/* * Copyright 2017 Stanislav Pidhorskyi. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ /* * This example demonstrates: * - Usage of Perez sky model [1] to render a dynamic sky. * - Rendering a mesh with a lightmap, shading of which is driven by the same parameters as the sky. * * Typically, the sky is rendered using cubemaps or other environment maps. * This approach can provide a high-quality sky, but the downside is that the * image is static. To achieve daytime changes in sky appearance, there is a need * in a dynamic model. * * Perez "An All-Weather Model for Sky Luminance Distribution" is a simple, * but good enough model which is, in essence, a function that * interpolates a sky color. As input, it requires several turbidity * coefficients, a color at zenith and direction to the sun. * Turbidity coefficients are taken from [2], which are computed using more * complex physically based models. Color at zenith depends on daytime and can * vary depending on many factors. * * In the code below, there are two tables that contain sky and sun luminance * which were computed using code from [3]. Luminance in those tables * represents actual scale of light energy that comes from sun compared to * the sky. * * The sky is driven by luminance of the sky, while the material of the * landscape is driven by both, the luminance of the sky and the sun. The * lightening model is very simple and consists of two parts: directional * light and hemisphere light. The first is used for the sun while the second * is used for the sky. Additionally, the second part is modulated by a * lightmap to achieve ambient occlusion effect. * * References * ========== * * [1] R. Perez, R. Seals, and J. Michalsky."An All-Weather Model for Sky Luminance Distribution". * Solar Energy, Volume 50, Number 3 (March 1993), pp. 235–245. * * [2] A. J. Preetham, Peter Shirley, and Brian Smits. "A Practical Analytic Model for Daylight", * Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, * 1999, pp. 91–100. * https://www.cs.utah.edu/~shirley/papers/sunsky/sunsky.pdf * * [3] E. Lengyel, Game Engine Gems, Volume One. Jones & Bartlett Learning, 2010. pp. 219 - 234 * */ #include "common.h" #include "bgfx_utils.h" #include "imgui/imgui.h" #include "camera.h" #include "bounds.h" #include namespace { // Represents color. Color-space depends on context. // In the code below, used to represent color in XYZ, and RGB color-space typedef bx::Vec3 Color; // HDTV rec. 709 matrix. static float M_XYZ2RGB[] = { 3.240479f, -0.969256f, 0.055648f, -1.53715f, 1.875991f, -0.204043f, -0.49853f, 0.041556f, 1.057311f, }; // Converts color repesentation from CIE XYZ to RGB color-space. Color xyzToRgb(const Color& xyz) { Color rgb; rgb.x = M_XYZ2RGB[0] * xyz.x + M_XYZ2RGB[3] * xyz.y + M_XYZ2RGB[6] * xyz.z; rgb.y = M_XYZ2RGB[1] * xyz.x + M_XYZ2RGB[4] * xyz.y + M_XYZ2RGB[7] * xyz.z; rgb.z = M_XYZ2RGB[2] * xyz.x + M_XYZ2RGB[5] * xyz.y + M_XYZ2RGB[8] * xyz.z; return rgb; }; // Precomputed luminance of sunlight in XYZ colorspace. // Computed using code from Game Engine Gems, Volume One, chapter 15. Implementation based on Dr. Richard Bird model. // This table is used for piecewise linear interpolation. Transitions from and to 0.0 at sunset and sunrise are highly inaccurate static std::map sunLuminanceXYZTable = { { 5.0f, { 0.000000f, 0.000000f, 0.000000f } }, { 7.0f, { 12.703322f, 12.989393f, 9.100411f } }, { 8.0f, { 13.202644f, 13.597814f, 11.524929f } }, { 9.0f, { 13.192974f, 