Cleanup.
This commit is contained in:
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715b512d29
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6bd177e9e8
@ -60,39 +60,23 @@ namespace
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{
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// Represents color. Color-space depends on context.
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// In the code below, used to represent color in XYZ, and RGB color-space
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union Color
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{
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struct {
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float X;
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float Y;
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float Z;
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};
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struct {
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float r;
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float g;
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float b;
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};
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float data[3];
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};
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typedef bx::Vec3 Color;
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// HDTV rec. 709 matrix.
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static float M_XYZ2RGB[] =
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{
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3.240479f, -0.969256f, 0.055648f,
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-1.53715f, 1.875991f, -0.204043f,
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-0.49853f, 0.041556f, 1.057311f
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3.240479f, -0.969256f, 0.055648f,
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-1.53715f, 1.875991f, -0.204043f,
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-0.49853f, 0.041556f, 1.057311f,
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};
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// Converts color repesentation from CIE XYZ to RGB color-space.
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Color XYZToRGB(const Color& xyz)
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Color xyzToRgb(const Color& xyz)
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{
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Color rgb;
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rgb.r = M_XYZ2RGB[0] * xyz.X + M_XYZ2RGB[3] * xyz.Y + M_XYZ2RGB[6] * xyz.Z;
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rgb.g = M_XYZ2RGB[1] * xyz.X + M_XYZ2RGB[4] * xyz.Y + M_XYZ2RGB[7] * xyz.Z;
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rgb.b = M_XYZ2RGB[2] * xyz.X + M_XYZ2RGB[5] * xyz.Y + M_XYZ2RGB[8] * xyz.Z;
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rgb.x = M_XYZ2RGB[0] * xyz.x + M_XYZ2RGB[3] * xyz.y + M_XYZ2RGB[6] * xyz.z;
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rgb.y = M_XYZ2RGB[1] * xyz.x + M_XYZ2RGB[4] * xyz.y + M_XYZ2RGB[7] * xyz.z;
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rgb.z = M_XYZ2RGB[2] * xyz.x + M_XYZ2RGB[5] * xyz.y + M_XYZ2RGB[8] * xyz.z;
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return rgb;
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};
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@ -101,20 +85,20 @@ namespace
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// Computed using code from Game Engine Gems, Volume One, chapter 15. Implementation based on Dr. Richard Bird model.
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// This table is used for piecewise linear interpolation. Transitions from and to 0.0 at sunset and sunrise are highly inaccurate
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static std::map<float, Color> sunLuminanceXYZTable = {
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{ 5.0f, {{ 0.000000f, 0.000000f, 0.000000f }} },
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{ 7.0f, {{ 12.703322f, 12.989393f, 9.100411f }} },
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{ 8.0f, {{ 13.202644f, 13.597814f, 11.524929f }} },
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{ 9.0f, {{ 13.192974f, 13.597458f, 12.264488f }} },
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{ 10.0f, {{ 13.132943f, 13.535914f, 12.560032f }} },
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{ 11.0f, {{ 13.088722f, 13.489535f, 12.692996f }} },
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{ 12.0f, {{ 13.067827f, 13.467483f, 12.745179f }} },
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{ 13.0f, {{ 13.069653f, 13.469413f, 12.740822f }} },
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{ 14.0f, {{ 13.094319f, 13.495428f, 12.678066f }} },
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{ 15.0f, {{ 13.142133f, 13.545483f, 12.526785f }} },
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{ 16.0f, {{ 13.201734f, 13.606017f, 12.188001f }} },
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{ 17.0f, {{ 13.182774f, 13.572725f, 11.311157f }} },
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{ 18.0f, {{ 12.448635f, 12.672520f, 8.267771f }} },
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{ 20.0f, {{ 0.000000f, 0.000000f, 0.000000f }} }
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{ 5.0f, { 0.000000f, 0.000000f, 0.000000f } },
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{ 7.0f, { 12.703322f, 12.989393f, 9.100411f } },
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{ 8.0f, { 13.202644f, 13.597814f, 11.524929f } },
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{ 9.0f, { 13.192974f, 13.597458f, 12.264488f } },
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{ 10.0f, { 13.132943f, 13.535914f, 12.560032f } },
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{ 11.0f, { 13.088722f, 13.489535f, 12.692996f } },
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{ 12.0f, { 13.067827f, 13.467483f, 12.745179f } },
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{ 13.0f, { 13.069653f, 13.469413f, 12.740822f } },
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{ 14.0f, { 13.094319f, 13.495428f, 12.678066f } },
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{ 15.0f, { 13.142133f, 13.545483f, 12.526785f } },
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{ 16.0f, { 13.201734f, 13.606017f, 12.188001f } },
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{ 17.0f, { 13.182774f, 13.572725f, 11.311157f } },
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{ 18.0f, { 12.448635f, 12.672520f, 8.267771f } },
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{ 20.0f, { 0.000000f, 0.000000f, 0.000000f } },
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};
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@ -124,28 +108,28 @@ namespace
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// The scale of luminance change in Day/night transitions is not preserved.
