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- /*
- * Copyright 2017 Stanislav Pidhorskyi. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- /*
- * This example demonstrates:
- * - Usage of Perez sky model [1] to render a dynamic sky.
- * - Rendering a mesh with a lightmap, shading of which is driven by the same parameters as the sky.
- *
- * Typically, the sky is rendered using cubemaps or other environment maps.
- * This approach can provide a high-quality sky, but the downside is that the
- * image is static. To achieve daytime changes in sky appearance, there is a need
- * in a dynamic model.
- *
- * Perez "An All-Weather Model for Sky Luminance Distribution" is a simple,
- * but good enough model which is, in essence, a function that
- * interpolates a sky color. As input, it requires several turbidity
- * coefficients, a color at zenith and direction to the sun.
- * Turbidity coefficients are taken from [2], which are computed using more
- * complex physically based models. Color at zenith depends on daytime and can
- * vary depending on many factors.
- *
- * In the code below, there are two tables that contain sky and sun luminance
- * which were computed using code from [3]. Luminance in those tables
- * represents actual scale of light energy that comes from sun compared to
- * the sky.
- *
- * The sky is driven by luminance of the sky, while the material of the
- * landscape is driven by both, the luminance of the sky and the sun. The
- * lightening model is very simple and consists of two parts: directional
- * light and hemisphere light. The first is used for the sun while the second
- * is used for the sky. Additionally, the second part is modulated by a
- * lightmap to achieve ambient occlusion effect.
- *
- * References
- * ==========
- *
- * [1] R. Perez, R. Seals, and J. Michalsky."An All-Weather Model for Sky Luminance Distribution".
- * Solar Energy, Volume 50, Number 3 (March 1993), pp. 235-245.
- *
- * [2] A. J. Preetham, Peter Shirley, and Brian Smits. "A Practical Analytic Model for Daylight",
- * Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques,
- * 1999, pp. 91-100.
- * https://www.cs.utah.edu/~shirley/papers/sunsky/sunsky.pdf
- *
- * [3] E. Lengyel, Game Engine Gems, Volume One. Jones & Bartlett Learning, 2010. pp. 219 - 234
- *
- */
- #include "common.h"
- #include "bgfx_utils.h"
- #include "imgui/imgui.h"
- #include "camera.h"
- #include <map>
- namespace
- {
- // Represents color. Color-space depends on context.
- // In the code below, used to represent color in XYZ, and RGB color-space
- typedef bx::Vec3 Color;
- // HDTV rec. 709 matrix.
- static constexpr float M_XYZ2RGB[] =
- {
- 3.240479f, -0.969256f, 0.055648f,
- -1.53715f, 1.875991f, -0.204043f,
- -0.49853f, 0.041556f, 1.057311f,
- };
- // Converts color representation from CIE XYZ to RGB color-space.
- Color xyzToRgb(const Color& xyz)
- {
- Color rgb(bx::init::None);
- rgb.x = M_XYZ2RGB[0] * xyz.x + M_XYZ2RGB[3] * xyz.y + M_XYZ2RGB[6] * xyz.z;
- rgb.y = M_XYZ2RGB[1] * xyz.x + M_XYZ2RGB[4] * xyz.y + M_XYZ2RGB[7] * xyz.z;
- rgb.z = M_XYZ2RGB[2] * xyz.x + M_XYZ2RGB[5] * xyz.y + M_XYZ2RGB[8] * xyz.z;
- return rgb;
- };
- // Precomputed luminance of sunlight in XYZ colorspace.
- // Computed using code from Game Engine Gems, Volume One, chapter 15. Implementation based on Dr. Richard Bird model.
