2012-12-02 11:08:56 +00:00
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#include "public.h"
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2012-11-25 21:53:01 +00:00
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2012-12-02 11:08:56 +00:00
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/*
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* Atmospheric scattering, based on E. Bruneton and F.Neyret work.
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* http://evasion.inrialpes.fr/~Eric.Bruneton/
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*/
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#include <math.h>
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2012-12-14 16:16:09 +00:00
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#include <stdio.h>
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2012-12-12 13:21:46 +00:00
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#include <stdlib.h>
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#include "../system.h"
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2012-12-18 16:20:38 +00:00
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#include "../tools.h"
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2012-12-14 16:16:09 +00:00
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#include "../tools/cache.h"
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2012-12-13 21:33:42 +00:00
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#include "../tools/texture.h"
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2012-12-18 16:20:38 +00:00
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#include "../tools/parallel.h"
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2012-12-13 21:33:42 +00:00
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/*********************** Constants ***********************/
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2012-12-02 11:08:56 +00:00
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static const double Rg = 6360.0;
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static const double Rt = 6420.0;
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static const double RL = 6421.0;
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static const double exposure = 0.4;
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2012-12-12 20:11:57 +00:00
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static const double ISun = 100.0;
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2012-12-15 10:14:57 +00:00
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static const double AVERAGE_GROUND_REFLECTANCE = 0.1;
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2012-12-02 11:08:56 +00:00
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2012-12-15 19:45:19 +00:00
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#if 0
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2012-12-12 13:21:46 +00:00
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#define RES_MU 128
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#define RES_MU_S 32
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#define RES_R 32
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#define RES_NU 8
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2012-12-13 21:33:42 +00:00
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#define SKY_W 64
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#define SKY_H 16
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#define TRANSMITTANCE_W 256
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#define TRANSMITTANCE_H 64
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2012-12-15 10:14:57 +00:00
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#define TRANSMITTANCE_INTEGRAL_SAMPLES 500
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#define INSCATTER_INTEGRAL_SAMPLES 50
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#define IRRADIANCE_INTEGRAL_SAMPLES 32
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#define INSCATTER_SPHERICAL_INTEGRAL_SAMPLES 16
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#else
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#define RES_MU 64
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#define RES_MU_S 16
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#define RES_R 16
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#define RES_NU 8
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#define SKY_W 64
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#define SKY_H 16
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#define TRANSMITTANCE_W 256
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#define TRANSMITTANCE_H 64
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#define TRANSMITTANCE_INTEGRAL_SAMPLES 100
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#define INSCATTER_INTEGRAL_SAMPLES 10
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#define IRRADIANCE_INTEGRAL_SAMPLES 16
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#define INSCATTER_SPHERICAL_INTEGRAL_SAMPLES 8
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#endif
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2012-12-13 21:33:42 +00:00
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Texture2D* _transmittanceTexture = NULL;
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Texture2D* _deltaETexture = NULL;
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Texture2D* _irradianceTexture = NULL;
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Texture3D* _inscatterTexture = NULL;
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Texture3D* _deltaSMTexture = NULL;
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Texture3D* _deltaSRTexture = NULL;
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Texture3D* _deltaJTexture = NULL;
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2012-12-12 13:21:46 +00:00
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2012-12-02 11:08:56 +00:00
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// Rayleigh
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static const double HR = 8.0;
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static const Color betaR = {5.8e-3, 1.35e-2, 3.31e-2, 1.0};
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// Mie
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// DEFAULT
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static const double HM = 1.2;
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static const Vector3 betaMSca = {4e-3, 4e-3, 4e-3};
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static const Vector3 betaMEx = {4e-3 / 0.9, 4e-3 / 0.9, 4e-3 / 0.9};
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2012-12-02 11:08:56 +00:00
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static const double mieG = 0.8;
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// CLEAR SKY
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/*static const float HM = 1.2;
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static const vec3 betaMSca = vec3(20e-3);
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static const vec3 betaMEx = betaMSca / 0.9;
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static const float mieG = 0.76;*/
