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Files
maszyna/environment/skydome.cpp
jerrrrycho 6263fe539b Fix/sonar maintainability rebased (#209)
* refactor(sonar): use override instead of redundant virtual (cpp:S3471)

* refactor(sonar): remove empty statements, one declaration per statement (cpp:S1116, cpp:S1659)

* refactor(sonar): drop redundant lambda return types (cpp:S3574)

* refactor(sonar): prefer using over typedef (cpp:S5416)

* refactor(sonar): use =default for trivial special members (cpp:S3490)

* refactor(sonar): use nullptr literal (cpp:S4962)

* refactor(sonar): remove redundant access specifiers (cpp:S3539)

* refactor(sonar): remove redundant casts (cpp:S1905)

* refactor(sonar): use std::scoped_lock instead of std::lock_guard (cpp:S5997)

* refactor(sonar): construct elements in place with emplace_back (cpp:S6003)

* refactor(sonar): make narrowing conversions explicit (cpp:S5276)

* refactor(sonar): mark unused parameters (cpp:S1172)

Unused names are commented out; parameters used only on some platforms
are marked [[maybe_unused]].

* refactor(sonar): declare non-mutating member functions const (cpp:S5817)

Virtual functions are left untouched so overrides keep matching.

* refactor(sonar): merge collapsible nested if statements (cpp:S1066)

Comments that preceded the inner if are kept above the merged statement.

* refactor(sonar): scope single-use variables in if init-statements (cpp:S6004)

* fix(sonar): give polymorphic base classes virtual destructors (cpp:S1235)

* refactor(sonar): use try_emplace for map insertion (cpp:S6030)

* refactor(sonar): use auto where the type is spelled out on the right (cpp:S5827)

* refactor(sonar): remove redundant parentheses (cpp:S1110)

* refactor(sonar): document intentionally empty functions (cpp:S1186)

* refactor(sonar): remove dead stores (cpp:S1854)

Side effects (e.g. LISTLINE++) are kept.

* refactor(sonar): remove unused variables, captures and private fields (cpp:S1481, cpp:S1068)

* refactor(sonar): use structured bindings for pair access (cpp:S6005)

* refactor(sonar): use range-based loops and ranges algorithms (cpp:S5566)

* refactor(sonar): split chained assignments (cpp:S1121)

* refactor(sonar): add default cases to switch statements (cpp:S3562)

* refactor(sonar): use std::size for array lengths (cpp:S7127)

* refactor(sonar): use std::ranges algorithms and std::erase(_if) (cpp:S6197)

* refactor(sonar): access static members through the class (cpp:S2209)

* refactor(sonar): add braces around nested if-else (cpp:S5261)

* refactor(sonar): avoid side effects inside typeid operands (cpp:S5279)

* refactor(sonar): drop top-level const from by-value return types (cpp:S5951)

* refactor(sonar): declare variables separately from their type definitions (cpp:S3646)

* refactor(sonar): declare loop counters in the for statement (cpp:S5955)

* refactor(sonar): rely on class template argument deduction (cpp:S6012)

* refactor(sonar): inherit base constructors instead of forwarding them (cpp:S5952)

* refactor(sonar): rename locals that shadow outer declarations (cpp:S1117)

Only local variables and definition parameters are renamed; shadowing
struct fields and enumerators in headers are left for a separate change.

* refactor(sonar): reduce enum qualification with using enum (cpp:S6177)

Applied only where no unqualified name in the block could be captured by
the introduced enumerators.

* refactor(sonar): mark converting constructors explicit (cpp:S1709)

sound_source and the gl::object conversion operators stay implicit; they
are relied upon by copy-list-initialisation and GL calls.

* refactor(sonar): initialise members in initialiser lists or declarations (cpp:S3230)

* refactor(sonar): make read-only local references and pointers const (cpp:S5350)

* refactor(sonar): take read-only pointer and reference parameters as const (cpp:S995)

TTrain command handlers keep their signature, it is fixed by the handler table.

* refactor(sonar): pass expensive-to-copy parameters by const reference (cpp:S1238)

Signatures declared in files touched by PR 206 (Driver.h, EU07.cpp) and
virtual overrides are left unchanged.

* refactor(sonar): use transparent comparators for string-keyed maps (cpp:S6045)

std::unordered_map instances and map types exposed in headers used by
other modules are left as they are.

* fix(sonar): do not use UI text as a printf format string (cpp:S5281)

Text lines containing '%' would otherwise be interpreted as format
specifiers by ImGui::TextColored.

