123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537 |
- #include "la_5.h"
- const int TRANSMITTANCE_TEXTURE_WIDTH = 256;
- const int TRANSMITTANCE_TEXTURE_HEIGHT = 64;
- const int SCATTERING_TEXTURE_R_SIZE = 32;
- const int SCATTERING_TEXTURE_MU_SIZE = 128;
- const int SCATTERING_TEXTURE_MU_S_SIZE = 32;
- const int SCATTERING_TEXTURE_NU_SIZE = 8;
- const int SCATTERING_TEXTURE_WIDTH =
- SCATTERING_TEXTURE_NU_SIZE * SCATTERING_TEXTURE_MU_S_SIZE;
- const int SCATTERING_TEXTURE_HEIGHT = SCATTERING_TEXTURE_MU_SIZE;
- const int SCATTERING_TEXTURE_DEPTH = SCATTERING_TEXTURE_R_SIZE;
- const int IRRADIANCE_TEXTURE_WIDTH = 64;
- const int IRRADIANCE_TEXTURE_HEIGHT = 16;
- // The conversion factor between watts and lumens.
- const double MAX_LUMINOUS_EFFICACY = 683.0;
- // Values from "CIE (1931) 2-deg color matching functions", see
- // "http://web.archive.org/web/20081228084047/
- // http://www.cvrl.org/database/data/cmfs/ciexyz31.txt".
- const double CIE_2_DEG_COLOR_MATCHING_FUNCTIONS[380] = {
- 360, 0.000129900000, 0.000003917000, 0.000606100000,
- 365, 0.000232100000, 0.000006965000, 0.001086000000,
- 370, 0.000414900000, 0.000012390000, 0.001946000000,
- 375, 0.000741600000, 0.000022020000, 0.003486000000,
- 380, 0.001368000000, 0.000039000000, 0.006450001000,
- 385, 0.002236000000, 0.000064000000, 0.010549990000,
- 390, 0.004243000000, 0.000120000000, 0.020050010000,
- 395, 0.007650000000, 0.000217000000, 0.036210000000,
- 400, 0.014310000000, 0.000396000000, 0.067850010000,
- 405, 0.023190000000, 0.000640000000, 0.110200000000,
- 410, 0.043510000000, 0.001210000000, 0.207400000000,
- 415, 0.077630000000, 0.002180000000, 0.371300000000,
- 420, 0.134380000000, 0.004000000000, 0.645600000000,
- 425, 0.214770000000, 0.007300000000, 1.039050100000,
- 430, 0.283900000000, 0.011600000000, 1.385600000000,
- 435, 0.328500000000, 0.016840000000, 1.622960000000,
- 440, 0.348280000000, 0.023000000000, 1.747060000000,
- 445, 0.348060000000, 0.029800000000, 1.782600000000,
- 450, 0.336200000000, 0.038000000000, 1.772110000000,
- 455, 0.318700000000, 0.048000000000, 1.744100000000,
- 460, 0.290800000000, 0.060000000000, 1.669200000000,
- 465, 0.251100000000, 0.073900000000, 1.528100000000,
- 470, 0.195360000000, 0.090980000000, 1.287640000000,
- 475, 0.142100000000, 0.112600000000, 1.041900000000,
- 480, 0.095640000000, 0.139020000000, 0.812950100000,
- 485, 0.057950010000, 0.169300000000, 0.616200000000,
- 490, 0.032010000000, 0.208020000000, 0.465180000000,
- 495, 0.014700000000, 0.258600000000, 0.353300000000,
- 500, 0.004900000000, 0.323000000000, 0.272000000000,
- 505, 0.002400000000, 0.407300000000, 0.212300000000,
- 510, 0.009300000000, 0.503000000000, 0.158200000000,
- 515, 0.029100000000, 0.608200000000, 0.111700000000,
- 520, 0.063270000000, 0.710000000000, 0.078249990000,
- 525, 0.109600000000, 0.793200000000, 0.057250010000,
- 530, 0.165500000000, 0.862000000000, 0.042160000000,
- 535, 0.225749900000, 0.914850100000, 0.029840000000,
- 540, 0.290400000000, 0.954000000000, 0.020300000000,
- 545, 0.359700000000, 0.980300000000, 0.013400000000,
- 550, 0.433449900000, 0.994950100000, 0.008749999000,
