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- /*
- * Copyright (c) Contributors to the Open 3D Engine Project.
- * For complete copyright and license terms please see the LICENSE at the root of this distribution.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
- #pragma once
- #include <Atom/RPI.Public/Buffer/Buffer.h>
- #include <Atom/RPI.Public/FeatureProcessor.h>
- #include <Atom/RPI.Reflect/Image/Image.h>
- #include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
- #include <Atom/Feature/SkyBox/SkyBoxFeatureProcessorInterface.h>
- #include <Atom/Feature/SkyBox/SkyboxConstants.h>
- namespace AZ
- {
- namespace Render
- {
- // default SunParameters is set to radius of earth's sun, distance from sun -> earth, and cos(angularDiameter) of the sun
- struct SunParameters
- {
- float m_radius = PhysicalSunRadius; // Sun physical radius, unit is millions of km
- float m_distance = PhysicalSunDistance; // Sun distance to planet, unit is millions of km
- float m_cosAngularDiameter = PhysicalSunCosAngularDiameter; // Cosine angular diameter of the sun, unit is radians
- };
- struct HosekSky
- {
- AZ::Vector3 a; // Darkening or brightening of the horizon. Negative is brighter relative to the zenith luminance.
- AZ::Vector3 b; // Smoothness of the gradient that is caused by darkening or brightening of the horizon. Higher values result in a more gradual transition.
- AZ::Vector3 c; // Added in the extended formula due to the complication arose by anisotropic term, not exist in the original Perez formula.
- AZ::Vector3 d; // Relative intensity of the area near the sun. Higher values result in higher luminance.
- AZ::Vector3 e; // The width of the region described above by D is modulated by E. Higher values result in a more gradual transition.
- AZ::Vector3 f; // Relative intensity of back-scattered light - in other words, the light reflected back from the ground. Higher values result in more reflected light.
- AZ::Vector3 g; // Relative intensity of the aureole (the area around the sun).
- AZ::Vector3 h; // Size of the aureole.
- AZ::Vector3 i; // Smooth gradient around zenith.
- AZ::Vector3 z; // Absolute luminance at zenith.
- };
- class SkyBoxFeatureProcessor final
- : public SkyBoxFeatureProcessorInterface
- {
- public:
- AZ_CLASS_ALLOCATOR(SkyBoxFeatureProcessor, AZ::SystemAllocator)
- AZ_RTTI(AZ::Render::SkyBoxFeatureProcessor, "{CB7D1F95-2A02-4152-86F1-BB29DC802CF7}", AZ::Render::SkyBoxFeatureProcessorInterface);
- static void Reflect(AZ::ReflectContext* context);
- SkyBoxFeatureProcessor();
- virtual ~SkyBoxFeatureProcessor() = default;
- //! FeatureProcessor
- void Activate() override;
- void Deactivate() override;
- void Simulate(const FeatureProcessor::SimulatePacket& packet) override;
- void Render(const FeatureProcessor::RenderPacket& packet) override;
- // SkyBoxFeatureProcessorInterface overrides ...
- void Enable(bool enable) override;
- bool IsEnabled() override;
- void SetSkyboxMode(SkyBoxMode mode) override;
- void SetFogSettings(const SkyBoxFogSettings& fogSettings) override;
- void SetFogEnabled(bool enable) override;
- bool IsFogEnabled() override;
- void SetFogColor(const AZ::Color& color) override;
- void SetFogTopHeight(float topHeight) override;
- void SetFogBottomHeight(float bottomHeight) override;
- void SetCubemapRotationMatrix(AZ::Matrix4x4 matrix) override;
- void SetCubemap(Data::Instance<RPI::Image> cubemap) override;
- void SetCubemapExposure(float exposure) override;
- void SetSunPosition(SunPosition sunPosition) override;
- void SetSunPosition(float azimuth, float altitude) override;
- void SetTurbidity(int turbidity) override;
- void SetSkyIntensity(float intensity, PhotometricUnit unit) override;
- void SetSunIntensity(float intensity, PhotometricUnit unit) override;
- void SetSunRadiusFactor(float factor) override;
- private:
- static constexpr const char* FeatureProcessorName = "SkyBoxFeatureProcessor";
- // Parameters definition written above
- struct PhysicalSkyData
- {
