paysages : Atmosphere/sky fusion + refactoring + keep skydome lights in cache.

git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@468 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
Michaël Lemaire 2012-11-25 21:53:01 +00:00 committed by ThunderK
parent 98c64cc5eb
commit 15fe1cb0e1
33 changed files with 630 additions and 1102 deletions

5
TODO
View file

@ -9,11 +9,6 @@ Technology Preview 2 :
- Finalize Preetham's model usage
=> Apply model to atmosphere (aerial perspective)
=> Find a proper model for night sky (maybe Shirley)
- Merge atmosphere and sky in a coherent model.
=> All stopper rendering (terrain, water and skydome) should pass through an atmosphere walker.
=> The atmosphere walker collects callbacks (clouds, water...) to alter the medium.
=> God rays are possible with particle lighting through the walker.
- Keep skydome lights in cache for a render.
- Clouds should keep distance to ground.
- Rethink the quality settings and detail smoothing in the distance.
=> When quality setting is set to 10, add boost options

View file

@ -4,9 +4,8 @@
#include "baseexplorerchunk.h"
#include "../lib_paysages/camera.h"
ExplorerChunkSky::ExplorerChunkSky(Renderer* renderer, SkyDefinition* sky, double size, SkyboxOrientation orientation) : BaseExplorerChunk(renderer)
ExplorerChunkSky::ExplorerChunkSky(Renderer* renderer, double size, SkyboxOrientation orientation) : BaseExplorerChunk(renderer)
{
_sky = sky;
_box_size = size;
_orientation = orientation;
@ -131,5 +130,5 @@ Color ExplorerChunkSky::getTextureColor(double x, double y)
location.z = y;
break;
}
return skyGetColor(_sky, renderer(), VECTOR_ZERO, v3Normalize(location));
return renderer()->atmosphere->getSkyColor(renderer(), v3Normalize(location));
}

View file

@ -4,7 +4,6 @@
#include "baseexplorerchunk.h"
#include "../lib_paysages/renderer.h"
#include "../lib_paysages/euclid.h"
#include "../lib_paysages/sky.h"
enum SkyboxOrientation
{
@ -19,14 +18,13 @@ enum SkyboxOrientation
class ExplorerChunkSky:public BaseExplorerChunk
{
public:
ExplorerChunkSky(Renderer* renderer, SkyDefinition* sky, double size, SkyboxOrientation orientation);
ExplorerChunkSky(Renderer* renderer, double size, SkyboxOrientation orientation);
void onRenderEvent(QGLWidget* widget);
double getDisplayedSizeHint(CameraDefinition* camera);
Color getTextureColor(double x, double y);
private:
SkyDefinition* _sky;
SkyboxOrientation _orientation;
double _box_size;

View file

@ -1,91 +1,131 @@
#include "formatmosphere.h"
#include "tools.h"
#include "../lib_paysages/atmosphere.h"
#include "../lib_paysages/scenery.h"
#include "../lib_paysages/euclid.h"
#include "../lib_paysages/color.h"
static AtmosphereDefinition _definition;
#include <QColor>
#include <QSlider>
#include <math.h>
#include "../lib_paysages/atmosphere/atmosphere.h"
#include "../lib_paysages/scenery.h"
#include "../lib_paysages/renderer.h"
static AtmosphereDefinition* _definition;
/**************** Previews ****************/
class PreviewAtmosphereColor:public BasePreview
class PreviewSkyEast:public BasePreview
{
public:
PreviewAtmosphereColor(QWidget* parent):
PreviewSkyEast(QWidget* parent):
BasePreview(parent)
{
_renderer = rendererCreate();
_preview_definition = atmosphereCreateDefinition();
configScaling(100.0, 1000.0, 20.0, 200.0);
configScaling(0.5, 5.0, 0.5, 2.5);
}
protected:
QColor getColor(double x, double y)
{
Vector3 eye, look, location;
eye.x = 0.0;
eye.y = scaling * 5.0;
eye.z = -10.0 * scaling;
_renderer.camera_location = eye;
look.x = x * 0.01 / scaling;
look.y = -y * 0.01 / scaling - 0.3;
look.z = 1.0;
look = v3Normalize(look);
if (look.y > -0.0001)
y -= 100.0 * scaling;
if (y > 0.0)
{
return colorToQColor(COLOR_BLUE);
return QColor(0, 0, 0);
}
else
{
Vector3 look;
location.x = eye.x - look.x * eye.y / look.y;
location.y = 0.0;
location.z = eye.z - look.z * eye.y / look.y;
look.x = 1.0;
look.y = -y;
look.z = x;
return colorToQColor(atmosphereApply(&_preview_definition, &_renderer, location, COLOR_BLACK));
return colorToQColor(_renderer.atmosphere->getSkyColor(&_renderer, look));
}
}
void updateData()
{
atmosphereCopyDefinition(&_definition, &_preview_definition);
AtmosphereRendererClass.bind(_renderer.atmosphere, _definition);
}
private:
Renderer _renderer;
};
class PreviewSkyWest:public BasePreview
{
public:
PreviewSkyWest(QWidget* parent):
BasePreview(parent)
{
_renderer = rendererCreate();
configScaling(0.5, 5.0, 0.5, 2.5);
}
protected:
QColor getColor(double x, double y)
{
y -= 100.0 * scaling;
if (y > 0.0)
{
return QColor(0, 0, 0);
}
else
{
Vector3 look;
look.x = -1.0;
look.y = -y;
look.z = -x;
return colorToQColor(_renderer.atmosphere->getSkyColor(&_renderer, look));
}
}
void updateData()
{
AtmosphereRendererClass.bind(_renderer.atmosphere, _definition);
}
private:
Renderer _renderer;
AtmosphereDefinition _preview_definition;
};
/**************** Form ****************/
FormAtmosphere::FormAtmosphere(QWidget *parent):
BaseForm(parent)
{
_definition = atmosphereCreateDefinition();
BaseInput* input;
_definition = (AtmosphereDefinition*)AtmosphereDefinitionClass.create();
previewColor = new PreviewAtmosphereColor(this);
addPreview(previewColor, QString(tr("Color preview")));
previewWest = new PreviewSkyWest(this);
addPreview(previewWest, QString(tr("West preview")));
previewEast = new PreviewSkyEast(this);
addPreview(previewEast, QString(tr("East preview")));
addInputDouble(tr("Start distance"), &_definition.distance_near, -500.0, 500.0, 5.0, 50.0);
addInputDouble(tr("End distance"), &_definition.distance_far, -500.0, 500.0, 5.0, 50.0);
addInputDouble(tr("Masking power"), &_definition.full_mask, 0.0, 1.0, 0.01, 0.1);
addInputBoolean(tr("Lock on horizon color"), &_definition.auto_lock_on_haze);
addInputColor(tr("Color"), &_definition.color)->setEnabledCondition(&_definition.auto_lock_on_haze, 0);
addInputEnum(tr("Color model"), (int*)&_definition->model, QStringList(tr("Preetham/Shirley analytic model")) << tr("Bruneton/Neyret precomputed model"));
addInputDouble(tr("Day time"), &_definition->daytime, 0.14, 0.86, 0.002, 0.1);
addInputColor(tr("Sun color"), &_definition->sun_color);
addInputDouble(tr("Sun radius"), &_definition->sun_radius, 0.0, 0.4, 0.004, 0.04);
addInputDouble(tr("Sun halo radius"), &_definition->sun_halo_size, 0.0, 0.4, 0.004, 0.04);
addInputCurve(tr("Sun halo profile"), _definition->sun_halo_profile, 0.0, 1.0, 0.0, 1.0, tr("Distance to center of the sun"), tr("Light influence (halo opacity)"));
addInputDouble(tr("Influence of skydome on lighting"), &_definition->dome_lighting, 0.0, 2.0, 0.01, 0.1);
input = addInputDouble(tr("Humidity"), &_definition->humidity, 1.8, 6.0, 0.05, 0.5);
revertConfig();
}
void FormAtmosphere::revertConfig()
{
sceneryGetAtmosphere(&_definition);
sceneryGetAtmosphere(_definition);
BaseForm::revertConfig();
}
void FormAtmosphere::applyConfig()
{
scenerySetAtmosphere(&_definition);
scenerySetAtmosphere(_definition);
BaseForm::applyConfig();
}
void FormAtmosphere::configChangeEvent()
{
atmosphereValidateDefinition(&_definition);
AtmosphereDefinitionClass.validate(_definition);
BaseForm::configChangeEvent();
}

View file

@ -20,7 +20,8 @@ protected slots:
virtual void configChangeEvent();
private:
BasePreview* previewColor;
BasePreview* previewEast;
BasePreview* previewWest;
};
#endif

View file

@ -19,7 +19,6 @@ public:
_renderer.getTerrainHeight = _getTerrainHeight;
_renderer.alterLight = _alterLight;
_renderer.getLightStatus = _getLightStatus;
_renderer.getSkyDomeLights = _getSkyDomeLights;
_renderer.camera_location.x = 0.0;
_renderer.camera_location.y = 50.0;
_renderer.camera_location.z = 0.0;
@ -28,13 +27,12 @@ public:
_textures = texturesCreateDefinition();
_lighting = lightingCreateDefinition();
_water = waterCreateDefinition();
_sky = skyCreateDefinition();
_atmosphere = (AtmosphereDefinition*)AtmosphereDefinitionClass.create();
_renderer.customData[0] = &_terrain;
_renderer.customData[1] = &_textures;
_renderer.customData[2] = &_lighting;
_renderer.customData[3] = &_water;
_renderer.customData[4] = &_sky;
addOsd(QString("geolocation"));
@ -66,7 +64,9 @@ protected:
sceneryGetLighting(&_lighting);
sceneryGetTextures(&_textures);
sceneryGetWater(&_water);
sceneryGetSky(&_sky);
sceneryGetAtmosphere(_atmosphere);
AtmosphereRendererClass.bind(_renderer.atmosphere, _atmosphere);
}
private:
Renderer _renderer;
@ -74,7 +74,7 @@ private:
WaterDefinition _water;
TexturesDefinition _textures;
LightingDefinition _lighting;
SkyDefinition _sky;
AtmosphereDefinition* _atmosphere;
static double _getTerrainHeight(Renderer* renderer, double x, double z)
{
@ -86,11 +86,6 @@ private:
return texturesGetColor((TexturesDefinition*)(renderer->customData[1]), renderer, location.x, location.z, precision);
}
static int _getSkyDomeLights(Renderer* renderer, LightDefinition* array, int max_lights)
{
return skyGetLights((SkyDefinition*)(renderer->customData[4]), renderer, array, max_lights);
}
static void _alterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
{
light->color = terrainLightFilter((TerrainDefinition*)(renderer->customData[0]), renderer, light->color, location, v3Scale(light->direction, -1000.0), v3Scale(light->direction, -1.0));