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// Luminance at night was increased to eliminate need the of HDR render.
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static std::map<float, Color> skyLuminanceXYZTable = {
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{ 0.0f, {{ 0.308f, 0.308f, 0.411f }} },
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{ 1.0f, {{ 0.308f, 0.308f, 0.410f }} },
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{ 2.0f, {{ 0.301f, 0.301f, 0.402f }} },
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{ 3.0f, {{ 0.287f, 0.287f, 0.382f }} },
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{ 4.0f, {{ 0.258f, 0.258f, 0.344f }} },
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{ 5.0f, {{ 0.258f, 0.258f, 0.344f }} },
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{ 7.0f, {{ 0.962851f, 1.000000f, 1.747835f }} },
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{ 8.0f, {{ 0.967787f, 1.000000f, 1.776762f }} },
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{ 9.0f, {{ 0.970173f, 1.000000f, 1.788413f }} },
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{ 10.0f, {{ 0.971431f, 1.000000f, 1.794102f }} },
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{ 11.0f, {{ 0.972099f, 1.000000f, 1.797096f }} },
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{ 12.0f, {{ 0.972385f, 1.000000f, 1.798389f }} },
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{ 13.0f, {{ 0.972361f, 1.000000f, 1.798278f }} },
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{ 14.0f, {{ 0.972020f, 1.000000f, 1.796740f }} },
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{ 15.0f, {{ 0.971275f, 1.000000f, 1.793407f }} },
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{ 16.0f, {{ 0.969885f, 1.000000f, 1.787078f }} },
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{ 17.0f, {{ 0.967216f, 1.000000f, 1.773758f }} },
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{ 18.0f, {{ 0.961668f, 1.000000f, 1.739891f }} },
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{ 20.0f, {{ 0.264f, 0.264f, 0.352f }} },
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{ 21.0f, {{ 0.264f, 0.264f, 0.352f }} },
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{ 22.0f, {{ 0.290f, 0.290f, 0.386f }} },
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{ 23.0f, {{ 0.303f, 0.303f, 0.404f }} }
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{ 0.0f, { 0.308f, 0.308f, 0.411f } },
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{ 1.0f, { 0.308f, 0.308f, 0.410f } },
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{ 2.0f, { 0.301f, 0.301f, 0.402f } },
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{ 3.0f, { 0.287f, 0.287f, 0.382f } },
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{ 4.0f, { 0.258f, 0.258f, 0.344f } },
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{ 5.0f, { 0.258f, 0.258f, 0.344f } },
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{ 7.0f, { 0.962851f, 1.000000f, 1.747835f } },
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{ 8.0f, { 0.967787f, 1.000000f, 1.776762f } },
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{ 9.0f, { 0.970173f, 1.000000f, 1.788413f } },
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{ 10.0f, { 0.971431f, 1.000000f, 1.794102f } },
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{ 11.0f, { 0.972099f, 1.000000f, 1.797096f } },
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{ 12.0f, { 0.972385f, 1.000000f, 1.798389f } },
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{ 13.0f, { 0.972361f, 1.000000f, 1.798278f } },
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{ 14.0f, { 0.972020f, 1.000000f, 1.796740f } },
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{ 15.0f, { 0.971275f, 1.000000f, 1.793407f } },
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{ 16.0f, { 0.969885f, 1.000000f, 1.787078f } },
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{ 17.0f, { 0.967216f, 1.000000f, 1.773758f } },
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{ 18.0f, { 0.961668f, 1.000000f, 1.739891f } },
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{ 20.0f, { 0.264f, 0.264f, 0.352f } },
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{ 21.0f, { 0.264f, 0.264f, 0.352f } },
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{ 22.0f, { 0.290f, 0.290f, 0.386f } },
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{ 23.0f, { 0.303f, 0.303f, 0.404f } },
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};
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@ -154,19 +138,19 @@ namespace
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// Coefficients correspond to xyY colorspace.
