1 | #include "SkyPreetham.h"
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2 | #include "common.h"
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3 | #include "Vector3.h"
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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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8 | #include "ShaderProgram.h"
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9 | #include "Shape.h"
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10 | #include "Material.h"
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11 | #include "ShaderManager.h"
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12 |
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13 |
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14 |
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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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26 |
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27 |
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28 | using namespace CHCDemoEngine;
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29 | using namespace std;
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30 |
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31 |
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32 |
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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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37 |
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38 |
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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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45 | void SkyPreetham::InitCG()
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46 | {
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47 | mSkyVtxProgram =
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48 | ShaderManager::GetSingleton()->CreateVertexProgram("sky_preetham", "default_vs", "skyVtx");
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49 |
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50 | if (mSkyVtxProgram->IsValid())
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51 | {
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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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61 | }
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62 | else
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63 | cerr << "sky program failed to load" << endl;
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64 |
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65 | mSkyFragProgram =
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66 | ShaderManager::GetSingleton()->CreateFragmentProgram("sky_preetham", "frag_skydome", "skyFragMrt");
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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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73 | //, mSunQuad(NULL)
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74 | {
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75 | CreateSunQuad();
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76 | Shape *shape = mSkyDome->GetShape(0);
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77 |
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78 | InitCG();
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79 |
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80 | Material *mat = shape->GetMaterial();
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81 |
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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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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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92 | //DEL_PTR(mSunQuad);
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93 | }
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94 |
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95 |
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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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100 | {
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101 | pair<float, float> sun_theta;
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102 | Vector3 zenithColor;
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103 | vector<Vector3> ABCDE;
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104 |
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105 | ComputeFactors(sunDir, zenithColor, ABCDE, sun_theta);
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106 |
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107 | // Move skybox with camera.
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108 | Vector3 position = camera->GetPosition();
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109 |
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110 | const float scaleFactor = 80.0f;
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111 | //const float scaleFactor = 5.0f;
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112 |
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113 | position.z -= 3 * scaleFactor;
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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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119 | Material *mat = mSkyDome->GetShape(0)->GetMaterial();
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120 |
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121 | Technique *tech;
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122 |
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123 | tech = mat->GetTechnique(state->GetRenderTechnique());
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124 |
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125 | GPUProgramParameters *vtxParams = tech->GetVertexProgramParameters();
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126 |
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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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130 |
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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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136 |
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137 |
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138 | if (!scaleToRange)
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139 | {
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140 | // use tone mapping
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141 | vtxParams->SetValue1f(8, 1.0f);
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142 | }
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143 | else
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144 | {
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145 | // no tone mapping => scale to range
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146 | vtxParams->SetValue1f(8, 8e-5f);
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147 | }
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148 |
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149 | // render sky dome
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150 | mSkyDome->Render(state);
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151 |
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152 | // render additively blended sun disc.
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153 | //RenderSunDisk(sunDir, camera);
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154 | }
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155 |
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156 |
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157 | void SkyPreetham::RenderSunDisk(const Vector3 &sunDir, Camera *camera)
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158 | {
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159 | #if TODO
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160 | // Move skybox with camera.
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161 | Vector3 position = camera->GetPosition();
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162 |
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163 | const float scaleFactor = 100.0f;
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164 | position.z -= 10 * scaleFactor;
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165 |
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166 | // Set world matrix to sun disc position.
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167 | Matrix4x4 sunPos = TranslationMatrix(position);
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168 |
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169 | Vector3 ndir = -Normalize(sunDir);
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170 |
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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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173 |
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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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180 | sunposition.rotateAroundY(-D().getScene().getLight().getHorizontalOrientation() + 90.0f);
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181 | sunposition.rotateAroundX(-D().getScene().getLight().getVerticalOrientation());
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182 |
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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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190 | Float size = 0.5f + (1.0f - lightdirection.y) * 0.5f;
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191 |
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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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195 |
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196 | mSunEffect->activate();
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197 |
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198 | mSunQuad->render();
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199 |
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200 | mSunEffect->deactivate();
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201 | F().getRenderDevice().setDefaultBlendingMode(FRenderDevice::BLENDING_NONE);
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202 |
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203 | glPopMatrix();
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204 | #endif
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205 | }
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206 |
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207 |
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208 | void SkyPreetham::CreateSunQuad()
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209 | {
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210 | #if TODO
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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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232 | #endif
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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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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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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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277 |
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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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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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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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294 | if (scaleToRange)
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295 | ambient *= 5e-6f;
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296 | else
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297 | ambient *= 1e-1f;
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298 |
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299 | // simulate the sun intensity by modulating the ambient term.
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300 | ambient *= (10.0f - 9.0f * DotProd(sunDir, Vector3::UNIT_Z()));
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301 |
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302 |
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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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316 | Vector3 xyY = zenithColor * num / den;
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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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325 | /////////////
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326 | //-- transform to rgb
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327 |
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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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333 | // calculate final sun diffuse color.
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334 | if (scaleToRange)
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335 | diffuse = color * 1e-5f;
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336 | else
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337 | diffuse = color * 3e-1f;
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338 |
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339 | // diffuse component should be more saturated (and less blueish) for high sun positions
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340 | diffuse.x *= 1.3f;
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341 | diffuse.z *= 0.7f;
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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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345 | diffuse *= (2.0f - 1.0f * DotProd(sunDir, Vector3::UNIT_Z()));
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346 |
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347 | //cout << "diffuse: " << Magnitude(diffuse) << " ambient: " << Magnitude(ambient) << endl;
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348 | } |
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