/* * Copyright (C) 2021 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 "renderer/passes/sky-pass.hpp" #include "resources/resource-manager.hpp" #include "resources/string-table.hpp" #include "gl/rasterizer.hpp" #include "gl/framebuffer.hpp" #include "gl/shader-program.hpp" #include "gl/shader-input.hpp" #include "gl/vertex-buffer.hpp" #include "gl/vertex-array.hpp" #include "gl/vertex-attribute-type.hpp" #include "gl/drawing-mode.hpp" #include "gl/texture-2d.hpp" #include "gl/texture-wrapping.hpp" #include "gl/texture-filter.hpp" #include "renderer/vertex-attributes.hpp" #include "renderer/render-context.hpp" #include "renderer/model.hpp" #include "renderer/material.hpp" #include "scene/camera.hpp" #include "utility/fundamental-types.hpp" #include "utility/aces.hpp" #include "math/interpolation.hpp" #include "astro/astro.hpp" #include #include #include #include sky_pass::sky_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager): render_pass(rasterizer, framebuffer), mouse_position({0.0f, 0.0f}), sky_model(nullptr), sky_material(nullptr), sky_model_vao(nullptr), sky_shader_program(nullptr), moon_model(nullptr), moon_material(nullptr), moon_model_vao(nullptr), moon_shader_program(nullptr), blue_noise_map(nullptr), sky_gradient(nullptr), sky_gradient2(nullptr), observer_location{0.0f, 0.0f, 0.0f}, time_tween(nullptr), time_of_day_tween(0.0, math::lerp), julian_day_tween(0.0, math::lerp), sun_position_tween(float3{1.0f, 1.0f, 1.0f}, math::lerp), sun_az_el_tween(float2{0.0f, 0.0f}, math::lerp), moon_position_tween(float3{1.0f, 1.0f, 1.0f}, math::lerp), moon_az_el_tween(float2{0.0f, 0.0f}, math::lerp), horizon_color_tween(float3{0.0f, 0.0f, 0.0f}, math::lerp), zenith_color_tween(float3{1.0f, 1.0f, 1.0f}, math::lerp) { // Load star catalog string_table* star_catalog = resource_manager->load("stars.csv"); // Allocate star catalog vertex data star_count = 0; if (star_catalog->size() > 0) star_count = star_catalog->size() - 1; std::size_t star_vertex_size = 6; std::size_t star_vertex_stride = star_vertex_size * sizeof(float); float* star_vertex_data = new float[star_count * star_vertex_size]; float* star_vertex = star_vertex_data; // Build star catalog vertex data for (std::size_t i = 1; i < star_catalog->size(); ++i) { const string_table_row& catalog_row = (*star_catalog)[i]; double ra = 0.0; double dec = 0.0; double vmag = 0.0; double bv_color = 0.0; // Parse star catalog entry try { ra = std::stod(catalog_row[1]); dec = std::stod(catalog_row[2]); vmag = std::stod(catalog_row[3]); bv_color = std::stod(catalog_row[4]); } catch (const std::exception& e) {} // Convert right ascension and declination from degrees to radians ra = math::wrap_radians(math::radians(ra)); dec = math::wrap_radians(math::radians(dec)); // Transform spherical coordinates to rectangular (Cartesian) coordinates double3 spherical = {1.0, dec, ra}; double3 rectangular = astro::spherical_to_rectangular(spherical); // Convert color index to color temperature double color_temperature = astro::bv_to_k(bv_color); // Calculate linear sRGB color from color temperature double3 color_srgb = astro::blackbody(color_temperature); // Transform to ACEScg colorspace double3 color_acescg = srgb_to_acescg(color_srgb); // Calculate color luminance double color_luminance = acescg_to_luminance(color_acescg); // Convert apparent magnitude to lux double vmag_lux = astro::vmag_to_lux(vmag); std::cout << "mag: " << vmag << "; lux: " << vmag_lux << "remag: " << (astro::lux_to_vmag(vmag_lux)) << std::endl; // Normalized color luminance and scale by apparent magnitude double3 scaled_color = color_acescg * ((1.0 / color_luminance) * vmag_lux); // Build vertex *(star_vertex++) = static_cast(rectangular.x); *(star_vertex++) = static_cast(rectangular.y); *(star_vertex++) = static_cast(rectangular.z); *(star_vertex++) = static_cast(scaled_color.x); *(star_vertex++) = static_cast(scaled_color.y); *(star_vertex++) = static_cast(scaled_color.z); } // Unload star catalog resource_manager->unload("stars.csv"); // Create star catalog VBO star_catalog_vbo = new gl::vertex_buffer(star_count * star_vertex_stride, star_vertex_data); // Create star catalog VAO star_catalog_vao = new gl::vertex_array(); // Bind star catalog vertex attributes std::size_t vao_offset = 0; star_catalog_vao->bind_attribute(VERTEX_POSITION_LOCATION, *star_catalog_vbo, 3, gl::vertex_attribute_type::float_32, star_vertex_stride, 0); vao_offset += 3; star_catalog_vao->bind_attribute(VERTEX_COLOR_LOCATION, *star_catalog_vbo, 3, gl::vertex_attribute_type::float_32, star_vertex_stride, sizeof(float) * vao_offset); // Free star catalog vertex data delete[] star_vertex_data; // Load star shader star_shader_program = resource_manager->load("star.glsl"); star_model_view_input = star_shader_program->get_input("model_view"); star_projection_input = star_shader_program->get_input("projection"); star_distance_input = star_shader_program->get_input("star_distance"); star_exposure_input = star_shader_program->get_input("camera.exposure"); } sky_pass::~sky_pass() {} void sky_pass::render(render_context* context) const { rasterizer->use_framebuffer(*framebuffer); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); auto viewport = framebuffer->get_dimensions(); rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport)); float time = (*time_tween)[context->alpha]; float2 resolution = {static_cast(std::get<0>(viewport)), static_cast(std::get<1>(viewport))}; const scene::camera& camera = *context->camera; float clip_near = camera.get_clip_near_tween().interpolate(context->alpha); float clip_far = camera.get_clip_far_tween().interpolate(context->alpha); float3 model_scale = float3{1.0f, 1.0f, 1.0f} * (clip_near + clip_far) * 0.5f; float4x4 model = math::scale(math::identity4x4, model_scale); float4x4 view = math::resize<4, 4>(math::resize<3, 3>(camera.get_view_tween().interpolate(context->alpha))); float4x4 model_view = view * model; float4x4 projection = camera.get_projection_tween().interpolate(context->alpha); float4x4 view_projection = projection * view; float4x4 model_view_projection = projection * model_view; float exposure = std::exp2(camera.get_exposure_tween().interpolate(context->alpha)); float time_of_day = time_of_day_tween.interpolate(context->alpha); float julian_day = julian_day_tween.interpolate(context->alpha); float3 sun_position = sun_position_tween.interpolate(context->alpha); float2 sun_az_el = sun_az_el_tween.interpolate(context->alpha); float3 moon_position = moon_position_tween.interpolate(context->alpha); float2 moon_az_el = moon_az_el_tween.interpolate(context->alpha); float3 horizon_color = horizon_color_tween.interpolate(context->alpha); float3 zenith_color = zenith_color_tween.interpolate(context->alpha); // Draw sky model { rasterizer->use_program(*sky_shader_program); // Upload shader parameters if (model_view_projection_input) model_view_projection_input->upload(model_view_projection); if (horizon_color_input) horizon_color_input->upload(horizon_color); if (zenith_color_input) zenith_color_input->upload(zenith_color); if (mouse_input) mouse_input->upload(mouse_position); if (resolution_input) resolution_input->upload(resolution); if (time_input) time_input->upload(time); if (time_of_day_input) time_of_day_input->upload(time_of_day); if (blue_noise_map_input) blue_noise_map_input->upload(blue_noise_map); if (sky_gradient_input && sky_gradient) sky_gradient_input->upload(sky_gradient); if (sky_gradient2_input && sky_gradient2) sky_gradient2_input->upload(sky_gradient2); if (observer_location_input) observer_location_input->upload(observer_location); if (sun_position_input) sun_position_input->upload(sun_position); if (sun_az_el_input) sun_az_el_input->upload(sun_az_el); if (moon_position_input) moon_position_input->upload(moon_position); if (moon_az_el_input) moon_az_el_input->upload(moon_az_el); if (julian_day_input) julian_day_input->upload(julian_day); if (cos_moon_angular_radius_input) cos_moon_angular_radius_input->upload(cos_moon_angular_radius); if (cos_sun_angular_radius_input) cos_sun_angular_radius_input->upload(cos_sun_angular_radius); if (exposure_input) exposure_input->upload(exposure); sky_material->upload(context->alpha); rasterizer->draw_arrays(*sky_model_vao, sky_model_drawing_mode, sky_model_start_index, sky_model_index_count); } // Draw moon model if (moon_az_el[1] >= -moon_angular_radius) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); float moon_distance = (clip_near + clip_far) * 0.5f; float moon_radius = moon_angular_radius * moon_distance; math::transform moon_transform; moon_transform.translation = moon_position * -moon_distance; moon_transform.rotation = moon_rotation; moon_transform.scale = {moon_radius, moon_radius, moon_radius}; model = math::matrix_cast(moon_transform); model_view = view * model; model_view_projection = projection * model_view; float3x3 normal_model = math::transpose(math::inverse(math::resize<3, 3>(model))); rasterizer->use_program(*moon_shader_program); if (moon_model_view_projection_input) moon_model_view_projection_input->upload(model_view_projection); if (moon_normal_model_input) moon_normal_model_input->upload(normal_model); if (moon_moon_position_input) moon_moon_position_input->upload(moon_position); if (moon_sun_position_input) moon_sun_position_input->upload(sun_position); moon_material->upload(context->alpha); rasterizer->draw_arrays(*moon_model_vao, moon_model_drawing_mode, moon_model_start_index, moon_model_index_count); } // Draw stars { float star_distance = (clip_near + clip_far) * 0.5f; math::quaternion rotation_y = math::angle_axis(time_of_day / 24.0f * -math::two_pi, {0, 1, 0}); math::quaternion rotation_x = math::angle_axis(-math::half_pi + math::radians(30.0f), {1, 0, 0}); math::transform star_transform; star_transform.translation = {0.0, 0.0, 0.0}; //star_transform.rotation = math::normalize(rotation_x * rotation_y); star_transform.rotation = math::normalize(rotation_x * rotation_y * math::angle_axis(math::radians(-90.0f), {1, 0, 0})); //star_transform.rotation = math::identity_quaternion; star_transform.scale = {star_distance, star_distance, star_distance}; model = math::matrix_cast(star_transform); model_view = view * model; rasterizer->use_program(*star_shader_program); if (star_model_view_input) star_model_view_input->upload(model_view); if (star_projection_input) star_projection_input->upload(projection); if (star_distance_input) star_distance_input->upload(star_distance); if (star_exposure_input) star_exposure_input->upload(exposure); rasterizer->draw_arrays(*star_catalog_vao, gl::drawing_mode::points, 0, star_count); } } void sky_pass::set_sky_model(const model* model) { sky_model = model; if (sky_model) { sky_model_vao = model->get_vertex_array(); const std::vector& groups = *model->get_groups(); for (model_group* group: groups) { sky_material = group->get_material(); sky_model_drawing_mode = group->get_drawing_mode(); sky_model_start_index = group->get_start_index(); sky_model_index_count = group->get_index_count(); } if (sky_material) { sky_shader_program = sky_material->get_shader_program(); if (sky_shader_program) { model_view_projection_input = sky_shader_program->get_input("model_view_projection"); horizon_color_input = sky_shader_program->get_input("horizon_color"); zenith_color_input = sky_shader_program->get_input("zenith_color"); mouse_input = sky_shader_program->get_input("mouse"); resolution_input = sky_shader_program->get_input("resolution"); time_input = sky_shader_program->get_input("time"); time_of_day_input = sky_shader_program->get_input("time_of_day"); blue_noise_map_input = sky_shader_program->get_input("blue_noise_map"); sky_gradient_input = sky_shader_program->get_input("sky_gradient"); sky_gradient2_input = sky_shader_program->get_input("sky_gradient2"); observer_location_input = sky_shader_program->get_input("observer_location"); sun_position_input = sky_shader_program->get_input("sun_position"); sun_az_el_input = sky_shader_program->get_input("sun_az_el"); moon_position_input = sky_shader_program->get_input("moon_position"); moon_az_el_input = sky_shader_program->get_input("moon_az_el"); julian_day_input = sky_shader_program->get_input("julian_day"); cos_moon_angular_radius_input = sky_shader_program->get_input("cos_moon_angular_radius"); cos_sun_angular_radius_input = sky_shader_program->get_input("cos_sun_angular_radius"); exposure_input = sky_shader_program->get_input("camera.exposure"); } } } else { sky_model_vao = nullptr; } } void sky_pass::set_moon_model(const model* model) { moon_model = model; if (moon_model) { moon_model_vao = model->get_vertex_array(); const std::vector& groups = *model->get_groups(); for (model_group* group: groups) { moon_material = group->get_material(); moon_model_drawing_mode = group->get_drawing_mode(); moon_model_start_index = group->get_start_index(); moon_model_index_count = group->get_index_count(); } if (moon_material) { moon_shader_program = moon_material->get_shader_program(); if (moon_shader_program) { moon_model_view_projection_input = moon_shader_program->get_input("model_view_projection"); moon_normal_model_input = moon_shader_program->get_input("normal_model"); moon_moon_position_input = moon_shader_program->get_input("moon_position"); moon_sun_position_input = moon_shader_program->get_input("sun_position"); } } } else { moon_model = nullptr; } } void sky_pass::update_tweens() { julian_day_tween.update(); sun_position_tween.update(); sun_az_el_tween.update(); moon_position_tween.update(); moon_az_el_tween.update(); time_of_day_tween.update(); horizon_color_tween.update(); zenith_color_tween.update(); } void sky_pass::set_time_of_day(float time) { time_of_day_tween[1] = time; } void sky_pass::set_time_tween(const tween* time) { this->time_tween = time; } void sky_pass::set_blue_noise_map(const gl::texture_2d* texture) { blue_noise_map = texture; } void sky_pass::set_sky_gradient(const gl::texture_2d* texture, const gl::texture_2d* texture2) { sky_gradient = texture; sky_gradient2 = texture2; } void sky_pass::set_julian_day(float jd) { julian_day_tween[1] = jd; } void sky_pass::set_observer_location(float altitude, float latitude, float longitude) { observer_location = {altitude, latitude, longitude}; } void sky_pass::set_sun_coordinates(const float3& position, const float2& az_el) { sun_position_tween[1] = position; sun_az_el_tween[1] = az_el; } void sky_pass::set_moon_coordinates(const float3& position, const float2& az_el) { moon_position_tween[1] = position; moon_az_el_tween[1] = az_el; } void sky_pass::set_moon_rotation(const math::quaternion& rotation) { moon_rotation = rotation; } void sky_pass::set_moon_angular_radius(float radius) { moon_angular_radius = radius; cos_moon_angular_radius = std::cos(moon_angular_radius); } void sky_pass::set_sun_angular_radius(float radius) { sun_angular_radius = radius; cos_sun_angular_radius = std::cos(sun_angular_radius); } void sky_pass::set_horizon_color(const float3& color) { horizon_color_tween[1] = color; } void sky_pass::set_zenith_color(const float3& color) { zenith_color_tween[1] = color; } void sky_pass::handle_event(const mouse_moved_event& event) { mouse_position = {static_cast(event.x), static_cast(event.y)}; }