[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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[3036] | 8 | #include "ShaderProgram.h"
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| 9 | #include "Shape.h"
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| 10 | #include "Material.h"
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[3057] | 11 | #include "ShaderManager.h"
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[2955] | 12 |
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[3021] | 13 |
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[3038] | 14 |
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[3021] | 15 | #ifdef _CRT_SET
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| 16 | #define _CRTDBG_MAP_ALLOC
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| 17 | #include <stdlib.h>
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| 18 | #include <crtdbg.h>
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| 19 |
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| 20 | // redefine new operator
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| 21 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
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| 22 | #define new DEBUG_NEW
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| 23 | #endif
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| 24 |
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| 25 |
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[3038] | 26 |
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| 27 |
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[2957] | 28 | using namespace CHCDemoEngine;
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| 29 | using namespace std;
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[2955] | 30 |
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[2954] | 31 |
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[2959] | 32 |
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[2955] | 33 | inline float CBQ(float x)
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| 34 | {
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| 35 | return x * x * x;
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| 36 | }
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[2954] | 37 |
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| 38 |
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[2955] | 39 | inline float SQR(float x)
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| 40 | {
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| 41 | return x * x ;
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| 42 | }
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| 43 |
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| 44 |
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[3038] | 45 | void SkyPreetham::InitCG()
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[2957] | 46 | {
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[3038] | 47 | mSkyVtxProgram =
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[3057] | 48 | ShaderManager::GetSingleton()->CreateVertexProgram("sky_preetham", "default_vs", "skyVtx");
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[3038] | 49 |
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| 50 | if (mSkyVtxProgram->IsValid())
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[2957] | 51 | {
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[3038] | 52 | mSkyVtxProgram->AddParameter("lightDir", 0);
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| 53 | mSkyVtxProgram->AddParameter("thetaSun", 1);
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| 54 | mSkyVtxProgram->AddParameter("zenithColor", 2);
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| 55 | mSkyVtxProgram->AddParameter("aColor", 3);
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| 56 | mSkyVtxProgram->AddParameter("bColor", 4);
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| 57 | mSkyVtxProgram->AddParameter("cColor", 5);
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| 58 | mSkyVtxProgram->AddParameter("dColor", 6);
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| 59 | mSkyVtxProgram->AddParameter("eColor", 7);
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| 60 | mSkyVtxProgram->AddParameter("multiplier", 8);
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[2957] | 61 | }
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| 62 | else
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| 63 | cerr << "sky program failed to load" << endl;
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[2959] | 64 |
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[3038] | 65 | mSkyFragProgram =
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[3057] | 66 | ShaderManager::GetSingleton()->CreateFragmentProgram("sky_preetham", "frag_skydome", "skyFragMrt");
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[2957] | 67 | }
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| 68 |
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| 69 |
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| 70 | SkyPreetham::SkyPreetham(float turbitity, SceneEntity *skyDome):
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| 71 | mSkyDome(skyDome),
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| 72 | mTurbidity(turbitity)
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[2981] | 73 | //, mSunQuad(NULL)
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[2954] | 74 | {
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[2955] | 75 | CreateSunQuad();
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[3036] | 76 | Shape *shape = mSkyDome->GetShape(0);
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| 77 |
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[3038] | 78 | InitCG();
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| 79 |
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[3036] | 80 | Material *mat = shape->GetMaterial();
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| 81 |
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[3045] | 82 | mat->GetTechnique(0)->SetFragmentProgram(mSkyFragProgram);
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| 83 | mat->GetTechnique(0)->SetVertexProgram(mSkyVtxProgram);
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| 84 |
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| 85 | mat->GetTechnique(1)->SetFragmentProgram(mSkyFragProgram);
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| 86 | mat->GetTechnique(1)->SetVertexProgram(mSkyVtxProgram);
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[2954] | 87 | }
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| 88 |
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| 89 |
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| 90 | SkyPreetham::~SkyPreetham()
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| 91 | {
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[2955] | 92 | //DEL_PTR(mSunQuad);
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[2954] | 93 | }
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| 94 |
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| 95 |
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[2983] | 96 | void SkyPreetham::RenderSkyDome(const Vector3 &sunDir,
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| 97 | Camera *camera,
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| 98 | RenderState *state,
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| 99 | bool scaleToRange)
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[2954] | 100 | {
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[2960] | 101 | pair<float, float> sun_theta;
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[2955] | 102 | Vector3 zenithColor;
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[2960] | 103 | vector<Vector3> ABCDE;
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[3036] | 104 |
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[2960] | 105 | ComputeFactors(sunDir, zenithColor, ABCDE, sun_theta);
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[2954] | 106 |
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| 107 | // Move skybox with camera.