13.597458f, 12.264488f } }, { 10.0f, { 13.132943f, 13.535914f, 12.560032f } }, { 11.0f, { 13.088722f, 13.489535f, 12.692996f } }, { 12.0f, { 13.067827f, 13.467483f, 12.745179f } }, { 13.0f, { 13.069653f, 13.469413f, 12.740822f } }, { 14.0f, { 13.094319f, 13.495428f, 12.678066f } }, { 15.0f, { 13.142133f, 13.545483f, 12.526785f } }, { 16.0f, { 13.201734f, 13.606017f, 12.188001f } }, { 17.0f, { 13.182774f, 13.572725f, 11.311157f } }, { 18.0f, { 12.448635f, 12.672520f, 8.267771f } }, { 20.0f, { 0.000000f, 0.000000f, 0.000000f } }, }; // Precomputed luminance of sky in the zenith point in XYZ colorspace. // Computed using code from Game Engine Gems, Volume One, chapter 15. Implementation based on Dr. Richard Bird model. // This table is used for piecewise linear interpolation. Day/night transitions are highly inaccurate. // The scale of luminance change in Day/night transitions is not preserved. // Luminance at night was increased to eliminate need the of HDR render. static std::map skyLuminanceXYZTable = { { 0.0f, { 0.308f, 0.308f, 0.411f } }, { 1.0f, { 0.308f, 0.308f, 0.410f } }, { 2.0f, { 0.301f, 0.301f, 0.402f } }, { 3.0f, { 0.287f, 0.287f, 0.382f } }, { 4.0f, { 0.258f, 0.258f, 0.344f } }, { 5.0f, { 0.258f, 0.258f, 0.344f } }, { 7.0f, { 0.962851f, 1.000000f, 1.747835f } }, { 8.0f, { 0.967787f, 1.000000f, 1.776762f } }, { 9.0f, { 0.970173f, 1.000000f, 1.788413f } }, { 10.0f, { 0.971431f, 1.000000f, 1.794102f } }, { 11.0f, { 0.972099f, 1.000000f, 1.797096f } }, { 12.0f, { 0.972385f, 1.000000f, 1.798389f } }, { 13.0f, { 0.972361f, 1.000000f, 1.798278f } }, { 14.0f, { 0.972020f, 1.000000f, 1.796740f } }, { 15.0f, { 0.971275f, 1.000000f, 1.793407f } }, { 16.0f, { 0.969885f, 1.000000f, 1.787078f } }, { 17.0f, { 0.967216f, 1.000000f, 1.773758f } }, { 18.0f, { 0.961668f, 1.000000f, 1.739891f } }, { 20.0f, { 0.264f, 0.264f, 0.352f } }, { 21.0f, { 0.264f, 0.264f, 0.352f } }, { 22.0f, { 0.290f, 0.290f, 0.386f } }, { 23.0f, { 0.303f, 0.303f, 0.404f } }, }; // Turbidity tables. Taken from: // A. J. Preetham, P. Shirley, and B. Smits. A Practical Analytic Model for Daylight. SIGGRAPH ’99 // Coefficients correspond to xyY colorspace. static Color ABCDE[] = { { -0.2592f, -0.2608f, -1.4630f }, { 0.0008f, 0.0092f, 0.4275f }, { 0.2125f, 0.2102f, 5.3251f }, { -0.8989f, -1.6537f, -2.5771f }, { 0.0452f, 0.0529f, 0.3703f }, }; static Color ABCDE_t[] = { { -0.0193f, -0.0167f, 0.1787f }, { -0.0665f, -0.0950f, -0.3554f }, { -0.0004f, -0.0079f, -0.0227f }, { -0.0641f, -0.0441f, 0.1206f }, { -0.0033f, -0.0109f, -0.0670f }, }; // Performs piecewise linear interpolation of a Color parameter. class DynamicValueController { typedef Color ValueType; typedef std::map KeyMap; public: DynamicValueController() { } ~DynamicValueController() { } void SetMap(const KeyMap& keymap) { m_keyMap = keymap; } ValueType GetValue(float time) const { typename KeyMap::const_iterator itUpper = m_keyMap.upper_bound(time + 1e-6f); typename KeyMap::const_iterator itLower = itUpper; --itLower; if (itLower == m_keyMap.end()) { return itUpper->second; } if (itUpper == m_keyMap.end()) { return itLower->second; } float lowerTime = itLower->first; const ValueType& lowerVal = itLower->second; float upperTime = itUpper->first; const ValueType& upperVal = itUpper->second; if (lowerTime == upperTime) { return lowerVal; } return interpolate(lowerTime, lowerVal, upperTime, upperVal, time); }; void Clear() { m_keyMap.clear(); }; private: ValueType interpolate(float lowerTime, const