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@@ -0,0 +1,537 @@
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+#include "la_5.h"
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+
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+
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+const int TRANSMITTANCE_TEXTURE_WIDTH = 256;
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+const int TRANSMITTANCE_TEXTURE_HEIGHT = 64;
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+
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+const int SCATTERING_TEXTURE_R_SIZE = 32;
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+const int SCATTERING_TEXTURE_MU_SIZE = 128;
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+const int SCATTERING_TEXTURE_MU_S_SIZE = 32;
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+const int SCATTERING_TEXTURE_NU_SIZE = 8;
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+
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+const int SCATTERING_TEXTURE_WIDTH =
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+ SCATTERING_TEXTURE_NU_SIZE * SCATTERING_TEXTURE_MU_S_SIZE;
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+const int SCATTERING_TEXTURE_HEIGHT = SCATTERING_TEXTURE_MU_SIZE;
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+const int SCATTERING_TEXTURE_DEPTH = SCATTERING_TEXTURE_R_SIZE;
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+
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+const int IRRADIANCE_TEXTURE_WIDTH = 64;
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+const int IRRADIANCE_TEXTURE_HEIGHT = 16;
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+
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+// The conversion factor between watts and lumens.
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+const double MAX_LUMINOUS_EFFICACY = 683.0;
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+
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+// Values from "CIE (1931) 2-deg color matching functions", see
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+// "http://web.archive.org/web/20081228084047/
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+// http://www.cvrl.org/database/data/cmfs/ciexyz31.txt".
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+const double CIE_2_DEG_COLOR_MATCHING_FUNCTIONS[380] = {
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+ 360, 0.000129900000, 0.000003917000, 0.000606100000,
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+ 365, 0.000232100000, 0.000006965000, 0.001086000000,
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+ 370, 0.000414900000, 0.000012390000, 0.001946000000,
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+ 375, 0.000741600000, 0.000022020000, 0.003486000000,
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+ 380, 0.001368000000, 0.000039000000, 0.006450001000,
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+ 385, 0.002236000000, 0.000064000000, 0.010549990000,
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+ 390, 0.004243000000, 0.000120000000, 0.020050010000,
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+ 395, 0.007650000000, 0.000217000000, 0.036210000000,
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+ 400, 0.014310000000, 0.000396000000, 0.067850010000,
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+ 405, 0.023190000000, 0.000640000000, 0.110200000000,
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+ 410, 0.043510000000, 0.001210000000, 0.207400000000,
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+ 415, 0.077630000000, 0.002180000000, 0.371300000000,
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+ 420, 0.134380000000, 0.004000000000, 0.645600000000,
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+ 425, 0.214770000000, 0.007300000000, 1.039050100000,
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+ 430, 0.283900000000, 0.011600000000, 1.385600000000,
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+ 435, 0.328500000000, 0.016840000000, 1.622960000000,
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+ 440, 0.348280000000, 0.023000000000, 1.747060000000,
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+ 445, 0.348060000000, 0.029800000000, 1.782600000000,
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+ 450, 0.336200000000, 0.038000000000, 1.772110000000,
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+ 455, 0.318700000000, 0.048000000000, 1.744100000000,
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+ 460, 0.290800000000, 0.060000000000, 1.669200000000,
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+ 465, 0.251100000000, 0.073900000000, 1.528100000000,
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+ 470, 0.195360000000, 0.090980000000, 1.287640000000,
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+ 475, 0.142100000000, 0.112600000000, 1.041900000000,
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+ 480, 0.095640000000, 0.139020000000, 0.812950100000,
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+ 485, 0.057950010000, 0.169300000000, 0.616200000000,
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+ 490, 0.032010000000, 0.208020000000, 0.465180000000,
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+ 495, 0.014700000000, 0.258600000000, 0.353300000000,
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+ 500, 0.004900000000, 0.323000000000, 0.272000000000,
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+ 505, 0.002400000000, 0.407300000000, 0.212300000000,
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+ 510, 0.009300000000, 0.503000000000, 0.158200000000,
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+ 515, 0.029100000000, 0.608200000000, 0.111700000000,
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+ 520, 0.063270000000, 0.710000000000, 0.078249990000,
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+ 525, 0.109600000000, 0.793200000000, 0.057250010000,
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+ 530, 0.165500000000, 0.862000000000, 0.042160000000,
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+ 535, 0.225749900000, 0.914850100000, 0.029840000000,
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+ 540, 0.290400000000, 0.954000000000, 0.020300000000,
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+ 545, 0.359700000000, 0.980300000000, 0.013400000000,
