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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 16:49:21 +02:00
Files
maszyna/environment/skydome.cppm
maj00r b8f040e6fd propagate template headers transitively, import Console where used
AnimModel.cpp reaches cParser through the simulation core, not a direct
import, so the previous pass missed it; the propagation now follows the
whole import closure. Train.cpp, drivermode.cpp and Globals.cpp call
Console:: inside _WIN32 guards without importing eu07.console - invisible
on Linux, where those blocks are skipped.
2026-09-10 01:41:24 +02:00

89 lines
2.6 KiB
C++

// sky gradient based on "A practical analytic model for daylight"
// by A. J. Preetham Peter Shirley Brian Smits (University of Utah)
module;
#include <array>
#include <chrono>
#include <cstddef>
#include <deque>
#include <limits>
#include <mutex>
#include <ostream>
#include <sstream>
#include <string>
#include <type_traits>
#include <unordered_map>
#include <utility>
#include <cstdint>
#include <vector>
export module eu07.environment.skydome;
import eu07.glm;
export {
class CSkyDome {
public:
CSkyDome( int const Tesselation = 54 );
~CSkyDome();
void Generate();
void RebuildColors();
bool SetSunPosition( glm::vec3 const &Direction );
void SetTurbidity( const float Turbidity = 5.0f );
void SetExposure( const bool Linearexposure, const float Expfactor );
void SetOvercastFactor( const float Overcast = 0.0f );
// update skydome
void Update( glm::vec3 const &Sun );
// retrieves average colour of the sky dome
glm::vec3 GetAverageColor() { return m_averagecolour * 8.f / 6.f; }
glm::vec3 GetAverageHorizonColor() { return m_averagehorizoncolour; }
std::vector<glm::vec3> const & vertices() const {
return m_vertices; }
std::vector<glm::vec3> & colors() {
return m_colours; }
std::vector<std::uint16_t> const & indices() const {
return m_indices; }
auto const & is_dirty() const { return m_dirty; }
auto & is_dirty() { return m_dirty; }
private:
// shading parametrs
glm::vec3 m_sundirection;
float m_thetasun, m_phisun;
float m_turbidity;
bool m_linearexpcontrol;
float m_expfactor;
float m_overcast;
glm::vec3 m_averagecolour;
glm::vec3 m_averagehorizoncolour;
// data
int const m_tesselation;
std::vector<glm::vec3> m_vertices;
std::vector<std::uint16_t> m_indices;
// std::vector<float3> m_normals;
std::vector<glm::vec3> m_colours;
bool m_dirty { true }; // indicates sync state between simulation and gpu sides
static float m_distributionluminance[ 5 ][ 2 ];
static float m_distributionxcomp[ 5 ][ 2 ];
static float m_distributionycomp[ 5 ][ 2 ];
static float m_zenithxmatrix[ 3 ][ 4 ];
static float m_zenithymatrix[ 3 ][ 4 ];
// coloring
void GetPerez( float *Perez, float Distribution[ 5 ][ 2 ], const float Turbidity );
float GetZenith( float Zenithmatrix[ 3 ][ 4 ], const float Theta, const float Turbidity );
float PerezFunctionO1( float Perezcoeffs[ 5 ], const float Thetasun, const float Zenithval );
float PerezFunctionO2( float Perezcoeffs[ 5 ], const float Icostheta, const float Gamma, const float Cosgamma2, const float Zenithval );
};
} // export