- // This table is used for piecewise linear interpolation. Transitions from and to 0.0 at sunset and sunrise are highly inaccurate
- static std::map<float, Color> sunLuminanceXYZTable =
- {
- { 5.0f, { 0.000000f, 0.000000f, 0.000000f } },
- { 7.0f, { 12.703322f, 12.989393f, 9.100411f } },
- { 8.0f, { 13.202644f, 13.597814f, 11.524929f } },
- { 9.0f, { 13.192974f, 13.597458f, 12.264488f } },
- { 10.0f, { 13.132943f, 13.535914f, 12.560032f } },
- { 11.0f, { 13.088722f, 13.489535f, 12.692996f } },
- { 12.0f, { 13.067827f, 13.467483f, 12.745179f } },
- { 13.0f, { 13.069653f, 13.469413f, 12.740822f } },
- { 14.0f, { 13.094319f, 13.495428f, 12.678066f } },
- { 15.0f, { 13.142133f, 13.545483f, 12.526785f } },
- { 16.0f, { 13.201734f, 13.606017f, 12.188001f } },
- { 17.0f, { 13.182774f, 13.572725f, 11.311157f } },
- { 18.0f, { 12.448635f, 12.672520f, 8.267771f } },
- { 20.0f, { 0.000000f, 0.000000f, 0.000000f } },
- };
- // Precomputed luminance of sky in the zenith point in XYZ colorspace.
- // Computed using code from Game Engine Gems, Volume One, chapter 15. Implementation based on Dr. Richard Bird model.
- // This table is used for piecewise linear interpolation. Day/night transitions are highly inaccurate.
- // The scale of luminance change in Day/night transitions is not preserved.
- // Luminance at night was increased to eliminate need the of HDR render.
- static std::map<float, Color> skyLuminanceXYZTable =
- {
- { 0.0f, { 0.308f, 0.308f, 0.411f } },
- { 1.0f, { 0.308f, 0.308f, 0.410f } },
- { 2.0f, { 0.301f, 0.301f, 0.402f } },
- { 3.0f, { 0.287f, 0.287f, 0.382f } },
- { 4.0f, { 0.258f, 0.258f, 0.344f } },
- { 5.0f, { 0.258f, 0.258f, 0.344f } },
- { 7.0f, { 0.962851f, 1.000000f, 1.747835f } },
- { 8.0f, { 0.967787f, 1.000000f, 1.776762f } },
- { 9.0f, { 0.970173f, 1.000000f, 1.788413f } },
- { 10.0f, { 0.971431f, 1.000000f, 1.794102f } },
- { 11.0f, { 0.972099f, 1.000000f, 1.797096f } },
- { 12.0f, { 0.972385f, 1.000000f, 1.798389f } },
- { 13.0f, { 0.972361f, 1.000000f, 1.798278f } },
- { 14.0f, { 0.972020f, 1.000000f, 1.796740f } },
- { 15.0f, { 0.971275f, 1.000000f, 1.793407f } },
- { 16.0f, { 0.969885f, 1.000000f, 1.787078f } },
- { 17.0f, { 0.967216f, 1.000000f, 1.773758f } },
- { 18.0f, { 0.961668f, 1.000000f, 1.739891f } },
- { 20.0f, { 0.264f, 0.264f, 0.352f } },
- { 21.0f, { 0.264f, 0.264f, 0.352f } },
- { 22.0f, { 0.290f, 0.290f, 0.386f } },
- { 23.0f, { 0.303f, 0.303f, 0.404f } },
- };
- // Turbidity tables. Taken from:
- // A. J. Preetham, P. Shirley, and B. Smits. A Practical Analytic Model for Daylight. SIGGRAPH '99
- // Coefficients correspond to xyY colorspace.
- static constexpr Color ABCDE[] =
- {
- { -0.2592f, -0.2608f, -1.4630f },
- { 0.0008f, 0.0092f, 0.4275f },
- { 0.2125f, 0.2102f, 5.3251f },
- { -0.8989f, -1.6537f, -2.5771f },
- { 0.0452f, 0.0529f, 0.3703f },
- };
- static constexpr Color ABCDE_t[] =
- {
- { -0.0193f, -0.0167f, 0.1787f },
- { -0.0665f, -0.0950f, -0.3554f },
- { -0.0004f, -0.0079f, -0.0227f },
- { -0.0641f, -0.0441f, 0.1206f },
- { -0.0033f, -0.0109f, -0.0670f },
- };
- // Performs piecewise linear interpolation of a Color parameter.
