6e8fbca745
match the genesis editor version 1.3.0.653.
273 lines
5.6 KiB
C++
273 lines
5.6 KiB
C++
#pragma once
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#include "core/refcounted.h"
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#include "math/float3.h"
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#include "math/float2.h"
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namespace Sky
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{
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class Atmosphere : public Core::RefCounted
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{
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__DeclareClass(Atmosphere);
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public:
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/** Atmosphere options
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*/
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struct Options
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{
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/// Time information: x = time in [0, 24]h range, y = sunrise hour in [0, 24]h range, z = sunset hour in [0, 24] range
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Math::float3 Time;
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/// East position
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Math::float2 EastPosition;
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/// Inner atmosphere radius
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Math::scalar InnerRadius;
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/// Outer atmosphere radius
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Math::scalar OuterRadius;
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/// Height position, in [0, 1] range, 0=InnerRadius, 1=OuterRadius
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Math::scalar HeightPosition;
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/// Rayleigh multiplier
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Math::scalar RayleighMultiplier;
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/// Mie multiplier
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Math::scalar MieMultiplier;
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/// Sun intensity
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Math::scalar SunIntensity;
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/// WaveLength for RGB channels
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Math::float3 WaveLength;
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/// Phase function
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Math::scalar G;
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/// Exposure coeficient
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Math::scalar Exposure;
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/// Number of samples
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int NumberOfSamples;
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/** Default constructor
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*/
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Options()
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: Time(Math::float3(7.0f, 7.50f, 20.50f))
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, EastPosition(Math::float2(1.0f,0.0f))
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, InnerRadius(9.77501f)
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, OuterRadius(10.2963f)
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, HeightPosition(0.01f)
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, RayleighMultiplier(0.0022f)
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, MieMultiplier(0.000675f)
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, SunIntensity(30.0f)
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, WaveLength(Math::float3(0.57f, 0.54f, 0.44f))
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, G(-0.991f)
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, Exposure(2.0f)
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, NumberOfSamples(4)
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{
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}
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/** Simple constructor
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@param _Time Time information: x = time in [0, 24]h range, y = sunrise hour in [0, 24]h range, z = sunset hour in [0, 24] range
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*/
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Options(const Math::float3& _Time)
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: Time(_Time)
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, EastPosition(Math::float2(1.0f,0.0f))
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, InnerRadius(9.77501f)
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, OuterRadius(10.2963f)
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, HeightPosition(0.01f)
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, RayleighMultiplier(0.0022f)
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, MieMultiplier(0.000675f)
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, SunIntensity(30)
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, WaveLength(Math::float3(0.57f, 0.54f, 0.44f))
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, G(-0.991f)
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, Exposure(2.0f)
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, NumberOfSamples(4)
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{
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}
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/** Constructor
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@param _Time Time information: x = time in [0, 24]h range, y = sunrise hour in [0, 24]h range, z = sunset hour in [0, 24] range
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@param _EastPosition East position
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@param _InnerRadius Inner atmosphere radius
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@param _OuterRadius Outer atmosphere radius
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@param _HeightPosition Height position, in [0, 1] range, 0=InnerRadius, 1=OuterRadius
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@param _RayleighMultiplier Rayleigh multiplier
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@param _MieMultiplier Mie multiplier
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@param _SunIntensity Sun intensity
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@param _WaveLength Wave length for RGB channels
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@param _G Phase function
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@param _Exposure Exposure
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@param _NumerOfSamples Number of samples
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*/
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Options(const Math::float3& _Time,
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const Math::float2& _EastPosition,
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const Math::scalar& _InnerRadius,
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const Math::scalar& _OuterRadius,
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const Math::scalar& _HeightPosition,
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const Math::scalar& _RayleighMultiplier,
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const Math::scalar& _MieMultiplier,
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const Math::scalar& _SunIntensity,
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const Math::float3& _WaveLength,
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const Math::scalar& _G,
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const Math::scalar& _Exposure,
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const int& _NumerOfSamples)
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: Time(_Time)
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, EastPosition(_EastPosition)
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, InnerRadius(_InnerRadius)
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, OuterRadius(_OuterRadius)
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, HeightPosition(_HeightPosition)
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, RayleighMultiplier(_RayleighMultiplier)
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, MieMultiplier(_MieMultiplier)
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, SunIntensity(_SunIntensity)
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, WaveLength(_WaveLength)
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, G(_G)
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, Exposure(_Exposure)
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, NumberOfSamples(_NumerOfSamples)
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{
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}
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};
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enum LightMode
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{
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LM_LDR = 0,
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LM_HDR
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};
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Atmosphere();
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~Atmosphere();
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/** Set options
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@param _Options New options
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*/
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void SetOptions(const Options& _Options);
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/** Get current options
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@return Current options
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*/
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Options& GetOptions();
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/** Get current atmosphere color at the given direction
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@param Direction *Normalised* direction
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@return Atmosphere color at the especified direction
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*/
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const Math::float3 GetColorAt(const Math::float3& Direction) const;
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/** Get sun direction
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@return Sun direction
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*/
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const Math::float3 GetSunDirection() const;
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void SetLightingMode(int mode = LM_LDR);
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const Math::float3& GetTime();
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const Math::float2& GetEastPosition();
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float GetInnerRadius();
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float GetOuterRadius();
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float GetHeightPosition();
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float GetRayleighMultiplier();
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float GetMieMultiplier();
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float GetSunIntensity();
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Math::float3 GetWaveLength();
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float GetG();
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float GetExposure();
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int GetNumberOfSamples();
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private:
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/** Shader scale funtion
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@param cos Cos
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@param uScaleDepth Scale Depth
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@return Scale
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*/
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const float _Scale(const float& cos, const float& uScaleDepth) const;
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Options m_Options;
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int m_LigntingMode;
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};
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inline void Atmosphere::SetOptions(const Options& _Options)
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{
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m_Options = _Options;
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}
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inline Atmosphere::Options& Atmosphere::GetOptions()
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{
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return m_Options;
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}
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inline void Atmosphere::SetLightingMode(int mode)
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{
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m_LigntingMode = mode;
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}
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inline const Math::float3& Atmosphere::GetTime()
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{
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return m_Options.Time;
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}
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inline const Math::float2& Atmosphere::GetEastPosition()
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{
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return m_Options.EastPosition;
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}
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inline float Atmosphere::GetInnerRadius()
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{
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return m_Options.InnerRadius;
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}
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inline float Atmosphere::GetOuterRadius()
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{
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return m_Options.OuterRadius;
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}
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inline float Atmosphere::GetHeightPosition()
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{
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return m_Options.HeightPosition;
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}
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inline float Atmosphere::GetMieMultiplier()
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{
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return m_Options.MieMultiplier;
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}
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inline float Atmosphere::GetSunIntensity()
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{
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return m_Options.SunIntensity;
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}
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inline Math::float3 Atmosphere::GetWaveLength()
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{
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return m_Options.WaveLength;
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}
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inline float Atmosphere::GetG()
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{
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return m_Options.G;
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}
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inline float Atmosphere::GetExposure()
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{
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return m_Options.Exposure;
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}
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inline int Atmosphere::GetNumberOfSamples()
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{
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return m_Options.NumberOfSamples;
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}
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}
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