/*
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* Copyright (C) 2020 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code 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 Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "game/systems/weather-system.hpp"
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#include "scene/directional-light.hpp"
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#include "scene/ambient-light.hpp"
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#include "renderer/passes/sky-pass.hpp"
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#include "renderer/passes/shadow-map-pass.hpp"
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#include "renderer/passes/material-pass.hpp"
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#include "utility/gamma.hpp"
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#include "resources/image.hpp"
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#include <cmath>
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#include <iostream>
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static constexpr float seconds_per_day = 24.0f * 60.0f * 60.0f;
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weather_system::weather_system(entt::registry& registry):
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entity_system(registry),
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ambient_light(nullptr),
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sun_light(nullptr),
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moon_light(nullptr),
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shadow_light(nullptr),
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sky_pass(nullptr),
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shadow_map_pass(nullptr),
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material_pass(nullptr),
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time_of_day(0.0f),
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time_scale(1.0f),
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sky_palette(nullptr),
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shadow_palette(nullptr),
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sun_direction{0.0f, -1.0f, 0.0f}
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{}
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void weather_system::update(double t, double dt)
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{
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set_time_of_day(time_of_day + dt * time_scale);
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}
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void weather_system::set_ambient_light(::ambient_light* light)
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{
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this->ambient_light = light;
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}
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void weather_system::set_sun_light(directional_light* light)
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{
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sun_light = light;
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if (sky_pass)
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{
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sky_pass->set_sun_light(sun_light);
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}
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}
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void weather_system::set_moon_light(directional_light* light)
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{
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moon_light = light;
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}
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void weather_system::set_sky_pass(::sky_pass* pass)
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{
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sky_pass = pass;
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if (sky_pass)
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{
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sky_pass->set_sun_light(sun_light);
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}
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}
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void weather_system::set_shadow_map_pass(::shadow_map_pass* pass)
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{
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shadow_map_pass = pass;
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if (shadow_map_pass)
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{
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shadow_map_pass->set_light(shadow_light);
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}
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}
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void weather_system::set_material_pass(::material_pass* pass)
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{
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material_pass = pass;
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if (material_pass)
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{
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material_pass->set_shadow_strength(0.75f);
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}
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}
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void weather_system::set_time_of_day(float t)
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{
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time_of_day = std::fmod(t, seconds_per_day);
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//sun_azimuth = 0.0f;
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//sun_elevation = (time_of_day / seconds_per_day) * math::two_pi<float> - math::half_pi<float>;
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float hour_angle = math::wrap_radians(time_of_day * (math::two_pi<float> / seconds_per_day) - math::pi<float>);
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float declination = math::radians(0.0f);
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float latitude = math::radians(0.0f);
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sun_elevation = std::asin(std::sin(declination) * std::sin(latitude) + std::cos(declination) * std::cos(hour_angle) * std::cos(latitude));
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sun_azimuth = std::acos((std::sin(declination) * std::cos(latitude) - std::cos(declination) * std::cos(hour_angle) * std::sin(latitude)) / std::cos(sun_elevation));
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if (hour_angle < 0.0f)
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sun_azimuth = math::two_pi<float> - sun_azimuth;
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//std::cout << "hour angle: " << math::degrees(hour_angle) << std::endl;
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//std::cout << "azimuth: " << math::degrees(sun_azimuth) << std::endl;
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//std::cout << "time: " << (time_of_day / 60.0f / 60.0f) << std::endl;
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math::quaternion<float> sun_azimuth_rotation = math::angle_axis(sun_azimuth, float3{0, 1, 0});
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math::quaternion<float> sun_elevation_rotation = math::angle_axis(sun_elevation, float3{-1, 0, 0});
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math::quaternion<float> sun_rotation = math::normalize(sun_azimuth_rotation * sun_elevation_rotation);
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sun_direction = math::normalize(sun_rotation * float3{0, 0, -1});
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if (sun_light)
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{
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sun_light->set_rotation(sun_rotation);
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}
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if (sky_pass)
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{
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float hour = time_of_day / (60.0f * 60.0f);
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std::size_t hour_index = static_cast<std::size_t>(hour);
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const std::array<float4, 4>& gradient0 = sky_gradients[hour_index];