- 555, 0.512050100000, 1.000000000000, 0.005749999000,
- 560, 0.594500000000, 0.995000000000, 0.003900000000,
- 565, 0.678400000000, 0.978600000000, 0.002749999000,
- 570, 0.762100000000, 0.952000000000, 0.002100000000,
- 575, 0.842500000000, 0.915400000000, 0.001800000000,
- 580, 0.916300000000, 0.870000000000, 0.001650001000,
- 585, 0.978600000000, 0.816300000000, 0.001400000000,
- 590, 1.026300000000, 0.757000000000, 0.001100000000,
- 595, 1.056700000000, 0.694900000000, 0.001000000000,
- 600, 1.062200000000, 0.631000000000, 0.000800000000,
- 605, 1.045600000000, 0.566800000000, 0.000600000000,
- 610, 1.002600000000, 0.503000000000, 0.000340000000,
- 615, 0.938400000000, 0.441200000000, 0.000240000000,
- 620, 0.854449900000, 0.381000000000, 0.000190000000,
- 625, 0.751400000000, 0.321000000000, 0.000100000000,
- 630, 0.642400000000, 0.265000000000, 0.000049999990,
- 635, 0.541900000000, 0.217000000000, 0.000030000000,
- 640, 0.447900000000, 0.175000000000, 0.000020000000,
- 645, 0.360800000000, 0.138200000000, 0.000010000000,
- 650, 0.283500000000, 0.107000000000, 0.000000000000,
- 655, 0.218700000000, 0.081600000000, 0.000000000000,
- 660, 0.164900000000, 0.061000000000, 0.000000000000,
- 665, 0.121200000000, 0.044580000000, 0.000000000000,
- 670, 0.087400000000, 0.032000000000, 0.000000000000,
- 675, 0.063600000000, 0.023200000000, 0.000000000000,
- 680, 0.046770000000, 0.017000000000, 0.000000000000,
- 685, 0.032900000000, 0.011920000000, 0.000000000000,
- 690, 0.022700000000, 0.008210000000, 0.000000000000,
- 695, 0.015840000000, 0.005723000000, 0.000000000000,
- 700, 0.011359160000, 0.004102000000, 0.000000000000,
- 705, 0.008110916000, 0.002929000000, 0.000000000000,
- 710, 0.005790346000, 0.002091000000, 0.000000000000,
- 715, 0.004109457000, 0.001484000000, 0.000000000000,
- 720, 0.002899327000, 0.001047000000, 0.000000000000,
- 725, 0.002049190000, 0.000740000000, 0.000000000000,
- 730, 0.001439971000, 0.000520000000, 0.000000000000,
- 735, 0.000999949300, 0.000361100000, 0.000000000000,
- 740, 0.000690078600, 0.000249200000, 0.000000000000,
- 745, 0.000476021300, 0.000171900000, 0.000000000000,
- 750, 0.000332301100, 0.000120000000, 0.000000000000,
- 755, 0.000234826100, 0.000084800000, 0.000000000000,
- 760, 0.000166150500, 0.000060000000, 0.000000000000,
- 765, 0.000117413000, 0.000042400000, 0.000000000000,
- 770, 0.000083075270, 0.000030000000, 0.000000000000,
- 775, 0.000058706520, 0.000021200000, 0.000000000000,
- 780, 0.000041509940, 0.000014990000, 0.000000000000,
- 785, 0.000029353260, 0.000010600000, 0.000000000000,
- 790, 0.000020673830, 0.000007465700, 0.000000000000,
- 795, 0.000014559770, 0.000005257800, 0.000000000000,
- 800, 0.000010253980, 0.000003702900, 0.000000000000,
- 805, 0.000007221456, 0.000002607800, 0.000000000000,
- 810, 0.000005085868, 0.000001836600, 0.000000000000,
- 815, 0.000003581652, 0.000001293400, 0.000000000000,
- 820, 0.000002522525, 0.000000910930, 0.000000000000,
- 825, 0.000001776509, 0.000000641530, 0.000000000000,
- 830, 0.000001251141, 0.000000451810, 0.000000000000,
- };
- // The conversion matrix from XYZ to linear sRGB color spaces.
- // Values from https://en.wikipedia.org/wiki/SRGB.