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+ 550, 0.433449900000, 0.994950100000, 0.008749999000,
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+ 555, 0.512050100000, 1.000000000000, 0.005749999000,
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+ 560, 0.594500000000, 0.995000000000, 0.003900000000,
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+ 565, 0.678400000000, 0.978600000000, 0.002749999000,
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+ 570, 0.762100000000, 0.952000000000, 0.002100000000,
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+ 575, 0.842500000000, 0.915400000000, 0.001800000000,
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+ 580, 0.916300000000, 0.870000000000, 0.001650001000,
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+ 585, 0.978600000000, 0.816300000000, 0.001400000000,
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+ 590, 1.026300000000, 0.757000000000, 0.001100000000,
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+ 595, 1.056700000000, 0.694900000000, 0.001000000000,
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+ 600, 1.062200000000, 0.631000000000, 0.000800000000,
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+ 605, 1.045600000000, 0.566800000000, 0.000600000000,
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+ 610, 1.002600000000, 0.503000000000, 0.000340000000,
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+ 615, 0.938400000000, 0.441200000000, 0.000240000000,
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+ 620, 0.854449900000, 0.381000000000, 0.000190000000,
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+ 625, 0.751400000000, 0.321000000000, 0.000100000000,
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+ 630, 0.642400000000, 0.265000000000, 0.000049999990,
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+ 635, 0.541900000000, 0.217000000000, 0.000030000000,
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+ 640, 0.447900000000, 0.175000000000, 0.000020000000,
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+ 645, 0.360800000000, 0.138200000000, 0.000010000000,
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+ 650, 0.283500000000, 0.107000000000, 0.000000000000,
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+ 655, 0.218700000000, 0.081600000000, 0.000000000000,
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+ 660, 0.164900000000, 0.061000000000, 0.000000000000,
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+ 665, 0.121200000000, 0.044580000000, 0.000000000000,
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+ 670, 0.087400000000, 0.032000000000, 0.000000000000,
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+ 675, 0.063600000000, 0.023200000000, 0.000000000000,
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+ 680, 0.046770000000, 0.017000000000, 0.000000000000,
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+ 685, 0.032900000000, 0.011920000000, 0.000000000000,
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+ 690, 0.022700000000, 0.008210000000, 0.000000000000,
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+ 695, 0.015840000000, 0.005723000000, 0.000000000000,
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+ 700, 0.011359160000, 0.004102000000, 0.000000000000,
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+ 705, 0.008110916000, 0.002929000000, 0.000000000000,
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+ 710, 0.005790346000, 0.002091000000, 0.000000000000,
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+ 715, 0.004109457000, 0.001484000000, 0.000000000000,
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+ 720, 0.002899327000, 0.001047000000, 0.000000000000,
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+ 725, 0.002049190000, 0.000740000000, 0.000000000000,
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+ 730, 0.001439971000, 0.000520000000, 0.000000000000,
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+ 735, 0.000999949300, 0.000361100000, 0.000000000000,
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+ 740, 0.000690078600, 0.000249200000, 0.000000000000,
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+ 745, 0.000476021300, 0.000171900000, 0.000000000000,
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+ 750, 0.000332301100, 0.000120000000, 0.000000000000,
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+ 755, 0.000234826100, 0.000084800000, 0.000000000000,
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+ 760, 0.000166150500, 0.000060000000, 0.000000000000,
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+ 765, 0.000117413000, 0.000042400000, 0.000000000000,
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+ 770, 0.000083075270, 0.000030000000, 0.000000000000,
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+ 775, 0.000058706520, 0.000021200000, 0.000000000000,
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+ 780, 0.000041509940, 0.000014990000, 0.000000000000,
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+ 785, 0.000029353260, 0.000010600000, 0.000000000000,
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+ 790, 0.000020673830, 0.000007465700, 0.000000000000,
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+ 795, 0.000014559770, 0.000005257800, 0.000000000000,
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+ 800, 0.000010253980, 0.000003702900, 0.000000000000,
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+ 805, 0.000007221456, 0.000002607800, 0.000000000000,
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+ 810, 0.000005085868, 0.000001836600, 0.000000000000,
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+ 815, 0.000003581652, 0.000001293400, 0.000000000000,
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+ 820, 0.000002522525, 0.000000910930, 0.000000000000,
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+ 825, 0.000001776509, 0.000000641530, 0.000000000000,
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+ 830, 0.000001251141, 0.000000451810, 0.000000000000,
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+};
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+
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+// The conversion matrix from XYZ to linear sRGB color spaces.
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+// Values from https://en.wikipedia.org/wiki/SRGB.