ValueType& lowerVal, float upperTime, const ValueType& upperVal, float time) const { const float tt = (time - lowerTime) / (upperTime - lowerTime); const ValueType result = bx::lerp(lowerVal, upperVal, tt); return result; }; KeyMap m_keyMap; }; // Controls sun position according to time, month, and observer's latitude. // Sun position computation based on Earth's orbital elements: https://nssdc.gsfc.nasa.gov/planetary/factsheet/earthfact.html class SunController { public: enum Month : int { January = 0, February, March, April, May, June, July, August, September, October, November, December }; SunController() : m_latitude(50.0f) , m_month(June) , m_eclipticObliquity(bx::toRad(23.4f) ) , m_delta(0.0f) { m_northDir = { 1.0f, 0.0f, 0.0f }; m_sunDir = { 0.0f, -1.0f, 0.0f }; m_upDir = { 0.0f, 1.0f, 0.0f }; } void Update(float _time) { CalculateSunOrbit(); UpdateSunPosition(_time - 12.0f); } bx::Vec3 m_northDir; bx::Vec3 m_sunDir; bx::Vec3 m_upDir; float m_latitude; Month m_month; private: void CalculateSunOrbit() { float day = 30.0f * m_month + 15.0f; float lambda = 280.46f + 0.9856474f * day; lambda = bx::toRad(lambda); m_delta = bx::asin(bx::sin(m_eclipticObliquity) * bx::sin(lambda) ); } void UpdateSunPosition(float _hour) { const float latitude = bx::toRad(m_latitude); const float hh = _hour * bx::kPi / 12.0f; const float azimuth = bx::atan2( bx::sin(hh) , bx::cos(hh) * bx::sin(latitude) - bx::tan(m_delta) * bx::cos(latitude) ); const float altitude = bx::asin( bx::sin(latitude) * bx::sin(m_delta) + bx::cos(latitude) * bx::cos(m_delta) * bx::cos(hh) ); const bx::Quaternion rot0 = bx::rotateAxis(m_upDir, -azimuth); const bx::Vec3 dir = bx::mul(m_northDir, rot0); const bx::Vec3 uxd = bx::cross(m_upDir, dir); const bx::Quaternion rot1 = bx::rotateAxis(uxd, altitude); m_sunDir = bx::mul(dir, rot1); } float m_eclipticObliquity; float m_delta; }; struct ScreenPosVertex { float m_x; float m_y; static void init() { ms_decl .begin() .add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float) .end(); } static bgfx::VertexDecl ms_decl; }; bgfx::VertexDecl ScreenPosVertex::ms_decl; // Renders a screen-space grid of triangles. // Because of performance reasons, and because sky color is smooth, sky color is computed in vertex shader. // 32x32 is a reasonable size for the grid to have smooth enough colors. struct ProceduralSky { void init(int verticalCount, int horizontalCount) { // Create vertex stream declaration. ScreenPosVertex::init(); m_skyProgram = loadProgram("vs_sky", "fs_sky"); m_skyProgram_colorBandingFix = loadProgram("vs_sky", "fs_sky_color_banding_fix"); m_preventBanding = true; bx::AllocatorI* allocator = entry::getAllocator(); ScreenPosVertex* vertices = (ScreenPosVertex*)BX_ALLOC(allocator , verticalCount * horizontalCount * sizeof(ScreenPosVertex) ); for (int i = 0; i < verticalCount; i++) { for (int j = 0; j < horizontalCount; j++) { ScreenPosVertex& v = vertices[i * verticalCount + j]; v.m_x = float(j) / (horizontalCount - 1) * 2.0f - 1.0f; v.m_y = float(i) / (verticalCount - 1) * 2.0f - 1.0f; } } uint16_t* indices = (uint16_t*)BX_ALLOC(allocator , (verticalCount - 1) * (horizontalCount - 1) * 6 * sizeof(uint16_t) ); int k = 0; for (int i = 0; i < verticalCount - 1; i++) { for (int j = 0; j < horizontalCount - 1; j++) { indices[k++] = (uint16_t)(j + 0 + horizontalCount * (i + 0)); indices[k++] = (uint16_t)(j + 1 + horizontalCount * (i + 0)); indices[k++] = (uint16_t)(j + 0 + horizontalCount * (i + 1)); indices[k++] = (uint16_t)(j + 1 + horizontalCount * (i + 0)); indices[k++] = (uint16_t)(j + 1 + horizontalCount * (i + 1)); indices[k++] = (uint16_t)(j + 0 + horizontalCount * (i + 1)); } } m_vbh = bgfx::createVertexBuffer(bgfx::copy(vertices, sizeof(ScreenPosVertex) * verticalCount * horizontalCount), ScreenPosVertex::ms_decl); m_ibh = bgfx::createIndexBuffer(bgfx::copy(indices, sizeof(uint16_t) * k)); BX_FREE(allocator, indices); BX_FREE(allocator, vertices); } void shutdown() { bgfx::destroy(m_ibh); bgfx::destroy(m_vbh); bgfx::destroy(m_skyProgram); bgfx::destroy(m_skyProgram_colorBandingFix); } void draw() { bgfx::setState(BGFX_STATE_WRITE_RGB | BGFX_STATE_DEPTH_TEST_EQUAL); bgfx::setIndexBuffer(m_ibh); bgfx::setVertexBuffer(0, m_vbh); bgfx::submit(0, m_preventBanding ? m_skyProgram_colorBandingFix : m_skyProgram); } bgfx::VertexBufferHandle m_vbh; bgfx::IndexBufferHandle m_ibh; bgfx::ProgramHandle m_skyProgram; bgfx::ProgramHandle m_skyProgram_colorBandingFix; bool m_preventBanding; }; class ExampleProceduralSky : public entry::AppI { public: ExampleProceduralSky(const char* _name, const char* _description) : entry::AppI(_name, _description) { } void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override { Args args(_argc, _argv); m_width = _width; m_height = _height; m_debug = BGFX_DEBUG_NONE; m_reset = BGFX_RESET_VSYNC; bgfx::Init init; init.type = args.m_type; init.vendorId = args.m_pciId; init.resolution.width = m_width; init.resolution.height = m_height; init.resolution.reset = m_reset; bgfx::init(init); // Enable m_debug text. bgfx::setDebug(m_debug); // Set view 0 clear state. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH , 0x000000ff , 1.0f , 0 ); m_sunLuminanceXYZ.SetMap(sunLuminanceXYZTable); m_skyLuminanceXYZ.SetMap(skyLuminanceXYZTable); m_mesh = meshLoad("meshes/test_scene.bin"); m_lightmapTexture = loadTexture("textures/lightmap.ktx"); // Imgui. imguiCreate(); m_timeOffset = bx::getHPCounter(); m_time = 0.0f; m_timeScale = 1.0f; s_texLightmap = bgfx::createUniform("s_texLightmap", bgfx::UniformType::Sampler); u_sunLuminance = bgfx::createUniform("u_sunLuminance", bgfx::UniformType::Vec4); u_skyLuminanceXYZ = bgfx::createUniform("u_skyLuminanceXYZ", bgfx::UniformType::Vec4); u_skyLuminance = bgfx::createUniform("u_skyLuminance", bgfx::UniformType::Vec4); u_sunDirection = bgfx::createUniform("u_sunDirection", bgfx::UniformType::Vec4); u_parameters = bgfx::createUniform("u_parameters", bgfx::UniformType::Vec4); u_perezCoeff = bgfx::createUniform("u_perezCoeff", bgfx::UniformType::Vec4, 5); m_landscapeProgram = loadProgram("vs_sky_landscape", "fs_sky_landscape"); m_sky.init(32, 32); m_sun.Update(0); cameraCreate(); cameraSetPosition({ 5.0f, 3.0, 0.0f }); cameraSetVerticalAngle(bx::kPi / 8.0f); cameraSetHorizontalAngle(-bx::kPi / 3.0f); m_turbidity = 2.15f; } virtual int shutdown() override { // Cleanup. cameraDestroy(); imguiDestroy(); meshUnload(m_mesh); m_sky.shutdown(); bgfx::destroy(s_texLightmap); bgfx::destroy(u_sunLuminance); bgfx::destroy(u_skyLuminanceXYZ); bgfx::destroy(u_skyLuminance); bgfx::destroy(u_sunDirection); bgfx::destroy(u_parameters); bgfx::destroy(u_perezCoeff); bgfx::destroy(m_lightmapTexture); bgfx::destroy(m_landscapeProgram); bgfx::frame(); // Shutdown bgfx. bgfx::shutdown(); return 0; } void imgui(float _width) { ImGui::Begin("ProceduralSky"); ImGui::SetWindowSize(ImVec2(_width, 200.0f) ); ImGui::SliderFloat("Time scale", &m_timeScale, 0.0f, 1.0f); ImGui::SliderFloat("Time", &m_time, 