- class DynamicValueController
- {
- typedef Color ValueType;
- typedef std::map<float, ValueType> KeyMap;
- public:
- DynamicValueController()
- {
- }
- ~DynamicValueController()
- {
- }
- void SetMap(const KeyMap& keymap)
- {
- m_keyMap = keymap;
- }
- ValueType GetValue(float time) const
- {
- typename KeyMap::const_iterator itUpper = m_keyMap.upper_bound(time + 1e-6f);
- typename KeyMap::const_iterator itLower = itUpper;
- --itLower;
- if (itLower == m_keyMap.end())
- {
- return itUpper->second;
- }
- if (itUpper == m_keyMap.end())
- {
- return itLower->second;
- }
- float lowerTime = itLower->first;
- const ValueType& lowerVal = itLower->second;
- float upperTime = itUpper->first;
- const ValueType& upperVal = itUpper->second;
- if (lowerTime == upperTime)
- {
- return lowerVal;
- }
- return interpolate(lowerTime, lowerVal, upperTime, upperVal, time);
- };
- void Clear()
- {
- m_keyMap.clear();
- };
- private:
- ValueType interpolate(float lowerTime, const ValueType& lowerVal, float upperTime, const ValueType& upperVal, float time) const
- {
- const float tt = (time - lowerTime) / (upperTime - lowerTime);
- const ValueType result = bx::lerp(lowerVal, upperVal, tt);
- return result;
- };
- KeyMap m_keyMap;
- };
- // Controls sun position according to time, month, and observer's latitude.
- // Sun position computation based on Earth's orbital elements: https://nssdc.gsfc.nasa.gov/planetary/factsheet/earthfact.html
- class SunController
- {
- public:
- enum Month : int
- {
- January = 0,
- February,
- March,
- April,
- May,
- June,
- July,
- August,
- September,
- October,
- November,
- December
- };
- SunController()
- : m_northDir(1.0f, 0.0f, 0.0f)
- , m_sunDir(0.0f, -1.0f, 0.0f)
- , m_upDir(0.0f, 1.0f, 0.0f)
- , m_latitude(50.0f)
- , m_month(June)
- , m_eclipticObliquity(bx::toRad(23.4f) )
- , m_delta(0.0f)
- {
- }
- void Update(float _time)
- {
- CalculateSunOrbit();
- UpdateSunPosition(_time - 12.0f);
- }
- bx::Vec3 m_northDir;
- bx::Vec3 m_sunDir;
- bx::Vec3 m_upDir;
- float m_latitude;
- Month m_month;
- private:
- void CalculateSunOrbit()
- {
- const float day = 30.0f * float(m_month) + 15.0f;
- float lambda = 280.46f + 0.9856474f * day;
- lambda = bx::toRad(lambda);
- m_delta = bx::asin(bx::sin(m_eclipticObliquity) * bx::sin(lambda) );
- }
- void UpdateSunPosition(float _hour)
- {
- const float latitude = bx::toRad(m_latitude);
- const float hh = _hour * bx::kPi / 12.0f;
- const float azimuth = bx::atan2(
- bx::sin(hh)
- , bx::cos(hh) * bx::sin(latitude) - bx::tan(m_delta) * bx::cos(latitude)
- );
- const float altitude = bx::asin(
- bx::sin(latitude) * bx::sin(m_delta) + bx::cos(latitude) * bx::cos(m_delta) * bx::cos(hh)
- );
- const bx::Quaternion rot0 = bx::fromAxisAngle(m_upDir, -azimuth);
- const bx::Vec3 dir = bx::mul(m_northDir, rot0);
- const bx::Vec3 uxd = bx::cross(m_upDir, dir);
- const bx::Quaternion rot1 = bx::fromAxisAngle(uxd, altitude);
- m_sunDir = bx::mul(dir, rot1);
- }
- float m_eclipticObliquity;
- float m_delta;
- };
- struct ScreenPosVertex
- {
- float m_x;
- float m_y;
- static void init()
- {
- ms_layout
- .begin()
- .add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float)
- .end();
- }
- static bgfx::VertexLayout ms_layout;
- };
- bgfx::VertexLayout ScreenPosVertex::ms_layout;
- // Renders a screen-space grid of triangles.
