#include "SkyPreetham.h" #include "common.h" #include "Vector3.h" #include "SceneEntity.h" #include "Transform3.h" #include "Camera.h" #include "RenderState.h" using namespace CHCDemoEngine; using namespace std; static CGprogram sCgSkyProgram = NULL; static CGprogram sCgMrtFragmentSkyDomeProgram = NULL; static CGparameter sLightDirParam; static CGparameter sThetaSunParam; static CGparameter sZenithColorParam; static CGparameter sAColorParam; static CGparameter sBColorParam; static CGparameter sCColorParam; static CGparameter sDColorParam; static CGparameter sEColorParam; inline float CBQ(float x) { return x * x * x; } inline float SQR(float x) { return x * x ; } void SkyPreetham::Init(CGcontext context) { sCgSkyProgram = cgCreateProgramFromFile(context, CG_SOURCE, "src/shaders/sky_preetham.cg", RenderState::sCgVertexProfile, "default_vs", NULL); if (sCgSkyProgram != NULL) { cgGLLoadProgram(sCgSkyProgram); sLightDirParam = cgGetNamedParameter(sCgSkyProgram, "lightDir"); sThetaSunParam = cgGetNamedParameter(sCgSkyProgram, "thetaSun"); sZenithColorParam = cgGetNamedParameter(sCgSkyProgram, "zenithColor"); sAColorParam = cgGetNamedParameter(sCgSkyProgram, "aColor"); sBColorParam = cgGetNamedParameter(sCgSkyProgram, "bColor"); sCColorParam = cgGetNamedParameter(sCgSkyProgram, "cColor"); sDColorParam = cgGetNamedParameter(sCgSkyProgram, "dColor"); sEColorParam = cgGetNamedParameter(sCgSkyProgram, "eColor"); } else cerr << "sky program failed to load" << endl; sCgMrtFragmentSkyDomeProgram = cgCreateProgramFromFile(context, CG_SOURCE, "src/shaders/sky_preetham.cg", RenderState::sCgFragmentProfile, "frag_skydome", NULL); if (sCgMrtFragmentSkyDomeProgram != NULL) { cgGLLoadProgram(sCgMrtFragmentSkyDomeProgram); /*sMaxDepthParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "maxDepth"); Material::sDiffuseParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "diffuse"); Material::sAmbientParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "ambient"); cgGLSetParameter1f(sMaxDepthParam, MAX_DEPTH_CONST / farDist); */ } else cerr << "fragment skyprogram failed to load" << endl; } SkyPreetham::SkyPreetham(float turbitity, SceneEntity *skyDome): mSkyDome(skyDome), mTurbidity(turbitity) // mSunQuad(NULL) { CreateSunQuad(); } SkyPreetham::~SkyPreetham() { //DEL_PTR(mSunQuad); } void SkyPreetham::Compute(const Vector3 &sunDir, Camera *camera, RenderState *state) { float sun_theta[2]; sun_theta[0] = acos(sunDir.z); const float cos_theta = cos(sun_theta[0]); sun_theta[1] = cos_theta * cos_theta; Vector3 zenithColor; zenithColor.x = ( 0.00165f * CBQ(sun_theta[0]) - 0.00374f * SQR(sun_theta[0]) + 0.00208f * sun_theta[0] + 0.0f) * SQR(mTurbidity) + (-0.02902f * CBQ(sun_theta[0]) + 0.06377f * SQR(sun_theta[0]) - 0.03202f * sun_theta[0] + 0.00394f) * mTurbidity + ( 0.11693f * CBQ(sun_theta[0]) - 0.21196f * SQR(sun_theta[0]) + 0.06052f * sun_theta[0] + 0.25885f); zenithColor.y = (0.00275f * CBQ(sun_theta[0]) - 0.00610f * SQR(sun_theta[0]) + 0.00316f * sun_theta[0] + 0.0f) * SQR(mTurbidity) + (-0.04214f * CBQ(sun_theta[0]) + 0.08970f * SQR(sun_theta[0]) - 0.04153f * sun_theta[0] + 0.00515f) * mTurbidity + ( 0.15346f * CBQ(sun_theta[0]) - 0.26756f * SQR(sun_theta[0]) + 0.06669f * sun_theta[0] + 0.26688f); zenithColor.z = (float)((4.0453f * mTurbidity - 4.9710f) * tan((4.0f / 9.0f - mTurbidity / 120.0f) * (M_PI - 2.0f * sun_theta[0])) - 0.2155f * mTurbidity + 2.4192f); // convert kcd/mē to cd/mē zenithColor.z *= 1000.0f; double ABCDE_x[5], ABCDE_y[5], ABCDE_Y[5]; ABCDE_x[0] = -0.01925 * mTurbidity - 0.25922; ABCDE_x[1] = -0.06651 * mTurbidity + 0.00081; ABCDE_x[2] = -0.00041 * mTurbidity + 0.21247; ABCDE_x[3] = -0.06409 * mTurbidity - 0.89887; ABCDE_x[4] = -0.00325 * mTurbidity + 0.04517; ABCDE_y[0] = -0.01669 * mTurbidity - 0.26078; ABCDE_y[1] = -0.09495 * mTurbidity + 0.00921; ABCDE_y[2] = -0.00792 * mTurbidity + 0.21023; ABCDE_y[3] = -0.04405 * mTurbidity - 1.65369; ABCDE_y[4] = -0.01092 * mTurbidity + 0.05291; ABCDE_Y[0] = 0.17872 * mTurbidity - 1.46303; ABCDE_Y[1] = -0.35540 * mTurbidity + 0.42749; ABCDE_Y[2] = -0.02266 * mTurbidity + 5.32505; ABCDE_Y[3] = 0.12064 * mTurbidity - 2.57705; ABCDE_Y[4] = -0.06696 * mTurbidity + 0.37027; // Move skybox with camera. Vector3 position = camera->GetPosition(); const float scaleFactor = 80.0f; position.z -= 3 * scaleFactor; Matrix4x4 m = TranslationMatrix(position); Matrix4x4 s = ScaleMatrix(scaleFactor, scaleFactor, scaleFactor); mSkyDome->GetTransform()->SetMatrix(s * m); cgGLSetParameter3f(sLightDirParam, sunDir.x, sunDir.y, sunDir.z); cgGLSetParameter2f(sThetaSunParam, sun_theta[0], sun_theta[1]); cgGLSetParameter3f(sZenithColorParam, zenithColor.x, zenithColor.y, zenithColor.z); cgGLSetParameter3f(sAColorParam, ABCDE_x[0], ABCDE_y[0], ABCDE_Y[0]); cgGLSetParameter3f(sBColorParam, ABCDE_x[1], ABCDE_y[1], ABCDE_Y[1]); cgGLSetParameter3f(sCColorParam, ABCDE_x[2], ABCDE_y[2], ABCDE_Y[2]); cgGLSetParameter3f(sDColorParam, ABCDE_x[3], ABCDE_y[3], ABCDE_Y[3]); cgGLSetParameter3f(sEColorParam, ABCDE_x[4], ABCDE_y[4], ABCDE_Y[4]); cgGLEnableProfile(RenderState::sCgVertexProfile); cgGLBindProgram(sCgSkyProgram); if (state->GetRenderPassType() == RenderState::DEFERRED) { cgGLEnableProfile(RenderState::sCgFragmentProfile); cgGLBindProgram(sCgMrtFragmentSkyDomeProgram); } // Render sky dome. mSkyDome->Render(state); // Render additively blended sun disc. //RenderSunDisk(sunDir, camera); cgGLDisableProfile(RenderState::sCgFragmentProfile); } void SkyPreetham::RenderSunDisk(const Vector3 &sunDir, Camera *camera) { // Move skybox with camera. Vector3 position = camera->GetPosition(); const float scaleFactor = 100.0f; position.z -= 10 * scaleFactor; // Set world matrix to sun disc position. Matrix4x4 sunPos = TranslationMatrix(position); Vector3 ndir = -Normalize(sunDir); const float pitch = -atan2(ndir.x, ndir.y); const float yaw = atan2(ndir.z, sqrt((ndir.x * ndir.x) + (ndir.y * ndir.y))); Matrix4x4 roty = RotationYMatrix(pitch); Matrix4x4 rotx = RotationXMatrix(yaw); sunPos *= roty; sunPos *= rotx;; //sunposition.rotateAroundY(-D().getScene().getLight().getHorizontalOrientation() + 90.0f); //sunposition.rotateAroundX(-D().getScene().getLight().getVerticalOrientation()); glMatrixMode(GL_MODELVIEW); glMultMatrixf((float *)sunPos.x); float ambient[] = {1.0f, 1.0f, 1.0f, 1.0f}; glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); //Float size = 0.5f + (1.0f - lightdirection.y) * 0.5f; //mSunEffect->setVariableVector3("LightDiffuseColor", D().getScene().getLight().getDiffuseColor()); //mSunEffect->setVariableFloat("SunSize", size); //mSunEffect->setVariableTexture2D("SunTexture", mSunTexture); /*mSunEffect->activate(); mSunQuad->render(); mSunEffect->deactivate(); F().getRenderDevice().setDefaultBlendingMode(FRenderDevice::BLENDING_NONE);*/ glPopMatrix(); } void SkyPreetham::CreateSunQuad() { /* mSunQuad = new FVertexBuffer(); mSunQuad->setupPrimitiveType(FVertexBuffer::PRIMITIVES_TRIANGLES); mSunQuad->setupVertexFormat(3, 0, 0, true); mSunQuad->setupTexCoordSet(0, 2); mSunQuad->setVertexBufferSize(4, 6); mSunQuad->setVertexPosition(0, FVector3(-0.1f, 0.1f, 1.0f)); mSunQuad->setVertexPosition(1, FVector3( 0.1f, 0.1f, 1.0f)); mSunQuad->setVertexPosition(2, FVector3(-0.1f, -0.1f, 1.0f)); mSunQuad->setVertexPosition(3, FVector3( 0.1f, -0.1f, 1.0f)); mSunQuad->setVertexTexCoord(0, 0, FVector2(0.0f, 0.0f)); mSunQuad->setVertexTexCoord(1, 0, FVector2(1.0f, 0.0f)); mSunQuad->setVertexTexCoord(2, 0, FVector2(0.0f, 1.0f)); mSunQuad->setVertexTexCoord(3, 0, FVector2(1.0f, 1.0f)); mSunQuad->setIndex(0, 0); mSunQuad->setIndex(1, 1); mSunQuad->setIndex(2, 2); mSunQuad->setIndex(3, 2); mSunQuad->setIndex(4, 1); mSunQuad->setIndex(5, 3); */ }