#include "stdafx.h" #include "opengl/glew.h" #include "skydome.h" #include "color.h" // sky gradient based on "A practical analytic model for daylight" // by A. J. Preetham Peter Shirley Brian Smits (University of Utah) float CSkyDome::m_distributionluminance[ 5 ][ 2 ] = { // Perez distributions { 0.17872f , -1.46303f }, // a = darkening or brightening of the horizon { -0.35540f , 0.42749f }, // b = luminance gradient near the horizon, { -0.02266f , 5.32505f }, // c = relative intensity of the circumsolar region { 0.12064f , -2.57705f }, // d = width of the circumsolar region { -0.06696f , 0.37027f } // e = relative backscattered light }; float CSkyDome::m_distributionxcomp[ 5 ][ 2 ] = { { -0.01925f , -0.25922f }, { -0.06651f , 0.00081f }, { -0.00041f , 0.21247f }, { -0.06409f , -0.89887f }, { -0.00325f , 0.04517f } }; float CSkyDome::m_distributionycomp[ 5 ][ 2 ] = { { -0.01669f , -0.26078f }, { -0.09495f , 0.00921f }, { -0.00792f , 0.21023f }, { -0.04405f , -1.65369f }, { -0.01092f , 0.05291f } }; float CSkyDome::m_zenithxmatrix[ 3 ][ 4 ] = { { 0.00165f, -0.00375f, 0.00209f, 0.00000f }, { -0.02903f, 0.06377f, -0.03202f, 0.00394f }, { 0.11693f, -0.21196f, 0.06052f, 0.25886f } }; float CSkyDome::m_zenithymatrix[ 3 ][ 4 ] = { { 0.00275f, -0.00610f, 0.00317f, 0.00000f }, { -0.04214f, 0.08970f, -0.04153f, 0.00516f }, { 0.15346f, -0.26756f, 0.06670f, 0.26688f } }; //******************************************************************************// float clamp( float const Value, float const Min, float const Max ) { float value = Value; if( value < Min ) { value = Min; } if( value > Max ) { value = Max; } return value; } float interpolate( float const First, float const Second, float const Factor ) { return ( First * ( 1.0f - Factor ) ) + ( Second * Factor ); } //******************************************************************************// CSkyDome::CSkyDome (int const Tesselation) : m_tesselation( Tesselation ) { // SetSunPosition( Math3D::vector3(75.0f, 0.0f, 0.0f) ); SetTurbidity( 3.5f ); SetExposure( true, 16.0f ); SetOvercastFactor( 0.08f ); SetGammaCorrection( 2.2f ); Generate(); } CSkyDome::~CSkyDome() { } //******************************************************************************// void CSkyDome::Generate() { // radius of dome float const radius = 1.0f; // 100.0f; // create geometry chunk int const latitudes = m_tesselation / 2; int const longitudes = m_tesselation; for( int i = 0; i < latitudes; ++i ) { float lat0 = M_PI * ( -0.5f + (float)( i ) / latitudes ); float z0 = std::sin( lat0 ); float zr0 = std::cos( lat0 ); float lat1 = M_PI * ( -0.5f + (float)( i + 1 ) / latitudes ); float z1 = std::sin( lat1 ); float zr1 = std::cos( lat1 ); // quad strip for( int j = 0; j <= longitudes / 2; ++j ) { float longitude = 2.0 * M_PI * (float)( j ) / longitudes; float x = std::cos( longitude ); float y = std::sin( longitude ); m_vertices.emplace_back( float3( x * zr0, y * zr0 - 0.1f, z0 ) * radius ); // m_normals.emplace_back( float3( -x * zr0, -y * zr0, -z0 ) ); m_colours.emplace_back( float3( 0.75f, 0.75f, 0.75f ) ); m_vertices.emplace_back( float3( x * zr1, y * zr1 - 0.1f, z1 ) * radius ); // m_normals.emplace_back( float3( -x * zr1, -y * zr1, -z1 ) ); m_colours.emplace_back( float3( 0.75f, 0.75f, 0.75f ) ); } } } //******************************************************************************// void CSkyDome::Update( Math3D::vector3 const &Sun ) { if( true == SetSunPosition( Sun ) ) { // build colors if there's a change in sun position RebuildColors(); } } // render skydome to screen void CSkyDome::Render() { int const latitudes = m_tesselation / 2; int const longitudes = m_tesselation; int