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[2957] | 108 | Vector3 position = camera->GetPosition();
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[2954] | 109 |
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[2959] | 110 | const float scaleFactor = 80.0f;
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[2961] | 111 | //const float scaleFactor = 5.0f;
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[2954] | 112 |
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[3193] | 113 | position.z -= 3.0f * scaleFactor;
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[2957] | 114 | Matrix4x4 m = TranslationMatrix(position);
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| 115 |
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| 116 | Matrix4x4 s = ScaleMatrix(scaleFactor, scaleFactor, scaleFactor);
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| 117 | mSkyDome->GetTransform()->SetMatrix(s * m);
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| 118 |
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[3042] | 119 | Material *mat = mSkyDome->GetShape(0)->GetMaterial();
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[2957] | 120 |
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[3045] | 121 | Technique *tech;
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| 122 |
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[3048] | 123 | tech = mat->GetTechnique(state->GetRenderTechnique());
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[3045] | 124 |
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[3042] | 125 | GPUProgramParameters *vtxParams = tech->GetVertexProgramParameters();
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| 126 |
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[3036] | 127 | vtxParams->SetValue3f(0, sunDir.x, sunDir.y, sunDir.z);
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| 128 | vtxParams->SetValue2f(1, sun_theta.first, sun_theta.second);
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| 129 | vtxParams->SetValue3f(2, zenithColor.x, zenithColor.y, zenithColor.z);
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[2957] | 130 |
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[3036] | 131 | vtxParams->SetValue3f(3, ABCDE[0].x, ABCDE[0].y, ABCDE[0].z);
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| 132 | vtxParams->SetValue3f(4, ABCDE[1].x, ABCDE[1].y, ABCDE[1].z);
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| 133 | vtxParams->SetValue3f(5, ABCDE[2].x, ABCDE[2].y, ABCDE[2].z);
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| 134 | vtxParams->SetValue3f(6, ABCDE[3].x, ABCDE[3].y, ABCDE[3].z);
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| 135 | vtxParams->SetValue3f(7, ABCDE[4].x, ABCDE[4].y, ABCDE[4].z);
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[2983] | 136 |
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| 137 |
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| 138 | if (!scaleToRange)
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[3123] | 139 | {
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[2983] | 140 | // use tone mapping
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[3038] | 141 | vtxParams->SetValue1f(8, 1.0f);
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[2983] | 142 | }
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| 143 | else
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[2982] | 144 | {
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[3193] | 145 | // no tone mapping => linearily scale to displayable dynamic range
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[3038] | 146 | vtxParams->SetValue1f(8, 8e-5f);
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[2982] | 147 | }
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[3039] | 148 |
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[3043] | 149 | // render sky dome
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[2957] | 150 | mSkyDome->Render(state);
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[2954] | 151 |
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[3043] | 152 | // render additively blended sun disc.
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[2958] | 153 | //RenderSunDisk(sunDir, camera);
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[2954] | 154 | }
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| 155 |
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| 156 |
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[2958] | 157 | void SkyPreetham::RenderSunDisk(const Vector3 &sunDir, Camera *camera)
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[2954] | 158 | {
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[3070] | 159 | #if TODO
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[2958] | 160 | // Move skybox with camera.