- const double XYZ_TO_SRGB[9] = {
- +3.2406, -1.5372, -0.4986,
- -0.9689, +1.8758, +0.0415,
- +0.0557, -0.2040, +1.0570
- };
- const char kVertexShader[] = "\n\
- #version 330\n\
- layout(location = 0) in vec2 vertex;\n\
- void main() {\n\
- gl_Position = vec4(vertex, 0.0, 1.0);\n\
- }";
- const char kGeometryShader[] = "\n\
- #version 330\n\
- layout(triangles) in;\n\
- layout(triangle_strip, max_vertices = 3) out;\n\
- uniform int layer;\n\
- void main() {\n\
- gl_Position = gl_in[0].gl_Position;\n\
- gl_Layer = layer;\n\
- EmitVertex();\n\
- gl_Position = gl_in[1].gl_Position;\n\
- gl_Layer = layer;\n\
- EmitVertex();\n\
- gl_Position = gl_in[2].gl_Position;\n\
- gl_Layer = layer;\n\
- EmitVertex();\n\
- EndPrimitive();\n\
- }";
- const char kComputeTransmittanceShader[] = "\n\
- layout(location = 0) out vec3 transmittance;\n\
- void main() {\n\
- transmittance = ComputeTransmittanceToTopAtmosphereBoundaryTexture(\n\
- ATMOSPHERE, gl_FragCoord.xy);\n\
- }";
- const char kComputeDirectIrradianceShader[] = "\n\
- layout(location = 0) out vec3 delta_irradiance;\n\
- layout(location = 1) out vec3 irradiance;\n\
- uniform sampler2D transmittance_texture;\n\
- void main() {\n\
- delta_irradiance = ComputeDirectIrradianceTexture(\n\
- ATMOSPHERE, transmittance_texture, gl_FragCoord.xy);\n\
- irradiance = vec3(0.0);\n\
- }";
- const char kComputeSingleScatteringShader[] = "\n\
- layout(location = 0) out vec3 delta_rayleigh;\n\
- layout(location = 1) out vec3 delta_mie;\n\
- layout(location = 2) out vec4 scattering;\n\
- layout(location = 3) out vec3 single_mie_scattering;\n\
- uniform mat3 luminance_from_radiance;\n\
- uniform sampler2D transmittance_texture;\n\
- uniform int layer;\n\
- void main() {\n\
- ComputeSingleScatteringTexture(\n\
- ATMOSPHERE, transmittance_texture, vec3(gl_FragCoord.xy, layer + 0.5),\n\
- delta_rayleigh, delta_mie);\n\
- scattering = vec4(luminance_from_radiance * delta_rayleigh.rgb,\n\
- (luminance_from_radiance * delta_mie).r);\n\
- single_mie_scattering = luminance_from_radiance * delta_mie;\n\
- }";
- const char kComputeScatteringDensityShader[] = "\n\
- layout(location = 0) out vec3 scattering_density;\n\
- uniform sampler2D transmittance_texture;\n\
- uniform sampler3D single_rayleigh_scattering_texture;\n\
- uniform sampler3D single_mie_scattering_texture;\n\
- uniform sampler3D multiple_scattering_texture;\n\
- uniform sampler2D irradiance_texture;\n\
- uniform int scattering_order;\n\
- uniform int layer;\n\
- void main() {\n\
- scattering_density = ComputeScatteringDensityTexture(\n\
- ATMOSPHERE, transmittance_texture, single_rayleigh_scattering_texture,\n\
- single_mie_scattering_texture, multiple_scattering_texture,\n\
- irradiance_texture, vec3(gl_FragCoord.xy, layer + 0.5),\n\
- scattering_order);\n\
- }";
- const char kComputeIndirectIrradianceShader[] = "\n\
- layout(location = 0) out vec3 delta_irradiance;\n\
- layout(location = 1) out vec3 irradiance;\n\
- uniform mat3 luminance_from_radiance;\n\
- uniform sampler3D single_rayleigh_scattering_texture;\n\
- uniform sampler3D single_mie_scattering_texture;\n\
- uniform sampler3D multiple_scattering_texture;\n\
- uniform int scattering_order;\n\
- void main() {\n\
- delta_irradiance = ComputeIndirectIrradianceTexture(\n\
- ATMOSPHERE, single_rayleigh_scattering_texture,\n\
- single_mie_scattering_texture, multiple_scattering_texture,\n\
- gl_FragCoord.xy, scattering_order);\n\
- irradiance = luminance_from_radiance * delta_irradiance;\n\
- }";
- const char kComputeMultipleScatteringShader[] = "\n\
