/* * Copyright (C) 2023 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #include "game/systems/blackbody-system.hpp" #include #include #include #include #include #include blackbody_system::blackbody_system(entity::registry& registry): updatable_system(registry) { // Construct a range of sample wavelengths in the visible spectrum m_visible_wavelengths_nm.resize(780 - 280); std::iota(m_visible_wavelengths_nm.begin(), m_visible_wavelengths_nm.end(), 280); registry.on_construct<::blackbody_component>().connect<&blackbody_system::on_blackbody_construct>(this); registry.on_update<::blackbody_component>().connect<&blackbody_system::on_blackbody_update>(this); } blackbody_system::~blackbody_system() { registry.on_construct<::blackbody_component>().disconnect<&blackbody_system::on_blackbody_construct>(this); registry.on_update<::blackbody_component>().disconnect<&blackbody_system::on_blackbody_update>(this); } void blackbody_system::update(float t, float dt) {} void blackbody_system::update_blackbody(entity::id entity_id) { // Get blackbody component auto& blackbody = registry.get(entity_id); // Construct a lambda function which calculates the blackbody's RGB luminance of a given wavelength auto rgb_spectral_luminance = [&](double wavelength_nm) -> math::dvec3 { // Convert wavelength from nanometers to meters const double wavelength_m = wavelength_nm * 1e-9; // Calculate the spectral radiance of the wavelength const double spectral_radiance = physics::light::blackbody::spectral_radiance(blackbody.temperature, wavelength_m); // Convert spectral radiance to spectral luminance const double spectral_luminance = spectral_radiance * 1e-9 * physics::light::max_luminous_efficacy; // Calculate the XYZ color of the wavelength using CIE color matching functions then transform to RGB const auto color_xyz = color::xyz_match(wavelength_nm); const auto color_rgb = config::scene_linear_color_space.from_xyz * color_xyz; // Scale RGB color by spectral luminance return color_rgb * spectral_luminance; }; // Integrate the blackbody RGB spectral luminance over wavelengths in the visible spectrum const math::dvec3 rgb_luminance = math::quadrature::simpson(rgb_spectral_luminance, m_visible_wavelengths_nm.begin(), m_visible_wavelengths_nm.end()); // Extract luminance and color from RGB luminance blackbody.luminance = math::max(rgb_luminance); blackbody.color = rgb_luminance / blackbody.luminance; } void blackbody_system::on_blackbody_construct(entity::registry& registry, entity::id entity_id) { update_blackbody(entity_id); } void blackbody_system::on_blackbody_update(entity::registry& registry, entity::id entity_id) { update_blackbody(entity_id); }