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| 161 | Vector3 position = camera->GetPosition();
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[2954] | 162 |
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[2958] | 163 | const float scaleFactor = 100.0f;
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| 164 | position.z -= 10 * scaleFactor;
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| 165 |
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[2954] | 166 | // Set world matrix to sun disc position.
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[2958] | 167 | Matrix4x4 sunPos = TranslationMatrix(position);
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[2954] | 168 |
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[2958] | 169 | Vector3 ndir = -Normalize(sunDir);
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[2954] | 170 |
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[2958] | 171 | const float pitch = -atan2(ndir.x, ndir.y);
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| 172 | const float yaw = atan2(ndir.z, sqrt((ndir.x * ndir.x) + (ndir.y * ndir.y)));
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[2954] | 173 |
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[2958] | 174 | Matrix4x4 roty = RotationYMatrix(pitch);
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| 175 | Matrix4x4 rotx = RotationXMatrix(yaw);
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| 176 |
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| 177 | sunPos *= roty;
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| 178 | sunPos *= rotx;;
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| 179 |
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[3036] | 180 | sunposition.rotateAroundY(-D().getScene().getLight().getHorizontalOrientation() + 90.0f);
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| 181 | sunposition.rotateAroundX(-D().getScene().getLight().getVerticalOrientation());
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[2954] | 182 |
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[2958] | 183 | glMatrixMode(GL_MODELVIEW);
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| 184 | glMultMatrixf((float *)sunPos.x);
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| 185 |
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| 186 | float ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
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| 187 |
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| 188 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
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| 189 |
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[3036] | 190 | Float size = 0.5f + (1.0f - lightdirection.y) * 0.5f;
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[2958] | 191 |
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[3036] | 192 | mSunEffect->setVariableVector3("LightDiffuseColor", D().getScene().getLight().getDiffuseColor());
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| 193 | mSunEffect->setVariableFloat("SunSize", size);
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| 194 | mSunEffect->setVariableTexture2D("SunTexture", mSunTexture);
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[2958] | 195 |
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[3036] | 196 | mSunEffect->activate();
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[2958] | 197 |
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[2954] | 198 | mSunQuad->render();
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| 199 |
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| 200 | mSunEffect->deactivate();
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[3036] | 201 | F().getRenderDevice().setDefaultBlendingMode(FRenderDevice::BLENDING_NONE);
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[2954] | 202 |
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[2958] | 203 | glPopMatrix();
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[3036] | 204 | #endif
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[2954] | 205 | }
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| 206 |
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| 207 |
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[2955] | 208 | void SkyPreetham::CreateSunQuad()
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[2954] | 209 | {
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[3036] | 210 | #if TODO
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[2954] | 211 | mSunQuad = new FVertexBuffer();
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| 212 | mSunQuad->setupPrimitiveType(FVertexBuffer::PRIMITIVES_TRIANGLES);
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| 213 | mSunQuad->setupVertexFormat(3, 0, 0, true);
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| 214 | mSunQuad->setupTexCoordSet(0, 2);
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| 215 | mSunQuad->setVertexBufferSize(4, 6);
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| 216 |
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| 217 | mSunQuad->setVertexPosition(0, FVector3(-0.1f, 0.1f, 1.0f));
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| 218 | mSunQuad->setVertexPosition(1, FVector3( 0.1f, 0.1f, 1.0f));
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| 219 | mSunQuad->setVertexPosition(2, FVector3(-0.1f, -0.1f, 1.0f));
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| 220 | mSunQuad->setVertexPosition(3, FVector3( 0.1f, -0.1f, 1.0f));
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| 221 | mSunQuad->setVertexTexCoord(0, 0, FVector2(0.0f, 0.0f));
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| 222 | mSunQuad->setVertexTexCoord(1, 0, FVector2(1.0f, 0.0f));
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| 223 | mSunQuad->setVertexTexCoord(2, 0, FVector2(0.0f, 1.0f));
