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o3de/Gems/Atom/Feature/Common/Code/Source/SkyBox/SkyBoxFeatureProcessor.h

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C++

/*
* 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/RHI/BufferPool.h>
#include <Atom/RHI/ShaderResourceGroup.h>
#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_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