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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;
}