* refactor(sonar): use std::bind_front for callbacks (cpp:S5995)

* refactor(sonar): drop const_cast on string literals passed to the Python C API (cpp:S859)

* refactor(sonar): take read-only string parameters as std::string_view (cpp:S6009)

The Windows messaging helpers keep std::string, they need c_str().

* refactor(sonar): make read-only global tables const (cpp:S5421)

Mutable global state (flags, timers, singletons) is left as is.

* refactor(sonar): replace single-case switch statements with if (cpp:S1301)

* refactor(sonar): format UUIDs and log timestamps with std::format (cpp:S6494, cpp:S5945)

* refactor(sonar): use std::array for local fixed-size arrays (cpp:S5945)

Arrays that are class members or part of headers are left unchanged.

* fix(sonar): test the bearing damage bit, not bit 0 (cpp:S872)

'DamageFlag & dtrain_bearing > 0' parsed as 'DamageFlag & (dtrain_bearing > 0)',
i.e. DamageFlag & 1, so bearing friction reacted to the wrong damage flag.

* refactor(sonar): assorted small fixes

- empty() instead of size() comparisons (cpp:S1155)
- member initialisers in declaration order (cpp:S3229)
- no redundant c_str() when a std::string is accepted (cpp:S7121)
- contains() on associative containers (cpp:S6171)
- const reference instead of a copying range-for (cpp:S6032)
- starts_with() for prefix checks (cpp:S6178)
- no std::move on temporaries (cpp:S5274)
- has_value() on std::optional (cpp:S7172)
- bool literals for bool members (cpp:S5820)
- inline only on the definition (cpp:S3548)
- explicit base access specifier (cpp:S5965)
- explicit element access instead of dereferencing an array (cpp:S7116)
- rely on the C++20 rewritten operator!= (cpp:S6186)

* refactor(sonar): more small fixes

- std::format instead of iostream manipulators in to_string/to_hex_str (cpp:S6495);
  output verified identical, negative hex values keep the unsigned form
- remove an empty compound statement (cpp:S108)
- drop an always-false unsigned < 0 branch (cpp:S1768)
- explicit lambda capture (cpp:S3608)
- std::make_unique (cpp:S5950)

* chore: strip stray carriage returns left in TTrain constructor comments

* fix: keep quantize() in its own value type

The S5276 change cast the result of the generic quantize<Type_>() to
unsigned int, which truncated float/double callers (shadow angle slider,
editor rotation snapping, AI speed control steps) and broke negative values.

* fix(sonar): use integer loop counters in segment sampling (cpp:S2193)

* refactor(sonar): clean up issues reported on PR 209

- remove locals left unused after the dead-store cleanup (cpp:S1481, cpp:S1854)
- unnamed unused parameter (cpp:S1172)
- single-use declarations moved into if init-statements (cpp:S6004)
- auto for casted initialisers (cpp:S5827)
- const references and pointers where nothing is modified (cpp:S5350)
- rename structured bindings shadowed by inner declarations (cpp:S1117)
2026-10-11 13:22:33 +02:00