View file

@ -1,156 +0,0 @@
#include "formsky.h"
#include "tools.h"
#include <QColor>
#include <QSlider>
#include <math.h>
#include "../lib_paysages/sky.h"
#include "../lib_paysages/scenery.h"
#include "../lib_paysages/renderer.h"
static SkyDefinition _definition;
/**************** Previews ****************/
class PreviewSkyEast:public BasePreview
{
public:
PreviewSkyEast(QWidget* parent):
BasePreview(parent)
{
_renderer = rendererCreate();
_preview_definition = skyCreateDefinition();
configScaling(0.5, 5.0, 0.5, 2.5);
}
protected:
QColor getColor(double x, double y)
{
y -= 100.0 * scaling;
if (y > 0.0)
{
return QColor(0, 0, 0);
}
else
{
Vector3 eye = {0.0, 0.0, 0.0};
Vector3 look;
look.x = 1.0;
look.y = -y;
look.z = x;
return colorToQColor(skyGetColor(&_preview_definition, &_renderer, eye, look));
}
}
void updateData()
{
skyCopyDefinition(&_definition, &_preview_definition);
}
private:
Renderer _renderer;
SkyDefinition _preview_definition;
};
class PreviewSkyWest:public BasePreview
{
public:
PreviewSkyWest(QWidget* parent):
BasePreview(parent)
{
_renderer = rendererCreate();
_preview_definition = skyCreateDefinition();
configScaling(0.5, 5.0, 0.5, 2.5);
}
protected:
QColor getColor(double x, double y)
{
y -= 100.0 * scaling;
if (y > 0.0)
{
return QColor(0, 0, 0);
}
else
{
Vector3 eye = {0.0, 0.0, 0.0};
Vector3 look;
look.x = -1.0;
look.y = -y;
look.z = -x;
return colorToQColor(skyGetColor(&_preview_definition, &_renderer, eye, look));
}
}
void updateData()
{
skyCopyDefinition(&_definition, &_preview_definition);
}
private:
Renderer _renderer;
SkyDefinition _preview_definition;
};
/**************** Form ****************/
FormSky::FormSky(QWidget *parent):
BaseForm(parent)
{
BaseInput* input;
_definition = skyCreateDefinition();
previewWest = new PreviewSkyWest(this);
addPreview(previewWest, QString(tr("West preview")));
previewEast = new PreviewSkyEast(this);
addPreview(previewEast, QString(tr("East preview")));
addInputEnum(tr("Color model"), (int*)&_definition.model, QStringList(tr("Custom model")) << tr("Rayleigh/Mie scattering") << tr("Preetham/Shirley analytic model"));
addInputDouble(tr("Day time"), &_definition.daytime, 0.14, 0.86, 0.002, 0.1);
addInputColor(tr("Sun color"), &_definition.sun_color);
addInputDouble(tr("Sun radius"), &_definition.sun_radius, 0.0, 0.4, 0.004, 0.04);
addInputDouble(tr("Sun halo radius"), &_definition.sun_halo_size, 0.0, 0.4, 0.004, 0.04);
addInputCurve(tr("Sun halo profile"), _definition.sun_halo_profile, 0.0, 1.0, 0.0, 1.0, tr("Distance to center of the sun"), tr("Light influence (halo opacity)"));
addInputDouble(tr("Influence of skydome on lighting"), &_definition.dome_lighting, 0.0, 2.0, 0.01, 0.1);
input = addInputBoolean(tr("Auto colors from daytime"), &_definition.model_custom.auto_from_daytime);
input->setVisibilityCondition((int*)&_definition.model, SKY_MODEL_CUSTOM);
input = addInputColor(tr("Zenith color"), &_definition.model_custom.zenith_color);
input->setVisibilityCondition((int*)&_definition.model, SKY_MODEL_CUSTOM);
input->setEnabledCondition(&_definition.model_custom.auto_from_daytime, 0);
input = addInputColor(tr("Haze color"), &_definition.model_custom.haze_color);
input->setVisibilityCondition((int*)&_definition.model, SKY_MODEL_CUSTOM);
input->setEnabledCondition(&_definition.model_custom.auto_from_daytime, 0);
input = addInputDouble(tr("Haze height"), &_definition.model_custom.haze_height, 0.0, 1.0, 0.01, 0.1);
input->setVisibilityCondition((int*)&_definition.model, SKY_MODEL_CUSTOM);
input = addInputDouble(tr("Haze smoothing"), &_definition.model_custom.haze_smoothing, 0.0, 1.0, 0.01, 0.1);
input->setVisibilityCondition((int*)&_definition.model, SKY_MODEL_CUSTOM);
input = addInputDouble(tr("Turbidity"), &_definition.model_preetham.turbidity, 1.8, 6.0, 0.05, 0.5);
input->setVisibilityCondition((int*)&_definition.model, SKY_MODEL_PREETHAM);
revertConfig();
}
void FormSky::revertConfig()
{
sceneryGetSky(&_definition);
BaseForm::revertConfig();
}
void FormSky::applyConfig()
{
scenerySetSky(&_definition);
BaseForm::applyConfig();
}
void FormSky::configChangeEvent()
{
skyValidateDefinition(&_definition);
if (_definition.model == SKY_MODEL_CUSTOM && _definition.model_custom.auto_from_daytime)
{
BaseForm::revertConfig();
}
BaseForm::configChangeEvent();
}

View file

@ -1,27 +0,0 @@
#ifndef _PAYSAGES_QT_FORMSKY_H_
#define _PAYSAGES_QT_FORMSKY_H_
#include <QWidget>
#include "basepreview.h"
#include "baseform.h"
class FormSky : public BaseForm
{
Q_OBJECT
public:
explicit FormSky(QWidget *parent = 0);
public slots:
virtual void revertConfig();
virtual void applyConfig();
protected slots:
virtual void configChangeEvent();
private:
BasePreview* previewEast;
BasePreview* previewWest;
};
#endif

View file

@ -12,10 +12,9 @@
#include <QMessageBox>
#include "basepreview.h"
#include "formatmosphere.h"
#include "formclouds.h"
#include "formlighting.h"
#include "formsky.h"
#include "formatmosphere.h"
#include "formterrain.h"
#include "formtextures.h"
#include "formwater.h"
@ -93,11 +92,6 @@ QMainWindow(parent)
QObject::connect(form, SIGNAL(configApplied()), this, SLOT(refreshAll()), Qt::QueuedConnection);
_forms.append(form);
form = new FormSky(tabs);
tabs->addTab(form, tr("Sky"));
QObject::connect(form, SIGNAL(configApplied()), this, SLOT(refreshAll()), Qt::QueuedConnection);
_forms.append(form);
form = new FormAtmosphere(tabs);
tabs->addTab(form, tr("Atmosphere"));
QObject::connect(form, SIGNAL(configApplied()), this, SLOT(refreshAll()), Qt::QueuedConnection);

View file

@ -58,11 +58,6 @@ static Color _applyTextures(Renderer* renderer, Vector3 location, double precisi
return texturesGetColor((TexturesDefinition*)(renderer->customData[1]), renderer, location.x, location.z, precision);
}
static int _getSkyDomeLights(Renderer* renderer, LightDefinition* array, int max_lights)
{
return skyGetLights((SkyDefinition*)(renderer->customData[4]), renderer, array, max_lights);
}
static void _alterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
{
light->color = terrainLightFilter((TerrainDefinition*)(renderer->customData[0]), renderer, light->color, location, v3Scale(light->direction, -1000.0), v3Scale(light->direction, -1.0));
@ -84,8 +79,6 @@ WidgetExplorer::WidgetExplorer(QWidget *parent, CameraDefinition* camera):
_water = waterCreateDefinition();
sceneryGetWater(&_water);
_sky = skyCreateDefinition();
sceneryGetSky(&_sky);
_terrain = terrainCreateDefinition();
sceneryGetTerrain(&_terrain);
_textures = texturesCreateDefinition();
@ -93,16 +86,14 @@ WidgetExplorer::WidgetExplorer(QWidget *parent, CameraDefinition* camera):
_lighting = lightingCreateDefinition();
sceneryGetLighting(&_lighting);
_renderer = rendererCreate();
_renderer = sceneryCreateStandardRenderer();
_renderer.render_quality = 3;
_renderer.customData[0] = &_terrain;
_renderer.customData[1] = &_textures;
_renderer.customData[2] = &_lighting;
_renderer.customData[3] = &_water;
_renderer.customData[4] = &_sky;
_renderer.applyTextures = _applyTextures;
_renderer.getTerrainHeight = _getTerrainHeight;
_renderer.getSkyDomeLights = _getSkyDomeLights;
_renderer.alterLight = _alterLight;
_renderer.getLightStatus = _getLightStatus;
@ -126,7 +117,7 @@ WidgetExplorer::WidgetExplorer(QWidget *parent, CameraDefinition* camera):
// Add skybox
for (int orientation = 0; orientation < 6; orientation++)
{
ExplorerChunkSky* chunk = new ExplorerChunkSky(&_renderer, &_sky, 500.0, (SkyboxOrientation)orientation);
ExplorerChunkSky* chunk = new ExplorerChunkSky(&_renderer, 500.0, (SkyboxOrientation)orientation);
_chunks.append(chunk);
_updateQueue.append(chunk);
}
@ -437,8 +428,7 @@ void WidgetExplorer::paintGL()
gluLookAt(_current_camera.location.x, _current_camera.location.y, _current_camera.location.z, _current_camera.target.x, _current_camera.target.y, _current_camera.target.z, _current_camera.up.x, _current_camera.up.y, _current_camera.up.z);
// Background
Color zenith_color = skyGetZenithColor(&_sky);
glClearColor(zenith_color.r, zenith_color.g, zenith_color.b, 0.0);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Render water