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// PARTLY CLOUDY
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/*static const float HM = 3.0;
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static const vec3 betaMSca = vec3(3e-3);
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static const vec3 betaMEx = betaMSca / 0.9;
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static const float mieG = 0.65;*/
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2012-12-13 21:33:42 +00:00
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/*********************** Shader helpers ***********************/
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2012-12-02 11:08:56 +00:00
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#define step(_a_,_b_) ((_a_) < (_b_) ? 0 : 1)
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#define sign(_a_) ((_a_) < 0.0 ? -1.0 : ((_a_) > 0.0 ? 1.0 : 0.0))
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#define mix(_x_,_y_,_a_) ((_x_) * (1.0 - (_a_)) + (_y_) * (_a_))
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static inline double min(double a, double b)
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{
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return a < b ? a : b;
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}
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static inline double max(double a, double b)
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{
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return a > b ? a : b;
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}
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static inline Color vec4mix(Color v1, Color v2, double a)
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{
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v1.r = mix(v1.r, v2.r, a);
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v1.g = mix(v1.g, v2.g, a);
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v1.b = mix(v1.b, v2.b, a);
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v1.a = mix(v1.a, v2.a, a);
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return v1;
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}
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static inline double clamp(double x, double minVal, double maxVal)
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{
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if (x < minVal)
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{
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x = minVal;
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}
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return (x > maxVal) ? maxVal : x;
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}
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static inline double smoothstep(double edge0, double edge1, double x)
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{
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double t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
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return t * t * (3.0 - 2.0 * t);
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}
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static inline void _fixVec4Min(Color* vec, double minVal)
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{
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if (vec->r < minVal) { vec->r = minVal; }
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if (vec->g < minVal) { vec->g = minVal; }
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if (vec->b < minVal) { vec->b = minVal; }
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if (vec->a < minVal) { vec->a = minVal; }
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}
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static inline Color vec4max(Color vec, double minVal)
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{
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if (vec.r < minVal) { vec.r = minVal; }
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if (vec.g < minVal) { vec.g = minVal; }
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if (vec.b < minVal) { vec.b = minVal; }
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if (vec.a < minVal) { vec.a = minVal; }
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return vec;
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}
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static inline Vector3 vec3(double x, double y, double z)
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{
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Vector3 result;
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result.x = x;
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result.y = y;
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result.z = z;
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return result;
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}
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static inline Color vec4(double r, double g, double b, double a)
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{
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Color result;
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result.r = r;
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result.g = g;
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result.b = b;
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result.a = a;
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return result;
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}
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2012-12-13 21:33:42 +00:00
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/*********************** Texture manipulation ***********************/
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2012-12-12 13:21:46 +00:00
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2012-12-13 21:33:42 +00:00
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static inline Color _texture3D(Texture3D* tex, Vector3 p)
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{
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return texture3DGetLinear(tex, p.x, p.y, p.z);
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}
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static Color _texture4D(Texture3D* tex3d, double r, double mu, double muS, double nu)
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{
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if (r < Rg + 0.001) r = Rg + 0.001;
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2012-12-12 20:11:57 +00:00
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double H = sqrt(Rt * Rt - Rg * Rg);
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double rho = sqrt(r * r - Rg * Rg);
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double rmu = r * mu;
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double delta = rmu * rmu - r * r + Rg * Rg;
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Color cst = (rmu < 0.0 && delta > 0.0) ? vec4(1.0, 0.0, 0.0, 0.5 - 0.5 / (double)(RES_MU)) : vec4(-1.0, H * H, H, 0.5 + 0.5 / (double)(RES_MU));
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double uR = 0.5 / (double)(RES_R) + rho / H * (1.0 - 1.0 / (double)(RES_R));