325 lines
13 KiB
C++

#include "stdafx.h"
#include "environment/skydome.h"
#include "utilities/color.h"
#include "simulation/simulationenvironment.h"
#include "utilities/Globals.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 , -1.66303f }, // a = darkening or brightening of the horizon
{ -0.35540f , 0.42750f }, // 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 }
};
//******************************************************************************//
CSkyDome::CSkyDome (int const Tesselation) :
m_tesselation( Tesselation ) {
// SetSunPosition( glm::vec3(75.0f, 0.0f, 0.0f) );
SetTurbidity( Global.fTurbidity );
SetExposure( true, 10.0f );
SetOvercastFactor( 0.05f );
Generate();
}
CSkyDome::~CSkyDome() = default;
//******************************************************************************//
void CSkyDome::Generate() {
// radius of dome
float const radius = 1.0f;
float const offset = 0.1f * radius; // horizontal offset, a cheap way to prevent a gap between ground and horizon
// create geometry chunk
int const latitudes = m_tesselation / 2 / 2; // half-sphere only
int const longitudes = m_tesselation;
std::uint16_t index = 0;
for( int i = 0; i <= latitudes; ++i ) {
auto const latitude = static_cast<float>(M_PI * ( -0.5f + (float)i / static_cast<float>(latitudes) / 2 )); // half-sphere only
float const z = std::sin( latitude );
float const zr = std::cos( latitude );
for( int j = 0; j <= longitudes; ++j ) {
auto const longitude = static_cast<float>(2.0 * M_PI * (float)j / longitudes);
float const x = std::cos( longitude );
float const y = std::sin( longitude );
/*
m_vertices.emplace_back( float3( x * zr, y * zr - offset, z ) * radius );
// we aren't using normals, but the code is left here in case it's ever needed
// m_normals.emplace_back( float3( x * zr, -y * zr, -z ) );
*/
// cartesian to opengl swap: -x, -z, -y
m_vertices.emplace_back( glm::vec3( -x * zr, -z - offset, -y * zr ) * radius );
m_colours.emplace_back( glm::vec3( 0.75f, 0.75f, 0.75f ) ); // placeholder
if( i == 0 || j == 0 ) {
// initial edge of the dome, don't start indices yet
++index;
}
else {
// indices for two triangles, formed between current and previous latitude
m_indices.emplace_back( index - 1 - (longitudes + 1) );
m_indices.emplace_back( index - 1 );
m_indices.emplace_back( index );
m_indices.emplace_back( index );
m_indices.emplace_back( index - ( longitudes + 1 ) );
m_indices.emplace_back( index - 1 - ( longitudes + 1 ) );
++index;
}
}
}
}
void CSkyDome::Update( glm::vec3 const &Sun ) {
SetTurbidity(Global.fTurbidity);
if( true == SetSunPosition( Sun ) ) {
// build colors if there's a change in sun position
RebuildColors();
}
}
// render skydome to screen
bool CSkyDome::SetSunPosition( glm::vec3 const &Direction ) {
if( Direction == m_sundirection ) {
return false;
}
m_sundirection = Direction;
m_thetasun = std::acos( m_sundirection.y );
m_phisun = std::atan2( m_sundirection.z, m_sundirection.x );
return true;
}
void CSkyDome::SetTurbidity( float const Turbidity ) {
m_turbidity = std::clamp( Turbidity, 1.f, 128.f );
}
void CSkyDome::SetExposure( bool const Linearexposure, float const Expfactor ) {
m_linearexpcontrol = Linearexposure;
m_expfactor = 1.0f / std::clamp( Expfactor, 1.0f, std::numeric_limits<float>::infinity() );
}
void CSkyDome::SetOvercastFactor( float const Overcast ) {
m_overcast = std::clamp( Overcast, 0.0f, 1.0f ) * 0.75f; // going above 0.65 makes the model go pretty bad, appearance-wise
}
void CSkyDome::GetPerez( float *Perez, float Distribution[ 5 ][ 2 ], const float Turbidity ) const {
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 {
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 const Perezcoeffs[ 5 ], const float Thetasun, const float Zenithval ) const {
const auto val = static_cast<float>(( 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 const Perezcoeffs[ 5 ], const float Icostheta, const float Gamma, const float Cosgamma2, const float Zenithval ) const {
// 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() {
float twilightfactor = std::clamp( -simulation::Environment.sun().getAngle(), 0.0f, 18.0f ) / 18.0f;
auto gammacorrection = glm::mix( glm::vec3( 1.0f ), glm::vec3( 0.45f ), twilightfactor );
// get zenith luminance
auto const chi = static_cast<float>(( 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
std::array<float, 5> perezluminance{};
std::array<float, 5> perezx{};
std::array<float, 5> perezy{};
GetPerez( perezluminance.data(), m_distributionluminance, m_turbidity );
GetPerez( perezx.data(), m_distributionxcomp, m_turbidity );