View file

@ -6,7 +6,6 @@
#include "../lib_paysages/camera.h"
#include "../lib_paysages/water.h"
#include "../lib_paysages/renderer.h"
#include "../lib_paysages/sky.h"
#include "../lib_paysages/terrain.h"
#include "../lib_paysages/textures.h"
#include "../lib_paysages/lighting.h"
@ -51,7 +50,6 @@ private:
QMutex _lock_chunks;
WaterDefinition _water;
SkyDefinition _sky;
TerrainDefinition _terrain;
TexturesDefinition _textures;
LightingDefinition _lighting;

View file

@ -1,9 +1,9 @@
BUILDMODE = debug
BUILDPATH = ../build/${BUILDMODE}
OBJPATH = ./obj/${BUILDMODE}
SOURCES = $(wildcard *.c)
SOURCES = $(wildcard *.c atmosphere/*.c)
OBJECTS = ${SOURCES:%.c=${OBJPATH}/%.o}
HEADERS = $(wildcard shared/*.h *.h)
HEADERS = $(wildcard shared/*.h atmosphere/*.h *.h)
RESULT = ${BUILDPATH}/libpaysages.so
CC_FLAGS = -Wall -fPIC $(shell pkg-config --cflags glib-2.0 gthread-2.0) -DHAVE_GLIB=1
CC_LDFLAGS = $(shell pkg-config --libs glib-2.0 gthread-2.0) -lIL -lILU
@ -27,6 +27,7 @@ clean:
rm -f ${RESULT}
${OBJPATH}/%.o:%.c ${HEADERS}
mkdir -p `dirname $@`
${CC} -c ${CC_FLAGS} $< -o $@
${RESULT}:${OBJECTS}

View file

@ -1,104 +0,0 @@
#include "atmosphere.h"
#include "scenery.h"
#include "euclid.h"
#include "color.h"
#include "tools.h"
void atmosphereSave(PackStream* stream, AtmosphereDefinition* definition)
{
packWriteDouble(stream, &definition->distance_near);
packWriteDouble(stream, &definition->distance_far);
packWriteDouble(stream, &definition->full_mask);
packWriteInt(stream, &definition->auto_lock_on_haze);
colorSave(stream, &definition->color);
}
void atmosphereLoad(PackStream* stream, AtmosphereDefinition* definition)
{
packReadDouble(stream, &definition->distance_near);
packReadDouble(stream, &definition->distance_far);
packReadDouble(stream, &definition->full_mask);
packReadInt(stream, &definition->auto_lock_on_haze);
colorLoad(stream, &definition->color);
atmosphereValidateDefinition(definition);
}
AtmosphereDefinition atmosphereCreateDefinition()
{
AtmosphereDefinition definition;
definition.distance_near = 0.0;
definition.distance_far = 1.0;
definition.full_mask = 0.0;
definition.auto_lock_on_haze = 0;
definition.color = COLOR_BLACK;
atmosphereValidateDefinition(&definition);
return definition;
}
void atmosphereDeleteDefinition(AtmosphereDefinition* definition)
{
}
void atmosphereCopyDefinition(AtmosphereDefinition* source, AtmosphereDefinition* destination)
{
*destination = *source;
}
void atmosphereValidateDefinition(AtmosphereDefinition* definition)
{
SkyDefinition sky;
if (definition->distance_far <= definition->distance_near)
{
definition->distance_far = definition->distance_near + 1.0;
}
if (definition->full_mask < 0.0)
{
definition->full_mask = 0.0;
}
if (definition->full_mask > 1.0)
{
definition->full_mask = 1.0;
}
if (definition->auto_lock_on_haze)
{
sky = skyCreateDefinition();
sceneryGetSky(&sky);
definition->color = skyGetHorizonColor(&sky);
skyDeleteDefinition(&sky);
}
}
Color atmosphereApply(AtmosphereDefinition* definition, Renderer* renderer, Vector3 location, Color base)
{
Color mask = definition->color;
double distance = v3Norm(v3Sub(renderer->camera_location, location));
double value;
double alpha;
if (distance < definition->distance_near)
{
return base;
}
else if (distance > definition->distance_far)
{
distance = definition->distance_far;
}
alpha = base.a;
base.a = 1.0;
value = definition->full_mask * (distance - definition->distance_near) / (definition->distance_far - definition->distance_near);
mask.a = value;
colorMask(&base, &mask);
base.a = alpha;
return base;
}

View file

@ -1,36 +0,0 @@
#ifndef _PAYSAGES_ATMOSPHERE_H_
#define _PAYSAGES_ATMOSPHERE_H_
#include "shared/types.h"
#include "pack.h"
#include "lighting.h"
#include <stdio.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef struct
{
double distance_near;
double distance_far;
double full_mask;
int auto_lock_on_haze;
Color color;
} AtmosphereDefinition;
void atmosphereSave(PackStream* stream, AtmosphereDefinition* definition);
void atmosphereLoad(PackStream* stream, AtmosphereDefinition* definition);
AtmosphereDefinition atmosphereCreateDefinition();
void atmosphereDeleteDefinition(AtmosphereDefinition* definition);
void atmosphereCopyDefinition(AtmosphereDefinition* source, AtmosphereDefinition* destination);
void atmosphereValidateDefinition(AtmosphereDefinition* definition);
Color atmosphereApply(AtmosphereDefinition* definition, Renderer* renderer, Vector3 location, Color base);
#ifdef __cplusplus
}
#endif
#endif