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double uMu = cst.a + (rmu * cst.r + sqrt(delta + cst.g)) / (rho + cst.b) * (0.5 - 1.0 / (double)(RES_MU));
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double uMuS = 0.5 / (double)(RES_MU_S) + (atan(max(muS, -0.1975) * tan(1.26 * 1.1)) / 1.1 + (1.0 - 0.26)) * 0.5 * (1.0 - 1.0 / (double)(RES_MU_S));
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double lerp = (nu + 1.0) / 2.0 * ((double)(RES_NU) - 1.0);
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double uNu = floor(lerp);
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lerp = lerp - uNu;
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return vec4mix(_texture3D(tex3d, vec3((uNu + uMuS + 1.0) / (double)(RES_NU), uMu, uR)), _texture3D(tex3d, vec3((uNu + uMuS) / (double)(RES_NU), uMu, uR)), lerp);
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}
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2012-12-02 11:08:56 +00:00
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2012-12-13 21:33:42 +00:00
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/*********************** Physics functions ***********************/
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2012-12-02 11:08:56 +00:00
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/* Rayleigh phase function */
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static double _phaseFunctionR(double mu)
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{
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return (3.0 / (16.0 * M_PI)) * (1.0 + mu * mu);
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}
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/* Mie phase function */
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static double _phaseFunctionM(double mu)
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{
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return 1.5 * 1.0 / (4.0 * M_PI) * (1.0 - mieG * mieG) * pow(1.0 + (mieG * mieG) - 2.0 * mieG * mu, -3.0 / 2.0) * (1.0 + mu * mu) / (2.0 + mieG * mieG);
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}
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/* approximated single Mie scattering (cf. approximate Cm in paragraph "Angular precision") */
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2012-12-13 21:33:42 +00:00
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static Color _getMie(Color rayMie)
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{
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Color result;
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result.r = rayMie.r * rayMie.a / max(rayMie.r, 1e-4) * (betaR.r / betaR.r);
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result.g = rayMie.g * rayMie.a / max(rayMie.r, 1e-4) * (betaR.r / betaR.g);
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result.b = rayMie.b * rayMie.a / max(rayMie.r, 1e-4) * (betaR.r / betaR.b);
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result.a = 1.0;
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return result;
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2012-12-02 11:08:56 +00:00
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}
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/* optical depth for ray (r,mu) of length d, using analytic formula
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(mu=cos(view zenith angle)), intersections with ground ignored
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H=height scale of exponential density function */
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static double _opticalDepth(double H, double r, double mu, double d)
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{
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double a = sqrt((0.5 / H) * r);
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double ax = a * (mu);
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double ay = a * (mu + d / r);
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double axs = sign(ax);
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double ays = sign(ay);
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double axq = ax * ax;
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double ayq = ay * ay;
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double x = ays > axs ? exp(axq) : 0.0;
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double yx = axs / (2.3193 * fabs(ax) + sqrt(1.52 * axq + 4.0));
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double yy = ays / (2.3193 * fabs(ay) + sqrt(1.52 * ayq + 4.0)) * exp(-d / H * (d / (2.0 * r) + mu));
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return sqrt((6.2831 * H) * r) * exp((Rg - r) / H) * (x + yx - yy);
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}
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2012-12-12 20:11:57 +00:00
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static inline void _getTransmittanceUV(double r, double mu, double* u, double* v)
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{
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if (r < Rg + 0.001) r = Rg + 0.001;
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2012-12-13 21:33:42 +00:00
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double dr = (r - Rg) / (Rt - Rg);
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2012-12-15 19:45:19 +00:00
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*v = sqrt(dr);
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2012-12-12 20:11:57 +00:00
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*u = atan((mu + 0.15) / (1.0 + 0.15) * tan(1.5)) / 1.5;
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}
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/* transmittance(=transparency) of atmosphere for infinite ray (r,mu)
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(mu=cos(view zenith angle)), intersections with ground ignored */
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static Color _transmittance(double r, double mu)
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{
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double u, v;
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_getTransmittanceUV(r, mu, &u, &v);
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return texture2DGetLinear(_transmittanceTexture, u, v);
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2012-12-12 20:11:57 +00:00
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}
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2012-12-13 21:33:42 +00:00
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/* transmittance(=transparency) of atmosphere between x and x0
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* assume segment x,x0 not intersecting ground
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* d = distance between x and x0, mu=cos(zenith angle of [x,x0) ray at x) */
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Color _transmittance3(double r, double mu, double d)
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2012-12-12 20:11:57 +00:00
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{
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2012-12-13 21:33:42 +00:00