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+const double XYZ_TO_SRGB[9] = {
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+ +3.2406, -1.5372, -0.4986,
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+ -0.9689, +1.8758, +0.0415,
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+ +0.0557, -0.2040, +1.0570
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+};
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+
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+const char kVertexShader[] = "\n\
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+#version 330\n\
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+layout(location = 0) in vec2 vertex;\n\
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+void main() {\n\
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+ gl_Position = vec4(vertex, 0.0, 1.0);\n\
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+}";
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+
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+const char kGeometryShader[] = "\n\
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+#version 330\n\
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+layout(triangles) in;\n\
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+layout(triangle_strip, max_vertices = 3) out;\n\
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+uniform int layer;\n\
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+void main() {\n\
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+ gl_Position = gl_in[0].gl_Position;\n\
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+ gl_Layer = layer;\n\
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+ EmitVertex();\n\
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+ gl_Position = gl_in[1].gl_Position;\n\
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+ gl_Layer = layer;\n\
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+ EmitVertex();\n\
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+ gl_Position = gl_in[2].gl_Position;\n\
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+ gl_Layer = layer;\n\
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+ EmitVertex();\n\
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+ EndPrimitive();\n\
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+}";
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+
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+const char kComputeTransmittanceShader[] = "\n\
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+ layout(location = 0) out vec3 transmittance;\n\
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+ void main() {\n\
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+ transmittance = ComputeTransmittanceToTopAtmosphereBoundaryTexture(\n\
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+ ATMOSPHERE, gl_FragCoord.xy);\n\
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+ }";
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+
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+const char kComputeDirectIrradianceShader[] = "\n\
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+ layout(location = 0) out vec3 delta_irradiance;\n\
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+ layout(location = 1) out vec3 irradiance;\n\
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+ uniform sampler2D transmittance_texture;\n\
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+ void main() {\n\
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+ delta_irradiance = ComputeDirectIrradianceTexture(\n\
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+ ATMOSPHERE, transmittance_texture, gl_FragCoord.xy);\n\
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+ irradiance = vec3(0.0);\n\
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+ }";
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+
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+const char kComputeSingleScatteringShader[] = "\n\
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+ layout(location = 0) out vec3 delta_rayleigh;\n\
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+ layout(location = 1) out vec3 delta_mie;\n\
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+ layout(location = 2) out vec4 scattering;\n\
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+ layout(location = 3) out vec3 single_mie_scattering;\n\
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+ uniform mat3 luminance_from_radiance;\n\
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+ uniform sampler2D transmittance_texture;\n\
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+ uniform int layer;\n\
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+ void main() {\n\
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+ ComputeSingleScatteringTexture(\n\
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+ ATMOSPHERE, transmittance_texture, vec3(gl_FragCoord.xy, layer + 0.5),\n\
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+ delta_rayleigh, delta_mie);\n\
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+ scattering = vec4(luminance_from_radiance * delta_rayleigh.rgb,\n\
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+ (luminance_from_radiance * delta_mie).r);\n\
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+ single_mie_scattering = luminance_from_radiance * delta_mie;\n\
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+ }";
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+
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+const char kComputeScatteringDensityShader[] = "\n\
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+ layout(location = 0) out vec3 scattering_density;\n\
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+ uniform sampler2D transmittance_texture;\n\
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+ uniform sampler3D single_rayleigh_scattering_texture;\n\