- layout(location = 0) out vec3 delta_multiple_scattering;\n\
- layout(location = 1) out vec4 scattering;\n\
- uniform mat3 luminance_from_radiance;\n\
- uniform sampler2D transmittance_texture;\n\
- uniform sampler3D scattering_density_texture;\n\
- uniform int layer;\n\
- void main() {\n\
- float nu;\n\
- delta_multiple_scattering = ComputeMultipleScatteringTexture(\n\
- ATMOSPHERE, transmittance_texture, scattering_density_texture,\n\
- vec3(gl_FragCoord.xy, layer + 0.5), nu);\n\
- scattering = vec4(\n\
- luminance_from_radiance *\n\
- delta_multiple_scattering.rgb / RayleighPhaseFunction(nu),\n\
- 0.0);\n\
- }";
- const char kAtmosphereShader[] = "\n\
- uniform sampler2D transmittance_texture;\n\
- uniform sampler3D scattering_texture;\n\
- uniform sampler3D single_mie_scattering_texture;\n\
- uniform sampler2D irradiance_texture;\n\
- #ifdef RADIANCE_API_ENABLED\n\
- RadianceSpectrum GetSolarRadiance() {\n\
- return ATMOSPHERE.solar_irradiance /\n\
- (PI * ATMOSPHERE.sun_angular_radius * ATMOSPHERE.sun_angular_radius);\n\
- }\n\
- RadianceSpectrum GetSkyRadiance(\n\
- Position camera, Direction view_ray, Length shadow_length,\n\
- Direction sun_direction, out DimensionlessSpectrum transmittance) {\n\
- return GetSkyRadiance(ATMOSPHERE, transmittance_texture,\n\
- scattering_texture, single_mie_scattering_texture,\n\
- camera, view_ray, shadow_length, sun_direction, transmittance);\n\
- }\n\
- RadianceSpectrum GetSkyRadianceToPoint(\n\
- Position camera, Position point, Length shadow_length,\n\
- Direction sun_direction, out DimensionlessSpectrum transmittance) {\n\
- return GetSkyRadianceToPoint(ATMOSPHERE, transmittance_texture,\n\
- scattering_texture, single_mie_scattering_texture,\n\
- camera, point, shadow_length, sun_direction, transmittance);\n\
- }\n\
- IrradianceSpectrum GetSunAndSkyIrradiance(\n\
- Position p, Direction normal, Direction sun_direction,\n\
- out IrradianceSpectrum sky_irradiance) {\n\
- return GetSunAndSkyIrradiance(ATMOSPHERE, transmittance_texture,\n\
- irradiance_texture, p, normal, sun_direction, sky_irradiance);\n\
- }\n\
- #endif\n\
- Luminance3 GetSolarLuminance() {\n\
- return ATMOSPHERE.solar_irradiance /\n\
- (PI * ATMOSPHERE.sun_angular_radius * ATMOSPHERE.sun_angular_radius) *\n\
- SUN_SPECTRAL_RADIANCE_TO_LUMINANCE;\n\
- }\n\
- Luminance3 GetSkyLuminance(\n\
- Position camera, Direction view_ray, Length shadow_length,\n\
- Direction sun_direction, out DimensionlessSpectrum transmittance) {\n\
- return GetSkyRadiance(ATMOSPHERE, transmittance_texture,\n\
- scattering_texture, single_mie_scattering_texture,\n\
- camera, view_ray, shadow_length, sun_direction, transmittance) *\n\
- SKY_SPECTRAL_RADIANCE_TO_LUMINANCE;\n\
- }\n\
- Luminance3 GetSkyLuminanceToPoint(\n\
- Position camera, Position point, Length shadow_length,\n\
- Direction sun_direction, out DimensionlessSpectrum transmittance) {\n\
- return GetSkyRadianceToPoint(ATMOSPHERE, transmittance_texture,\n\
- scattering_texture, single_mie_scattering_texture,\n\
- camera, point, shadow_length, sun_direction, transmittance) *\n\
- SKY_SPECTRAL_RADIANCE_TO_LUMINANCE;\n\
- }\n\
- Illuminance3 GetSunAndSkyIlluminance(\n\
- Position p, Direction normal, Direction sun_direction,\n\
- out IrradianceSpectrum sky_irradiance) {\n\
- IrradianceSpectrum sun_irradiance = GetSunAndSkyIrradiance(\n\
- ATMOSPHERE, transmittance_texture, irradiance_texture, p, normal,\n\
- sun_direction, sky_irradiance);\n\
- sky_irradiance *= SKY_SPECTRAL_RADIANCE_TO_LUMINANCE;\n\
- return sun_irradiance * SUN_SPECTRAL_RADIANCE_TO_LUMINANCE;\n\
- }";