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Color result, t1, t2;
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double r1 = sqrt(r * r + d * d + 2.0 * r * mu * d);
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double mu1 = (r * mu + d) / r1;
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if (mu > 0.0)
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{
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t1 = _transmittance(r, mu);
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t2 = _transmittance(r1, mu1);
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}
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2012-12-13 21:33:42 +00:00
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else
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{
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t1 = _transmittance(r1, -mu1);
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t2 = _transmittance(r, -mu);
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}
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result.r = min(t1.r / t2.r, 1.0);
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result.g = min(t1.g / t2.g, 1.0);
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result.b = min(t1.b / t2.b, 1.0);
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result.a = 1.0;
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2012-12-12 13:21:46 +00:00
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return result;
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}
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2012-12-13 21:33:42 +00:00
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static void _getIrradianceRMuS(double x, double y, double* r, double* muS)
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{
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*r = Rg + y * (Rt - Rg);
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*muS = -0.2 + x * (1.0 + 0.2);
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}
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2012-12-12 13:21:46 +00:00
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/* nearest intersection of ray r,mu with ground or top atmosphere boundary
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* mu=cos(ray zenith angle at ray origin) */
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2012-12-13 21:33:42 +00:00
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static double _limit(double r, double mu)
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2012-12-12 13:21:46 +00:00
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{
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double dout = -r * mu + sqrt(r * r * (mu * mu - 1.0) + RL * RL);
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double delta2 = r * r * (mu * mu - 1.0) + Rg * Rg;
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if (delta2 >= 0.0)
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{
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2012-12-12 20:11:57 +00:00
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double din = -r * mu - sqrt(delta2);
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2012-12-12 13:21:46 +00:00
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if (din >= 0.0) {
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dout = min(dout, din);
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}
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}
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return dout;
|
|
|
|
}
|
|
|
|
|
|
|
|
static double _opticalDepthTransmittance(double H, double r, double mu)
|
|
|
|
{
|
|
|
|
double result = 0.0;
|
2012-12-13 21:33:42 +00:00
|
|
|
double dx = _limit(r, mu) / (double)TRANSMITTANCE_INTEGRAL_SAMPLES;
|
2012-12-12 13:21:46 +00:00
|
|
|
double yi = exp(-(r - Rg) / H);
|
|
|
|
int i;
|
|
|
|
for (i = 1; i <= TRANSMITTANCE_INTEGRAL_SAMPLES; ++i) {
|
|
|
|
double xj = (double)i * dx;
|
|
|
|
double yj = exp(-(sqrt(r * r + xj * xj + 2.0 * xj * r * mu) - Rg) / H);
|
|
|
|
result += (yi + yj) / 2.0 * dx;
|
|
|
|
yi = yj;
|
|
|
|
}
|
|
|
|
return mu < -sqrt(1.0 - (Rg / r) * (Rg / r)) ? 1e9 : result;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void _getTransmittanceRMu(double x, double y, double* r, double* muS)
|
|
|
|
{
|
|
|
|
*r = Rg + (y * y) * (Rt - Rg);
|
|
|
|
*muS = -0.15 + tan(1.5 * x) / tan(1.5) * (1.0 + 0.15);
|
|
|
|
}
|
|
|
|
|
2012-12-13 21:33:42 +00:00
|
|
|
/* transmittance(=transparency) of atmosphere for ray (r,mu) of length d
|
|
|
|
(mu=cos(view zenith angle)), intersections with ground ignored
|
|
|
|
uses analytic formula instead of transmittance texture */
|
|
|
|
static Vector3 _analyticTransmittance(double r, double mu, double d)
|
|
|
|
{
|
|
|
|
Vector3 result;
|
|
|
|
double opt = _opticalDepth(HR, r, mu, d);
|
|
|
|
|
|
|
|
result.x = exp(-betaR.r * opt) - betaMEx.x * opt;
|
|
|
|
result.y = exp(-betaR.g * opt) - betaMEx.y * opt;
|
|
|
|
result.z = exp(-betaR.b * opt) - betaMEx.z * opt;
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline Color _applyInscatter(Color inscatter, Color attmod, Color samp)
|
|
|
|
{
|
|
|
|
inscatter.r = inscatter.r - attmod.r * samp.r;
|
|
|
|
inscatter.g = inscatter.g - attmod.g * samp.g;
|
|
|
|
inscatter.b = inscatter.b - attmod.b * samp.b;
|
|
|
|
inscatter.a = inscatter.a - attmod.a * samp.a;
|
|
|
|
return vec4max(inscatter, 0.0);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* transmittance(=transparency) of atmosphere for infinite ray (r,mu)
|
|
|
|
(mu=cos(view zenith angle)), or zero if ray intersects ground */
|
|
|
|
static Color _transmittanceWithShadow(double r, double mu)
|
|
|
|
{
|
|
|
|
return mu < -sqrt(1.0 - (Rg / r) * (Rg / r)) ? COLOR_BLACK : _transmittance(r, mu);
|
|
|
|
}
|
|
|
|
|
|
|
|
static Color _hdr(Color c1, Color c2, Color c3)
|
|
|
|
{
|
|
|
|
Color L = {c1.r + c2.r + c3.r, c1.g + c2.g + c3.g, c1.b + c2.b + c3.b, 1.0};
|
|
|
|
|
|
|
|
L.r *= exposure;
|
|
|
|
L.g *= exposure;
|
|
|
|
L.b *= exposure;
|
|
|
|
L.a *= exposure;
|
|
|
|
|
|
|
|
L.r = L.r < 1.413 ? pow(L.r * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.r);
|
|
|
|
L.g = L.g < 1.413 ? pow(L.g * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.g);
|
|
|
|
L.b = L.b < 1.413 ? pow(L.b * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.b);
|
|
|
|
|
|
|
|
return L;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void _getMuMuSNu(double x, double y, double r, Color dhdH, double* mu, double* muS, double* nu)
|
2012-12-12 13:21:46 +00:00
|
|
|
{
|
2012-12-13 21:33:42 +00:00
|
|
|
double d;
|
|
|
|
if (y < (double)(RES_MU) / 2.0)
|
|
|
|
{
|
2012-12-15 10:14:57 +00:00
|
|
|
d = 1.0 - y / ((double)(RES_MU) / 2.0);
|
2012-12-13 21:33:42 +00:00
|
|
|
d = min(max(dhdH.b, d * dhdH.a), dhdH.a * 0.999);
|
|
|
|
*mu = (Rg * Rg - r * r - d * d) / (2.0 * r * d);
|
|
|
|
*mu = min(*mu, -sqrt(1.0 - (Rg / r) * (Rg / r)) - 0.001);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2012-12-15 10:14:57 +00:00
|
|
|
double d = (y - (double)(RES_MU) / 2.0) / ((double)(RES_MU) / 2.0);
|
2012-12-13 21:33:42 +00:00
|
|
|
d = min(max(dhdH.r, d * dhdH.g), dhdH.g * 0.999);
|
|
|
|
*mu = (Rt * Rt - r * r - d * d) / (2.0 * r * d);
|
|
|
|
}
|
2012-12-15 10:14:57 +00:00
|
|
|