View file

@ -0,0 +1,407 @@
#include "atmosphere.h"
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "../tools.h"
#include "../renderer.h"
#include "../lighting.h"
#include "../system.h"
#define SPHERE_SIZE 1000.0
#define MAX_SKYDOME_LIGHTS 100
typedef struct
{
Mutex* lock;
int nblights;
LightDefinition lights[MAX_SKYDOME_LIGHTS];
} AtmosphereRendererCache;
/******************** Definition ********************/
static void _validateDefinition(AtmosphereDefinition* definition)
{
UNUSED(definition);
}
static AtmosphereDefinition* _createDefinition()
{
AtmosphereDefinition* result;
result = malloc(sizeof(AtmosphereDefinition));
result->model = ATMOSPHERE_MODEL_PREETHAM;
result->daytime = 0.0;
result->sun_color = COLOR_BLACK;
result->sun_color.r = 1.0;
result->sun_color.g = 0.95;
result->sun_color.b = 0.9;
result->sun_color.a = 1.0;
result->sun_radius = 0.02;
result->sun_halo_size = 0.3;
result->sun_halo_profile = curveCreate();
curveQuickAddPoint(result->sun_halo_profile, 0.0, 1.0);
curveQuickAddPoint(result->sun_halo_profile, 0.1, 0.2);
curveQuickAddPoint(result->sun_halo_profile, 1.0, 0.0);
result->dome_lighting = 0.6;
result->humidity = 2.0;
_validateDefinition(result);
return result;
}
static void _deleteDefinition(AtmosphereDefinition* definition)
{
curveDelete(definition->sun_halo_profile);
free(definition);
}
static void _copyDefinition(AtmosphereDefinition* source, AtmosphereDefinition* destination)
{
destination->model = source->model;
destination->daytime = source->daytime;
destination->sun_color = source->sun_color;
destination->sun_radius = source->sun_radius;
destination->sun_halo_size = source->sun_halo_size;
destination->dome_lighting = source->dome_lighting;
destination->humidity = source->humidity;
curveCopy(source->sun_halo_profile, destination->sun_halo_profile);
_validateDefinition(destination);
}
static void _saveDefinition(PackStream* stream, AtmosphereDefinition* definition)
{
packWriteInt(stream, (int*)&definition->model);
packWriteDouble(stream, &definition->daytime);
colorSave(stream, &definition->sun_color);
packWriteDouble(stream, &definition->sun_radius);
packWriteDouble(stream, &definition->sun_halo_size);
curveSave(stream, definition->sun_halo_profile);
packWriteDouble(stream, &definition->dome_lighting);
packWriteDouble(stream, &definition->humidity);
}
static void _loadDefinition(PackStream* stream, AtmosphereDefinition* definition)
{
packReadInt(stream, (int*)&definition->model);
packReadDouble(stream, &definition->daytime);
colorLoad(stream, &definition->sun_color);
packReadDouble(stream, &definition->sun_radius);
packReadDouble(stream, &definition->sun_halo_size);
curveLoad(stream, definition->sun_halo_profile);
packReadDouble(stream, &definition->dome_lighting);
packReadDouble(stream, &definition->humidity);
_validateDefinition(definition);
}
StandardDefinition AtmosphereDefinitionClass = {
(FuncObjectCreate)_createDefinition,
(FuncObjectDelete)_deleteDefinition,
(FuncObjectCopy)_copyDefinition,
(FuncObjectValidate)_validateDefinition,
(FuncObjectSave)_saveDefinition,
(FuncObjectLoad)_loadDefinition
};
/******************** Binding ********************/
extern Color brunetonGetSkyColor(AtmosphereDefinition* definition, Vector3 eye, Vector3 direction, Vector3 sun_position);
extern Color preethamGetSkyColor(AtmosphereDefinition* definition, Vector3 eye, Vector3 direction, Vector3 sun_position);
static Color _fakeApplyAerialPerspective(Renderer* renderer, Vector3 direction, Color base)
{
UNUSED(renderer);
UNUSED(direction);
return base;
}
static Color _fakeGetSkyColor(Renderer* renderer, Vector3 direction)
{
UNUSED(renderer);
UNUSED(direction);
return COLOR_WHITE;
}
static int _fakeGetSkydomeLights(Renderer* renderer, LightDefinition* lights, int max_lights)
{
UNUSED(renderer);
UNUSED(lights);
UNUSED(max_lights);
return 0;
}
static Color _getSkyColor(Renderer* renderer, Vector3 direction)
{
AtmosphereDefinition* definition;
double dist;
Vector3 sun_position;
Color sky_color, sun_color;
definition = renderer->atmosphere->definition;
sun_position = renderer->atmosphere->getSunDirection(renderer);
direction = v3Normalize(direction);
dist = v3Norm(v3Sub(direction, sun_position));
/* Get base scattering*/
switch (definition->model)
{
case ATMOSPHERE_MODEL_BRUNETON:
sky_color = brunetonGetSkyColor(definition, renderer->camera_location, direction, sun_position);
break;
case ATMOSPHERE_MODEL_PREETHAM:
sky_color = preethamGetSkyColor(definition, renderer->camera_location, direction, sun_position);
break;
default:
sky_color = COLOR_BLUE;
}
/* Get sun halo */
if (dist < definition->sun_radius + definition->sun_halo_size)
{
sun_color = definition->sun_color;
if (dist <= definition->sun_radius)
{
return sun_color;
}
else
{
dist = (dist - definition->sun_radius) / definition->sun_halo_size;
sun_color.a = curveGetValue(definition->sun_halo_profile, dist);
colorMask(&sky_color, &sun_color);
return sky_color;
}
}
else
{
return sky_color;
}
}
static Vector3 _getSunDirection(Renderer* renderer)
{
Vector3 result;
double sun_angle = (renderer->atmosphere->definition->daytime + 0.75) * M_PI * 2.0;
result.x = cos(sun_angle);
result.y = sin(sun_angle);
result.z = 0.0;
return result;
}
static inline void _addDomeLight(Renderer* renderer, LightDefinition* light, Vector3 direction, double factor)
{
light->direction = v3Scale(direction, -1.0);
light->color = renderer->atmosphere->getSkyColor(renderer, direction);
light->color.r *= factor;
light->color.g *= factor;
light->color.b *= factor;
light->reflection = 0.0;
light->filtered = 0;
light->masked = 0;
}
static int _getSkydomeLights(Renderer* renderer, LightDefinition* lights, int max_lights)
{
AtmosphereRendererCache* cache = (AtmosphereRendererCache*)renderer->atmosphere->_internal_data;
AtmosphereDefinition* definition;
double sun_angle;
Vector3 sun_direction;
int nblights = 0;
mutexAcquire(cache->lock);
if (cache->nblights < 0)
{
definition = renderer->atmosphere->definition;
sun_angle = (definition->daytime + 0.75) * M_PI * 2.0;
sun_direction.x = cos(sun_angle);
sun_direction.y = sin(sun_angle);
sun_direction.z = 0.0;
/* TODO Moon light */
if (max_lights > MAX_SKYDOME_LIGHTS)
{
max_lights = MAX_SKYDOME_LIGHTS;
}
if (max_lights > 0)
{
/* Direct light from the sun */
cache->lights[0].direction = v3Scale(sun_direction, -1.0);
cache->lights[0].color = definition->sun_color;
cache->lights[0].reflection = 1.0;
cache->lights[0].filtered = 1;
cache->lights[0].masked = 1;
nblights = 1;
max_lights--;
}
if (max_lights > 0)
{
/* Indirect lighting by skydome scattering */
int xsamples, ysamples, samples, x, y;
double xstep, ystep, factor;
Vector3 direction;
samples = (renderer->render_quality < 5) ? 9 : (renderer->render_quality * 4 + 1);
samples = samples > max_lights ? max_lights : samples;
factor = definition->dome_lighting / (double)samples;
_addDomeLight(renderer, cache->lights + nblights, VECTOR_UP, factor);
nblights++;
samples--;
if (samples >= 2)
{
xsamples = samples / 2;
ysamples = samples / xsamples;
xstep = M_PI * 2.0 / (double)xsamples;
ystep = M_PI * 0.5 / (double)ysamples;
for (x = 0; x < xsamples; x++)
{
for (y = 0; y < ysamples; y++)
{
direction.x = cos(x * xstep) * cos(y * ystep);
direction.y = -sin(y * ystep);
direction.z = sin(x * xstep) * cos(y * ystep);
_addDomeLight(renderer, cache->lights + nblights, direction, factor);
nblights++;
}
}
}
}
cache->nblights = nblights;
}
mutexRelease(cache->lock);
memcpy(lights, cache->lights, sizeof(LightDefinition) * cache->nblights);
return cache->nblights;
}
/******************** Renderer ********************/
static AtmosphereRenderer* _createRenderer()
{
AtmosphereRenderer* result;
AtmosphereRendererCache* cache;
result = malloc(sizeof(AtmosphereRenderer));
result->definition = AtmosphereDefinitionClass.create();
result->getSunDirection = _getSunDirection;
result->applyAerialPerspective = _fakeApplyAerialPerspective;
result->getSkydomeLights = _fakeGetSkydomeLights;
result->getSkyColor = _fakeGetSkyColor;
cache = malloc(sizeof(AtmosphereRendererCache));
cache->lock = mutexCreate();
cache->nblights = -1;
result->_internal_data = cache;
return result;
}
static void _deleteRenderer(AtmosphereRenderer* renderer)
{
AtmosphereRendererCache* cache = (AtmosphereRendererCache*)renderer->_internal_data;
mutexDestroy(cache->lock);
free(cache);
AtmosphereDefinitionClass.destroy(renderer->definition);
free(renderer);
}
static void _bindRenderer(AtmosphereRenderer* renderer, AtmosphereDefinition* definition)
{
AtmosphereRendererCache* cache = (AtmosphereRendererCache*)renderer->_internal_data;
AtmosphereDefinitionClass.copy(definition, renderer->definition);
renderer->getSkyColor = _getSkyColor;
renderer->getSkydomeLights = _getSkydomeLights;
mutexAcquire(cache->lock);
cache->nblights = -1;
mutexRelease(cache->lock);
}
StandardRenderer AtmosphereRendererClass = {
(FuncObjectCreate)_createRenderer,
(FuncObjectDelete)_deleteRenderer,
(FuncObjectBind)_bindRenderer
};
/******************** Utilities ********************/
static Color _postProcessFragment(Renderer* renderer, Vector3 location, void* data)
{
Vector3 direction;
Color result;
UNUSED(data);
direction = v3Sub(location, renderer->camera_location);
/* TODO Don't compute result->color if it's fully covered by clouds */
result = renderer->atmosphere->getSkyColor(renderer, v3Normalize(direction));
result = renderer->applyClouds(renderer, result, renderer->camera_location, v3Add(renderer->camera_location, v3Scale(direction, 10.0)));
return result;
}
void atmosphereRenderSkydome(Renderer* renderer)
{
int res_i, res_j;
int i, j;
double step_i, step_j;
double current_i, current_j;
Vector3 vertex1, vertex2, vertex3, vertex4;
Vector3 direction;
res_i = renderer->render_quality * 40;
res_j = renderer->render_quality * 20;
step_i = M_PI * 2.0 / (double)res_i;
step_j = M_PI / (double)res_j;
for (j = 0; j < res_j; j++)
{
if (!renderer->addRenderProgress(renderer, 0.0))
{
return;
}
current_j = (double)(j - res_j / 2) * step_j;
for (i = 0; i < res_i; i++)
{
current_i = (double)i * step_i;
direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j);
direction.y = SPHERE_SIZE * sin(current_j);
direction.z = SPHERE_SIZE * sin(current_i) * cos(current_j);
vertex1 = v3Add(renderer->camera_location, direction);
direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j);
direction.y = SPHERE_SIZE * sin(current_j);
direction.z = SPHERE_SIZE * sin(current_i + step_i) * cos(current_j);
vertex2 = v3Add(renderer->camera_location, direction);
direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j + step_j);
direction.y = SPHERE_SIZE * sin(current_j + step_j);
direction.z = SPHERE_SIZE * sin(current_i + step_i) * cos(current_j + step_j);
vertex3 = v3Add(renderer->camera_location, direction);
direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j + step_j);
direction.y = SPHERE_SIZE * sin(current_j + step_j);
direction.z = SPHERE_SIZE * sin(current_i) * cos(current_j + step_j);
vertex4 = v3Add(renderer->camera_location, direction);
/* TODO Triangles at poles */
renderer->pushQuad(renderer, vertex1, vertex4, vertex3, vertex2, _postProcessFragment, NULL);
}
}
}

View file

@ -0,0 +1,83 @@
#ifndef _PAYSAGES_ATMOSPHERE_INTERFACE_H_
#define _PAYSAGES_ATMOSPHERE_INTERFACE_H_
#include "../shared/types.h"
#include "../euclid.h"
#include "../color.h"
#include "../pack.h"
#include "../layers.h"
#ifdef __cplusplus
extern "C" {
#endif
/*** TO EXTRACT ***/
typedef void* (*FuncObjectCreate)();
typedef void (*FuncObjectDelete)(void* object);
typedef void (*FuncObjectCopy)(void* source, void* destination);
typedef void (*FuncObjectValidate)(void* object);
typedef void (*FuncObjectSave)(PackStream* stream, void* object);
typedef void (*FuncObjectLoad)(PackStream* stream, void* object);
typedef void (*FuncObjectBind)(void* base, void* sub);
typedef struct {
FuncObjectCreate create;
FuncObjectDelete destroy;
FuncObjectCopy copy;
FuncObjectValidate validate;
FuncObjectSave save;
FuncObjectLoad load;
} StandardDefinition;
typedef struct {
FuncObjectCreate create;
FuncObjectDelete destroy;
FuncObjectBind bind;
} StandardRenderer;
/*** TO EXTRACT ***/
typedef enum
{
ATMOSPHERE_MODEL_PREETHAM = 0,
ATMOSPHERE_MODEL_BRUNETON = 1
} AtmosphereModel;
typedef struct
{
AtmosphereModel model;
double daytime;
double humidity;
Color sun_color;
double sun_radius;
double sun_halo_size;
Curve* sun_halo_profile;
double dome_lighting;
} AtmosphereDefinition;
typedef int (*FuncAtmosphereGetSkydomeLights)(Renderer* renderer, LightDefinition* array, int max_lights);
typedef Color (*FuncAtmosphereApplyAerialPerspective)(Renderer* renderer, Vector3 location, Color base);
typedef Color (*FuncAtmosphereGetSkyColor)(Renderer* renderer, Vector3 direction);
typedef Vector3 (*FuncAtmosphereGetSunDirection)(Renderer* renderer);
typedef struct
{
AtmosphereDefinition* definition;
FuncAtmosphereGetSkydomeLights getSkydomeLights;
FuncAtmosphereApplyAerialPerspective applyAerialPerspective;
FuncAtmosphereGetSkyColor getSkyColor;
FuncAtmosphereGetSunDirection getSunDirection;
void* _internal_data;
} AtmosphereRenderer;
extern StandardDefinition AtmosphereDefinitionClass;
extern StandardRenderer AtmosphereRendererClass;
void atmosphereRenderSkydome(Renderer* renderer);
#ifdef __cplusplus
}
#endif
#endif

