150 lines
5.1 KiB
C++
150 lines
5.1 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): zaghaghi
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/render/intern/include/sunsky.h
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* \ingroup render
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*/
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/**
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* This feature comes from Preetham paper on "A Practical Analytic Model for Daylight"
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* and example code from Brian Smits, another author of that paper in
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* http://www.cs.utah.edu/vissim/papers/sunsky/code/
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* */
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#ifndef SUNSKY_H_
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#define SUNSKY_H_
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#define SPECTRUM_MAX_COMPONENTS 100
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#define SPECTRUM_START 350.0
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#define SPECTRUM_END 800.0
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typedef struct SunSky
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{
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short effect_type, skyblendtype, sky_colorspace;
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float turbidity;
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float theta, phi;
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float toSun[3];
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/*float sunSpectralRaddata[SPECTRUM_MAX_COMPONENTS];*/
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float sunSolidAngle;
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float zenith_Y, zenith_x, zenith_y;
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float perez_Y[5], perez_x[5], perez_y[5];
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/* suggested by glome in
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* http://projects.blender.org/tracker/?func=detail&atid=127&aid=8063&group_id=9*/
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float horizon_brightness;
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float spread;
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float sun_brightness;
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float sun_size;
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float backscattered_light;
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float skyblendfac;
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float sky_exposure;
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float atm_HGg;
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float atm_SunIntensity;
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float atm_InscatteringMultiplier;
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float atm_ExtinctionMultiplier;
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float atm_BetaRayMultiplier;
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float atm_BetaMieMultiplier;
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float atm_DistanceMultiplier;
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float atm_BetaRay[3];
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float atm_BetaDashRay[3];
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float atm_BetaMie[3];
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float atm_BetaDashMie[3];
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float atm_BetaRM[3];
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}SunSky;
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/**
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* InitSunSky:
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* this function compute some sun,sky parameters according to input parameters and also initiate some other sun, sky parameters
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* parameters:
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* sunSky, is a structure that contains informtion about sun, sky and atmosphere, in this function, most of its values initiated
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* turb, is atmosphere turbidity
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* toSun, contains sun direction
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* horizon_brighness, controls the brightness of the horizon colors
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* spread, controls colors spreed at horizon
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* sun_brightness, controls sun's brightness
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* sun_size, controls sun's size
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* back_scatter, controls back scatter light
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* */
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void InitSunSky(struct SunSky *sunsky, float turb, float *toSun, float horizon_brightness,
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float spread,float sun_brightness, float sun_size, float back_scatter,
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float skyblendfac, short skyblendtype, float sky_exposure, float sky_colorspace);
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/**
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* GetSkyXYZRadiance:
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* this function compute sky radiance according to a view parameters `theta' and `phi'and sunSky values
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* parameters:
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* sunSky, sontains sun and sky parameters
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* theta, is sun's theta
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* phi, is sun's phi
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* color_out, is computed color that shows sky radiance in XYZ color format
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* */
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void GetSkyXYZRadiance(struct SunSky* sunsky, float theta, float phi, float color_out[3]);
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/**
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* GetSkyXYZRadiancef:
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* this function compute sky radiance according to a view direction `varg' and sunSky values
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* parameters:
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* sunSky, sontains sun and sky parameters
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* varg, shows direction
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* color_out, is computed color that shows sky radiance in XYZ color format
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* */
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void GetSkyXYZRadiancef(struct SunSky* sunsky, const float varg[3], float color_out[3]);
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/**
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* InitAtmosphere:
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* this function intiate sunSky structure with user input parameters.
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* parameters:
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* sunSky, contains information about sun, and in this function some atmosphere parameters will initiated
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* sun_intens, shows sun intensity value
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* mief, Mie scattering factor this factor currently call with 1.0
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* rayf, Rayleigh scattering factor, this factor currently call with 1.0
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* inscattf, inscatter light factor that range from 0.0 to 1.0, 0.0 means no inscatter light and 1.0 means full inscatter light
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* extincf, extinction light factor that range from 0.0 to 1.0, 0.0 means no extinction and 1.0 means full extinction
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* disf, is distance factor, multiplyed to pixle's z value to compute each pixle's distance to camera,
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* */
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void InitAtmosphere(struct SunSky *sunSky, float sun_intens, float mief, float rayf, float inscattf, float extincf, float disf);
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/**
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* AtmospherePixleShader:
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* this function apply atmosphere effect on a pixle color `rgb' at distance `s'
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* parameters:
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* sunSky, contains information about sun parameters and user values
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* view, is camera view vector
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* s, is distance
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* rgb, contains rendered color value for a pixle
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* */
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void AtmospherePixleShader( struct SunSky* sunSky, float view[3], float s, float rgb[3]);
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/**
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* ClipColor:
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* clip a color to range [0,1];
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* */
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void ClipColor(float c[3]);
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#endif /*SUNSKY_H_*/
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