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static Color ABCDE[] =
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{
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{{ -0.2592f, -0.2608f, -1.4630f }},
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{{ 0.0008f, 0.0092f, 0.4275f }},
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{{ 0.2125f, 0.2102f, 5.3251f }},
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{{ -0.8989f, -1.6537f, -2.5771f }},
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{{ 0.0452f, 0.0529f, 0.3703f }}
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{ -0.2592f, -0.2608f, -1.4630f },
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{ 0.0008f, 0.0092f, 0.4275f },
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{ 0.2125f, 0.2102f, 5.3251f },
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{ -0.8989f, -1.6537f, -2.5771f },
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{ 0.0452f, 0.0529f, 0.3703f },
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};
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static Color ABCDE_t[] =
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{
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{{ -0.0193f, -0.0167f, 0.1787f }},
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{{ -0.0665f, -0.0950f, -0.3554f }},
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{{ -0.0004f, -0.0079f, -0.0227f }},
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{{ -0.0641f, -0.0441f, 0.1206f }},
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{{ -0.0033f, -0.0109f, -0.0670f }}
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{ -0.0193f, -0.0167f, 0.1787f },
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{ -0.0665f, -0.0950f, -0.3554f },
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{ -0.0004f, -0.0079f, -0.0227f },
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{ -0.0641f, -0.0441f, 0.1206f },
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{ -0.0033f, -0.0109f, -0.0670f },
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};
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@ -175,9 +159,15 @@ namespace
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{
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typedef Color ValueType;
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typedef std::map<float, ValueType> KeyMap;
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public:
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DynamicValueController() {};
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~DynamicValueController() {};
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DynamicValueController()
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{
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}
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~DynamicValueController()
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{
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}
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void SetMap(const KeyMap& keymap)
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{
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@ -189,22 +179,27 @@ namespace
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typename KeyMap::const_iterator itUpper = m_keyMap.upper_bound(time + 1e-6f);
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typename KeyMap::const_iterator itLower = itUpper;
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--itLower;
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if (itLower == m_keyMap.end())
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{
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return itUpper->second;
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}
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if (itUpper == m_keyMap.end())
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{
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return itLower->second;
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}
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float lowerTime = itLower->first;
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const ValueType& lowerVal = itLower->second;
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float upperTime = itUpper->first;
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const ValueType& upperVal = itUpper->second;
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if (lowerTime == upperTime)
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{
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return lowerVal;
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}
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return interpolate(lowerTime, lowerVal, upperTime, upperVal, time);
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};
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@ -214,18 +209,16 @@ namespace
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};
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private:
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const ValueType interpolate(float lowerTime, const ValueType& lowerVal, float upperTime, const ValueType& upperVal, float time) const
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ValueType interpolate(float lowerTime, const ValueType& lowerVal, float upperTime, const ValueType& upperVal, float time) const
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{
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float x = (time - lowerTime) / (upperTime - lowerTime);
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ValueType result;
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bx::vec3Lerp(result.data, lowerVal.data, upperVal.data, x);
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const float tt = (time - lowerTime) / (upperTime - lowerTime);
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const ValueType result = bx::lerp(lowerVal, upperVal, tt);
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return result;
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};
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KeyMap m_keyMap;
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};
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// Controls sun position according to time, month, and observer's latitude.
