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-rw-r--r--core/skylight.h96
1 files changed, 96 insertions, 0 deletions
diff --git a/core/skylight.h b/core/skylight.h
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+++ b/core/skylight.h
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+#pragma once
+
+#include "maths.h"
+
+// implements Perez's model for sky luminance
+inline float SkyDistribution(float theta, float gamma, float a, float b, float c, float d, float e)
+{
+ float cosGamma = cosf(gamma);
+ float cosTheta = cosf(theta);
+
+ return (1.0f + a*expf(b / cosTheta))*(1.0f + c*expf(d*gamma) + e*cosGamma*cosGamma);
+}
+
+inline float SkyLuminance(float theta, float gamma, float zenith, float sunTheta, float a, float b, float c, float d, float e)
+{
+ float l = zenith * (SkyDistribution(theta, gamma, a, b, c, d, e) / SkyDistribution(0.0f, sunTheta, a, b, c, d, e));
+ return l;
+}
+
+inline float Lerp2(const float ab[2], float t)
+{
+ return ab[0]*t + ab[1];
+}
+
+inline Colour SkyLight(float theta, float phi, float sunTheta, float sunPhi, float t)
+{
+ // need cosTheta > 0.0
+ theta = Clamp(theta, 0.0f, kPi*0.5f-1.0e-6f);
+
+ // calculate arc-length between sun and patch being calculated
+ const float gamma = acosf(cosf(sunTheta)*cosf(theta) + sinf(sunTheta)*sinf(theta)*cosf(abs(phi-sunPhi)));
+
+ const float xcoeff [5][2] = { { -0.0193f, -0.2592f },
+ { -0.0665f, 0.0008f },
+ { -0.0004f, 0.2125f },
+ { -0.0641f, -0.8989f },
+ { -0.0033f, 0.0452f } };
+
+ const float ycoeff [5][2] = { {-0.0167f, -0.2608f },
+ { -0.0950f, 0.0092f },
+ { -0.0079f, 0.2102f },
+ { -0.0441f, -1.6537f },
+ { -0.0109f, 0.0529f } };
+
+ const float Ycoeff [5][2] = { { 0.1787f, -1.4630f },
+ { -0.3554f, 0.4275f },
+ { -0.0227f, 5.3251f },
+ { 0.1206f, -2.5771f },
+ { -0.0670f, 0.3703f } };
+
+ const Matrix44 zxcoeff(0.00166f, -0.02903f, 0.11693f, 0.0f,
+ -0.00375f, 0.06377f, -0.21196f, 0.0f,
+ 0.00209f, -0.03202f, 0.06052f, 0.0f,
+ 0.0f, 0.00394f, 0.25886f, 0.0f);
+
+ const Matrix44 zycoeff(0.00275f, -0.04214f, 0.15346f, 0.0f,
+ -0.00610f, 0.08970f, -0.26756f, 0.0f,
+ 0.00317f, -0.04153f, 0.06670f, 0.0f,
+ 0.0f, 0.00516f, 0.26688f, 0.0f);
+
+
+ const Vec4 b(sunTheta*sunTheta*sunTheta, sunTheta*sunTheta, sunTheta, 1.0f);
+ const Vec4 a(t*t, t, 1.0f, 0.0f);
+
+ // calculate the zenith values for current turbidity and sun position
+ const float zx = Dot3(a, zxcoeff*b);
+ const float zy = Dot3(a, zycoeff*b);
+ const float zY = (4.0453f * t - 4.9710f)*tanf((4.0f/9.0f - t/120.0f)*(kPi-2.0f*sunTheta)) - 0.2155f*t + 2.4192f;
+
+ float x = SkyLuminance(theta, gamma, zx, sunTheta, Lerp2(xcoeff[0], t),
+ Lerp2(xcoeff[1], t),
+ Lerp2(xcoeff[2], t),
+ Lerp2(xcoeff[3], t),
+ Lerp2(xcoeff[4], t));
+
+
+ float y = SkyLuminance(theta, gamma, zy, sunTheta, Lerp2(ycoeff[0], t),
+ Lerp2(ycoeff[1], t),
+ Lerp2(ycoeff[2], t),
+ Lerp2(ycoeff[3], t),
+ Lerp2(ycoeff[4], t));
+
+ float Y = SkyLuminance(theta, gamma, zY, sunTheta, Lerp2(Ycoeff[0], t),
+ Lerp2(Ycoeff[1], t),
+ Lerp2(Ycoeff[2], t),
+ Lerp2(Ycoeff[3], t),
+ Lerp2(Ycoeff[4], t));
+
+
+ // convert Yxy to XYZ and then to RGB
+ Colour XYZ = YxyToXYZ(Y, x, y);
+ Colour RGB = XYZToLinear(XYZ.r, XYZ.g, XYZ.b);
+
+ return RGB;
+}
+