- const char header[]="#version 330\n\
- #define IN(x) const in x\n\
- #define OUT(x) out x\n\
- #define TEMPLATE(x)\n\
- #define TEMPLATE_ARGUMENT(x)\n\
- #define assert(x)\n\
- const int TRANSMITTANCE_TEXTURE_WIDTH = 256;\n\
- const int TRANSMITTANCE_TEXTURE_HEIGHT = 64;\n\
- const int SCATTERING_TEXTURE_R_SIZE = 32;\n\
- const int SCATTERING_TEXTURE_MU_SIZE = 128;\n\
- const int SCATTERING_TEXTURE_MU_S_SIZE = 32;\n\
- const int SCATTERING_TEXTURE_NU_SIZE = 8;\n\
- const int IRRADIANCE_TEXTURE_WIDTH = 64;\n\
- const int IRRADIANCE_TEXTURE_HEIGHT = 16;\n\
- #define COMBINED_SCATTERING_TEXTURES\n\
- \n\
- #define Length float\n\
- #define Wavelength float\n\
- #define Angle float\n\
- #define SolidAngle float\n\
- #define Power float\n\
- #define LuminousPower float\n\
- #define Number float\n\
- #define InverseLength float\n\
- #define Area float\n\
- #define Volume float\n\
- #define NumberDensity float\n\
- #define Irradiance float\n\
- #define Radiance float\n\
- #define SpectralPower float\n\
- #define SpectralIrradiance float\n\
- #define SpectralRadiance float\n\
- #define SpectralRadianceDensity float\n\
- #define ScatteringCoefficient float\n\
- #define InverseSolidAngle float\n\
- #define LuminousIntensity float\n\
- #define Luminance float\n\
- #define Illuminance float\n\
- #define AbstractSpectrum vec3\n\
- #define DimensionlessSpectrum vec3\n\
- #define PowerSpectrum vec3\n\
- #define IrradianceSpectrum vec3\n\
- #define RadianceSpectrum vec3\n\
- #define RadianceDensitySpectrum vec3\n\
- #define ScatteringSpectrum vec3\n\
- #define Position vec3\n\
- #define Direction vec3\n\
- #define Luminance3 vec3\n\
- #define Illuminance3 vec3\n\
- #define TransmittanceTexture sampler2D\n\
- #define AbstractScatteringTexture sampler3D\n\
- #define ReducedScatteringTexture sampler3D\n\
- #define ScatteringTexture sampler3D\n\
- #define ScatteringDensityTexture sampler3D\n\
- #define IrradianceTexture sampler2D\n\
- const Length m = 1.0;\n\
- const Wavelength nm = 1.0;\n\
- const Angle rad = 1.0;\n\
- const SolidAngle sr = 1.0;\n\
- const Power watt = 1.0;\n\
- const LuminousPower lm = 1.0;\n\
- const float PI = 3.14159265358979323846;\n\
- const Length km = 1000.0 * m;\n\
- const Area m2 = m * m;\n\
- const Volume m3 = m * m * m;\n\
- const Angle pi = PI * rad;\n\
- const Angle deg = pi / 180.0;\n\
- const Irradiance watt_per_square_meter = watt / m2;\n\
- const Radiance watt_per_square_meter_per_sr = watt / (m2 * sr);\n\
- const SpectralIrradiance watt_per_square_meter_per_nm = watt / (m2 * nm);\n\
- const SpectralRadiance watt_per_square_meter_per_sr_per_nm =\n\
- watt / (m2 * sr * nm);\n\
- const SpectralRadianceDensity watt_per_cubic_meter_per_sr_per_nm =\n\
- watt / (m3 * sr * nm);\n\
- const LuminousIntensity cd = lm / sr;\n\
- const LuminousIntensity kcd = 1000.0 * cd;\n\
- const Luminance cd_per_square_meter = cd / m2;\n\
- const Luminance kcd_per_square_meter = kcd / m2;\n\
- struct DensityProfileLayer {\n\
- Length width;\n\
- Number exp_term;\n\
- InverseLength exp_scale;\n\
- InverseLength linear_term;\n\
- Number constant_term;\n\
- };\n\
- struct DensityProfile {\n\
- DensityProfileLayer layers[2];\n\
- };\n\
- struct AtmosphereParameters {\n\
- IrradianceSpectrum solar_irradiance;\n\
- Angle sun_angular_radius;\n\
- Length bottom_radius;\n\
- Length top_radius;\n\
- DensityProfile rayleigh_density;\n\
- ScatteringSpectrum rayleigh_scattering;\n\
- 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\
- 6420.000000,\n\
- 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);;
- }
|