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const std::array<float4, 4>& gradient1 = sky_gradients[(hour_index + 1) % sky_gradients.size()];
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float t = hour - std::floor(hour);
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std::array<float4, 4> gradient;
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for (int i = 0; i < 4; ++i)
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{
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gradient[i] = math::lerp(gradient0[i], gradient1[i], t);
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}
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float3 sun_color0 = sun_colors[hour_index];
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float3 sun_color1 = sun_colors[(hour_index + 1) % sun_colors.size()];
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float3 sun_color = math::lerp(sun_color0, sun_color1, t);
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float3 ambient_color0 = ambient_colors[hour_index];
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float3 ambient_color1 = ambient_colors[(hour_index + 1) % sun_colors.size()];
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float3 ambient_color = math::lerp(ambient_color0, ambient_color1, t);
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sun_light->set_color(sun_color);
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ambient_light->set_color(ambient_color);
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sky_pass->set_sky_gradient(gradient);
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sky_pass->set_time_of_day(time_of_day);
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}
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shadow_light = sun_light;
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if (shadow_map_pass)
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{
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shadow_map_pass->set_light(shadow_light);
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}
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}
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void weather_system::set_time_scale(float scale)
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{
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time_scale = scale;
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}
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void weather_system::set_sky_palette(const ::image* image)
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{
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sky_palette = image;
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if (sky_palette)
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{
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unsigned int w = image->get_width();
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unsigned int h = image->get_height();
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unsigned int c = image->get_channels();
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const unsigned char* pixels = static_cast<const unsigned char*>(image->get_pixels());
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for (unsigned int x = 0; x < w; ++x)
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{
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std::array<float4, 4> gradient;
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for (unsigned int y = 0; y < std::min<unsigned int>(4, h); ++y)
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{
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unsigned int i = y * w * c + x * c;
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float r = srgb_to_linear(static_cast<float>(pixels[i]) / 255.0f);
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float g = srgb_to_linear(static_cast<float>(pixels[i + 1]) / 255.0f);
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float b = srgb_to_linear(static_cast<float>(pixels[i + 2]) / 255.0f);
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gradient[y] = {r, g, b, static_cast<float>(y) * (1.0f / 3.0f)};
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}
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sky_gradients.push_back(gradient);
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}
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}
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}
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void weather_system::set_sun_palette(const ::image* image)
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{
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sun_palette = image;
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if (sun_palette)
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{
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unsigned int w = image->get_width();
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unsigned int h = image->get_height();
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unsigned int c = image->get_channels();
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const unsigned char* pixels = static_cast<const unsigned char*>(image->get_pixels());
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for (unsigned int x = 0; x < w; ++x)
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{
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float3 color;
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unsigned int y = 0;
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unsigned int i = y * w * c + x * c;
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float r = srgb_to_linear(static_cast<float>(pixels[i]) / 255.0f);
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float g = srgb_to_linear(static_cast<float>(pixels[i + 1]) / 255.0f);
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float b = srgb_to_linear(static_cast<float>(pixels[i + 2]) / 255.0f);
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color = {r, g, b};
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sun_colors.push_back(color);
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}
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}
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}
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void weather_system::set_ambient_palette(const ::image* image)
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{
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ambient_palette = image;
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if (ambient_palette)
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{
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unsigned int w = image->get_width();
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unsigned int h = image->get_height();
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unsigned int c = image->get_channels();
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const unsigned char* pixels = static_cast<const unsigned char*>(image->get_pixels());
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for (unsigned int x = 0; x < w; ++x)
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{
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float3 color;
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unsigned int y = 0;
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unsigned int i = y * w * c + x * c;
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float r = srgb_to_linear(static_cast<float>(pixels[i]) / 255.0f);
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float g = srgb_to_linear(static_cast<float>(pixels[i + 1]) / 255.0f);
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float b = srgb_to_linear(static_cast<float>(pixels[i + 2]) / 255.0f);
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color = {r, g, b};
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ambient_colors.push_back(color);
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}
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}
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}
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void weather_system::set_shadow_palette(const ::image* image)
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{
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shadow_palette = image;
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}
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