*muS = fmod(x, (double)(RES_MU_S)) / ((double)(RES_MU_S));
|
2012-12-13 21:33:42 +00:00
|
|
|
/* paper formula :
|
|
|
|
* muS = -(0.6 + log(1.0 - muS * (1.0 - exp(-3.6)))) / 3.0; */
|
|
|
|
/* better formula */
|
|
|
|
*muS = tan((2.0 * (*muS) - 1.0 + 0.26) * 1.1) / tan(1.26 * 1.1);
|
2012-12-15 10:14:57 +00:00
|
|
|
*nu = -1.0 + floor(x / (double)(RES_MU_S)) / ((double)(RES_NU)) * 2.0;
|
2012-12-12 13:21:46 +00:00
|
|
|
}
|
|
|
|
|
2012-12-15 10:14:57 +00:00
|
|
|
static void _getIrradianceUV(double r, double muS, double* uMuS, double* uR)
|
|
|
|
{
|
|
|
|
*uR = (r - Rg) / (Rt - Rg);
|
|
|
|
*uMuS = (muS + 0.2) / (1.0 + 0.2);
|
|
|
|
}
|
|
|
|
|
|
|
|
static Color _irradiance(Texture2D* sampler, double r, double muS)
|
|
|
|
{
|
|
|
|
double u, v;
|
|
|
|
_getIrradianceUV(r, muS, &u, &v);
|
|
|
|
return texture2DGetLinear(sampler, u, v);
|
|
|
|
}
|
|
|
|
|
2012-12-13 21:33:42 +00:00
|
|
|
/*********************** Texture precomputing ***********************/
|
|
|
|
|
2012-12-14 16:16:09 +00:00
|
|
|
static void _precomputeTransmittanceTexture()
|
2012-12-12 13:21:46 +00:00
|
|
|
{
|
|
|
|
int x, y;
|
|
|
|
|
2012-12-13 21:33:42 +00:00
|
|
|
for (x = 0; x < TRANSMITTANCE_W; x++)
|
2012-12-12 13:21:46 +00:00
|
|
|
{
|
2012-12-13 21:33:42 +00:00
|
|
|
for (y = 0; y < TRANSMITTANCE_H; y++)
|
2012-12-12 13:21:46 +00:00
|
|
|
{
|
|
|
|
double r, muS;
|
2012-12-13 21:33:42 +00:00
|
|
|
_getTransmittanceRMu((double)x / TRANSMITTANCE_W, (double)y / TRANSMITTANCE_H, &r, &muS);
|
2012-12-12 13:21:46 +00:00
|
|
|
double depth1 = _opticalDepthTransmittance(HR, r, muS);
|
|
|
|
double depth2 = _opticalDepthTransmittance(HM, r, muS);
|
|
|
|
Color trans;
|
|
|
|
trans.r = exp(-(betaR.r * depth1 + betaMEx.x * depth2));
|
|
|
|
trans.g = exp(-(betaR.g * depth1 + betaMEx.y * depth2));
|
|
|
|
trans.b = exp(-(betaR.b * depth1 + betaMEx.z * depth2));
|
|
|
|
trans.a = 1.0;
|
2012-12-14 16:16:09 +00:00
|
|
|
texture2DSetPixel(_transmittanceTexture, x, y, trans); /* Eq (5) */
|
2012-12-12 13:21:46 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-12-14 16:16:09 +00:00
|
|
|
static void _precomputeIrrDeltaETexture()
|
2012-12-02 11:08:56 +00:00
|
|
|
{
|
2012-12-13 21:33:42 +00:00
|
|
|
int x, y;
|
|
|
|
|
|
|
|
/* Irradiance program */
|
|
|
|
for (x = 0; x < SKY_W; x++)
|
2012-12-12 20:11:57 +00:00
|
|
|
{
|
2012-12-13 21:33:42 +00:00
|
|
|
for (y = 0; y < SKY_H; y++)
|
|
|
|
{
|
|
|
|
double r, muS, u, v;
|
|
|
|
Color trans, irr;
|
|
|
|
_getIrradianceRMuS((double)x / SKY_W, (double)y / SKY_H, &r, &muS);
|
|
|
|
trans = _transmittance(r, muS);
|
|
|
|
|
|
|
|
_getTransmittanceUV(r, muS, &u, &v);
|
|
|
|
|
|
|
|
irr.r = trans.r * max(muS, 0.0);
|
|
|
|
irr.g = trans.g * max(muS, 0.0);
|
|
|
|
irr.b = trans.b * max(muS, 0.0);
|
|
|
|
irr.a = 1.0;
|
|
|
|
|
2012-12-15 10:14:57 +00:00
|
|
|
texture2DSetPixel(_deltaETexture, x, y, irr);
|
2012-12-13 21:33:42 +00:00
|
|
|
}
|
2012-12-12 20:11:57 +00:00
|
|
|
}
|
2012-12-12 13:21:46 +00:00
|
|
|
}
|
|
|
|
|
2012-12-18 16:20:38 +00:00
|
|
|
static void _getLayerParams(int layer, double* _r, Color* _dhdH)
|
2012-12-02 11:08:56 +00:00
|
|
|
{
|
2012-12-13 21:33:42 +00:00
|
|
|
double r = layer / (RES_R - 1.0);
|
|
|
|
r = r * r;
|
|
|
|
r = sqrt(Rg * Rg + r * (Rt * Rt - Rg * Rg)) + (layer == 0 ? 0.01 : (layer == RES_R - 1 ? -0.001 : 0.0));
|
|
|
|
double dmin = Rt - r;
|
|
|
|
double dmax = sqrt(r * r - Rg * Rg) + sqrt(Rt * Rt - Rg * Rg);
|
|
|
|
double dminp = r - Rg;
|
|
|
|
double dmaxp = sqrt(r * r - Rg * Rg);
|
2012-12-12 13:21:46 +00:00
|
|
|
|
2012-12-18 16:20:38 +00:00
|
|
|
*_r = r;
|
|
|
|
_dhdH->r = dmin;
|
|
|
|
_dhdH->g = dmax;
|
|
|
|
_dhdH->b = dminp;
|
|
|
|
_dhdH->a = dmaxp;
|
2012-12-13 21:33:42 +00:00
|
|
|
}
|
2012-12-12 13:21:46 +00:00
|
|
|
|
2012-12-13 21:33:42 +00:00
|
|
|
/*********************** inscatter1.glsl ***********************/
|
|
|
|
|
|
|
|
static void _integrand1(double r, double mu, double muS, double nu, double t, Color* ray, Color* mie)
|
|
|
|
{
|
|
|
|
double ri = sqrt(r * r + t * t + 2.0 * r * mu * t);
|
|
|
|
double muSi = (nu * t + muS * r) / ri;
|
|
|
|
ri = max(Rg, ri);
|
|
|
|
if (muSi >= -sqrt(1.0 - Rg * Rg / (ri * ri)))
|
|
|
|
{
|
|
|
|
Color t1, t2;
|
|
|
|
t1 = _transmittance3(r, mu, t);
|
|
|
|
t2 = _transmittance(ri, muSi);
|
|
|
|
double fR = exp(-(ri - Rg) / HR);
|
|
|
|
double fM = exp(-(ri - Rg) / HM);
|
|
|
|
ray->r = fR * t1.r * t2.r;
|
|
|
|
ray->g = fR * t1.g * t2.g;
|
|
|
|
ray->b = fR * t1.b * t2.b;
|
|
|
|
mie->r = fM * t1.r * t2.r;
|
|
|
|
mie->g = fM * t1.g * t2.g;
|
|
|
|
mie->b = fM * t1.b * t2.b;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ray->r = ray->g = ray->b = 0.0;
|
|
|
|
mie->r = mie->g = mie->b = 0.0;
|
|
|
|
}
|
2012-12-12 13:21:46 +00:00
|
|
|
}
|
|
|
|
|
2012-12-13 21:33:42 +00:00
|
|
|
static void _inscatter1(double r, double mu, double muS, double nu, Color* ray, Color* mie)
|
2012-12-12 13:21:46 +00:00
|
|
|
{
|
2012-12-13 21:33:42 +00:00
|
|
|
ray->r = ray->g = ray->b = 0.0;
|
|
|
|
mie->r = mie->g = mie->b = 0.0;
|
|
|
|
double dx = _limit(r, mu) / (double)(INSCATTER_INTEGRAL_SAMPLES);
|
|
|
|
Color rayi;
|
|
|
|
Color miei;
|
|
|
|
_integrand1(r, mu, muS, nu, 0.0, &rayi, &miei);
|
|
|
|
int i;
|
|
|
|
for (i = 1; i <= INSCATTER_INTEGRAL_SAMPLES; ++i)
|
|
|
|
{
|
|
|
|
double xj = (double)(i) * dx;
|
|
|
|
Color rayj;
|
|
|
|
Color miej;
|
|
|
|
_integrand1(r, mu, muS, nu, xj, &rayj, &miej);
|
|
|
|
ray->r += (rayi.r + rayj.r) / 2.0 * dx;
|
|
|
|
ray->g += (rayi.g + rayj.g) / 2.0 * dx;
|
|
|
|
ray->b += (rayi.b + rayj.b) / 2.0 * dx;
|
|
|
|
mie->r += (miei.r + miej.r) / 2.0 * dx;
|
|
|
|
mie->g += (miei.g + miej.g) / 2.0 * dx;
|
|
|
|
mie->b += (miei.b + miej.b) / 2.0 * dx;
|
|
|
|
rayi = rayj;
|
|
|
|
miei = miej;
|
|
|
|
}
|
|
|
|
ray->r *= betaR.r;
|
|
|
|
ray->g *= betaR.g;
|
|
|
|
ray->b *= betaR.b;
|
|
|
|
mie->r *= betaMSca.x;
|
|
|
|
mie->g *= betaMSca.y;
|
|
|
|
mie->b *= betaMSca.z;
|
2012-12-02 11:08:56 +00:00
|
|
|
}
|
|
|
|
|
2012-12-18 16:20:38 +00:00
|
|
|
typedef struct
|
|
|
|
{
|
|
|
|
Texture3D* ray;
|
|
|
|
Texture3D* mie;
|
|
|
|
} Inscatter1Params;
|
|
|
|
|
|
|
|
static int _inscatter1Worker(ParallelWork* work, int layer, void* data)
|
2012-12-13 21:33:42 +00:00
|
|
|
{
|
2012-12-18 16:20:38 +00:00
|
|
|
Inscatter1Params* params = (Inscatter1Params*)data;
|
|
|
|
UNUSED(work);
|
|
|
|
|
|
|
|
double r;
|
|
|
|
Color dhdH;
|
|
|
|
_getLayerParams(layer, &r, &dhdH);
|
|
|
|
|
2012-12-13 21:33:42 +00:00
|
|
|
int x, y;
|
|
|
|
for (x = 0; x < RES_MU_S * RES_NU; x++)
|
|
|
|
{
|
|
|
|
/*double dx = (double)x / (double)(RES_MU_S * RES_NU);*/
|
|
|
|
for (y = 0; y < RES_MU; y++)
|
|
|
|
{
|
|
|
|
/*double dy = (double)y / (double)(RES_MU);*/
|
|
|
|
|
|
|
|
Color ray = COLOR_BLACK;
|
|
|
|
Color mie = COLOR_BLACK;
|
|
|
|
double mu, muS, nu;
|
2012-12-18 16:20:38 +00:00
|
|
|
_getMuMuSNu((double)x, (double)y, r, dhdH, &mu, &muS, &nu);
|
|
|
|
_inscatter1(r, mu, muS, nu, &ray, &mie);
|
2012-12-13 21:33:42 +00:00
|
|
|
/* store separately Rayleigh and Mie contributions, WITHOUT the phase function factor
|
|
|
|
* (cf "Angular precision") */
|
2012-12-18 16:20:38 +00:00
|
|
|
texture3DSetPixel(params->ray, x, y, layer, ray);
|
|
|
|
texture3DSetPixel(params->mie, x, y, layer, mie);
|
2012-12-13 21:33:42 +00:00
|
|
|
}
|
|
|
|
}
|
2012-12-18 16:20:38 +00:00
|
|
|
return 1;