- AZStd::array<float, 4> m_physicalSkyParameterA;
- AZStd::array<float, 4> m_physicalSkyParameterB;
- AZStd::array<float, 4> m_physicalSkyParameterC;
- AZStd::array<float, 4> m_physicalSkyParameterD;
- AZStd::array<float, 4> m_physicalSkyParameterE;
- AZStd::array<float, 4> m_physicalSkyParameterF;
- AZStd::array<float, 4> m_physicalSkyParameterG;
- AZStd::array<float, 4> m_physicalSkyParameterH;
- AZStd::array<float, 4> m_physicalSkyParameterI;
- AZStd::array<float, 4> m_physicalSkyParameterZ;
- AZStd::array<float, 4> m_physicalSkySunParameters;
- AZStd::array<float, 4> m_physicalSkySunDirection;
- AZStd::array<float, 4> m_physicalSkySunRGB;
- AZStd::array<float, 4> m_physicalSkyAndSunIntensity;
- };
- SkyBoxFeatureProcessor(const SkyBoxFeatureProcessor&) = delete;
- void LoadDefaultCubeMap();
- void InitBuffer();
- HosekSky ComputeHosekSky();
- //! Sun color is based on Preetham's paper
- //! https://www.cs.utah.edu/~shirley/papers/sunsky/sunsky.pdf
- AZ::Vector4 ComputeSunRGB();
- //! Sample function for the look up table
- double SampleLUT(const double* dataset, size_t stride, int turbidity, float albedo, float inverseAltitude);
- double EvaluateSpline(const double* spline, size_t stride, double value);
- AZ::Vector3 ComputeSpherical(float altitude, float azimuth) const;
- //! Irradiance to CIE XYZ
- //! http://jcgt.org/published/0002/02/01/paper.pdf
- AZ::Vector3 EvaluateCIEXYZ(int lambda);
- //--------------------------------------------------------------------------
- //! Evaluates the Perez (extended) formula to find the luminance, in RGB, of the sky
- //! https://cgg.mff.cuni.cz/projects/SkylightModelling/HosekWilkie_SkylightModel_SIGGRAPH2012_Preprint_lowres.pdf
- //!
- //! \param cosTheta Viewing angle on Y axis in radians
- //! \param gamma Angle, in radians, between view direction and sun direction
- //! \param cosGamma Float dot product of view direction and sun direction
- //! \param hosek Sky model parameters
- //--------------------------------------------------------------------------
- AZ::Vector3 EvaluateHosek(float cosTheta, float gamma, float cosGamma,const HosekSky& hosek);
- AZ::Vector3 Vector3Pow(AZ::Vector3 a, AZ::Vector3 b);
- AZ::Vector3 Vector3Exp(AZ::Vector3 a);
- Data::Instance<RPI::Buffer> m_buffer;
- PhysicalSkyData m_physicalSkyData;
- RHI::ShaderInputNameIndex m_skyboxEnableIndex = "m_enable";
- RHI::ShaderInputNameIndex m_physicalSkyBufferIndex = "m_physicalSkyData";
- RHI::ShaderInputNameIndex m_physicalSkyIndex = "m_physicalSky";
- RHI::ShaderInputNameIndex m_cubemapIndex = "m_skyboxCubemap";
- RHI::ShaderInputNameIndex m_cubemapRotationMatrixIndex = "m_cubemapRotationMatrix";
- RHI::ShaderInputNameIndex m_cubemapExposureIndex = "m_cubemapExposure";
- RHI::ShaderInputNameIndex m_fogEnableIndex = "m_fogEnable";
- RHI::ShaderInputNameIndex m_fogColorIndex = "m_fogColor";
- RHI::ShaderInputNameIndex m_fogTopHeightIndex = "m_fogTopHeight";
- RHI::ShaderInputNameIndex m_fogBottomHeightIndex = "m_fogBottomHeight";
- bool m_skyNeedUpdate = true;
- bool m_sunNeedUpdate = true;
- bool m_mapBuffer = true;
- bool m_enable = false;
- SkyBoxMode m_skyboxMode = SkyBoxMode::None;
- SkyBoxFogSettings m_fogSettings;
- Data::Instance<RPI::ShaderResourceGroup> m_sceneSrg = nullptr;
- Data::Instance<RPI::Image> m_cubemapTexture = nullptr;
- float m_cubemapExposure = 0;
- AZ::Matrix4x4 m_cubemapRotationMatrix = AZ::Matrix4x4::CreateIdentity();
- int m_turbidity = 1; // A measure of the aerosol content in the air, it is not linearly interpolated as a float due to numerical instability, but rather treated as integer steps
- SunPosition m_sunPosition; // Sun position in the Sky( Azimuth, Altitude)
- SunParameters m_sunParameters; // Sun physical parameters
- AZ::Vector3 m_sunDirection;
- PhotometricValue m_sunIntensity;
- PhotometricValue m_skyIntensity;
- Data::Instance<RPI::Image> m_defaultCubemapTexture;
- };
- } // namespace Render
- } // namespace AZ
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