View file

@ -0,0 +1,6 @@
#include "atmosphere.h"
Color brunetonGetSkyColor(AtmosphereDefinition* definition, Vector3 eye, Vector3 direction, Vector3 sun_position)
{
return COLOR_BLACK;
}

View file

@ -1,6 +1,7 @@
#include "skypreetham.h"
#include "atmosphere.h"
#include <math.h>
#include "../renderer.h"
static inline double _angleBetween(double thetav, double phiv, double theta, double phi)
{
@ -50,13 +51,13 @@ static inline void _directionToThetaPhi(Vector3 direction, double* theta, double
*theta = M_PI_2 - asin(direction.y);
}
Color skyPreethamGetColor(Vector3 viewer, Vector3 direction, Vector3 sun_direction, double turbidity)
Color preethamGetSkyColor(AtmosphereDefinition* definition, Vector3 eye, Vector3 direction, Vector3 sun_position)
{
double theta, phi;
double thetaSun, phiSun;
_directionToThetaPhi(direction, &theta, &phi);
_directionToThetaPhi(sun_direction, &thetaSun, &phiSun);
_directionToThetaPhi(sun_position, &thetaSun, &phiSun);
if (theta > M_PI / 2.0)
{
@ -74,7 +75,7 @@ Color skyPreethamGetColor(Vector3 viewer, Vector3 direction, Vector3 sun_directi
cosTheta = cos(theta);
}
double T = turbidity;
double T = definition->humidity;
double T2 = T * T;
double suntheta = thetaSun;
double suntheta2 = thetaSun * thetaSun;
@ -129,9 +130,3 @@ Color skyPreethamGetColor(Vector3 viewer, Vector3 direction, Vector3 sun_directi
return _xyYToRGB(x, y, Y);
}
Color skyPreethamApplyToObject(Vector3 viewer, Vector3 object_location, Vector3 sun_direction, double turbidity, Color object_color)
{
/* TODO Aerial perspective */
return object_color;
}

View file

@ -13,7 +13,6 @@
#include "terrain.h"
#include "textures.h"
#include "scenery.h"
#include "sky.h"
#include "system.h"
#include "water.h"
#include "zone.h"
@ -25,9 +24,7 @@ void autoSetDaytime(int hour, int minute)
void autoSetDaytimeFraction(double daytime)
{
SkyDefinition sky;
/*ColorGradation grad_sun;
Color sun;*/
AtmosphereDefinition* atmosphere;
daytime = fmod(daytime, 1.0);
if (daytime < 0.0)
@ -35,33 +32,18 @@ void autoSetDaytimeFraction(double daytime)
daytime += 1.0;
}
/*lightingSetSunAngle(0.0, (daytime + 0.25) * M_PI * 2.0);
grad_sun = colorGradationCreate();
colorGradationAddRgba(&grad_sun, 0.2, 0.1, 0.1, 0.1, 1.0);
colorGradationAddRgba(&grad_sun, 0.25, 0.9, 0.5, 0.5, 1.0);
colorGradationAddRgba(&grad_sun, 0.3, 0.8, 0.8, 0.8, 1.0);
colorGradationAddRgba(&grad_sun, 0.5, 1.0, 1.0, 1.0, 1.0);
colorGradationAddRgba(&grad_sun, 0.7, 0.8, 0.8, 0.8, 1.0);
colorGradationAddRgba(&grad_sun, 0.75, 0.7, 0.6, 0.5, 1.0);
colorGradationAddRgba(&grad_sun, 0.8, 0.1, 0.1, 0.1, 1.0);
sun = colorGradationGet(&grad_sun, daytime);
lightingSetSunColor(sun);*/
sky = skyCreateDefinition();
sceneryGetSky(&sky);
sky.daytime = daytime;
scenerySetSky(&sky);
skyDeleteDefinition(&sky);
atmosphere = AtmosphereDefinitionClass.create();
sceneryGetAtmosphere(atmosphere);
atmosphere->daytime = daytime;
scenerySetAtmosphere(atmosphere);
AtmosphereDefinitionClass.destroy(atmosphere);
}
void autoGenRealisticLandscape(int seed)
{
AtmosphereDefinition atmosphere;
TerrainDefinition terrain;
WaterDefinition water;
CloudsDefinition clouds;
SkyDefinition sky;
TexturesDefinition textures;
TextureLayerDefinition* texture;
int layer;
@ -84,36 +66,6 @@ void autoGenRealisticLandscape(int seed)
scenerySetWater(&water);
waterDeleteDefinition(&water);
/* Sky */
sky = skyCreateDefinition();
sky.model = SKY_MODEL_PREETHAM;
sky.daytime = 0.0;
sky.sun_color.r = 1.0;
sky.sun_color.g = 0.95;
sky.sun_color.b = 0.9;
sky.sun_color.a = 1.0;
sky.sun_radius = 0.02;
sky.sun_halo_size = 0.3;
sky.dome_lighting = 0.6;
curveClear(sky.sun_halo_profile);
curveQuickAddPoint(sky.sun_halo_profile, 0.0, 1.0);
curveQuickAddPoint(sky.sun_halo_profile, 0.1, 0.2);
curveQuickAddPoint(sky.sun_halo_profile, 1.0, 0.0);
sky.model_custom.auto_from_daytime = 1;
sky.model_custom.zenith_color.r = 0.52;
sky.model_custom.zenith_color.g = 0.63;
sky.model_custom.zenith_color.b = 0.8;
sky.model_custom.zenith_color.a = 1.0;
sky.model_custom.haze_color.r = 0.92;
sky.model_custom.haze_color.g = 0.93;
sky.model_custom.haze_color.b = 1.0;
sky.model_custom.haze_color.a = 1.0;
sky.model_custom.haze_height = 0.75;
sky.model_custom.haze_smoothing = 0.3;
sky.model_preetham.turbidity = 2.0;
scenerySetSky(&sky);
skyDeleteDefinition(&sky);
/* Terrain */
terrain = terrainCreateDefinition();
noiseClearLevels(terrain.height_noise);
@ -180,11 +132,11 @@ void autoGenRealisticLandscape(int seed)
texturesDeleteDefinition(&textures);
/* Atmosphere */
atmosphere = atmosphereCreateDefinition();
/*atmosphere = atmosphereCreateDefinition();
atmosphere.distance_near = 20.0;
atmosphere.distance_far = 100.0;
atmosphere.full_mask = 0.6;
atmosphere.auto_lock_on_haze = 1;
scenerySetAtmosphere(&atmosphere);
atmosphereDeleteDefinition(&atmosphere);
atmosphereDeleteDefinition(&atmosphere);*/
}

View file

@ -579,7 +579,7 @@ Color cloudsApplyLayer(CloudsLayerDefinition* definition, Color base, Renderer*
{
col = _applyLayerLighting(definition, renderer, segments[i].start, detail);
col.a = 1.0;
col = renderer->applyAtmosphere(renderer, start, col);
col = renderer->atmosphere->applyAerialPerspective(renderer, start, col);
col.a = (segments[i].length >= definition->transparencydepth) ? 1.0 : (segments[i].length / definition->transparencydepth);
colorMask(&base, &col);
}

View file

@ -10,7 +10,6 @@
#include "euclid.h"
#include "renderer.h"
#include "scenery.h"
#include "sky.h"
#include "terrain.h"
#include "tools.h"
#include "water.h"
@ -224,7 +223,7 @@ void lightingGetStatus(LightingDefinition* definition, Renderer* renderer, Vecto
/* Apply skydome lights */
/* TODO Cache skydome lights for same render */
skydome_lights_count = renderer->getSkyDomeLights(renderer, skydome_lights, LIGHTING_MAX_LIGHTS);
skydome_lights_count = renderer->atmosphere->getSkydomeLights(renderer, skydome_lights, LIGHTING_MAX_LIGHTS);
for (i = 0; i < skydome_lights_count; i++)
{
if (_getLightStatus(skydome_lights + i, renderer, location, result->lights + result->nblights))

View file

@ -54,11 +54,6 @@ static void _pushQuad(Renderer* renderer, Vector3 v1, Vector3 v2, Vector3 v3, Ve
renderer->pushTriangle(renderer, v4, v1, v3, callback, callback_data);
}
static int _getSkyDomeLights(Renderer* renderer, LightDefinition* array, int max_lights)
{
return 0;
}
static void _alterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
{
}
@ -93,11 +88,6 @@ static Color _applyTextures(Renderer* renderer, Vector3 location, double precisi
return COLOR_TRANSPARENT;
}
static Color _applyAtmosphere(Renderer* renderer, Vector3 location, Color base)
{
return base;
}
static Color _applyClouds(Renderer* renderer, Color base, Vector3 start, Vector3 end)
{
return base;
@ -131,19 +121,20 @@ Renderer rendererCreate()
result.getTerrainHeight = _getTerrainHeight;
result.getWaterHeightInfo = _getWaterHeightInfo;
result.applyTextures = _applyTextures;
result.applyAtmosphere = _applyAtmosphere;
result.applyClouds = _applyClouds;
result.getSkyDomeLights = _getSkyDomeLights;
result.alterLight = _alterLight;
result.getLightStatus = _getLightStatus;
result.applyLightStatus = _applyLightStatus;
result.atmosphere = AtmosphereRendererClass.create();
return result;
}
void rendererDelete(Renderer* renderer)
{
AtmosphereRendererClass.destroy(renderer->atmosphere);
renderDeleteArea(renderer->render_area);
}