|
2012-12-15 10:14:57 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*********************** inscatterS.glsl ***********************/
|
|
|
|
|
|
|
|
static Color _inscatterS(double r, double mu, double muS, double nu, int first)
|
|
|
|
{
|
|
|
|
Color raymie = COLOR_BLACK;
|
|
|
|
|
|
|
|
double dphi = M_PI / (double)(INSCATTER_SPHERICAL_INTEGRAL_SAMPLES);
|
|
|
|
double dtheta = M_PI / (double)(INSCATTER_SPHERICAL_INTEGRAL_SAMPLES);
|
|
|
|
|
|
|
|
r = clamp(r, Rg, Rt);
|
|
|
|
mu = clamp(mu, -1.0, 1.0);
|
|
|
|
muS = clamp(muS, -1.0, 1.0);
|
|
|
|
double var = sqrt(1.0 - mu * mu) * sqrt(1.0 - muS * muS);
|
|
|
|
nu = clamp(nu, muS * mu - var, muS * mu + var);
|
|
|
|
|
|
|
|
double cthetamin = -sqrt(1.0 - (Rg / r) * (Rg / r));
|
|
|
|
|
|
|
|
Vector3 v = vec3(sqrt(1.0 - mu * mu), 0.0, mu);
|
|
|
|
double sx = v.x == 0.0 ? 0.0 : (nu - muS * mu) / v.x;
|
|
|
|
Vector3 s = vec3(sx, sqrt(max(0.0, 1.0 - sx * sx - muS * muS)), muS);
|
|
|
|
|
|
|
|
/* integral over 4.PI around x with two nested loops over w directions (theta,phi) -- Eq (7) */
|
|
|
|
int itheta;
|
|
|
|
for (itheta = 0; itheta < INSCATTER_SPHERICAL_INTEGRAL_SAMPLES; ++itheta)
|
|
|
|
{
|
|
|
|
double theta = ((double)(itheta) + 0.5) * dtheta;
|
|
|
|
double ctheta = cos(theta);
|
|
|
|
|
|
|
|
double greflectance = 0.0;
|
|
|
|
double dground = 0.0;
|
|
|
|
Color gtransp = {0.0, 0.0, 0.0, 0.0};
|
|
|
|
if (ctheta < cthetamin)
|
|
|
|
{
|
|
|
|
/* if ground visible in direction w
|
|
|
|
* compute transparency gtransp between x and ground */
|
|
|
|
greflectance = AVERAGE_GROUND_REFLECTANCE / M_PI;
|
|
|
|
dground = -r * ctheta - sqrt(r * r * (ctheta * ctheta - 1.0) + Rg * Rg);
|
|
|
|
gtransp = _transmittance3(Rg, -(r * ctheta + dground) / Rg, dground);
|
|
|
|
}
|
|
|
|
|
|
|
|
int iphi;
|
|
|
|
for (iphi = 0; iphi < 2 * INSCATTER_SPHERICAL_INTEGRAL_SAMPLES; ++iphi)
|
|
|
|
{
|
|
|
|
double phi = ((double)(iphi) + 0.5) * dphi;
|
|
|
|
double dw = dtheta * dphi * sin(theta);
|
|
|
|
Vector3 w = vec3(cos(phi) * sin(theta), sin(phi) * sin(theta), ctheta);
|
|
|
|
|
|
|
|
double nu1 = v3Dot(s, w);
|
|
|
|
double nu2 = v3Dot(v, w);
|
|
|
|
double pr2 = _phaseFunctionR(nu2);
|
|
|
|
double pm2 = _phaseFunctionM(nu2);
|
|
|
|
|
|
|
|
/* compute irradiance received at ground in direction w (if ground visible) =deltaE */
|
|
|
|
Vector3 gnormal;
|
|
|
|
gnormal.x = dground * w.x / Rg;
|
|
|
|
gnormal.y = dground * w.y / Rg;
|
|
|
|
gnormal.z = r + dground * w.z / Rg;
|
|
|
|
Color girradiance = _irradiance(_deltaETexture, Rg, v3Dot(gnormal, s));
|
|
|
|
|
|
|
|
Color raymie1; /* light arriving at x from direction w */
|
|
|
|
|
|
|
|
/* first term = light reflected from the ground and attenuated before reaching x, =T.alpha/PI.deltaE */
|
|
|
|
raymie1.r = greflectance * girradiance.r * gtransp.r;
|
|
|
|
raymie1.g = greflectance * girradiance.g * gtransp.g;
|
|
|
|
raymie1.b = greflectance * girradiance.b * gtransp.b;
|
|
|
|
|
|
|
|
/* second term = inscattered light, =deltaS */
|
|
|
|
if (first)
|
|
|
|
{
|
|
|
|
/* first iteration is special because Rayleigh and Mie were stored separately,
|
|
|
|
* without the phase functions factors; they must be reintroduced here */
|
|
|
|
double pr1 = _phaseFunctionR(nu1);
|
|
|
|
double pm1 = _phaseFunctionM(nu1);
|
|
|
|
Color ray1 = _texture4D(_deltaSRTexture, r, w.z, muS, nu1);
|
|
|
|
Color mie1 = _texture4D(_deltaSMTexture, r, w.z, muS, nu1);
|
2012-12-15 19:45:19 +00:00
|
|
|
raymie1.r += ray1.r * pr1 + mie1.r + pm1;
|
|
|
|
raymie1.g += ray1.g * pr1 + mie1.g + pm1;
|
|
|
|
raymie1.b += ray1.b * pr1 + mie1.b + pm1;
|
2012-12-15 10:14:57 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Color col = _texture4D(_deltaSRTexture, r, w.z, muS, nu1);
|
|
|
|
raymie1.r += col.r;
|
|
|
|
raymie1.g += col.g;
|
|
|
|
raymie1.b += col.b;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* light coming from direction w and scattered in direction v
|
|
|
|
= light arriving at x from direction w (raymie1) * SUM(scattering coefficient * phaseFunction)
|
|
|
|
see Eq (7) */
|
|
|
|
raymie.r += raymie1.r * (betaR.r * exp(-(r - Rg) / HR) * pr2 + betaMSca.x * exp(-(r - Rg) / HM) * pm2) * dw;
|
|
|
|
raymie.g += raymie1.g * (betaR.g * exp(-(r - Rg) / HR) * pr2 + betaMSca.y * exp(-(r - Rg) / HM) * pm2) * dw;
|
|
|
|
raymie.b += raymie1.b * (betaR.b * exp(-(r - Rg) / HR) * pr2 + betaMSca.z * exp(-(r - Rg) / HM) * pm2) * dw;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* output raymie = J[T.alpha/PI.deltaE + deltaS] (line 7 in algorithm 4.1) */
|
|
|
|
return raymie;
|
|
|
|
}
|
|
|
|
|
2012-12-18 16:20:38 +00:00
|
|
|
typedef struct
|
2012-12-15 10:14:57 +00:00
|
|
|
{
|
2012-12-18 16:20:38 +00:00
|
|
|
Texture3D* result;
|
|
|
|
int first;
|
|
|
|
} jParams;
|
|
|
|
|
|
|
|
static int _jWorker(ParallelWork* work, int layer, void* data)
|
|
|
|
{
|
|
|
|
jParams* params = (jParams*)data;
|
|
|
|
UNUSED(work);
|
|
|
|
|
|
|
|
double r;
|
|
|
|
Color dhdH;
|
|
|
|
_getLayerParams(layer, &r, &dhdH);
|
|
|
|
|
2012-12-15 10:14:57 +00:00
|
|
|
int x, y;
|
|
|
|
for (x = 0; x < RES_MU_S * RES_NU; x++)
|
|
|
|
{
|
|
|
|
for (y = 0; y < RES_MU; y++)
|
|
|
|
{
|
|
|
|
Color raymie;
|
|
|
|
double mu, muS, nu;
|
2012-12-18 16:20:38 +00:00
|
|
|
_getMuMuSNu((double)x, (double)y, r, dhdH, &mu, &muS, &nu);
|
|
|
|
raymie = _inscatterS(r, mu, muS, nu, params->first);
|
|
|
|
texture3DSetPixel(params->result, x, y, layer, raymie);
|
2012-12-15 10:14:57 +00:00
|
|
|
}
|
|
|
|
}
|
2012-12-18 16:20:38 +00:00
|
|
|
return 1;
|
2012-12-15 10:14:57 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*********************** irradianceN.glsl ***********************/
|
|
|
|
|
|
|
|
void _irradianceNProg(Texture2D* tex, int first)
|
|
|
|
{
|
|
|
|
int x, y;
|
|
|
|
double dphi = M_PI / (double)(IRRADIANCE_INTEGRAL_SAMPLES);
|
|
|
|
double dtheta = M_PI / (double)(IRRADIANCE_INTEGRAL_SAMPLES);
|
|
|
|
for (x = 0; x < SKY_W; x++)
|
|
|
|
{
|
|
|
|
for (y = 0; y < SKY_H; y++)
|
|
|
|
{
|
|
|
|
double r, muS;
|
|
|
|
int iphi;
|
|
|
|
_getIrradianceRMuS((double)x / SKY_W, (double)y / SKY_H, &r, &muS);
|
|
|
|
Vector3 s = vec3(max(sqrt(1.0 - muS * muS), 0.0), 0.0, muS);
|
|
|
|
|
|
|
|
Color result = COLOR_BLACK;
|
|
|
|
/* integral over 2.PI around x with two nested loops over w directions (theta,phi) -- Eq (15) */
|
|
|
|
for (iphi = 0; iphi < 2 * IRRADIANCE_INTEGRAL_SAMPLES; ++iphi)
|
|
|
|
{
|
|
|
|
double phi = ((double)(iphi) + 0.5) * dphi;
|
|
|
|
int itheta;
|
|
|
|
for (itheta = 0; itheta < IRRADIANCE_INTEGRAL_SAMPLES / 2; ++itheta)
|
|
|
|
{
|
|
|
|
double theta = ((double)(itheta) + 0.5) * dtheta;
|
|
|
|
double dw = dtheta * dphi * sin(theta);
|
|
|
|
Vector3 w = vec3(cos(phi) * sin(theta), sin(phi) * sin(theta), cos(theta));
|
|
|
|
double nu = v3Dot(s, w);
|
|
|
|
if (first)
|
|
|
|
{
|
|
|
|
/* first iteration is special because Rayleigh and Mie were stored separately,
|
|
|
|
without the phase functions factors; they must be reintroduced here */
|
|
|
|
double pr1 = _phaseFunctionR(nu);
|
|
|
|
double pm1 = _phaseFunctionM(nu);
|
|
|
|
Color ray1 = _texture4D(_deltaSRTexture, r, w.z, muS, nu);
|
|
|
|
Color mie1 = _texture4D(_deltaSMTexture, r, w.z, muS, nu);
|
|
|
|
result.r += (ray1.r * pr1 + mie1.r * pm1) * w.z * dw;
|
|
|
|
result.g += (ray1.g * pr1 + mie1.g * pm1) * w.z * dw;
|
|
|
|
