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-rw-r--r--gfx/lightDirection.cpp25
1 files changed, 25 insertions, 0 deletions
diff --git a/gfx/lightDirection.cpp b/gfx/lightDirection.cpp
new file mode 100644
index 0000000..5198bdf
--- /dev/null
+++ b/gfx/lightDirection.cpp
@@ -0,0 +1,25 @@
+#include "lightDirection.h"
+#include "maths.h"
+
+constexpr auto TWILIGHT_START = .0_degrees;
+constexpr auto TWILIGHT_END = -18.0_degrees;
+constexpr auto TWILIGHT_RANGE = TWILIGHT_START - TWILIGHT_END;
+
+constexpr auto SUN_ANGLUAR_SIZE = 0.5_degrees;
+constexpr auto SUN_ANGLUAR_RADIUS = SUN_ANGLUAR_SIZE / 2;
+constexpr auto SUN_ELEVATION_REFRACTION_OFFSET = 0.5_degrees;
+constexpr auto SUN_ANGLUAR_OFFSET = SUN_ANGLUAR_RADIUS + SUN_ELEVATION_REFRACTION_OFFSET;
+
+constexpr auto ATMOSPHERE_SCATTER_MIN = .4F;
+constexpr auto ATMOSPHERE_SCATTER_MAX = .7F;
+constexpr auto ATMOSPHERE_SCATTER_RANGE = ATMOSPHERE_SCATTER_MAX - ATMOSPHERE_SCATTER_MIN;
+
+constexpr auto NORM = 0.5F;
+
+LightDirection::LightDirection(const Direction2D sunPos) :
+ pos {sunPos}, vec {glm::mat3 {rotate_yp(pi + sunPos.x, -sunPos.y)} * north},
+ amb {glm::clamp((sunPos.y - TWILIGHT_END) / TWILIGHT_RANGE, 0.F, 1.F)},
+ dir {(-std::cos(std::clamp((sunPos.y + SUN_ANGLUAR_OFFSET) / SUN_ANGLUAR_SIZE, 0.F, 1.F) * pi) * NORM) + NORM},
+ atmosScatter {((half_pi - sunPos.y) / half_pi * ATMOSPHERE_SCATTER_RANGE) + ATMOSPHERE_SCATTER_MIN}
+{
+}