0.0f, 24.0f); ImGui::SliderFloat("Latitude", &m_sun.m_latitude, -90.0f, 90.0f); ImGui::SliderFloat("Turbidity", &m_turbidity, 1.9f, 10.0f); ImGui::Checkbox("Prevent color banding", &m_sky.m_preventBanding); const char* items[] = { "January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December" }; ImGui::Combo("Month", (int*)&m_sun.m_month, items, 12); ImGui::End(); } bool update() override { if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState)) { int64_t now = bx::getHPCounter(); static int64_t last = now; const int64_t frameTime = now - last; last = now; const double freq = double(bx::getHPFrequency()); const float deltaTime = float(frameTime / freq); m_time += m_timeScale * deltaTime; m_time = bx::mod(m_time, 24.0f); m_sun.Update(m_time); imguiBeginFrame(m_mouseState.m_mx , m_mouseState.m_my , (m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0) | (m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0) | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0) , m_mouseState.m_mz , uint16_t(m_width) , uint16_t(m_height) ); showExampleDialog(this); ImGui::SetNextWindowPos( ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f) , ImGuiCond_FirstUseEver ); imgui(m_width / 5.0f - 10.0f); imguiEndFrame(); if (!ImGui::MouseOverArea()) { // Update camera. cameraUpdate(deltaTime, m_mouseState); } // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height)); float view[16]; cameraGetViewMtx(view); float proj[16]; bx::mtxProj(proj, 60.0f, float(m_width) / float(m_height), 0.1f, 2000.0f, bgfx::getCaps()->homogeneousDepth); bgfx::setViewTransform(0, view, proj); Color sunLuminanceXYZ = m_sunLuminanceXYZ.GetValue(m_time); Color sunLuminanceRGB = xyzToRgb(sunLuminanceXYZ); Color skyLuminanceXYZ = m_skyLuminanceXYZ.GetValue(m_time); Color skyLuminanceRGB = xyzToRgb(skyLuminanceXYZ); bgfx::setUniform(u_sunLuminance, &sunLuminanceRGB.x); bgfx::setUniform(u_skyLuminanceXYZ, &skyLuminanceXYZ.x); bgfx::setUniform(u_skyLuminance, &skyLuminanceRGB.x); bgfx::setUniform(u_sunDirection, &m_sun.m_sunDir.x); float exposition[4] = { 0.02f, 3.0f, 0.1f, m_time }; bgfx::setUniform(u_parameters, exposition); float perezCoeff[4 * 5]; computePerezCoeff(m_turbidity, perezCoeff); bgfx::setUniform(u_perezCoeff, perezCoeff, 5); bgfx::setTexture(0, s_texLightmap, m_lightmapTexture); meshSubmit(m_mesh, 0, m_landscapeProgram, NULL); m_sky.draw(); bgfx::frame(); return true; } return false; } void computePerezCoeff(float _turbidity, float* _outPerezCoeff) { const bx::Vec3 turbidity = { _turbidity, _turbidity, _turbidity }; for (uint32_t ii = 0; ii < 5; ++ii) { const bx::Vec3 tmp = bx::mad(ABCDE_t[ii], turbidity, ABCDE[ii]); float* out = _outPerezCoeff + 4 * ii; bx::store(out, tmp); out[3] = 0.0f; } } bgfx::ProgramHandle m_landscapeProgram; bgfx::UniformHandle s_texLightmap; bgfx::TextureHandle m_lightmapTexture; bgfx::UniformHandle u_sunLuminance; bgfx::UniformHandle u_skyLuminanceXYZ; bgfx::UniformHandle u_skyLuminance; bgfx::UniformHandle u_sunDirection; bgfx::UniformHandle u_parameters; bgfx::UniformHandle u_perezCoeff; ProceduralSky m_sky; SunController m_sun; DynamicValueController m_sunLuminanceXYZ; DynamicValueController m_skyLuminanceXYZ; uint32_t m_width; uint32_t m_height; uint32_t m_debug; uint32_t m_reset; Mesh* m_mesh; entry::MouseState m_mouseState; float m_time; float m_timeScale; int64_t m_timeOffset; float m_turbidity; }; } // namespace ENTRY_IMPLEMENT_MAIN(ExampleProceduralSky, "36-sky", "Perez dynamic sky model.");