result.b += (ray1.b * pr1 + mie1.b * pm1) * w.z * dw;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Color col = _texture4D(_deltaSRTexture, r, w.z, muS, nu);
|
|
|
|
result.r += col.r * w.z * dw;
|
|
|
|
result.g += col.g * w.z * dw;
|
|
|
|
result.b += col.b * w.z * dw;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
texture2DSetPixel(tex, x, y, result);
|
|
|
|
}
|
|
|
|
}
|
2012-12-13 21:33:42 +00:00
|
|
|
}
|
|
|
|
|
2012-12-15 19:45:19 +00:00
|
|
|
/*********************** inscatterN.glsl ***********************/
|
|
|
|
|
|
|
|
static Color _integrand2(double r, double mu, double muS, double nu, double t)
|
|
|
|
{
|
|
|
|
double ri = sqrt(r * r + t * t + 2.0 * r * mu * t);
|
|
|
|
double mui = (r * mu + t) / ri;
|
|
|
|
double muSi = (nu * t + muS * r) / ri;
|
|
|
|
Color c1, c2;
|
|
|
|
c1 = _texture4D(_deltaJTexture, ri, mui, muSi, nu);
|
|
|
|
c2 = _transmittance3(r, mu, t);
|
|
|
|
c1.r *= c2.r;
|
|
|
|
c1.g *= c2.g;
|
|
|
|
c1.b *= c2.b;
|
|
|
|
return c1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static Color _inscatterN(double r, double mu, double muS, double nu)
|
|
|
|
{
|
|
|
|
Color raymie = COLOR_BLACK;
|
|
|
|
double dx = _limit(r, mu) / (double)(INSCATTER_INTEGRAL_SAMPLES);
|
|
|
|
Color raymiei = _integrand2(r, mu, muS, nu, 0.0);
|
|
|
|
int i;
|
|
|
|
for (i = 1; i <= INSCATTER_INTEGRAL_SAMPLES; ++i)
|
|
|
|
{
|
|
|
|
double xj = (double)(i) * dx;
|
|
|
|
Color raymiej = _integrand2(r, mu, muS, nu, xj);
|
|
|
|
raymie.r += (raymiei.r + raymiej.r) / 2.0 * dx;
|
|
|
|
raymie.g += (raymiei.r + raymiej.r) / 2.0 * dx;
|
|
|
|
raymie.b += (raymiei.r + raymiej.r) / 2.0 * dx;
|
|
|
|
raymiei = raymiej;
|
|
|
|
}
|
|
|
|
return raymie;
|
|
|
|
}
|
|
|
|
|
2012-12-18 16:20:38 +00:00
|
|
|
static int _inscatterNWorker(ParallelWork* work, int layer, void* data)
|
2012-12-15 19:45:19 +00:00
|
|
|
{
|
2012-12-18 16:20:38 +00:00
|
|
|
UNUSED(work);
|
|
|
|
|
|
|
|
double r;
|
|
|
|
Color dhdH;
|
|
|
|
_getLayerParams(layer, &r, &dhdH);
|
|
|
|
|
2012-12-15 19:45:19 +00:00
|
|
|
int x, y;
|
|
|
|
for (x = 0; x < RES_MU_S * RES_NU; x++)
|
|
|
|
{
|
|
|
|
for (y = 0; y < RES_MU; y++)
|
|
|
|
{
|
|
|
|
double mu, muS, nu;
|
2012-12-18 16:20:38 +00:00
|
|
|
_getMuMuSNu((double)x, (double)y, r, dhdH, &mu, &muS, &nu);
|
|
|
|
texture3DSetPixel((Texture3D*)data, x, y, layer, _inscatterN(r, mu, muS, nu));
|
2012-12-15 19:45:19 +00:00
|
|
|
}
|
|
|
|
}
|
2012-12-18 16:20:38 +00:00
|
|
|
return 1;
|
2012-12-15 19:45:19 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*********************** copyInscatterN.glsl ***********************/
|
|
|
|
|
2012-12-18 16:20:38 +00:00
|
|
|
typedef struct
|
|
|
|
{
|
|
|
|
Texture3D* source;
|
|
|
|
Texture3D* destination;
|
|
|
|
} CopyInscatterNParams;
|
|
|
|
|
|
|
|
static int _copyInscatterNWorker(ParallelWork* work, int layer, void* data)
|
2012-12-15 19:45:19 +00:00
|
|
|
{
|
2012-12-18 16:20:38 +00:00
|
|
|
CopyInscatterNParams* params = (CopyInscatterNParams*)data;
|
|
|
|
UNUSED(work);
|
|
|
|
|
|
|
|
double r;
|
|
|
|
Color dhdH;
|
|
|
|
_getLayerParams(layer, &r, &dhdH);
|
|
|
|
|
2012-12-15 19:45:19 +00:00
|
|
|
int x, y;
|
|
|
|
for (x = 0; x < RES_MU_S * RES_NU; x++)
|
|
|
|
{
|
|
|
|
for (y = 0; y < RES_MU; y++)
|
|
|
|
{
|
|
|
|
double mu, muS, nu;
|
2012-12-18 16:20:38 +00:00
|
|
|
_getMuMuSNu((double)x, (double)y, r, dhdH, &mu, &muS, &nu);
|
|
|
|
Color col1 = texture3DGetLinear(params->source, x / (double)(RES_MU_S * RES_NU), y / (double)(RES_MU), layer + 0.5 / (double)(RES_R));
|
|
|
|
Color col2 = texture3DGetPixel(params->destination, x, y, layer);
|
2012-12-15 19:45:19 +00:00
|
|
|
col2.r += col1.r * 0.1 / _phaseFunctionR(nu);
|
|
|
|
col2.g += col1.g * 0.1 / _phaseFunctionR(nu);
|
|
|
|
col2.b += col1.b * 0.1 / _phaseFunctionR(nu);
|
|
|
|
col2.a = 1.0;
|
2012-12-18 16:20:38 +00:00
|
|
|
texture3DSetPixel(params->destination, x, y, layer, col2);
|
2012-12-15 19:45:19 +00:00
|
|
|
}
|
|
|
|
}
|
2012-12-18 16:20:38 +00:00
|
|
|
return 1;
|
2012-12-15 19:45:19 +00:00
|
|
|
}
|
|
|
|
|
2012-12-13 21:33:42 +00:00
|
|
|
/*********************** Final getters ***********************/
|
|
|
|
|
2012-12-02 11:08:56 +00:00
|
|
|
/* inscattered light along ray x+tv, when sun in direction s (=S[L]-T(x,x0)S[L]|x0) */
|
2012-12-13 21:33:42 +00:00
|
|
|
static Color _getInscatterColor(Vector3* _x, double* _t, Vector3 v, Vector3 s, double* _r, double* _mu, Vector3* attenuation)
|
2012-12-02 11:08:56 +00:00
|
|
|
{
|
|
|
|
Color result;
|
2012-12-12 13:21:46 +00:00
|
|
|
double r = v3Norm(*_x);
|
|
|
|
double mu = v3Dot(*_x, v) / r;
|
2012-12-02 11:08:56 +00:00
|
|
|
double d = -r * mu - sqrt(r * r * (mu * mu - 1.0) + Rt * Rt);
|
|
|
|
if (d > 0.0)
|
2012-12-12 13:21:46 +00:00
|
|
|
{
|
|
|
|
/* if x in space and ray intersects atmosphere
|
|
|
|
move x to nearest intersection of ray with top atmosphere boundary */
|
|
|
|
_x->x += d * v.x;
|
|
|
|
_x->y += d * v.y;
|
|
|
|
_x->z += d * v.z;
|
|
|
|
*_t -= d;
|
2012-12-02 11:08:56 +00:00
|
|
|
mu = (r * mu + d) / Rt;
|
|
|
|
r = Rt;
|
|
|
|
}
|
2012-12-12 13:21:46 +00:00
|
|
|
double t = *_t;
|
|
|
|
Vector3 x = *_x;
|
2012-12-02 11:08:56 +00:00
|
|
|
if (r <= Rt)
|
2012-12-12 13:21:46 +00:00
|
|
|
{
|
|
|
|
/* if ray intersects atmosphere */
|
2012-12-02 11:08:56 +00:00
|
|
|
double nu = v3Dot(v, s);
|
|
|
|
double muS = v3Dot(x, s) / r;
|
|
|
|
double phaseR = _phaseFunctionR(nu);
|
|
|
|
double phaseM = _phaseFunctionM(nu);
|
2012-12-13 21:33:42 +00:00
|
|
|
Color inscatter = vec4max(_texture4D(_inscatterTexture, r, mu, muS, nu), 0.0);
|
2012-12-02 11:08:56 +00:00
|
|
|
if (t > 0.0)
|
|
|
|
{
|
|
|
|
Vector3 x0 = v3Add(x, v3Scale(v, t));
|
|
|
|
double r0 = v3Norm(x0);
|
|
|
|
double rMu0 = v3Dot(x0, v);
|
|
|
|
double mu0 = rMu0 / r0;
|
|
|
|
double muS0 = v3Dot(x0, s) / r0;
|
2012-12-12 13:21:46 +00:00
|
|
|
/* avoids imprecision problems in transmittance computations based on textures */
|
2012-12-02 11:08:56 +00:00
|
|
|
*attenuation = _analyticTransmittance(r, mu, t);
|
|
|
|
if (r0 > Rg + 0.01)
|
|
|
|
{
|
2012-12-12 13:21:46 +00:00
|
|
|
/* computes S[L]-T(x,x0)S[L]|x0 */
|
|
|
|
Color attmod = {attenuation->x, attenuation->y, attenuation->z, attenuation->x};
|
2012-12-13 21:33:42 +00:00
|
|
|
Color samp = _texture4D(_inscatterTexture, r0, mu0, muS0, nu);
|
2012-12-12 13:21:46 +00:00
|
|
|
inscatter = _applyInscatter(inscatter, attmod, samp);
|
|
|
|
/* avoids imprecision problems near horizon by interpolating between two points above and below horizon */
|
|
|
|
const double EPS = 0.004;
|
|
|
|
double muHoriz = -sqrt(1.0 - (Rg / r) * (Rg / r));
|
|
|
|
if (fabs(mu - muHoriz) < EPS)
|
2012-12-02 11:08:56 +00:00
|
|
|
{
|
2012-12-12 13:21:46 +00:00
|
|
|
double a = ((mu - muHoriz) + EPS) / (2.0 * EPS);
|
2012-12-02 11:08:56 +00:00
|
|
|
|
|
|
|
mu = muHoriz - EPS;
|
|
|
|
r0 = sqrt(r * r + t * t + 2.0 * r * t * mu);
|
|
|
|
mu0 = (r * mu + t) / r0;
|
2012-12-13 21:33:42 +00:00
|
|
|
Color inScatter0 = _texture4D(_inscatterTexture, r, mu, muS, nu);
|
|
|
|
Color inScatter1 = _texture4D(_inscatterTexture, r0, mu0, muS0, nu);
|
2012-12-12 13:21:46 +00:00
|
|
|
Color inScatterA = _applyInscatter(inScatter0, attmod, inScatter1);
|
2012-12-02 11:08:56 +00:00
|
|
|
|
|
|
|
mu = muHoriz + EPS;
|
|
|
|
r0 = sqrt(r * r + t * t + 2.0 * r * t * mu);
|
|
|
|
mu0 = (r * mu + t) / r0;
|
