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@ -75,6 +75,7 @@ void create_stars(game::context& ctx) |
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float* star_vertex_data = new float[star_count * star_vertex_size]; |
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float* star_vertex_data = new float[star_count * star_vertex_size]; |
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float* star_vertex = star_vertex_data; |
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float* star_vertex = star_vertex_data; |
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// Init starlight illuminance
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double starlight_illuminance = 0.0; |
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double starlight_illuminance = 0.0; |
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// Build star catalog vertex data
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// Build star catalog vertex data
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@ -100,8 +101,6 @@ void create_stars(game::context& ctx) |
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continue; |
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continue; |
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} |
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} |
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starlight_illuminance += physics::light::vmag::to_illuminance(vmag); |
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// Convert right ascension and declination from degrees to radians
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// Convert right ascension and declination from degrees to radians
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ra = math::wrap_radians(math::radians(ra)); |
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ra = math::wrap_radians(math::radians(ra)); |
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dec = math::wrap_radians(math::radians(dec)); |
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dec = math::wrap_radians(math::radians(dec)); |
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@ -109,6 +108,9 @@ void create_stars(game::context& ctx) |
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// Convert ICRF coordinates from spherical to Cartesian
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// Convert ICRF coordinates from spherical to Cartesian
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double3 position = physics::orbit::frame::bci::cartesian(double3{1.0, dec, ra}); |
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double3 position = physics::orbit::frame::bci::cartesian(double3{1.0, dec, ra}); |
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// Convert apparent magnitude to brightness factor relative to a 0th magnitude star
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double brightness = physics::light::vmag::to_brightness(vmag); |
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// Convert color index to color temperature
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// Convert color index to color temperature
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double cct = color::index::bv_to_cct(bv_color); |
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double cct = color::index::bv_to_cct(bv_color); |
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@ -118,24 +120,22 @@ void create_stars(game::context& ctx) |
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// Transform XYZ color to ACEScg colorspace
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// Transform XYZ color to ACEScg colorspace
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double3 color_acescg = color::xyz::to_acescg(color_xyz); |
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double3 color_acescg = color::xyz::to_acescg(color_xyz); |
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// Convert apparent magnitude to brightness factor relative to a 0th magnitude star
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double brightness = physics::light::vmag::to_brightness(vmag); |
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// Scale color by relative brightness
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// Scale color by relative brightness
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double3 scaled_color = color_acescg * brightness; |
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color_acescg *= brightness; |
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// Build vertex
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// Build vertex
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*(star_vertex++) = static_cast<float>(position.x); |
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*(star_vertex++) = static_cast<float>(position.x); |
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*(star_vertex++) = static_cast<float>(position.y); |
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*(star_vertex++) = static_cast<float>(position.y); |
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*(star_vertex++) = static_cast<float>(position.z); |
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*(star_vertex++) = static_cast<float>(position.z); |
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*(star_vertex++) = static_cast<float>(scaled_color.x); |
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*(star_vertex++) = static_cast<float>(scaled_color.y); |
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*(star_vertex++) = static_cast<float>(scaled_color.z); |
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*(star_vertex++) = static_cast<float>(color_acescg.x); |
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*(star_vertex++) = static_cast<float>(color_acescg.y); |
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*(star_vertex++) = static_cast<float>(color_acescg.z); |
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*(star_vertex++) = static_cast<float>(brightness); |
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*(star_vertex++) = static_cast<float>(brightness); |
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// Convert apparent magnitude to illuminance and add to total starlight
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starlight_illuminance += physics::light::vmag::to_illuminance(vmag); |
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} |
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} |
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std::cout << "TOTAL STARLIGHT: " << starlight_illuminance << std::endl; |
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// Unload star catalog
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// Unload star catalog
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ctx.resource_manager->unload("stars.csv"); |
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ctx.resource_manager->unload("stars.csv"); |
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@ -188,6 +188,9 @@ void create_stars(game::context& ctx) |
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// Pass stars model to sky pass
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// Pass stars model to sky pass
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ctx.sky_pass->set_stars_model(stars_model); |
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ctx.sky_pass->set_stars_model(stars_model); |
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// Pass starlight illuminance to astronomy system
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ctx.astronomy_system->set_starlight_illuminance(starlight_illuminance); |
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} |
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} |
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void create_sun(game::context& ctx) |
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void create_sun(game::context& ctx) |
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