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+ uniform sampler3D single_mie_scattering_texture;\n\
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+ uniform sampler3D multiple_scattering_texture;\n\
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+ uniform sampler2D irradiance_texture;\n\
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+ uniform int scattering_order;\n\
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+ uniform int layer;\n\
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+ void main() {\n\
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+ scattering_density = ComputeScatteringDensityTexture(\n\
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+ ATMOSPHERE, transmittance_texture, single_rayleigh_scattering_texture,\n\
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+ single_mie_scattering_texture, multiple_scattering_texture,\n\
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+ irradiance_texture, vec3(gl_FragCoord.xy, layer + 0.5),\n\
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+ scattering_order);\n\
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+ }";
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+
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+const char kComputeIndirectIrradianceShader[] = "\n\
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+ layout(location = 0) out vec3 delta_irradiance;\n\
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+ layout(location = 1) out vec3 irradiance;\n\
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+ uniform mat3 luminance_from_radiance;\n\
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+ uniform sampler3D single_rayleigh_scattering_texture;\n\
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+ uniform sampler3D single_mie_scattering_texture;\n\
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+ uniform sampler3D multiple_scattering_texture;\n\
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+ uniform int scattering_order;\n\
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+ void main() {\n\
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+ delta_irradiance = ComputeIndirectIrradianceTexture(\n\
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+ ATMOSPHERE, single_rayleigh_scattering_texture,\n\
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+ single_mie_scattering_texture, multiple_scattering_texture,\n\
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+ gl_FragCoord.xy, scattering_order);\n\
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+ irradiance = luminance_from_radiance * delta_irradiance;\n\
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+ }";
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+
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+const char kComputeMultipleScatteringShader[] = "\n\
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+ layout(location = 0) out vec3 delta_multiple_scattering;\n\
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+ layout(location = 1) out vec4 scattering;\n\
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+ uniform mat3 luminance_from_radiance;\n\
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+ uniform sampler2D transmittance_texture;\n\
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+ uniform sampler3D scattering_density_texture;\n\
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+ uniform int layer;\n\
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+ void main() {\n\
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+ float nu;\n\
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+ delta_multiple_scattering = ComputeMultipleScatteringTexture(\n\
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+ ATMOSPHERE, transmittance_texture, scattering_density_texture,\n\
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+ vec3(gl_FragCoord.xy, layer + 0.5), nu);\n\
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+ scattering = vec4(\n\
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+ luminance_from_radiance *\n\
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+ delta_multiple_scattering.rgb / RayleighPhaseFunction(nu),\n\
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+ 0.0);\n\
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+ }";
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+
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+const char kAtmosphereShader[] = "\n\
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+ uniform sampler2D transmittance_texture;\n\
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+ uniform sampler3D scattering_texture;\n\
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+ uniform sampler3D single_mie_scattering_texture;\n\
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+ uniform sampler2D irradiance_texture;\n\
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+ #ifdef RADIANCE_API_ENABLED\n\
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+ RadianceSpectrum GetSolarRadiance() {\n\
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+ return ATMOSPHERE.solar_irradiance /\n\
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+ (PI * ATMOSPHERE.sun_angular_radius * ATMOSPHERE.sun_angular_radius);\n\
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+ }\n\
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+ RadianceSpectrum GetSkyRadiance(\n\
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+ Position camera, Direction view_ray, Length shadow_length,\n\
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+ Direction sun_direction, out DimensionlessSpectrum transmittance) {\n\
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+ return GetSkyRadiance(ATMOSPHERE, transmittance_texture,\n\
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+ scattering_texture, single_mie_scattering_texture,\n\