GetPerez( perezy.data(), m_distributionycomp, m_turbidity );
// make some precalculation
zenithx = PerezFunctionO1( perezx.data(), m_thetasun, zenithx );
zenithy = PerezFunctionO1( perezy.data(), m_thetasun, zenithy );
zenithluminance = PerezFunctionO1( perezluminance.data(), m_thetasun, zenithluminance );
// start with fresh average for the new pass
glm::vec3 averagecolor;
glm::vec3 averagehorizoncolor;
// trough all vertices
glm::vec3 vertex;
glm::vec3 color;
glm::vec3 colorconverter;
for ( unsigned int i = 0; i < m_vertices.size(); ++i ) {
// grab it
vertex = glm::normalize( m_vertices[ i ] );
// angle between sun and vertex
// NOTE: the dot product can exceed the [ -1, 1 ] range by a rounding error,
// which would turn the vertex - and, through the averages, the fog and ambient
// light - into a NaN, so it gets clamped before feeding it to acos()
const float gamma = std::acos( std::clamp( glm::dot( vertex, m_sundirection ), -1.0f, 1.0f ) );
// warning : major hack!!! .. i had to do something with values under horizon
//vertex.y = Clamp<float>( 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;
auto const cosgamma2 = static_cast<float>(std::pow( std::cos( gamma ), 2 ));
// Compute x,y values
float const x = PerezFunctionO2( perezx.data(), icostheta, gamma, cosgamma2, zenithx );
float const y = PerezFunctionO2( perezy.data(), icostheta, gamma, cosgamma2, zenithy );
// luminance(Y) for clear & overcast sky
float const yclear = std::max( 0.01f, PerezFunctionO2( perezluminance.data(), icostheta, gamma, cosgamma2, zenithluminance ) );
float const yover = std::max( 0.01f, zenithluminance * ( 1.0f + 2.0f * vertex.y ) / 3.0f );
float const Y = std::lerp( yclear, yover, m_overcast );
float const X = x / y * Y;
float const Z = (1.0f - x - y) / y * Y;
colorconverter = glm::vec3( X, Y, Z );
color = colors::XYZtoRGB( colorconverter );
colorconverter = colors::RGBtoHSV(color);
if ( m_linearexpcontrol ) {
// linear scale
colorconverter.z *= m_expfactor;
} else {
// exp scale
colorconverter.z = 1.0f - std::exp( -m_expfactor * colorconverter.z );
}
colorconverter.z = std::pow( std::max( colorconverter.z, 0.0f ), gammacorrection.x );
colorconverter.y = std::clamp( colorconverter.y * Global.m_skysaturationcorrection, 0.0f, 1.0f );
// desaturate sky colour, based on overcast level
if( colorconverter.y > 0.0f ) {
colorconverter.y *= 1.0f - 0.5f * m_overcast;
}
// override the hue, based on sun height above the horizon. crude way to deal with model shortcomings
// correction begins when the sun is higher than 10 degrees above the horizon, and fully in effect at 10+15 degrees
auto const degreesabovehorizon = static_cast<float>(90.0f - m_thetasun * ( 180.0f / M_PI ));
auto const sunbasedphase = std::clamp( 1.0f / 15.0f * ( degreesabovehorizon - 10.0f ), 0.0f, 1.0f );
// correction is applied in linear manner from the bottom, becomes fully in effect for vertices with y = 0.50
auto const heightbasedphase = std::clamp( vertex.y * 2.0f, 0.0f, 1.0f );
// this height-based factor is reduced the farther the sun is up in the sky
float const shiftfactor = std::clamp( std::lerp(heightbasedphase, sunbasedphase, sunbasedphase), 0.0f, 1.0f );
// h = 210 makes for 'typical' sky tone
glm::vec3 const skytonecolor = colors::HSVtoRGB( glm::vec3( 210.0f, 0.5f, colorconverter.z ) );
color = colors::HSVtoRGB( colorconverter );
color = glm::mix( color, skytonecolor, shiftfactor * Global.m_skyhuecorrection );
// crude correction for the times where the model breaks (late night)
// TODO: use proper night sky calculation for these times instead
if( color.x <= 0.05f
&& color.y <= 0.05f ) {
// 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;
}
// simple gradient, darkening towards the top
color *= std::clamp( 1.0f - vertex.y * 0.75f, 0.0f, 1.f );
float const horizonboost = 1.5f + m_overcast;
float const horizonbandwidth = 0.2f; // boost tapers to 0 by ~11.5 degrees elevation
float const horizonband = std::clamp( 1.0f - vertex.y / horizonbandwidth, 0.0f, 1.0f );
color *= std::lerp( 1.0, horizonboost, horizonband );
//color *= ( 0.25f - vertex.y );
m_colours[ i ] = color;
averagecolor += color;
if( m_vertices.size() - i <= m_tesselation * 10 + 10 ) {
// calculate horizon colour from the bottom band of tris
averagehorizoncolor += color;
}
}
m_averagecolour = glm::max( glm::vec3(), averagecolor / static_cast<float>( m_vertices.size() ) );
m_averagehorizoncolour = glm::max( glm::vec3(), averagehorizoncolor / static_cast<float>( m_tesselation * 10 + 10 ) );
m_dirty = true;
}
//******************************************************************************//