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| 224 | mSunQuad->setVertexTexCoord(3, 0, FVector2(1.0f, 1.0f));
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| 225 |
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| 226 | mSunQuad->setIndex(0, 0);
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| 227 | mSunQuad->setIndex(1, 1);
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| 228 | mSunQuad->setIndex(2, 2);
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| 229 | mSunQuad->setIndex(3, 2);
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| 230 | mSunQuad->setIndex(4, 1);
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| 231 | mSunQuad->setIndex(5, 3);
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[3036] | 232 | #endif
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[2960] | 233 | }
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| 234 |
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| 235 |
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| 236 | void SkyPreetham::ComputeFactors(const Vector3 &sunDir,
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| 237 | Vector3 &zenithColor,
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| 238 | vector<Vector3> &ABCDE,
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| 239 | std::pair<float, float> &sunThetha) const
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| 240 | {
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| 241 | sunThetha.first = acos(sunDir.z);
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| 242 |
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| 243 | const float cos_theta = cos(sunThetha.first);
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| 244 | sunThetha.second = cos_theta * cos_theta;
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| 245 |
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| 246 | zenithColor.x = ( 0.00165f * CBQ(sunThetha.first) - 0.00374f * SQR(sunThetha.first) + 0.00208f * sunThetha.first + 0.0f) * SQR(mTurbidity) +
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| 247 | (-0.02902f * CBQ(sunThetha.first) + 0.06377f * SQR(sunThetha.first) - 0.03202f * sunThetha.first + 0.00394f) * mTurbidity +
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| 248 | ( 0.11693f * CBQ(sunThetha.first) - 0.21196f * SQR(sunThetha.first) + 0.06052f * sunThetha.first + 0.25885f);
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| 249 |
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| 250 | zenithColor.y = ( 0.00275f * CBQ(sunThetha.first) - 0.00610f * SQR(sunThetha.first) + 0.00316f * sunThetha.first + 0.0f) * SQR(mTurbidity) +
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| 251 | (-0.04214f * CBQ(sunThetha.first) + 0.08970f * SQR(sunThetha.first) - 0.04153f * sunThetha.first + 0.00515f) * mTurbidity +
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| 252 | ( 0.15346f * CBQ(sunThetha.first) - 0.26756f * SQR(sunThetha.first) + 0.06669f * sunThetha.first + 0.26688f);
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| 253 |
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| 254 | zenithColor.z = (float)((4.0453f * mTurbidity - 4.9710f) * tan((4.0f / 9.0f - mTurbidity / 120.0f) *
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| 255 | (M_PI - 2.0f * sunThetha.first)) - 0.2155f * mTurbidity + 2.4192f);
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| 256 |
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| 257 | // convert kcd/m² to cd/m²
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| 258 | zenithColor.z *= 1000.0f;
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| 259 |
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| 260 | ABCDE.push_back(Vector3(-0.01925 * mTurbidity - 0.25922, -0.01669 * mTurbidity - 0.26078, 0.17872 * mTurbidity - 1.46303));
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| 261 | ABCDE.push_back(Vector3(-0.06651 * mTurbidity + 0.00081, -0.09495 * mTurbidity + 0.00921, -0.35540 * mTurbidity + 0.42749));
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| 262 | ABCDE.push_back(Vector3(-0.00041 * mTurbidity + 0.21247, -0.00792 * mTurbidity + 0.21023, -0.02266 * mTurbidity + 5.32505));
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| 263 | ABCDE.push_back(Vector3(-0.06409 * mTurbidity - 0.89887, -0.04405 * mTurbidity - 1.65369, 0.12064 * mTurbidity - 2.57705));
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| 264 | ABCDE.push_back(Vector3(-0.00325 * mTurbidity + 0.04517, -0.01092 * mTurbidity + 0.05291, -0.06696 * mTurbidity + 0.37027));
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| 265 | }
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| 266 |
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| 267 |
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[2983] | 268 | void SkyPreetham::ComputeSunColor(const Vector3 &sunDir,
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| 269 | Vector3 &ambient,
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| 270 | Vector3 &diffuse,
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| 271 | bool scaleToRange) const
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[2960] | 272 | {
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| 273 | // sunDir is sun direction
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| 274 | // ambient color: shadow color
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| 275 | // diffuse color: sun color
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| 276 | pair<float, float> sun_theta;
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[3123] | 277 |
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[2960] | 278 | Vector3 zenithColor;
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| 279 | vector<Vector3> ABCDE;
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| 280 |
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| 281 | ComputeFactors(sunDir, zenithColor, ABCDE, sun_theta);