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+ camera, view_ray, shadow_length, sun_direction, transmittance);\n\
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+ }\n\
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+ RadianceSpectrum GetSkyRadianceToPoint(\n\
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+ Position camera, Position point, Length shadow_length,\n\
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+ Direction sun_direction, out DimensionlessSpectrum transmittance) {\n\
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+ return GetSkyRadianceToPoint(ATMOSPHERE, transmittance_texture,\n\
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+ scattering_texture, single_mie_scattering_texture,\n\
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+ camera, point, shadow_length, sun_direction, transmittance);\n\
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+ }\n\
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+ IrradianceSpectrum GetSunAndSkyIrradiance(\n\
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+ Position p, Direction normal, Direction sun_direction,\n\
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+ out IrradianceSpectrum sky_irradiance) {\n\
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+ return GetSunAndSkyIrradiance(ATMOSPHERE, transmittance_texture,\n\
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+ irradiance_texture, p, normal, sun_direction, sky_irradiance);\n\
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+ }\n\
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+ #endif\n\
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+ Luminance3 GetSolarLuminance() {\n\
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+ return ATMOSPHERE.solar_irradiance /\n\
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+ (PI * ATMOSPHERE.sun_angular_radius * ATMOSPHERE.sun_angular_radius) *\n\
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+ SUN_SPECTRAL_RADIANCE_TO_LUMINANCE;\n\
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+ }\n\
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+ Luminance3 GetSkyLuminance(\n\
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+ Position camera, Direction view_ray, Length shadow_length,\n\
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+ Direction sun_direction, out DimensionlessSpectrum transmittance) {\n\
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+ return GetSkyRadiance(ATMOSPHERE, transmittance_texture,\n\
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+ scattering_texture, single_mie_scattering_texture,\n\
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+ camera, view_ray, shadow_length, sun_direction, transmittance) *\n\
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+ SKY_SPECTRAL_RADIANCE_TO_LUMINANCE;\n\
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+ }\n\
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+ Luminance3 GetSkyLuminanceToPoint(\n\
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+ Position camera, Position point, Length shadow_length,\n\
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+ Direction sun_direction, out DimensionlessSpectrum transmittance) {\n\
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+ return GetSkyRadianceToPoint(ATMOSPHERE, transmittance_texture,\n\
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+ scattering_texture, single_mie_scattering_texture,\n\
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+ camera, point, shadow_length, sun_direction, transmittance) *\n\
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+ SKY_SPECTRAL_RADIANCE_TO_LUMINANCE;\n\
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+ }\n\
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+ Illuminance3 GetSunAndSkyIlluminance(\n\
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+ Position p, Direction normal, Direction sun_direction,\n\
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+ out IrradianceSpectrum sky_irradiance) {\n\
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+ IrradianceSpectrum sun_irradiance = GetSunAndSkyIrradiance(\n\
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+ ATMOSPHERE, transmittance_texture, irradiance_texture, p, normal,\n\
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+ sun_direction, sky_irradiance);\n\
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+ sky_irradiance *= SKY_SPECTRAL_RADIANCE_TO_LUMINANCE;\n\
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+ return sun_irradiance * SUN_SPECTRAL_RADIANCE_TO_LUMINANCE;\n\
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+ }";
|
|
|
+
|
|
|
+const char header[]="#version 330\n\
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|
|
+#define IN(x) const in x\n\
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|
|
+#define OUT(x) out x\n\
|
|
|
+#define TEMPLATE(x)\n\
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|
|
+#define TEMPLATE_ARGUMENT(x)\n\
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|
|
+#define assert(x)\n\
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|
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+const int TRANSMITTANCE_TEXTURE_WIDTH = 256;\n\
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|
|
+const int TRANSMITTANCE_TEXTURE_HEIGHT = 64;\n\
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|
|
+const int SCATTERING_TEXTURE_R_SIZE = 32;\n\
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+const int SCATTERING_TEXTURE_MU_SIZE = 128;\n\
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|
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+const int SCATTERING_TEXTURE_MU_S_SIZE = 32;\n\
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|
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+const int SCATTERING_TEXTURE_NU_SIZE = 8;\n\
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+const int IRRADIANCE_TEXTURE_WIDTH = 64;\n\