idx = 0; for( int i = 0; i < latitudes; ++i ) { ::glBegin( GL_QUAD_STRIP ); for( int j = 0; j <= longitudes / 2; ++j ) { ::glColor3f( m_colours[ idx ].x, m_colours[ idx ].y, m_colours[ idx ].z ); // ::glNormal3f( m_normals[ idx ].x, m_normals[ idx ].y, m_normals[ idx ].z ); ::glVertex3f( m_vertices[ idx ].x, m_vertices[ idx ].y, m_vertices[ idx ].z ); ++idx; ::glColor3f( m_colours[ idx ].x, m_colours[ idx ].y, m_colours[ idx ].z ); // ::glNormal3f( m_normals[ idx ].x, m_normals[ idx ].y, m_normals[ idx ].z ); ::glVertex3f( m_vertices[ idx ].x, m_vertices[ idx ].y, m_vertices[ idx ].z ); ++idx; } glEnd(); } } //******************************************************************************// bool CSkyDome::SetSunPosition( Math3D::vector3 const &Direction ) { auto sundirection = SafeNormalize( float3( Direction.x, Direction.y, Direction.z) ); if( sundirection == m_sundirection ) { return false; } m_sundirection = sundirection; m_thetasun = std::acosf( m_sundirection.y ); m_phisun = std::atan2( m_sundirection.z , m_sundirection.x ); return true; } void CSkyDome::SetTurbidity( float const Turbidity ) { m_turbidity = clamp( Turbidity, 1.0f, 512.0f ); } void CSkyDome::SetExposure( bool const Linearexposure, float const Expfactor ) { m_linearexpcontrol = Linearexposure; m_expfactor = 1.0f / clamp( Expfactor, 1.0f, std::numeric_limits::infinity() ); } void CSkyDome::SetGammaCorrection( float const Gamma ) { m_gammacorrection = 1.0f / clamp( Gamma, std::numeric_limits::epsilon(), std::numeric_limits::infinity() ); } void CSkyDome::SetOvercastFactor( float const Overcast ) { m_overcast = clamp( Overcast, 0.0f, 1.0f ); } //******************************************************************************// void CSkyDome::GetPerez( float *Perez, float Distribution[ 5 ][ 2 ], const float Turbidity ) { Perez[ 0 ] = Distribution[ 0 ][ 0 ] * Turbidity + Distribution[ 0 ][ 1 ]; Perez[ 1 ] = Distribution[ 1 ][ 0 ] * Turbidity + Distribution[ 1 ][ 1 ]; Perez[ 2 ] = Distribution[ 2 ][ 0 ] * Turbidity + Distribution[ 2 ][ 1 ]; Perez[ 3 ] = Distribution[ 3 ][ 0 ] * Turbidity + Distribution[ 3 ][ 1 ]; Perez[ 4 ] = Distribution[ 4 ][ 0 ] * Turbidity + Distribution[ 4 ][ 1 ]; } float CSkyDome::GetZenith( float Zenithmatrix[ 3 ][ 4 ], const float Theta, const float Turbidity ) { const float theta2 = Theta*Theta; const float theta3 = Theta*theta2; return ( Zenithmatrix[0][0] * theta3 + Zenithmatrix[0][1] * theta2 + Zenithmatrix[0][2] * Theta + Zenithmatrix[0][3]) * Turbidity * Turbidity + ( Zenithmatrix[1][0] * theta3 + Zenithmatrix[1][1] * theta2 + Zenithmatrix[1][2] * Theta + Zenithmatrix[1][3]) * Turbidity + ( Zenithmatrix[2][0] * theta3 + Zenithmatrix[2][1] * theta2 + Zenithmatrix[2][2] * Theta + Zenithmatrix[2][3]); } //******************************************************************************// float CSkyDome::PerezFunctionO1( float Perezcoeffs[ 5 ], const float Thetasun, const float Zenithval ) { const float val = ( 1.0f + Perezcoeffs[ 0 ] * std::exp( Perezcoeffs[ 1 ] ) ) * ( 1.0f + Perezcoeffs[ 2 ] * std::exp( Perezcoeffs[ 3 ] * Thetasun ) + Perezcoeffs[ 4 ] * std::pow( std::cos( Thetasun ), 2 ) ); return Zenithval / val; } float CSkyDome::PerezFunctionO2( float Perezcoeffs[ 5 ], const float Icostheta, const float Gamma, const float Cosgamma2, const float Zenithval ) { // iCosTheta = 1.0f / cosf(theta) // cosGamma2 = SQR( cosf( gamma ) ) return Zenithval * ( 1.0f + Perezcoeffs[ 0 ] * std::exp( Perezcoeffs[ 1 ] * Icostheta ) ) * ( 1.0f + Perezcoeffs[ 2 ] * std::exp( Perezcoeffs[ 3 ] * Gamma ) + Perezcoeffs[ 4 ] * Cosgamma2 ); } //******************************************************************************// void