- // Because of performance reasons, and because sky color is smooth, sky color is computed in vertex shader.
- // 32x32 is a reasonable size for the grid to have smooth enough colors.
- struct ProceduralSky
- {
- void init(int verticalCount, int horizontalCount)
- {
- // Create vertex stream declaration.
- ScreenPosVertex::init();
- m_skyProgram = loadProgram("vs_sky", "fs_sky");
- m_skyProgram_colorBandingFix = loadProgram("vs_sky", "fs_sky_color_banding_fix");
- m_preventBanding = true;
- bx::AllocatorI* allocator = entry::getAllocator();
- ScreenPosVertex* vertices = (ScreenPosVertex*)BX_ALLOC(allocator
- , verticalCount * horizontalCount * sizeof(ScreenPosVertex)
- );
- for (int i = 0; i < verticalCount; i++)
- {
- for (int j = 0; j < horizontalCount; j++)
- {
- ScreenPosVertex& v = vertices[i * verticalCount + j];
- v.m_x = float(j) / (horizontalCount - 1) * 2.0f - 1.0f;
- v.m_y = float(i) / (verticalCount - 1) * 2.0f - 1.0f;
- }
- }
- uint16_t* indices = (uint16_t*)BX_ALLOC(allocator
- , (verticalCount - 1) * (horizontalCount - 1) * 6 * sizeof(uint16_t)
- );
- int k = 0;
- for (int i = 0; i < verticalCount - 1; i++)
- {
- for (int j = 0; j < horizontalCount - 1; j++)
- {
- indices[k++] = (uint16_t)(j + 0 + horizontalCount * (i + 0));
- indices[k++] = (uint16_t)(j + 1 + horizontalCount * (i + 0));
- indices[k++] = (uint16_t)(j + 0 + horizontalCount * (i + 1));
- indices[k++] = (uint16_t)(j + 1 + horizontalCount * (i + 0));
- indices[k++] = (uint16_t)(j + 1 + horizontalCount * (i + 1));
- indices[k++] = (uint16_t)(j + 0 + horizontalCount * (i + 1));
- }
- }
- m_vbh = bgfx::createVertexBuffer(bgfx::copy(vertices, sizeof(ScreenPosVertex) * verticalCount * horizontalCount), ScreenPosVertex::ms_layout);
- m_ibh = bgfx::createIndexBuffer(bgfx::copy(indices, sizeof(uint16_t) * k));
- BX_FREE(allocator, indices);
- BX_FREE(allocator, vertices);
- }
- void shutdown()
- {
- bgfx::destroy(m_ibh);
- bgfx::destroy(m_vbh);
- bgfx::destroy(m_skyProgram);
- bgfx::destroy(m_skyProgram_colorBandingFix);
- }
- void draw()
- {
- bgfx::setState(BGFX_STATE_WRITE_RGB | BGFX_STATE_DEPTH_TEST_EQUAL);
- bgfx::setIndexBuffer(m_ibh);
- bgfx::setVertexBuffer(0, m_vbh);
- bgfx::submit(0, m_preventBanding ? m_skyProgram_colorBandingFix : m_skyProgram);
- }
- bgfx::VertexBufferHandle m_vbh;
- bgfx::IndexBufferHandle m_ibh;
- bgfx::ProgramHandle m_skyProgram;
- bgfx::ProgramHandle m_skyProgram_colorBandingFix;
- bool m_preventBanding;
- };
- class ExampleProceduralSky : public entry::AppI
- {
- public:
- ExampleProceduralSky(const char* _name, const char* _description, const char* _url)
- : entry::AppI(_name, _description, _url)
- {
- }
- void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
- {
- Args args(_argc, _argv);
- m_width = _width;
- m_height = _height;
- m_debug = BGFX_DEBUG_NONE;
- m_reset = BGFX_RESET_VSYNC;
- bgfx::Init init;
- init.type = args.m_type;
- init.vendorId = args.m_pciId;
- init.resolution.width = m_width;
- init.resolution.height = m_height;
- init.resolution.reset = m_reset;
- bgfx::init(init);
- // Enable m_debug text.