View file

@ -2,13 +2,12 @@
#define _PAYSAGES_RENDERER_H_
#include "shared/types.h"
#include "atmosphere/atmosphere.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct Renderer Renderer;
struct Renderer
{
/* Render base configuration */
@ -35,14 +34,15 @@ struct Renderer
double (*getTerrainHeight)(Renderer* renderer, double x, double z);
HeightInfo (*getWaterHeightInfo)(Renderer* renderer);
Color (*applyTextures)(Renderer* renderer, Vector3 location, double precision);
Color (*applyAtmosphere)(Renderer* renderer, Vector3 location, Color base);
Color (*applyClouds)(Renderer* renderer, Color base, Vector3 start, Vector3 end);
/* Lighting related */
int (*getSkyDomeLights)(Renderer* renderer, LightDefinition* array, int max_lights);
void (*alterLight)(Renderer* renderer, LightDefinition* light, Vector3 location);
void (*getLightStatus)(Renderer* renderer, LightStatus* status, Vector3 location);
Color (*applyLightStatus)(Renderer* renderer, LightStatus* status, Vector3 location, Vector3 normal, SurfaceMaterial material);
/* Autonomous sub-renderers */
AtmosphereRenderer* atmosphere;
/* Custom data */
void* customData[10];

View file

@ -6,11 +6,10 @@
#include "render.h"
#include "system.h"
static AtmosphereDefinition _atmosphere;
static AtmosphereDefinition* _atmosphere;
static CameraDefinition _camera;
static CloudsDefinition _clouds;
static LightingDefinition _lighting;
static SkyDefinition _sky;
static TerrainDefinition _terrain;
static TexturesDefinition _textures;
static WaterDefinition _water;
@ -24,11 +23,10 @@ void sceneryInit()
noiseInit();
lightingInit();
_atmosphere = atmosphereCreateDefinition();
_atmosphere = AtmosphereDefinitionClass.create();
_camera = cameraCreateDefinition();
_clouds = cloudsCreateDefinition();
_lighting = lightingCreateDefinition();
_sky = skyCreateDefinition();
_terrain = terrainCreateDefinition();
_textures = texturesCreateDefinition();
_water = waterCreateDefinition();
@ -39,11 +37,10 @@ void sceneryInit()
void sceneryQuit()
{
atmosphereDeleteDefinition(&_atmosphere);
AtmosphereDefinitionClass.destroy(_atmosphere);
cameraDeleteDefinition(&_camera);
cloudsDeleteDefinition(&_clouds);
lightingDeleteDefinition(&_lighting);
skyDeleteDefinition(&_sky);
terrainDeleteDefinition(&_terrain);
texturesDeleteDefinition(&_textures);
waterDeleteDefinition(&_water);
@ -62,11 +59,10 @@ void scenerySetCustomDataCallback(SceneryCustomDataCallback callback_save, Scene
void scenerySave(PackStream* stream)
{
noiseSave(stream);
atmosphereSave(stream, &_atmosphere);
AtmosphereDefinitionClass.save(stream, _atmosphere);
cameraSave(stream, &_camera);
cloudsSave(stream, &_clouds);
lightingSave(stream, &_lighting);
skySave(stream, &_sky);
terrainSave(stream, &_terrain);
texturesSave(stream, &_textures);
waterSave(stream, &_water);
@ -82,20 +78,17 @@ void sceneryLoad(PackStream* stream)
/* TODO Use intermediary definitions ? */
noiseLoad(stream);
atmosphereLoad(stream, &_atmosphere);
AtmosphereDefinitionClass.load(stream, _atmosphere);
cameraLoad(stream, &_camera);
cloudsLoad(stream, &_clouds);
lightingLoad(stream, &_lighting);
skyLoad(stream, &_sky);
terrainLoad(stream, &_terrain);
texturesLoad(stream, &_textures);
waterLoad(stream, &_water);
atmosphereValidateDefinition(&_atmosphere);
cameraValidateDefinition(&_camera, 0);
cloudsValidateDefinition(&_clouds);
lightingValidateDefinition(&_lighting);
skyValidateDefinition(&_sky);
terrainValidateDefinition(&_terrain);
texturesValidateDefinition(&_textures);
waterValidateDefinition(&_water);
@ -108,13 +101,13 @@ void sceneryLoad(PackStream* stream)
void scenerySetAtmosphere(AtmosphereDefinition* atmosphere)
{
atmosphereCopyDefinition(atmosphere, &_atmosphere);
atmosphereValidateDefinition(&_atmosphere);
AtmosphereDefinitionClass.copy(atmosphere, _atmosphere);
AtmosphereDefinitionClass.validate(_atmosphere);
}
void sceneryGetAtmosphere(AtmosphereDefinition* atmosphere)
{
atmosphereCopyDefinition(&_atmosphere, atmosphere);
AtmosphereDefinitionClass.copy(_atmosphere, atmosphere);
}
void scenerySetCamera(CameraDefinition* camera)
@ -150,20 +143,6 @@ void sceneryGetLighting(LightingDefinition* lighting)
lightingCopyDefinition(&_lighting, lighting);
}
void scenerySetSky(SkyDefinition* sky)
{
skyCopyDefinition(sky, &_sky);
skyValidateDefinition(&_sky);
atmosphereValidateDefinition(&_atmosphere);
lightingValidateDefinition(&_lighting);
}
void sceneryGetSky(SkyDefinition* sky)
{
skyCopyDefinition(&_sky, sky);
}
void scenerySetTerrain(TerrainDefinition* terrain)
{
terrainCopyDefinition(terrain, &_terrain);
@ -205,7 +184,7 @@ void sceneryRenderFirstPass(Renderer* renderer)
{
terrainRender(&_terrain, renderer);
waterRender(&_water, renderer);
skyRender(&_sky, renderer);
atmosphereRenderSkydome(renderer);
}
@ -214,11 +193,6 @@ void sceneryRenderFirstPass(Renderer* renderer)
/******* Standard renderer *********/
static int _getSkyDomeLights(Renderer* renderer, LightDefinition* array, int max_lights)
{
return skyGetLights(&_sky, renderer, array, max_lights);
}
static void _alterLight(Renderer* renderer, LightDefinition* light, Vector3 location)
{
Vector3 light_location;
@ -256,7 +230,7 @@ static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector
if (!terrainProjectRay(&_terrain, renderer, location, direction, &result.hit_location, &result.hit_color))
{
sky_color = skyGetColor(&_sky, renderer, location, direction);
sky_color = renderer->atmosphere->getSkyColor(renderer, direction);
result.hit_location = v3Add(location, v3Scale(direction, 1000.0));
result.hit_color = renderer->applyClouds(renderer, sky_color, location, result.hit_location);
}
@ -280,11 +254,6 @@ static Color _applyTextures(Renderer* renderer, Vector3 location, double precisi
return texturesGetColor(&_textures, renderer, location.x, location.z, precision);
}
static Color _applyAtmosphere(Renderer* renderer, Vector3 location, Color base)
{
return atmosphereApply(&_atmosphere, renderer, location, base);
}
static Color _applyClouds(Renderer* renderer, Color base, Vector3 start, Vector3 end)
{
return cloudsApply(&_clouds, base, renderer, start, end);
@ -320,7 +289,6 @@ Renderer sceneryCreateStandardRenderer()
cameraCopyDefinition(&_camera, &result.render_camera);
result.camera_location = _camera.location;
result.getSkyDomeLights = _getSkyDomeLights;
result.alterLight = _alterLight;
result.getLightStatus = _getLightStatus;
result.applyLightStatus = _applyLightStatus;
@ -328,11 +296,12 @@ Renderer sceneryCreateStandardRenderer()
result.getTerrainHeight = _getTerrainHeight;
result.getWaterHeightInfo = _getWaterHeightInfo;
result.applyTextures = _applyTextures;
result.applyAtmosphere = _applyAtmosphere;
result.applyClouds = _applyClouds;
result.projectPoint = _projectPoint;
result.unprojectPoint = _unprojectPoint;
result.getPrecision = _getPrecision;
AtmosphereRendererClass.bind(result.atmosphere, _atmosphere);
return result;
}

View file

@ -8,11 +8,10 @@
* a standard renderer.
*/
#include "atmosphere.h"
#include "atmosphere/atmosphere.h"
#include "camera.h"
#include "clouds.h"
#include "lighting.h"
#include "sky.h"
#include "terrain.h"
#include "textures.h"
#include "water.h"
@ -45,9 +44,6 @@ void sceneryGetClouds(CloudsDefinition* clouds);
void scenerySetLighting(LightingDefinition* lighting);
void sceneryGetLighting(LightingDefinition* lighting);
void scenerySetSky(SkyDefinition* sky);
void sceneryGetSky(SkyDefinition* sky);
void scenerySetTerrain(TerrainDefinition* terrain);
void sceneryGetTerrain(TerrainDefinition* terrain);

View file

@ -8,7 +8,7 @@
extern "C" {
#endif
struct Renderer;
typedef struct Renderer Renderer;
typedef struct LightDefinition LightDefinition;
typedef struct LightStatus LightStatus;

