f) * SQR(mTurbidity) +
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| 254 | (-0.02902f * CBQ(sunThetha.first) + 0.06377f * SQR(sunThetha.first) - 0.03202f * sunThetha.first + 0.00394f) * mTurbidity +
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| 255 | ( 0.11693f * CBQ(sunThetha.first) - 0.21196f * SQR(sunThetha.first) + 0.06052f * sunThetha.first + 0.25885f);
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| 256 |
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| 257 | zenithColor.y = ( 0.00275f * CBQ(sunThetha.first) - 0.00610f * SQR(sunThetha.first) + 0.00316f * sunThetha.first + 0.0f) * SQR(mTurbidity) +
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| 258 | (-0.04214f * CBQ(sunThetha.first) + 0.08970f * SQR(sunThetha.first) - 0.04153f * sunThetha.first + 0.00515f) * mTurbidity +
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| 259 | ( 0.15346f * CBQ(sunThetha.first) - 0.26756f * SQR(sunThetha.first) + 0.06669f * sunThetha.first + 0.26688f);
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| 260 |
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| 261 | zenithColor.z = (float)((4.0453f * mTurbidity - 4.9710f) * tan((4.0f / 9.0f - mTurbidity / 120.0f) *
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| 262 | (M_PI - 2.0f * sunThetha.first)) - 0.2155f * mTurbidity + 2.4192f);
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| 263 |
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| 264 | // convert kcd/m² to cd/m²
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| 265 | zenithColor.z *= 1000.0f;
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| 266 |
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| 267 | ABCDE.push_back(Vector3(-0.01925 * mTurbidity - 0.25922, -0.01669 * mTurbidity - 0.26078, 0.17872 * mTurbidity - 1.46303));
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| 268 | ABCDE.push_back(Vector3(-0.06651 * mTurbidity + 0.00081, -0.09495 * mTurbidity + 0.00921, -0.35540 * mTurbidity + 0.42749));
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| 269 | ABCDE.push_back(Vector3(-0.00041 * mTurbidity + 0.21247, -0.00792 * mTurbidity + 0.21023, -0.02266 * mTurbidity + 5.32505));
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| 270 | ABCDE.push_back(Vector3(-0.06409 * mTurbidity - 0.89887, -0.04405 * mTurbidity - 1.65369, 0.12064 * mTurbidity - 2.57705));
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| 271 | ABCDE.push_back(Vector3(-0.00325 * mTurbidity + 0.04517, -0.01092 * mTurbidity + 0.05291, -0.06696 * mTurbidity + 0.37027));
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| 272 | }
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| 273 |
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| 274 |
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[2983] | 275 | void SkyPreetham::ComputeSunColor(const Vector3 &sunDir,
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| 276 | Vector3 &ambient,
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| 277 | Vector3 &diffuse,
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| 278 | bool scaleToRange) const
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[2960] | 279 | {
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| 280 | // sunDir is sun direction
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| 281 | // ambient color: shadow color
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| 282 | // diffuse color: sun color
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| 283 | pair<float, float> sun_theta;
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| 284 | Vector3 zenithColor;
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| 285 | vector<Vector3> ABCDE;
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| 286 |
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| 287 | ComputeFactors(sunDir, zenithColor, ABCDE, sun_theta);
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| 288 |
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| 289 | Vector3 zenith_XYZ;
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| 290 |
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[2967] | 291 | zenith_XYZ.x = (zenithColor.x / zenithColor.y) * zenithColor.z;
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| 292 | zenith_XYZ.y = zenithColor.z;
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| 293 | zenith_XYZ.z = ((1.0f - zenithColor.x - zenithColor.y) / zenithColor.y) * zenithColor.z;
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[2960] | 294 |
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| 295 | ambient.x = 3.240479f * zenith_XYZ.x - 1.537150f * zenith_XYZ.y - 0.498535f * zenith_XYZ.z;
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| 296 | ambient.y = -0.969256f * zenith_XYZ.x + 1.875992f * zenith_XYZ.y + 0.041556f * zenith_XYZ.z;
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| 297 | ambient.z = 0.055648f * zenith_XYZ.x - 0.204043f * zenith_XYZ.y + 1.057311f * zenith_XYZ.z;
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| 298 |
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| 299 | // downscale ambient color
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[2982] | 300 | if (scaleToRange)
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| 301 | ambient *= 2e-5f;
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[2981] | 302 | else
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| 303 | ambient *= 1e-1f;
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[2960] | 304 |
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| 305 | // simulate the sun intensity by modulating the ambient term.