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+const int IRRADIANCE_TEXTURE_HEIGHT = 16;\n\
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|
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+#define COMBINED_SCATTERING_TEXTURES\n\
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+\n\
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+#define Length float\n\
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+#define Wavelength float\n\
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+#define Angle float\n\
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+#define SolidAngle float\n\
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+#define Power float\n\
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+#define LuminousPower float\n\
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+#define Number float\n\
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+#define InverseLength float\n\
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+#define Area float\n\
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+#define Volume float\n\
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+#define NumberDensity float\n\
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+#define Irradiance float\n\
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+#define Radiance float\n\
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+#define SpectralPower float\n\
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+#define SpectralIrradiance float\n\
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+#define SpectralRadiance float\n\
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+#define SpectralRadianceDensity float\n\
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+#define ScatteringCoefficient float\n\
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+#define InverseSolidAngle float\n\
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+#define LuminousIntensity float\n\
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+#define Luminance float\n\
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+#define Illuminance float\n\
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+#define AbstractSpectrum vec3\n\
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+#define DimensionlessSpectrum vec3\n\
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+#define PowerSpectrum vec3\n\
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+#define IrradianceSpectrum vec3\n\
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+#define RadianceSpectrum vec3\n\
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+#define RadianceDensitySpectrum vec3\n\
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+#define ScatteringSpectrum vec3\n\
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+#define Position vec3\n\
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+#define Direction vec3\n\
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+#define Luminance3 vec3\n\
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+#define Illuminance3 vec3\n\
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|
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+#define TransmittanceTexture sampler2D\n\
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|
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+#define AbstractScatteringTexture sampler3D\n\
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|
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+#define ReducedScatteringTexture sampler3D\n\
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|
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+#define ScatteringTexture sampler3D\n\
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+#define ScatteringDensityTexture sampler3D\n\
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+#define IrradianceTexture sampler2D\n\
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+const Length m = 1.0;\n\
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+const Wavelength nm = 1.0;\n\
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+const Angle rad = 1.0;\n\
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+const SolidAngle sr = 1.0;\n\
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+const Power watt = 1.0;\n\
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+const LuminousPower lm = 1.0;\n\
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+const float PI = 3.14159265358979323846;\n\
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+const Length km = 1000.0 * m;\n\
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+const Area m2 = m * m;\n\
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+const Volume m3 = m * m * m;\n\
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+const Angle pi = PI * rad;\n\
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+const Angle deg = pi / 180.0;\n\
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+const Irradiance watt_per_square_meter = watt / m2;\n\
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+const Radiance watt_per_square_meter_per_sr = watt / (m2 * sr);\n\
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+const SpectralIrradiance watt_per_square_meter_per_nm = watt / (m2 * nm);\n\
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|
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+const SpectralRadiance watt_per_square_meter_per_sr_per_nm =\n\
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+ watt / (m2 * sr * nm);\n\
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|
|
+const SpectralRadianceDensity watt_per_cubic_meter_per_sr_per_nm =\n\
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+ watt / (m3 * sr * nm);\n\
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|
|
+const LuminousIntensity cd = lm / sr;\n\
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+const LuminousIntensity kcd = 1000.0 * cd;\n\