View file

@ -1,374 +0,0 @@
#include "sky.h"
#include <stdlib.h>
#include <math.h>
#include "shared/types.h"
#include "color.h"
#include "clouds.h"
#include "euclid.h"
#include "lighting.h"
#include "render.h"
#include "tools.h"
#include "skypreetham.h"
#include "skyrayleigh.h"
#define SPHERE_SIZE 1000.0
/******************************** Configuration ********************************/
void skySave(PackStream* stream, SkyDefinition* definition)
{
packWriteInt(stream, (int*)&definition->model);
packWriteDouble(stream, &definition->daytime);
colorSave(stream, &definition->sun_color);
packWriteDouble(stream, &definition->sun_radius);
packWriteDouble(stream, &definition->sun_halo_size);
curveSave(stream, definition->sun_halo_profile);
packWriteDouble(stream, &definition->dome_lighting);
packWriteInt(stream, &definition->model_custom.auto_from_daytime);
colorSave(stream, &definition->model_custom.zenith_color);
colorSave(stream, &definition->model_custom.haze_color);
packWriteDouble(stream, &definition->model_custom.haze_height);
packWriteDouble(stream, &definition->model_custom.haze_smoothing);
packWriteDouble(stream, &definition->model_preetham.turbidity);
}
void skyLoad(PackStream* stream, SkyDefinition* definition)
{
packReadInt(stream, (int*)&definition->model);
packReadDouble(stream, &definition->daytime);
colorLoad(stream, &definition->sun_color);
packReadDouble(stream, &definition->sun_radius);
packReadDouble(stream, &definition->sun_halo_size);
curveLoad(stream, definition->sun_halo_profile);
packReadDouble(stream, &definition->dome_lighting);
packReadInt(stream, &definition->model_custom.auto_from_daytime);
colorLoad(stream, &definition->model_custom.zenith_color);
colorLoad(stream, &definition->model_custom.haze_color);
packReadDouble(stream, &definition->model_custom.haze_height);
packReadDouble(stream, &definition->model_custom.haze_smoothing);
packReadDouble(stream, &definition->model_preetham.turbidity);
skyValidateDefinition(definition);
}
SkyDefinition skyCreateDefinition()
{
SkyDefinition def;
def.model = SKY_MODEL_CUSTOM;
def.daytime = 0.0;
def.sun_color = COLOR_BLACK;
def.sun_radius = 1.0;
def.sun_halo_size = 0.0;
def.sun_halo_profile = curveCreate();
def.dome_lighting = 0.0;
def.model_custom.auto_from_daytime = 0;
def.model_custom.zenith_color = COLOR_BLACK;
def.model_custom.haze_color = COLOR_BLACK;
def.model_custom.haze_height = 0.0;
def.model_custom.haze_smoothing = 0.0;
def.model_custom._sky_gradation = colorGradationCreate();
def.model_preetham.turbidity = 0.0;
skyValidateDefinition(&def);
return def;
}
void skyDeleteDefinition(SkyDefinition* definition)
{
curveDelete(definition->sun_halo_profile);
colorGradationDelete(definition->model_custom._sky_gradation);
}
void skyCopyDefinition(SkyDefinition* source, SkyDefinition* destination)
{
destination->model = source->model;
destination->daytime = source->daytime;
destination->sun_color = source->sun_color;
destination->sun_radius = source->sun_radius;
destination->sun_halo_size = source->sun_halo_size;
destination->dome_lighting = source->dome_lighting;
destination->model_custom.auto_from_daytime = source->model_custom.auto_from_daytime;
destination->model_custom.zenith_color = source->model_custom.zenith_color;
destination->model_custom.haze_color = source->model_custom.haze_color;
destination->model_custom.haze_height = source->model_custom.haze_height;
destination->model_custom.haze_smoothing = source->model_custom.haze_smoothing;
destination->model_preetham.turbidity = source->model_preetham.turbidity;
curveCopy(source->sun_halo_profile, destination->sun_halo_profile);
skyValidateDefinition(destination);
}
static void _setAutoCustomModel(SkyDefinition* definition)
{
ColorGradation* zenith_gradation;
ColorGradation* haze_gradation;
zenith_gradation = colorGradationCreate();
haze_gradation = colorGradationCreate();
colorGradationQuickAddRgb(zenith_gradation, 0.2, 0.03, 0.03, 0.05);
colorGradationQuickAddRgb(zenith_gradation, 0.25, 0.25, 0.33, 0.37);
colorGradationQuickAddRgb(zenith_gradation, 0.35, 0.52, 0.63, 0.8);
colorGradationQuickAddRgb(zenith_gradation, 0.65, 0.52, 0.63, 0.8);
colorGradationQuickAddRgb(zenith_gradation, 0.75, 0.25, 0.33, 0.37);
colorGradationQuickAddRgb(zenith_gradation, 0.8, 0.03, 0.03, 0.05);
colorGradationQuickAddRgb(haze_gradation, 0.2, 0.05, 0.05, 0.08);
colorGradationQuickAddRgb(haze_gradation, 0.25, 0.55, 0.42, 0.42);
colorGradationQuickAddRgb(haze_gradation, 0.3, 0.6, 0.6, 0.6);
colorGradationQuickAddRgb(haze_gradation, 0.4, 0.92, 0.93, 1.0);
colorGradationQuickAddRgb(haze_gradation, 0.6, 0.92, 0.93, 1.0);
colorGradationQuickAddRgb(haze_gradation, 0.7, 0.6, 0.6, 0.8);
colorGradationQuickAddRgb(haze_gradation, 0.75, 0.62, 0.50, 0.42);
colorGradationQuickAddRgb(haze_gradation, 0.8, 0.05, 0.05, 0.08);
definition->model_custom.zenith_color = colorGradationGet(zenith_gradation, definition->daytime);
definition->model_custom.haze_color = colorGradationGet(haze_gradation, definition->daytime);
colorGradationDelete(zenith_gradation);
colorGradationDelete(haze_gradation);
}
void skyValidateDefinition(SkyDefinition* definition)
{
if (definition->model == SKY_MODEL_CUSTOM)
{
if (definition->model_custom.auto_from_daytime)
{
_setAutoCustomModel(definition);
}
colorGradationClear(definition->model_custom._sky_gradation);
colorGradationQuickAdd(definition->model_custom._sky_gradation, 0.0, &definition->model_custom.haze_color);
colorGradationQuickAdd(definition->model_custom._sky_gradation, definition->model_custom.haze_height - definition->model_custom.haze_smoothing, &definition->model_custom.haze_color);
colorGradationQuickAdd(definition->model_custom._sky_gradation, definition->model_custom.haze_height, &definition->model_custom.zenith_color);
colorGradationQuickAdd(definition->model_custom._sky_gradation, 1.0, &definition->model_custom.zenith_color);
}
}
static inline void _addDomeLight(SkyDefinition* sky, Renderer* renderer, LightDefinition* light, Vector3 direction, double factor)
{
light->direction = v3Scale(direction, -1.0);
light->color = skyGetColor(sky, renderer, VECTOR_ZERO, direction);
light->color.r *= factor;
light->color.g *= factor;
light->color.b *= factor;
light->reflection = 0.0;
light->filtered = 0;
light->masked = 0;
}
int skyGetLights(SkyDefinition* sky, Renderer* renderer, LightDefinition* lights, int max_lights)
{
double sun_angle;
Vector3 sun_direction;
int nblights = 0;
sun_angle = (sky->daytime + 0.75) * M_PI * 2.0;
sun_direction.x = cos(sun_angle);
sun_direction.y = sin(sun_angle);
sun_direction.z = 0.0;
/* TODO Moon light */
if (max_lights > 0)
{
/* Direct light from the sun */
lights[0].direction = v3Scale(sun_direction, -1.0);
lights[0].color = sky->sun_color;
lights[0].reflection = 1.0;
lights[0].filtered = 1;
lights[0].masked = 1;
nblights = 1;
max_lights--;
}
if (max_lights > 0)
{
/* Indirect lighting by skydome scattering */
int xsamples, ysamples, samples, x, y;
double xstep, ystep, factor;
Vector3 direction;
samples = (renderer->render_quality < 5) ? 9 : (renderer->render_quality * 4 + 1);
samples = samples > max_lights ? max_lights : samples;
factor = sky->dome_lighting / (double)samples;
_addDomeLight(sky, renderer, lights + nblights, VECTOR_UP, factor);
nblights++;
samples--;
if (samples >= 2)
{
xsamples = samples / 2;
ysamples = samples / xsamples;
xstep = M_PI * 2.0 / (double)xsamples;
ystep = M_PI * 0.5 / (double)ysamples;
for (x = 0; x < xsamples; x++)
{
for (y = 0; y < ysamples; y++)
{
direction.x = cos(x * xstep) * cos(y * ystep);
direction.y = -sin(y * ystep);
direction.z = sin(x * xstep) * cos(y * ystep);
_addDomeLight(sky, renderer, lights + nblights, direction, factor);
nblights++;
}
}
}
}
return nblights;
}
/******************************** Rendering ********************************/
Color skyGetColor(SkyDefinition* definition, Renderer* renderer, Vector3 eye, Vector3 look)
{
double dist;
Vector3 sun_position;
Color sun_color, sky_color;
sun_position = skyGetSunDirection(definition);
look = v3Normalize(look);
dist = v3Norm(v3Sub(look, sun_position));
if (definition->model == SKY_MODEL_PREETHAM)
{
sky_color = skyPreethamGetColor(eye, look, sun_position, definition->model_preetham.turbidity);
}
else if (definition->model == SKY_MODEL_RAYLEIGH_MIE)
{
sky_color = skyRayleighGetColor(eye, look, sun_position);
}
else
{
sky_color = colorGradationGet(definition->model_custom._sky_gradation, look.y * 0.5 + 0.5);
}
if (dist < definition->sun_radius + definition->sun_halo_size)
{
sun_color = definition->sun_color;
if (dist <= definition->sun_radius)
{
return sun_color;
}
else
{
dist = (dist - definition->sun_radius) / definition->sun_halo_size;
sun_color.a = curveGetValue(definition->sun_halo_profile, dist);
colorMask(&sky_color, &sun_color);
return sky_color;
}
}
else
{
return sky_color;
}
}
static Color _postProcessFragment(Renderer* renderer, Vector3 location, void* data)
{
Vector3 direction;
Color result;
SkyDefinition* definition;
definition = (SkyDefinition*)data;
direction = v3Sub(location, renderer->camera_location);
result = skyGetColor(definition, renderer, renderer->camera_location, v3Normalize(direction));
result = renderer->applyClouds(renderer, result, renderer->camera_location, v3Add(renderer->camera_location, v3Scale(direction, 10.0)));
return result;
}
void skyRender(SkyDefinition* definition, Renderer* renderer)
{
int res_i, res_j;
int i, j;
double step_i, step_j;
double current_i, current_j;
Vector3 vertex1, vertex2, vertex3, vertex4;
Vector3 direction;
res_i = renderer->render_quality * 40;
res_j = renderer->render_quality * 20;
step_i = M_PI * 2.0 / (double)res_i;
step_j = M_PI / (double)res_j;
for (j = 0; j < res_j; j++)
{
if (!renderer->addRenderProgress(renderer, 0.0))
{
return;
}
current_j = (double)(j - res_j / 2) * step_j;
for (i = 0; i < res_i; i++)
{
current_i = (double)i * step_i;
direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j);
direction.y = SPHERE_SIZE * sin(current_j);
direction.z = SPHERE_SIZE * sin(current_i) * cos(current_j);
vertex1 = v3Add(renderer->camera_location, direction);
direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j);
direction.y = SPHERE_SIZE * sin(current_j);
direction.z = SPHERE_SIZE * sin(current_i + step_i) * cos(current_j);
vertex2 = v3Add(renderer->camera_location, direction);
direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j + step_j);
direction.y = SPHERE_SIZE * sin(current_j + step_j);
direction.z = SPHERE_SIZE * sin(current_i + step_i) * cos(current_j + step_j);
vertex3 = v3Add(renderer->camera_location, direction);
direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j + step_j);
direction.y = SPHERE_SIZE * sin(current_j + step_j);
direction.z = SPHERE_SIZE * sin(current_i) * cos(current_j + step_j);
vertex4 = v3Add(renderer->camera_location, direction);
/* TODO Triangles at poles */
renderer->pushQuad(renderer, vertex1, vertex4, vertex3, vertex2, _postProcessFragment, definition);
}
}
}
Vector3 skyGetSunDirection(SkyDefinition* definition)
{
Vector3 result;
double sun_angle = (definition->daytime + 0.75) * M_PI * 2.0;
result.x = cos(sun_angle);
result.y = sin(sun_angle);
result.z = 0.0;
return result;
}
Color skyGetSunColor(SkyDefinition* definition)
{
return definition->sun_color;
}
Color skyGetZenithColor(SkyDefinition* definition)
{
Vector3 look = {0.0, 1.0, 0.0};
return skyGetColor(definition, NULL, VECTOR_ZERO, look);
}
Color skyGetHorizonColor(SkyDefinition* definition)
{
Vector3 look = {0.0, 0.0, 1.0};
return skyGetColor(definition, NULL, VECTOR_ZERO, look);
}

