/* * 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 "game/system/blackbody.hpp" #include "color/color.hpp" #include "physics/light/blackbody.hpp" #include "physics/light/photometry.hpp" #include "math/quadrature.hpp" namespace game { namespace system { blackbody::blackbody(entity::registry& registry): updatable(registry), illuminant(color::illuminant::deg2::d50) { // Construct a range of sample wavelengths in the visible spectrum visible_wavelengths_nm.resize(780 - 280); std::iota(visible_wavelengths_nm.begin(), visible_wavelengths_nm.end(), 280); registry.on_construct().connect<&blackbody::on_blackbody_construct>(this); registry.on_replace().connect<&blackbody::on_blackbody_replace>(this); registry.on_construct().connect<&blackbody::on_celestial_body_construct>(this); registry.on_replace().connect<&blackbody::on_celestial_body_replace>(this); } void blackbody::update(double t, double dt) {} void blackbody::set_illuminant(const math::vector2& illuminant) { this->illuminant = illuminant; } void blackbody::update_luminance(entity::id entity_id) { // Abort if entity has no blackbody component if (!registry.has(entity_id)) return; // Get blackbody component of the entity component::blackbody& blackbody = registry.get(entity_id); // Clear luminance blackbody.luminance = {0, 0, 0}; // Abort if entity has no celestial body component if (!registry.has(entity_id)) return; // Get celestial body component of the entity const component::celestial_body& celestial_body = registry.get(entity_id); // Construct chromatic adaptation transform const double3x3 cat = color::cat::matrix(illuminant, color::aces::white_point); // Construct a lambda function which calculates the blackbody's RGB luminance of a given wavelength auto rgb_luminance = [blackbody, cat](double wavelength_nm) -> double3 { // Convert wavelength from nanometers to meters const double wavelength_m = wavelength_nm * 1e-9; // Calculate the spectral intensity of the wavelength const double spectral_radiance = physics::light::blackbody::spectral_radiance(blackbody.temperature, wavelength_m); // Calculate the ACEScg color of the wavelength using CIE color matching functions double3 spectral_color = color::aces::ap1.from_xyz * cat * color::xyz::match(wavelength_nm); // Scale the spectral color by spectral intensity return spectral_color * spectral_radiance * 1e-9 * physics::light::max_luminous_efficacy; }; // Integrate the blackbody RGB luminance over wavelengths in the visible spectrum blackbody.luminance = math::quadrature::simpson(rgb_luminance, visible_wavelengths_nm.begin(), visible_wavelengths_nm.end()); } void blackbody::on_blackbody_construct(entity::registry& registry, entity::id entity_id, game::component::blackbody& blackbody) { update_luminance(entity_id); } void blackbody::on_blackbody_replace(entity::registry& registry, entity::id entity_id, game::component::blackbody& blackbody) { update_luminance(entity_id); } void blackbody::on_celestial_body_construct(entity::registry& registry, entity::id entity_id, game::component::celestial_body& celestial_body) { update_luminance(entity_id); } void blackbody::on_celestial_body_replace(entity::registry& registry, entity::id entity_id, game::component::celestial_body& celestial_body) { update_luminance(entity_id); } } // namespace system } // namespace game