- bgfx::setDebug(m_debug);
- // Set view 0 clear state.
- bgfx::setViewClear(0
- , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
- , 0x000000ff
- , 1.0f
- , 0
- );
- m_sunLuminanceXYZ.SetMap(sunLuminanceXYZTable);
- m_skyLuminanceXYZ.SetMap(skyLuminanceXYZTable);
- m_mesh = meshLoad("meshes/test_scene.bin");
- m_lightmapTexture = loadTexture("textures/lightmap.ktx");
- // Imgui.
- imguiCreate();
- m_timeOffset = bx::getHPCounter();
- m_time = 0.0f;
- m_timeScale = 1.0f;
- s_texLightmap = bgfx::createUniform("s_texLightmap", bgfx::UniformType::Sampler);
- u_sunLuminance = bgfx::createUniform("u_sunLuminance", bgfx::UniformType::Vec4);
- u_skyLuminanceXYZ = bgfx::createUniform("u_skyLuminanceXYZ", bgfx::UniformType::Vec4);
- u_skyLuminance = bgfx::createUniform("u_skyLuminance", bgfx::UniformType::Vec4);
- u_sunDirection = bgfx::createUniform("u_sunDirection", bgfx::UniformType::Vec4);
- u_parameters = bgfx::createUniform("u_parameters", bgfx::UniformType::Vec4);
- u_perezCoeff = bgfx::createUniform("u_perezCoeff", bgfx::UniformType::Vec4, 5);
- m_landscapeProgram = loadProgram("vs_sky_landscape", "fs_sky_landscape");
- m_sky.init(32, 32);
- m_sun.Update(0);
- cameraCreate();
- cameraSetPosition({ 5.0f, 3.0, 0.0f });
- cameraSetVerticalAngle(bx::kPi / 8.0f);
- cameraSetHorizontalAngle(-bx::kPi / 3.0f);
- m_turbidity = 2.15f;
- }
- virtual int shutdown() override
- {
- // Cleanup.
- cameraDestroy();
- imguiDestroy();
- meshUnload(m_mesh);
- m_sky.shutdown();
- bgfx::destroy(s_texLightmap);
- bgfx::destroy(u_sunLuminance);
- bgfx::destroy(u_skyLuminanceXYZ);
- bgfx::destroy(u_skyLuminance);
- bgfx::destroy(u_sunDirection);
- bgfx::destroy(u_parameters);
- bgfx::destroy(u_perezCoeff);
- bgfx::destroy(m_lightmapTexture);
- bgfx::destroy(m_landscapeProgram);
- bgfx::frame();
- // Shutdown bgfx.
- bgfx::shutdown();
- return 0;
- }
- void imgui(float _width)
- {
- ImGui::Begin("ProceduralSky");
- ImGui::SetWindowSize(ImVec2(_width, 200.0f) );
- ImGui::SliderFloat("Time scale", &m_timeScale, 0.0f, 1.0f);
- ImGui::SliderFloat("Time", &m_time, 0.0f, 24.0f);
- ImGui::SliderFloat("Latitude", &m_sun.m_latitude, -90.0f, 90.0f);
- ImGui::SliderFloat("Turbidity", &m_turbidity, 1.9f, 10.0f);
- ImGui::Checkbox("Prevent color banding", &m_sky.m_preventBanding);
- const char* items[] =
- {
- "January",
- "February",
- "March",
- "April",
- "May",
- "June",
- "July",
- "August",
- "September",
- "October",
- "November",
- "December"
- };
- ImGui::Combo("Month", (int*)&m_sun.m_month, items, 12);
- ImGui::End();
- }
- bool update() override
- {
- if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState))
- {
- int64_t now = bx::getHPCounter();
- static int64_t last = now;
- const int64_t frameTime = now - last;
- last = now;
- const double freq = double(bx::getHPFrequency());
- const float deltaTime = float(frameTime / freq);
- m_time += m_timeScale * deltaTime;
- m_time = bx::mod(m_time, 24.0f);
- m_sun.Update(m_time);
- imguiBeginFrame(m_mouseState.m_mx
- , m_mouseState.m_my
- , (m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0)
- | (m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0)
- | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
- , m_mouseState.m_mz
- , uint16_t(m_width)
- , uint16_t(m_height)
- );
- showExampleDialog(this);
- ImGui::SetNextWindowPos(
- ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
- , ImGuiCond_FirstUseEver
- );
- imgui(m_width / 5.0f - 10.0f);
- imguiEndFrame();
- // Update camera.
