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build 170628. enabled support for specular component in lighting calculations
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17
skydome.h
17
skydome.h
@@ -1,8 +1,5 @@
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#pragma once
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#include "dumb3d.h"
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#include "float3d.h"
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// sky gradient based on "A practical analytic model for daylight"
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// by A. J. Preetham Peter Shirley Brian Smits (University of Utah)
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@@ -13,7 +10,7 @@ public:
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void Generate();
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void RebuildColors();
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bool SetSunPosition( Math3D::vector3 const &Direction );
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bool SetSunPosition( glm::vec3 const &Direction );
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void SetTurbidity( const float Turbidity = 5.0f );
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void SetExposure( const bool Linearexposure, const float Expfactor );
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@@ -21,30 +18,30 @@ public:
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void SetGammaCorrection( const float Gamma = 2.2f );
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// update skydome
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void Update( Math3D::vector3 const &Sun );
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void Update( glm::vec3 const &Sun );
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// render skydome to screen
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void Render();
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// retrieves average colour of the sky dome
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float3 GetAverageColor() { return m_averagecolour; }
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glm::vec3 GetAverageColor() { return m_averagecolour; }
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private:
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// shading parametrs
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float3 m_sundirection;
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glm::vec3 m_sundirection;
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float m_thetasun, m_phisun;
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float m_turbidity;
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bool m_linearexpcontrol;
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float m_expfactor;
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float m_overcast;
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float m_gammacorrection;
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float3 m_averagecolour;
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glm::vec3 m_averagecolour;
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// data
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int const m_tesselation;
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std::vector<float3> m_vertices;
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std::vector<glm::vec3> m_vertices;
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std::vector<std::uint16_t> m_indices;
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// std::vector<float3> m_normals;
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std::vector<float3> m_colours;
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std::vector<glm::vec3> m_colours;
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GLuint m_vertexbuffer{ (GLuint)-1 };
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GLuint m_indexbuffer{ (GLuint)-1 };
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GLuint m_coloursbuffer{ (GLuint)-1 };
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