View file

@ -1,62 +0,0 @@
#ifndef _PAYSAGES_SKY_H_
#define _PAYSAGES_SKY_H_
#include "shared/types.h"
#include "color.h"
#include "lighting.h"
#include "pack.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef enum
{
SKY_MODEL_CUSTOM = 0,
SKY_MODEL_RAYLEIGH_MIE = 1,
SKY_MODEL_PREETHAM = 2
} SkyModel;
typedef struct
{
SkyModel model;
double daytime;
Color sun_color;
double sun_radius;
double sun_halo_size;
Curve* sun_halo_profile;
double dome_lighting;
struct {
int auto_from_daytime;
Color zenith_color;
Color haze_color;
double haze_height;
double haze_smoothing;
ColorGradation* _sky_gradation;
} model_custom;
struct {
double turbidity;
} model_preetham;
} SkyDefinition;
void skySave(PackStream* stream, SkyDefinition* definition);
void skyLoad(PackStream* stream, SkyDefinition* definition);
SkyDefinition skyCreateDefinition();
void skyDeleteDefinition(SkyDefinition* definition);
void skyCopyDefinition(SkyDefinition* source, SkyDefinition* destination);
void skyValidateDefinition(SkyDefinition* definition);
int skyGetLights(SkyDefinition* sky, Renderer* renderer, LightDefinition* lights, int max_lights);
Color skyGetColor(SkyDefinition* definition, Renderer* renderer, Vector3 eye, Vector3 look);
void skyRender(SkyDefinition* definition, Renderer* renderer);
Vector3 skyGetSunDirection(SkyDefinition* definition);
Color skyGetSunColor(SkyDefinition* definition);
Color skyGetZenithColor(SkyDefinition* definition);
Color skyGetHorizonColor(SkyDefinition* definition);
#ifdef __cplusplus
}
#endif
#endif

View file

@ -1,20 +0,0 @@
#ifndef _PAYSAGES_PREETHAM_H_
#define _PAYSAGES_PREETHAM_H_
/* Implementation of Preetham/Shirley light scattering */
#include "color.h"
#include "euclid.h"
#ifdef __cplusplus
extern "C" {
#endif
Color skyPreethamGetColor(Vector3 viewer, Vector3 direction, Vector3 sun_direction, double turbidity);
Color skyPreethamApplyToObject(Vector3 viewer, Vector3 object_location, Vector3 sun_direction, double turbidity, Color object_color);
#ifdef __cplusplus
}
#endif
#endif

View file

@ -1,82 +0,0 @@
#include "skyrayleigh.h"
#include <math.h>
#if 0
static Vector3 _betaR = {5.5e-6, 13.0e-6, 22.4e-6}; /* Rayleigh scattering coefficients at sea level */
static Vector3 _betaM = {21e-6, 0.0, 0.0}; /* Mie scattering coefficients at sea level */
static double _Hr = 7994; /* Rayleigh scale height */
static double _Hm = 1200; /* Mie scale height */
static double _radiusEarth = 6360e3; /* Earth radius */
static double _radiusAtmosphere = 6420e3; /* Atmosphere radius */
static double _sunIntensity = 20.0; /* Sun intensity */
static double _g = 0.76; /* Mean cosine */
#endif
/*typedef struct
{
double tmin;
double tmax;
} Ray;
static Vector3 _computeIncidentLight(Ray r)
{
double t0, t1;
int numSamples = 16;
int numSamplesLight = 8;
int i, j;
if (!intersect<T>(r, radiusAtmosphere, t0, t1) || t1 < 0) return Vec3<T>(0);
if (t0 > r.tmin && t0 > 0) r.tmin = t0;
if (t1 < r.tmax) r.tmax = t1;
double segmentLength = (r.tmax - r.tmin) / (double)numSamples;
double tCurrent = r.tmin;
Vector3 sumR = VECTOR_ZERO;
Vector3 sumM = VECTOR_ZERO;
double opticalDepthR = 0.0;
double opticalDepthM = 0.0;
double mu = r.direction.dot(sunDirection);
double phaseR = 3.0 / (16.0 * M_PI) * (1.0 + mu * mu);
double phaseM = 3.0 / (8.0 * M_PI) * ((1.0 - _g * _g) * (1 + mu * mu)) / ((2 + _g * _g) * pow(1 + _g * _g - 2 * _g * mu, 1.5));
for (i = 0; i < numSamples; ++i)
{
Vector3 samplePosition = r(tCurrent + T(0.5) * segmentLength);
double height = samplePosition.magnitude() - radiusEarth;
double hr = exp(-height / _Hr) * segmentLength;
double hm = exp(-height / _Hm) * segmentLength;
opticalDepthR += hr;
opticalDepthM += hm;
Ray lightRay(samplePosition, sunDirection);
intersect(lightRay, radiusAtmosphere, lightRay.tmin, lightRay.tmax);
double segmentLengthLight = lightRay.tmax / numSamplesLight;
double tCurrentLight = 0.0;
double opticalDepthLightR = 0.0;
double opticalDepthLightM = 0.0;
for (j = 0; j < numSamplesLight; ++j) {
Vector3 samplePositionLight = lightRay(tCurrentLight + T(0.5) * segmentLengthLight);
T heightLight = samplePositionLight.magnitude() - radiusEarth;
if (heightLight < 0) break;
opticalDepthLightR += exp(-heightLight / Hr) * segmentLengthLight;
opticalDepthLightM += exp(-heightLight / Hm) * segmentLengthLight;
tCurrentLight += segmentLengthLight;
}
if (j == numSamplesLight) {
Vec3<T> tau = betaR * (opticalDepthR + opticalDepthLightR) + betaM * 1.1 * (opticalDepthM + opticalDepthLightM);
Vec3<T> attenuation(exp(-tau.x), exp(-tau.y), exp(-tau.z));
sumR += hr * attenuation;
sumM += hm * attenuation;
}
tCurrent += segmentLength;
}
return 20 * (sumR * phaseR * _betaR + sumM * phaseM * _betaM);
}*/
Color skyRayleighGetColor(Vector3 viewer, Vector3 direction, Vector3 sun_direction)
{
return COLOR_BLACK;
}
Color skyRayleighApplyToObject(Vector3 viewer, Vector3 object_location, Vector3 sun_direction, Color object_color)
{
return COLOR_BLACK;
}

View file

@ -1,20 +0,0 @@
#ifndef _PAYSAGES_RAYLEIGH_H_
#define _PAYSAGES_RAYLEIGH_H_
/* Implementation of Rayleigh/Mie atmospheric light scattering */
#include "color.h"
#include "euclid.h"
#ifdef __cplusplus
extern "C" {
#endif
Color skyRayleighGetColor(Vector3 viewer, Vector3 direction, Vector3 sun_direction);
Color skyRayleighApplyToObject(Vector3 viewer, Vector3 object_location, Vector3 sun_direction, Color object_color);
#ifdef __cplusplus
}
#endif
#endif

View file

@ -231,7 +231,7 @@ static Color _getColor(TerrainDefinition* definition, Renderer* renderer, Vector
Color color;
color = renderer->applyTextures(renderer, point, precision);
color = renderer->applyAtmosphere(renderer, point, color);
color = renderer->atmosphere->applyAerialPerspective(renderer, point, color);
color = renderer->applyClouds(renderer, color, renderer->camera_location, point);
return color;

View file

@ -357,7 +357,7 @@ WaterResult waterGetColorDetail(WaterDefinition* definition, Renderer* renderer,
renderer->getLightStatus(renderer, &light, location);
color = renderer->applyLightStatus(renderer, &light, location, normal, material);
color = renderer->applyAtmosphere(renderer, location, color);
color = renderer->atmosphere->applyAerialPerspective(renderer, location, color);
color = renderer->applyClouds(renderer, color, renderer->camera_location, location);
result.base = definition->material.base;