- cameraUpdate(deltaTime, m_mouseState, ImGui::MouseOverArea() );
- // Set view 0 default viewport.
- bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height));
- float view[16];
- cameraGetViewMtx(view);
- float proj[16];
- bx::mtxProj(proj, 60.0f, float(m_width) / float(m_height), 0.1f, 2000.0f, bgfx::getCaps()->homogeneousDepth);
- bgfx::setViewTransform(0, view, proj);
- Color sunLuminanceXYZ = m_sunLuminanceXYZ.GetValue(m_time);
- Color sunLuminanceRGB = xyzToRgb(sunLuminanceXYZ);
- Color skyLuminanceXYZ = m_skyLuminanceXYZ.GetValue(m_time);
- Color skyLuminanceRGB = xyzToRgb(skyLuminanceXYZ);
- bgfx::setUniform(u_sunLuminance, &sunLuminanceRGB.x);
- bgfx::setUniform(u_skyLuminanceXYZ, &skyLuminanceXYZ.x);
- bgfx::setUniform(u_skyLuminance, &skyLuminanceRGB.x);
- bgfx::setUniform(u_sunDirection, &m_sun.m_sunDir.x);
- float exposition[4] = { 0.02f, 3.0f, 0.1f, m_time };
- bgfx::setUniform(u_parameters, exposition);
- float perezCoeff[4 * 5];
- computePerezCoeff(m_turbidity, perezCoeff);
- bgfx::setUniform(u_perezCoeff, perezCoeff, 5);
- bgfx::setTexture(0, s_texLightmap, m_lightmapTexture);
- meshSubmit(m_mesh, 0, m_landscapeProgram, NULL);
- m_sky.draw();
- bgfx::frame();
- return true;
- }
- return false;
- }
- void computePerezCoeff(float _turbidity, float* _outPerezCoeff)
- {
- const bx::Vec3 turbidity = { _turbidity, _turbidity, _turbidity };
- for (uint32_t ii = 0; ii < 5; ++ii)
- {
- const bx::Vec3 tmp = bx::mad(ABCDE_t[ii], turbidity, ABCDE[ii]);
- float* out = _outPerezCoeff + 4 * ii;
- bx::store(out, tmp);
- out[3] = 0.0f;
- }
- }
- bgfx::ProgramHandle m_landscapeProgram;
- bgfx::UniformHandle s_texLightmap;
- bgfx::TextureHandle m_lightmapTexture;
- bgfx::UniformHandle u_sunLuminance;
- bgfx::UniformHandle u_skyLuminanceXYZ;
- bgfx::UniformHandle u_skyLuminance;
- bgfx::UniformHandle u_sunDirection;
- bgfx::UniformHandle u_parameters;
- bgfx::UniformHandle u_perezCoeff;
- ProceduralSky m_sky;
- SunController m_sun;
- DynamicValueController m_sunLuminanceXYZ;
- DynamicValueController m_skyLuminanceXYZ;
- uint32_t m_width;
- uint32_t m_height;
- uint32_t m_debug;
- uint32_t m_reset;
- Mesh* m_mesh;
- entry::MouseState m_mouseState;
- float m_time;
- float m_timeScale;
- int64_t m_timeOffset;
- float m_turbidity;
- };
- } // namespace
- ENTRY_IMPLEMENT_MAIN(
- ExampleProceduralSky
- , "36-sky"
- , "Perez dynamic sky model."
- , "https://bkaradzic.github.io/bgfx/examples.html#sky"
- );
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