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// Sun position computation based on Earth's orbital elements: https://nssdc.gsfc.nasa.gov/planetary/factsheet/earthfact.html
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class SunController
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@ -247,11 +240,11 @@ namespace
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December
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};
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SunController():
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m_latitude(50.0f),
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m_month(June),
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m_eclipticObliquity(bx::toRad(23.4f)),
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m_delta(0.0f)
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SunController()
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: m_latitude(50.0f)
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, m_month(June)
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, m_eclipticObliquity(bx::toRad(23.4f) )
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, m_delta(0.0f)
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{
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m_northDirection[0] = 1.0;
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m_northDirection[1] = 0.0;
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@ -261,10 +254,10 @@ namespace
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m_upvector[2] = 0.0f;
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}
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void Update(float time)
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void Update(float _time)
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{
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CalculateSunOrbit();
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UpdateSunPosition(time - 12.0f);
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UpdateSunPosition(_time - 12.0f);
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}
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float m_northDirection[3];
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@ -278,26 +271,29 @@ namespace
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{
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float day = 30.0f * m_month + 15.0f;
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float lambda = 280.46f + 0.9856474f * day;
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lambda = bx::toRad(lambda);
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m_delta = bx::asin(bx::sin(m_eclipticObliquity) * bx::sin(lambda));
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lambda = bx::toRad(lambda);
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m_delta = bx::asin(bx::sin(m_eclipticObliquity) * bx::sin(lambda) );
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}
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void UpdateSunPosition(float hour)
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void UpdateSunPosition(float _hour)
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{
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float latitude = bx::toRad(m_latitude);
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float h = hour * bx::kPi / 12.0f;
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float hh = _hour * bx::kPi / 12.0f;
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float azimuth = bx::atan2(
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bx::sin(h),
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bx::cos(h) * bx::sin(latitude) - bx::tan(m_delta) * bx::cos(latitude)
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);
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bx::sin(hh)
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, bx::cos(hh) * bx::sin(latitude) - bx::tan(m_delta) * bx::cos(latitude)
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);
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float altitude = bx::asin(
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bx::sin(latitude) * bx::sin(m_delta) + bx::cos(latitude) * bx::cos(m_delta) * bx::cos(h)
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bx::sin(latitude) * bx::sin(m_delta) + bx::cos(latitude) * bx::cos(m_delta) * bx::cos(hh)
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);
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float rotation[4];
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bx::quatRotateAxis(rotation, m_upvector, -azimuth);
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float direction[3];
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bx::vec3MulQuat(direction, m_northDirection, rotation);
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float v[3];
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bx::vec3Cross(v, m_upvector, direction);
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bx::quatRotateAxis(rotation, v, altitude);
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@ -591,14 +587,14 @@ namespace
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bgfx::setViewTransform(0, view, proj);
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Color sunLuminanceXYZ = m_sunLuminanceXYZ.GetValue(m_time);
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Color sunLuminanceRGB = XYZToRGB(sunLuminanceXYZ);
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Color sunLuminanceRGB = xyzToRgb(sunLuminanceXYZ);
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Color skyLuminanceXYZ = m_skyLuminanceXYZ.GetValue(m_time);
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Color skyLuminanceRGB = XYZToRGB(skyLuminanceXYZ);
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Color skyLuminanceRGB = xyzToRgb(skyLuminanceXYZ);
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bgfx::setUniform(u_sunLuminance, sunLuminanceRGB.data);
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bgfx::setUniform(u_skyLuminanceXYZ, skyLuminanceXYZ.data);
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bgfx::setUniform(u_skyLuminance, skyLuminanceRGB.data);
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bgfx::setUniform(u_sunLuminance, &sunLuminanceRGB.x);
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bgfx::setUniform(u_skyLuminanceXYZ, &skyLuminanceXYZ.x);
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bgfx::setUniform(u_skyLuminance, &skyLuminanceRGB.x);
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bgfx::setUniform(u_sunDirection, m_sun.m_sunDirection);
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@ -622,14 +618,15 @@ namespace
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return false;
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}
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void computePerezCoeff(float turbidity, float* perezCoeff)
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void computePerezCoeff(float _turbidity, float* _outPerezCoeff)
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{
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for (int i = 0; i < 5; ++i)
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const bx::Vec3 turbidity = { _turbidity, _turbidity, _turbidity };
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for (uint32_t ii = 0; ii < 5; ++ii)
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{
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Color tmp;
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bx::vec3Mul(tmp.data, ABCDE_t[i].data, turbidity);
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bx::vec3Add(perezCoeff + 4 * i, tmp.data, ABCDE[i].data);
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perezCoeff[4 * i + 3] = 0.0f;
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const bx::Vec3 tmp = bx::mad(ABCDE_t[ii], turbidity, ABCDE[ii]);
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float* out = _outPerezCoeff + 4 * ii;
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bx::store(out, tmp);
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out[3] = 0.0f;
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}
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}
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