CSkyDome::RebuildColors() { // get zenith luminance float const chi = ( (4.0f / 9.0f) - (m_turbidity / 120.0f) ) * ( M_PI - (2.0f * m_thetasun) ); float zenithluminance = ( (4.0453f * m_turbidity) - 4.9710f ) * std::tan( chi ) - (0.2155f * m_turbidity) + 2.4192f; // get x / y zenith float zenithx = GetZenith( m_zenithxmatrix, m_thetasun, m_turbidity ); float zenithy = GetZenith( m_zenithymatrix, m_thetasun, m_turbidity ); // get perez function parametrs float perezluminance[5], perezx[5], perezy[5]; GetPerez( perezluminance, m_distributionluminance, m_turbidity ); GetPerez( perezx, m_distributionxcomp, m_turbidity ); GetPerez( perezy, m_distributionycomp, m_turbidity ); // make some precalculation zenithx = PerezFunctionO1( perezx, m_thetasun, zenithx ); zenithy = PerezFunctionO1( perezy, m_thetasun, zenithy ); zenithluminance = PerezFunctionO1( perezluminance, m_thetasun, zenithluminance ); // start with fresh average for the new pass float3 averagecolor{ 0.0f, 0.0f, 0.0f }; // trough all vertices float3 vertex; float3 color, colorconverter; for ( unsigned int i = 0; i < m_vertices.size(); ++i ) { // grab it vertex = SafeNormalize( m_vertices[ i ] ); // angle between sun and vertex const float gamma = std::acos( DotProduct( vertex, m_sundirection ) ); // warning : major hack!!! .. i had to do something with values under horizon //vertex.y = Clamp( vertex.y, 0.05f, 1.0f ); if ( vertex.y < 0.05f ) vertex.y = 0.05f; // from paper: // const float theta = arccos( vertex.y ); // const float iCosTheta = 1.0f / cosf( theta ); // optimized: // iCosTheta = // = 1.0f / cosf( arccos( vertex.y ) ); // = 1.0f / vertex.y; float const icostheta = 1.0f / vertex.y; float const cosgamma2 = std::pow( std::cos( gamma ), 2 ); // Compute x,y values float const x = PerezFunctionO2( perezx, icostheta, gamma, cosgamma2, zenithx ); float const y = PerezFunctionO2( perezy, icostheta, gamma, cosgamma2, zenithy ); // luminance(Y) for clear & overcast sky float const yclear = PerezFunctionO2( perezluminance, icostheta, gamma, cosgamma2, zenithluminance ); float const yover = ( 1.0f + 2.0f * vertex.y ) / 3.0f; float const Y = interpolate( yclear, yover, m_overcast ); float const X = (x / y) * Y; float const Z = ((1.0f - x - y) / y) * Y; colorconverter = float3( X, Y, Z ); color = XYZtoRGB( colorconverter ); colorconverter = RGBtoHSV(color); if ( m_linearexpcontrol ) { // linear scale colorconverter.z *= m_expfactor; } else { // exp scale colorconverter.z = 1.0f - exp( -m_expfactor * colorconverter.z ); } color = HSVtoRGB(colorconverter); /* // gamma control color.x = std::pow( color.x, m_gammacorrection ); color.x = std::pow( color.y, m_gammacorrection ); color.x = std::pow( color.z, m_gammacorrection ); */ // crude correction for the times where the model breaks (late night) // TODO: use proper night sky calculation for these times instead if( ( color.x <= 0.0f ) && ( color.y <= 0.0f ) ) { // darken the sky as the sun goes deeper below the horizon // 15:50:75 is picture-based night sky colour. it may not be accurate but looks 'right enough' color.z = 0.75f * std::max( color.z + m_sundirection.y, 0.075f ); color.x = 0.20f * color.z; color.y = 0.65f * color.z; color = color * ( 1.15f - vertex.y ); // simple gradient, darkening towards the top } // save m_colours[ i ] = color; averagecolor += color; } m_averagecolour = averagecolor / m_vertices.size(); m_averagecolour.x = std::max( m_averagecolour.x, 0.0f ); m_averagecolour.y = std::max( m_averagecolour.y, 0.0f ); m_averagecolour.z = std::max( m_averagecolour.z, 0.0f ); } //******************************************************************************//