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+const Luminance cd_per_square_meter = cd / m2;\n\
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|
+const Luminance kcd_per_square_meter = kcd / m2;\n\
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|
|
+struct DensityProfileLayer {\n\
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|
|
+ Length width;\n\
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|
|
+ Number exp_term;\n\
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|
|
+ InverseLength exp_scale;\n\
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|
|
+ InverseLength linear_term;\n\
|
|
|
+ Number constant_term;\n\
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|
|
+};\n\
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|
|
+struct DensityProfile {\n\
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|
|
+ DensityProfileLayer layers[2];\n\
|
|
|
+};\n\
|
|
|
+struct AtmosphereParameters {\n\
|
|
|
+ IrradianceSpectrum solar_irradiance;\n\
|
|
|
+ Angle sun_angular_radius;\n\
|
|
|
+ Length bottom_radius;\n\
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|
|
+ Length top_radius;\n\
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|
|
+ DensityProfile rayleigh_density;\n\
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|
|
+ ScatteringSpectrum rayleigh_scattering;\n\
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|
|
+ DensityProfile mie_density;\n\
|
|
|
+ ScatteringSpectrum mie_scattering;\n\
|
|
|
+ ScatteringSpectrum mie_extinction;\n\
|
|
|
+ Number mie_phase_function_g;\n\
|
|
|
+ DensityProfile absorption_density;\n\
|
|
|
+ ScatteringSpectrum absorption_extinction;\n\
|
|
|
+ DimensionlessSpectrum ground_albedo;\n\
|
|
|
+ Number mu_s_min;\n\
|
|
|
+};\n\
|
|
|
+const AtmosphereParameters ATMOSPHERE = AtmosphereParameters(\n\
|
|
|
+vec3(1.474000,1.850400,1.911980),\n\
|
|
|
+0.004675,\n\
|
|
|
+6360.000000,\n\
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|
|
+6420.000000,\n\
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|
|
+DensityProfile(DensityProfileLayer[2](DensityProfileLayer(0.000000,0.000000,0.000000,0.000000,0.000000),DensityProfileLayer(0.000000,1.000000,-0.125000,0.000000,0.000000))),\n\
|
|
|
+vec3(0.005802,0.013558,0.033100),\n\
|
|
|
+DensityProfile(DensityProfileLayer[2](DensityProfileLayer(0.000000,0.000000,0.000000,0.000000,0.000000),DensityProfileLayer(0.000000,1.000000,-0.833333,0.000000,0.000000))),\n\
|
|
|
+vec3(0.003996,0.003996,0.003996),\n\
|
|
|
+vec3(0.004440,0.004440,0.004440),\n\
|
|
|
+0.800000,\n\
|
|
|
+DensityProfile(DensityProfileLayer[2](DensityProfileLayer(25.000000,0.000000,0.000000,0.066667,-0.666667),DensityProfileLayer(0.000000,0.000000,0.000000,-0.066667,2.666667))),\n\
|
|
|
+vec3(0.000650,0.001881,0.000085),\n\
|
|
|
+vec3(0.100000,0.100000,0.100000),\n\
|
|
|
+-0.207912);\n\
|
|
|
+const vec3 SKY_SPECTRAL_RADIANCE_TO_LUMINANCE = vec3(683.000000,683.000000,683.000000);\n\
|
|
|
+const vec3 SUN_SPECTRAL_RADIANCE_TO_LUMINANCE = vec3(98242.786222,69954.398112,66475.012354);\n\
|
|
|
+";
|
|
|
+
|
|
|
+void tns_InitAtmosphere(){
|
|
|
+ laSafeString* ss=0;
|
|
|
+
|
|
|
+ tnsTexture* transmittance_texture_ = tnsCreate2DTexture(GL_RGBA32F, TRANSMITTANCE_TEXTURE_WIDTH, TRANSMITTANCE_TEXTURE_HEIGHT, 0);
|
|
|
+ tnsTexture* scattering_texture_ = tnsCreate3DTexture(GL_RGBA16F, SCATTERING_TEXTURE_WIDTH, SCATTERING_TEXTURE_HEIGHT,SCATTERING_TEXTURE_DEPTH);
|
|
|
+ tnsTexture* irradiance_texture_ = tnsCreate2DTexture(GL_RGBA32F, IRRADIANCE_TEXTURE_WIDTH, IRRADIANCE_TEXTURE_HEIGHT, 0);
|
|
|
+
|
|
|
+ tnsTexture* delta_irradiance_texture = tnsCreate2DTexture(GL_RGBA32F, IRRADIANCE_TEXTURE_WIDTH, IRRADIANCE_TEXTURE_HEIGHT, 0);
|
|
|
+ tnsTexture* delta_rayleigh_scattering_texture = tnsCreate3DTexture(GL_RGBA16F, SCATTERING_TEXTURE_WIDTH, SCATTERING_TEXTURE_HEIGHT,SCATTERING_TEXTURE_DEPTH);
|
|
|
+ tnsTexture* delta_mie_scattering_texture = tnsCreate3DTexture(GL_RGBA16F, SCATTERING_TEXTURE_WIDTH, SCATTERING_TEXTURE_HEIGHT,SCATTERING_TEXTURE_DEPTH);
|
|
|
+ tnsTexture* delta_scattering_density_texture =tnsCreate3DTexture(GL_RGBA16F, SCATTERING_TEXTURE_WIDTH, SCATTERING_TEXTURE_HEIGHT,SCATTERING_TEXTURE_DEPTH);
|
|
|
+ tnsTexture* delta_multiple_scattering_texture = delta_rayleigh_scattering_texture;
|
|
|
+
|
|
|
+ GLuint fbo;
|
|
|
+ glGenFramebuffers(1, &fbo);
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
+
|
|
|
+ // The actual precomputations depend on whether we want to store precomputed
|
|
|
+ // irradiance or illuminance values.
|
|
|
+ //if (num_precomputed_wavelengths_ <= 3) {
|
|
|
+ // vec3 lambdas{kLambdaR, kLambdaG, kLambdaB};
|
|
|
+ // mat3 luminance_from_radiance{1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0};
|
|
|
+ // Precompute(fbo, delta_irradiance_texture, delta_rayleigh_scattering_texture,
|
|
|
+ // delta_mie_scattering_texture, delta_scattering_density_texture,
|
|
|
+ // delta_multiple_scattering_texture, lambdas, luminance_from_radiance,
|
|
|
+ // false /* blend */, num_scattering_orders);
|
|
|
+ //} else {
|
|
|
+ // constexpr double kLambdaMin = 360.0;
|
|
|
+ // constexpr double kLambdaMax = 830.0;
|
|
|
+ // int num_iterations = (num_precomputed_wavelengths_ + 2) / 3;
|
|
|
+ // double dlambda = (kLambdaMax - kLambdaMin) / (3 * num_iterations);
|
|
|
+ // for (int i = 0; i < num_iterations; ++i) {
|
|
|
+ // vec3 lambdas{
|
|
|
+ // kLambdaMin + (3 * i + 0.5) * dlambda,
|
|
|
+ // kLambdaMin + (3 * i + 1.5) * dlambda,
|
|
|
+ // kLambdaMin + (3 * i + 2.5) * dlambda
|
|
|
+ // };
|
|
|
+ // auto coeff = [dlambda](double lambda, int component) {
|
|
|
+ // // Note that we don't include MAX_LUMINOUS_EFFICACY here, to avoid
|
|
|
+ // // artefacts due to too large values when using half precision on GPU.
|
|
|
+ // // We add this term back in kAtmosphereShader, via
|
|
|
+ // // SKY_SPECTRAL_RADIANCE_TO_LUMINANCE (see also the comments in the
|
|
|
+ // // Model constructor).