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| 282 |
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| 283 | Vector3 zenith_XYZ;
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| 284 |
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[2967] | 285 | zenith_XYZ.x = (zenithColor.x / zenithColor.y) * zenithColor.z;
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| 286 | zenith_XYZ.y = zenithColor.z;
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| 287 | zenith_XYZ.z = ((1.0f - zenithColor.x - zenithColor.y) / zenithColor.y) * zenithColor.z;
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[2960] | 288 |
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| 289 | ambient.x = 3.240479f * zenith_XYZ.x - 1.537150f * zenith_XYZ.y - 0.498535f * zenith_XYZ.z;
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| 290 | ambient.y = -0.969256f * zenith_XYZ.x + 1.875992f * zenith_XYZ.y + 0.041556f * zenith_XYZ.z;
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| 291 | ambient.z = 0.055648f * zenith_XYZ.x - 0.204043f * zenith_XYZ.y + 1.057311f * zenith_XYZ.z;
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| 292 |
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| 293 | // downscale ambient color
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[2982] | 294 | if (scaleToRange)
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[3189] | 295 | ambient *= 8e-6f;
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[2981] | 296 | else
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| 297 | ambient *= 1e-1f;
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[2960] | 298 |
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| 299 | // simulate the sun intensity by modulating the ambient term.
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[2970] | 300 | ambient *= (10.0f - 9.0f * DotProd(sunDir, Vector3::UNIT_Z()));
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[2960] | 301 |
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[3077] | 302 |
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[2960] | 303 | Vector3 num;
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| 304 |
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| 305 | 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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| 306 | 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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| 307 | 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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| 308 |
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| 309 | Vector3 den;
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| 310 |
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| 311 | 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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| 312 | 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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| 313 | 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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| 314 |
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| 315 |
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[2967] | 316 | Vector3 xyY = zenithColor * num / den;
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[2960] | 317 |
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| 318 | Vector3 XYZ;
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| 319 |
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| 320 | XYZ.x = (xyY.x / xyY.y) * xyY.z;
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| 321 | XYZ.y = xyY.z;
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| 322 | XYZ.z = ((1.0f - xyY.x - xyY.y) / xyY.y) * xyY.z;
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| 323 |
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| 324 |
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[2967] | 325 | /////////////
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| 326 | //-- transform to rgb
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| 327 |
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[2960] | 328 | Vector3 color;
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| 329 | color.x = 3.240479f * XYZ.x - 1.537150f * XYZ.y - 0.498535f * XYZ.z;
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| 330 | color.y = -0.969256f * XYZ.x + 1.875992f * XYZ.y + 0.041556f *XYZ.z;
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| 331 | color.z = 0.055648f * XYZ.x - 0.204043f * XYZ.y + 1.057311f * XYZ.z;
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| 332 |
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[3077] | 333 | // calculate final sun diffuse color.
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[2982] | 334 | if (scaleToRange)
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[3189] | 335 | diffuse = color * 3e-5f;
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[2981] | 336 | else
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| 337 | diffuse = color * 3e-1f;
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| 338 |
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[3017] | 339 | // diffuse component should be more saturated (and less blueish) for high sun positions
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[3020] | 340 | diffuse.x *= 1.3f;
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| 341 | diffuse.z *= 0.7f;
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[3017] | 342 |
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| 343 | // scale diffuse component in order to make sky look less bright in relation to
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| 344 | // the geometry in the evening
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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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