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[2970] | 306 | ambient *= (10.0f - 9.0f * DotProd(sunDir, Vector3::UNIT_Z()));
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[2968] | 307 | //ambient += Vector3(0.2f);
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[2960] | 308 |
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| 309 | Vector3 num;
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| 310 |
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| 311 | num.x = (1.0f + ABCDE[0].x * exp(ABCDE[1].x / sunDir.z)) * (1.0f + ABCDE[2].x)+ ABCDE[4].x;
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| 312 | num.y = (1.0f + ABCDE[0].y * exp(ABCDE[1].y / sunDir.z)) * (1.0f + ABCDE[2].y)+ ABCDE[4].y;
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| 313 | num.z = (1.0f + ABCDE[0].z * exp(ABCDE[1].z / sunDir.z)) * (1.0f + ABCDE[2].z)+ ABCDE[4].z;
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| 314 |
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| 315 | Vector3 den;
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| 316 |
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| 317 | den.x = (1.0f + ABCDE[0].x * exp(ABCDE[1].x)) * (1.0f + ABCDE[2].x * exp(ABCDE[3].x * sun_theta.first) + ABCDE[4].x * sun_theta.second);
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| 318 | den.y = (1.0f + ABCDE[0].y * exp(ABCDE[1].y)) * (1.0f + ABCDE[2].y * exp(ABCDE[3].y * sun_theta.first) + ABCDE[4].y * sun_theta.second);
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| 319 | den.z = (1.0f + ABCDE[0].z * exp(ABCDE[1].z)) * (1.0f + ABCDE[2].z * exp(ABCDE[3].z * sun_theta.first) + ABCDE[4].z * sun_theta.second);
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| 320 |
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| 321 |
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[2967] | 322 | Vector3 xyY = zenithColor * num / den;
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[2960] | 323 |
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| 324 | Vector3 XYZ;
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| 325 |
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| 326 | XYZ.x = (xyY.x / xyY.y) * xyY.z;
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| 327 | XYZ.y = xyY.z;
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| 328 | XYZ.z = ((1.0f - xyY.x - xyY.y) / xyY.y) * xyY.z;
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| 329 |
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| 330 |
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[2967] | 331 | /////////////
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| 332 | //-- transform to rgb
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| 333 |
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[2960] | 334 | Vector3 color;
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| 335 | color.x = 3.240479f * XYZ.x - 1.537150f * XYZ.y - 0.498535f * XYZ.z;
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| 336 | color.y = -0.969256f * XYZ.x + 1.875992f * XYZ.y + 0.041556f *XYZ.z;
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| 337 | color.z = 0.055648f * XYZ.x - 0.204043f * XYZ.y + 1.057311f * XYZ.z;
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| 338 |
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| 339 | // Calculate final sun diffuse color.
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[2982] | 340 | if (scaleToRange)
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| 341 | diffuse = color * 5e-2f;
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[2981] | 342 | else
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| 343 | diffuse = color * 3e-1f;
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| 344 |
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[2971] | 345 | diffuse *= (2.0f - 1.0f * DotProd(sunDir, Vector3::UNIT_Z()));
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[2967] | 346 |
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[2968] | 347 | //cout << "diffuse: " << Magnitude(diffuse) << " ambient: " << Magnitude(ambient) << endl;
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[2954] | 348 | } |
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