package net.torvald.parametricsky import com.badlogic.gdx.Game import com.badlogic.gdx.Gdx import com.badlogic.gdx.Screen import com.badlogic.gdx.backends.lwjgl.LwjglApplication import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration import com.badlogic.gdx.graphics.Color import com.badlogic.gdx.graphics.Pixmap import com.badlogic.gdx.graphics.Texture import com.badlogic.gdx.graphics.g2d.SpriteBatch import net.torvald.EMDASH import net.torvald.colourutil.* import net.torvald.parametricsky.datasets.DatasetCIEXYZ import net.torvald.parametricsky.datasets.DatasetRGB import net.torvald.parametricsky.datasets.DatasetSpectral import net.torvald.terrarum.inUse import net.torvald.terrarum.modulebasegame.worldgenerator.HALF_PI import net.torvald.terrarum.modulebasegame.worldgenerator.TWO_PI import java.awt.Dimension import javax.swing.* import kotlin.math.PI import kotlin.math.pow const val WIDTH = 1200 const val HEIGHT = 600 /** * Created by minjaesong on 2018-08-01. */ class Application : Game() { /* Variables: * 1. Canvas Y (theta) * 2. Gamma (180deg - solar_azimuth; Canvas X) * 3. Solar angle (theta_s) * 4. Turbidity * * Sampling rate: * theta in 0..90 total 32 entries // canvas * gamma in 0..90 total 32 entries // canvas * theta_s in 0..90 total 16 entries // time of the day * turbidity in {1.5, 2, 3, 4, 6, 8, 12, 16, 24, 32, 48, 64} total 12 entries // weather of the day * * * out atlas dimension: * X = (32 * 16) = 512 * Y = (32 * 12) = 384 */ private lateinit var oneScreen: Pixmap private lateinit var batch: SpriteBatch private lateinit var testTex: Texture var turbidity = 5.0 var albedo = 0.1 var elevation = 0.0 var scalefactor = 1f override fun getScreen(): Screen { return super.getScreen() } override fun setScreen(screen: Screen?) { super.setScreen(screen) } override fun render() { Gdx.graphics.setTitle("Daylight Model $EMDASH F: ${Gdx.graphics.framesPerSecond}") if (turbidity <= 0) throw IllegalStateException() // we need to use different modelstate to accomodate different albedo for each spectral band but oh well... genTexLoop(ArHosekSkyModel.arhosek_xyz_skymodelstate_alloc_init(turbidity, albedo, elevation)) val tex = Texture(oneScreen) tex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest) batch.inUse { batch.draw(tex, 0f, 0f, WIDTH.toFloat(), HEIGHT.toFloat()) } tex.dispose() } override fun pause() { super.pause() } override fun resume() { super.resume() } override fun resize(width: Int, height: Int) { super.resize(width, height) } override fun dispose() { oneScreen.dispose() } val outTexWidth = 256 val outTexHeight = 256 /** * Generated texture is as if you took the panorama picture of sky: up 70deg to horizon, east-south-west; * with sun not moving (sun is at exact south, sun's height is adjustable) */ private fun genTexLoop(state: ArHosekSkyModelState) { fun normaliseY(y: Double): Float { var v = y.coerceAtLeast(0.0) if (v < 0) println("$y -> $v (should not be negative)") return v.toFloat() } for (y in 0 until oneScreen.height) { for (x in 0 until oneScreen.width) { val gamma = (x / oneScreen.width.toDouble()) * TWO_PI // 0deg..360deg val theta = (1.0 - (y / oneScreen.height.toDouble())) * HALF_PI // 90deg..0deg val xyz = CIEXYZ( ArHosekSkyModel.arhosek_tristim_skymodel_radiance(state, theta, gamma, 0).toFloat().times(scalefactor / 10f), ArHosekSkyModel.arhosek_tristim_skymodel_radiance(state, theta, gamma, 1).toFloat().times(scalefactor / 10f), ArHosekSkyModel.arhosek_tristim_skymodel_radiance(state, theta, gamma, 2).toFloat().times(scalefactor / 10f) ) val rgb = xyz.toRGB().toColor() rgb.a = 1f oneScreen.setColor(rgb) oneScreen.drawPixel(x, y) //println("x: ${xyz.X}, y: ${xyz.Y}, z: ${xyz.Z}") } } //System.exit(0) } /** * Generated texture is as if you took the panorama picture of sky: up 70deg to horizon, east-south-west; * with sun not moving (sun is at exact south, sun's