#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; }