|
|
|
+ // double x = CieColorMatchingFunctionTableValue(lambda, 1);
|
|
|
+ // double y = CieColorMatchingFunctionTableValue(lambda, 2);
|
|
|
+ // double z = CieColorMatchingFunctionTableValue(lambda, 3);
|
|
|
+ // return static_cast<float>((
|
|
|
+ // XYZ_TO_SRGB[component * 3] * x +
|
|
|
+ // XYZ_TO_SRGB[component * 3 + 1] * y +
|
|
|
+ // XYZ_TO_SRGB[component * 3 + 2] * z) * dlambda);
|
|
|
+ // };
|
|
|
+ // mat3 luminance_from_radiance{
|
|
|
+ // coeff(lambdas[0], 0), coeff(lambdas[1], 0), coeff(lambdas[2], 0),
|
|
|
+ // coeff(lambdas[0], 1), coeff(lambdas[1], 1), coeff(lambdas[2], 1),
|
|
|
+ // coeff(lambdas[0], 2), coeff(lambdas[1], 2), coeff(lambdas[2], 2)
|
|
|
+ // };
|
|
|
+ // Precompute(fbo, delta_irradiance_texture,
|
|
|
+ // delta_rayleigh_scattering_texture, delta_mie_scattering_texture,
|
|
|
+ // delta_scattering_density_texture, delta_multiple_scattering_texture,
|
|
|
+ // lambdas, luminance_from_radiance, i > 0 /* blend */,
|
|
|
+ // num_scattering_orders);
|
|
|
+ // }
|
|
|
+//
|
|
|
+ // // After the above iterations, the transmittance texture contains the
|
|
|
+ // // transmittance for the 3 wavelengths used at the last iteration. But we
|
|
|
+ // // want the transmittance at kLambdaR, kLambdaG, kLambdaB instead, so we
|
|
|
+ // // must recompute it here for these 3 wavelengths:
|
|
|
+ // std::string header = glsl_header_factory_({kLambdaR, kLambdaG, kLambdaB});
|
|
|
+ // Program compute_transmittance(
|
|
|
+ // kVertexShader, header + kComputeTransmittanceShader);
|
|
|
+ // glFramebufferTexture(
|
|
|
+ // GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, transmittance_texture_, 0);
|
|
|
+ // glDrawBuffer(GL_COLOR_ATTACHMENT0);
|
|
|
+ // glViewport(0, 0, TRANSMITTANCE_TEXTURE_WIDTH, TRANSMITTANCE_TEXTURE_HEIGHT);
|
|
|
+ // compute_transmittance.Use();
|
|
|
+ // DrawQuad({}, full_screen_quad_vao_);
|
|
|
+ //}
|
|
|
+
|
|
|
+ // Delete the temporary resources allocated at the begining of this method.
|
|
|
+ glUseProgram(0);
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
+ glDeleteFramebuffers(1, &fbo);
|
|
|
+ glDeleteTextures(1, &delta_scattering_density_texture);
|
|
|
+ glDeleteTextures(1, &delta_mie_scattering_texture);
|
|
|
+ glDeleteTextures(1, &delta_rayleigh_scattering_texture);
|
|
|
+ glDeleteTextures(1, &delta_irradiance_texture);
|
|
|
+ assert(glGetError() == 0);
|
|
|
+
|
|
|
+ strSafeDestroy(&ss); strSafePrint(&ss,"%s%s",header,kComputeTransmittanceShader);
|
|
|
+ tnsShader* compute_transmittance=tnsNewShaderProgram(tnsNewVertexShader(kVertexShader),tnsNewFragmentShader(ss->Ptr),-1);
|
|
|
+ strSafeDestroy(&ss); strSafePrint(&ss,"%s%s",header,kComputeDirectIrradianceShader);
|
|
|
+ tnsShader* compute_direct_irradiance=tnsNewShaderProgram(tnsNewVertexShader(kVertexShader),tnsNewFragmentShader(ss->Ptr),-1);
|
|
|
+ strSafeDestroy(&ss); strSafePrint(&ss,"%s%s",header,kComputeSingleScatteringShader);
|
|
|
+ tnsShader* compute_single_scattering=tnsNewShaderProgram(tnsNewVertexShader(kVertexShader),tnsNewFragmentShader(ss->Ptr),tnsNewGeometryShader(kGeometryShader));
|
|
|
+ strSafeDestroy(&ss); strSafePrint(&ss,"%s%s",header,kComputeScatteringDensityShader);
|
|
|
+ tnsShader* compute_scattering_density=tnsNewShaderProgram(tnsNewVertexShader(kVertexShader),tnsNewFragmentShader(ss->Ptr),tnsNewGeometryShader(kGeometryShader));
|
|
|
+ strSafeDestroy(&ss); strSafePrint(&ss,"%s%s",header,kComputeIndirectIrradianceShader);
|
|
|
+ tnsShader* compute_indirect_irradiance=tnsNewShaderProgram(tnsNewVertexShader(kVertexShader),tnsNewFragmentShader(ss->Ptr),-1);
|
|
|
+ strSafeDestroy(&ss); strSafePrint(&ss,"%s%s",header,kComputeMultipleScatteringShader);
|
|
|
+ tnsShader* compute_multiple_scattering=tnsNewShaderProgram(tnsNewVertexShader(kVertexShader),tnsNewFragmentShader(ss->Ptr),tnsNewGeometryShader(kGeometryShader));
|
|
|
+
|
|
|
+ const GLuint kDrawBuffers[4] = {
|
|
|
+ GL_COLOR_ATTACHMENT0,
|
|
|
+ GL_COLOR_ATTACHMENT1,
|
|
|
+ GL_COLOR_ATTACHMENT2,
|
|
|
+ GL_COLOR_ATTACHMENT3
|
|
|
+ };
|
|
|
+ glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
|
|
+ glBlendFuncSeparate(GL_ONE, GL_ONE, GL_ONE, GL_ONE);;
|
|
|
+
|
|
|
+}
|