height is adjustable) */ /*private fun genTexLoop2(T: Double, theta_s: Double) { fun hazeFun(T: Double): Double { val T = T - 1 if (T >= 10) return 1.0 else return 2.0.pow(T).div(1024.0) } // loop thru gamma and theta for (y in 0..outTexDim) { // theta for (x in 0..outTexDim) { // gamma val theta = Math.toRadians(y * (90.0 / outTexDim.toDouble())) // of observer val gamma = Math.toRadians(x * (90.0 / outTexDim.toDouble())) // of observer val Y_z = Model.getAbsoluteZenithLuminance(T, theta_s) val x_z = Model.getZenithChromaX(T, theta_s) val y_z = Model.getZenithChromaY(T, theta_s) val Y_p = Y_z * Model.getFforLuma(theta, gamma, T) / Model.getFforLuma(0.0, theta_s, T) val Y_oc = Y_z * (1.0 + 2.0 * Math.cos(theta)) / 3.0 val x_p = (x_z * Model.getFforChromaX(theta, gamma, T) / Model.getFforChromaX(0.0, theta_s, T)).coerceIn(0.0, 1.0) val y_p = (y_z * Model.getFforChromaY(theta, gamma, T) / Model.getFforChromaY(0.0, theta_s, T)).coerceIn(0.0, 1.0) val normalisedY = Y_p.toFloat().pow(0.5f).div(10f) val normalisedY_oc = Y_oc.toFloat().pow(0.5f).div(10f) //println("$Y_p -> $normalisedY, $x_p, $y_p") if (T < 11) { val rgbColour = CIEYXY(normalisedY, x_p.toFloat(), y_p.toFloat()).toXYZ().toColorRaw() val hazeColour = CIEYXY(normalisedY_oc, 0.3128f, 0.3290f).toXYZ().toColorRaw() val hazeAmount = hazeFun(T).toFloat() val newColour = Color( FastMath.interpolateLinear(hazeAmount, rgbColour.r, hazeColour.r), FastMath.interpolateLinear(hazeAmount, rgbColour.g, hazeColour.g), FastMath.interpolateLinear(hazeAmount, rgbColour.b, hazeColour.b), 1f ) oneScreen.setColor(newColour) oneScreen.drawPixel(x, y) } else { val hazeColour = CIEYXY(normalisedY_oc, 0.3128f, 0.3290f).toXYZ().toColorRaw() oneScreen.setColor(hazeColour) oneScreen.drawPixel(x, y) } } } // end loop }*/ override fun create() { batch = SpriteBatch() testTex = Texture(Gdx.files.internal("assets/test_texture.tga")) oneScreen = Pixmap(outTexWidth * 2, outTexHeight, Pixmap.Format.RGBA8888) DatasetSpectral DatasetCIEXYZ DatasetRGB ApplicationController(this) } class ApplicationController(app: Application) : JFrame() { val mainPanel = JPanel() val turbidityControl = JSpinner(SpinnerNumberModel(5.0, 1.0, 10.0, 0.1)) val albedoControl = JSpinner(SpinnerNumberModel(0.1, 0.0, 1.0, 0.05)) val elevationControl = JSpinner(SpinnerNumberModel(0.0, 0.0, 90.0, 0.5)) val scalefactorControl = JSpinner(SpinnerNumberModel(1.0, 0.0, 2.0, 0.01)) init { val turbidityPanel = JPanel() val albedoPanel = JPanel() val elevationPanel = JPanel() val scalefactorPanel = JPanel() turbidityControl.preferredSize = Dimension(45, 18) albedoControl.preferredSize = Dimension(45, 18) elevationControl.preferredSize = Dimension(45, 18) scalefactorControl.preferredSize = Dimension(45, 18) turbidityPanel.add(JLabel("Turbidity")) turbidityPanel.add(turbidityControl) albedoPanel.add(JLabel("Albedo")) albedoPanel.add(albedoControl) elevationPanel.add(JLabel("Elevation")) elevationPanel.add(elevationControl) scalefactorPanel.add(JLabel("Scaling Factor")) scalefactorPanel.add(scalefactorControl) mainPanel.add(turbidityPanel) mainPanel.add(albedoPanel) mainPanel.add(elevationPanel) mainPanel.add(scalefactorPanel) this.isVisible = true this.defaultCloseOperation = WindowConstants.EXIT_ON_CLOSE this.size = Dimension(300, 400) this.add(mainPanel) turbidityControl.addChangeListener { app.turbidity = turbidityControl.value as Double } albedoControl.addChangeListener { app.albedo = albedoControl.value as Double } elevationControl.addChangeListener { app.elevation = Math.toRadians(elevationControl.value as Double) } scalefactorControl.addChangeListener { app.scalefactor = (scalefactorControl.value as Double).toFloat() } } } } fun main(args: Array) { val config = LwjglApplicationConfiguration() config.width = WIDTH config.height = HEIGHT config.foregroundFPS = 0 LwjglApplication(Application(), config) }