2012-12-13 21:33:42 +00:00
|
|
|
inScatter0 = _texture4D(_inscatterTexture, r, mu, muS, nu);
|
|
|
|
inScatter1 = _texture4D(_inscatterTexture, r0, mu0, muS0, nu);
|
2012-12-12 13:21:46 +00:00
|
|
|
Color inScatterB = _applyInscatter(inScatter0, attmod, inScatter1);
|
2012-12-02 11:08:56 +00:00
|
|
|
|
2012-12-12 13:21:46 +00:00
|
|
|
inscatter = vec4mix(inScatterA, inScatterB, a);
|
2012-12-02 11:08:56 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2012-12-12 13:21:46 +00:00
|
|
|
/* avoids imprecision problems in Mie scattering when sun is below horizon */
|
|
|
|
inscatter.a *= smoothstep(0.00, 0.02, muS);
|
2012-12-13 21:33:42 +00:00
|
|
|
Color mie = _getMie(inscatter);
|
2012-12-12 13:21:46 +00:00
|
|
|
result.r = inscatter.r * phaseR + mie.r * phaseM;
|
|
|
|
result.g = inscatter.g * phaseR + mie.g * phaseM;
|
|
|
|
result.b = inscatter.b * phaseR + mie.b * phaseM;
|
|
|
|
result.a = inscatter.a * phaseR + mie.a * phaseM;
|
|
|
|
_fixVec4Min(&result, 0.0);
|
2012-12-02 11:08:56 +00:00
|
|
|
}
|
|
|
|
else
|
2012-12-12 13:21:46 +00:00
|
|
|
{
|
|
|
|
/* x in space and ray looking in space */
|
2012-12-02 11:08:56 +00:00
|
|
|
result = COLOR_BLACK;
|
|
|
|
}
|
|
|
|
|
|
|
|
*_r = r;
|
|
|
|
*_mu = mu;
|
|
|
|
result.r *= ISun;
|
|
|
|
result.g *= ISun;
|
|
|
|
result.b *= ISun;
|
|
|
|
result.a = 1.0;
|
2012-12-15 19:45:19 +00:00
|
|
|
/*printf("%f %f %f\n", result.r, result.g, result.b);*/
|
2012-12-02 11:08:56 +00:00
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*ground radiance at end of ray x+tv, when sun in direction s
|
|
|
|
*attenuated bewteen ground and viewer (=R[L0]+R[L*]) */
|
|
|
|
/*static Color _groundColor(Vector3 x, double t, Vector3 v, Vector3 s, double r, double mu, Color attenuation)
|
|
|
|
{
|
|
|
|
Color result;
|
|
|
|
if (t > 0.0)
|
|
|
|
{ // if ray hits ground surface
|
|
|
|
|
|
|
|
// ground reflectance at end of ray, x0
|
|
|
|
Vector3 x0 = v3Add(x, v3Scale(v, t));
|
|
|
|
float r0 = v3Norm(x0);
|
|
|
|
Vector3 n = v3Scale(x0, 1.0 / r0);
|
|
|
|
vec2 coords = vec2(atan(n.y, n.x), acos(n.z)) * vec2(0.5, 1.0) / M_PI + vec2(0.5, 0.0);
|
|
|
|
Color reflectance;
|
|
|
|
if (r0 > Rg + 0.01)
|
|
|
|
{
|
|
|
|
reflectance = vec4(0.4, 0.4, 0.4, 0.0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
reflectance = texture2D(reflectanceSampler, coords) * vec4(0.2, 0.2, 0.2, 1.0);
|
|
|
|
}
|
|
|
|
|
|
|
|
// direct sun light (radiance) reaching x0
|
|
|
|
float muS = v3Dot(n, s);
|
|
|
|
Color sunLight = _transmittanceWithShadow(r0, muS);
|
|
|
|
|
|
|
|
// precomputed sky light (irradiance) (=E[L*]) at x0
|
|
|
|
Color groundSkyLight = irradiance(irradianceSampler, r0, muS);
|
|
|
|
|
|
|
|
// light reflected at x0 (=(R[L0]+R[L*])/T(x,x0))
|
|
|
|
Color groundColor = reflectance.rgb * (max(muS, 0.0) * sunLight + groundSkyLight) * ISun / M_PI;
|
|
|
|
|
|
|
|
// water specular color due to sunLight
|
|
|
|
if (reflectance.w > 0.0)
|
|
|
|
{
|
|
|
|
vec3 h = normalize(s - v);
|
|
|
|
float fresnel = 0.02 + 0.98 * pow(1.0 - dot(-v, h), 5.0);
|
|
|
|
float waterBrdf = fresnel * pow(max(dot(h, n), 0.0), 150.0);
|
|
|
|
groundColor += reflectance.w * max(waterBrdf, 0.0) * sunLight * ISun;
|
|
|
|
}
|
|
|
|
|
|
|
|
result = attenuation * groundColor; //=R[L0]+R[L*]
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // ray looking at the sky
|
|
|
|
return COLOR_BLACK;
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}*/
|
|
|
|
|
|
|
|
/* direct sun light for ray x+tv, when sun in direction s (=L0) */
|
|
|
|
static Color _sunColor(Vector3 x, double t, Vector3 v, Vector3 s, double r, double mu)
|
|
|
|
{
|
|
|
|
if (t > 0.0)
|
|
|
|
{
|
|
|
|
return COLOR_BLACK;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2012-12-15 10:14:57 +00:00
|
|
|
Color transmittance = r <= Rt ? _transmittanceWithShadow(r, mu) : COLOR_WHITE; /* T(x,xo) */
|
|
|
|
double isun = step(cos(M_PI / 180.0), v3Dot(v, s)) * ISun; /* Lsun */
|
2012-12-12 13:21:46 +00:00
|
|
|
transmittance.r *= isun;
|
|
|
|
transmittance.g *= isun;
|
|
|
|
transmittance.b *= isun;
|
|
|
|
transmittance.a *= isun;
|
2012-12-15 10:14:57 +00:00
|
|
|
return transmittance; /* Eq (9) */
|
2012-12-02 11:08:56 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-12-14 16:16:09 +00:00
|
|
|
/*********************** Cache methods ***********************/
|
|
|
|
|
2012-12-15 10:14:57 +00:00
|
|
|
static int _tryLoadCache2D(Texture2D* tex, const char* tag, int order)
|
2012-12-14 16:16:09 +00:00
|
|
|
{
|
|
|
|
CacheFile* cache;
|
|
|
|
int xsize, ysize;
|
|
|
|
|
|
|
|
texture2DGetSize(tex, &xsize, &ysize);
|
2012-12-15 10:14:57 +00:00
|
|
|
cache = cacheFileCreateAccessor("atmo-br", "png", tag, xsize, ysize, 0, order);
|
2012-12-14 16:16:09 +00:00
|
|
|
if (cacheFileIsReadable(cache))
|
|
|
|
{
|
|
|
|
texture2DLoadFromFile(tex, cacheFileGetPath(cache));
|
|
|
|
cacheFileDeleteAccessor(cache);
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
cacheFileDeleteAccessor(cache);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-12-15 10:14:57 +00:00
|
|
|
static void _saveCache2D(Texture2D* tex, const char* tag, int order)
|
2012-12-14 16:16:09 +00:00
|
|
|
{
|
|
|
|
CacheFile* cache;
|
|
|
|
int xsize, ysize;
|
|
|
|
|
|
|
|
texture2DGetSize(tex, &xsize, &ysize);
|
2012-12-15 10:14:57 +00:00
|
|
|
cache = cacheFileCreateAccessor("atmo-br", "png", tag, xsize, ysize, 0, order);
|
2012-12-14 16:16:09 +00:00
|
|
|
if (cacheFileIsWritable(cache))
|
|
|
|
{
|
|
|
|
texture2DSaveToFile(tex, cacheFileGetPath(cache));
|
|
|
|
}
|
|
|
|
cacheFileDeleteAccessor(cache);
|
|
|
|
}
|
|
|
|
|
2012-12-15 10:14:57 +00:00
|
|
|
static int _tryLoadCache3D(Texture3D* tex, const char* tag, int order)
|
2012-12-14 16:16:09 +00:00
|
|
|
{
|
|
|
|
CacheFile* cache;
|
|
|
|
int xsize, ysize, zsize;
|
|
|
|
|
|
|
|
texture3DGetSize(tex, &xsize, &ysize, &zsize);
|
2012-12-15 10:14:57 +00:00
|
|
|
cache = cacheFileCreateAccessor("atmo-br", "png", tag, xsize, ysize, zsize, order);
|
2012-12-14 16:16:09 +00:00
|
|
|
if (cacheFileIsReadable(cache))
|
|
|
|
{
|
|
|
|
texture3DLoadFromFile(tex, cacheFileGetPath(cache));
|
|
|
|
cacheFileDeleteAccessor(cache);
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
cacheFileDeleteAccessor(cache);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-12-15 10:14:57 +00:00
|
|
|
static void _saveCache3D(Texture3D* tex, const char* tag, int order)
|
2012-12-14 16:16:09 +00:00
|
|
|
{
|
|
|
|
CacheFile* cache;
|
|
|
|
int xsize, ysize, zsize;
|
|
|
|
|
|
|
|
texture3DGetSize(tex, &xsize, &ysize, &zsize);
|
2012-12-15 10:14:57 +00:00
|
|
|
cache = cacheFileCreateAccessor("atmo-br", "png", tag, xsize, ysize, zsize, order);
|
2012-12-14 16:16:09 +00:00
|
|
|
if (cacheFileIsWritable(cache))
|
|
|
|
{
|
|
|
|
texture3DSaveToFile(tex, cacheFileGetPath(cache));
|
|
|
|
}
|
|
|
|
cacheFileDeleteAccessor(cache);
|
|
|
|
}
|
|
|
|
|
2012-12-13 21:33:42 +00:00
|
|
|
/*********************** Public methods ***********************/
|
|
|
|
void brunetonInit()
|
2012-12-02 11:08:56 +00:00
|
|
|
{
|
2012-12-18 16:20:38 +00:00
|
|
|
int x, y, z, order;
|
|
|
|
ParallelWork* work;
|
2012-12-02 11:08:56 +00:00
|
|
|
|
2012-12-15 19:45:19 +00:00
|
|
|
/* TODO Deletes */
|
|
|
|
|
|
|
|
/* computes transmittance texture T (line 1 in algorithm 4.1) */
|
|
|
|
_transmittanceTexture = texture2DCreate(TRANSMITTANCE_W, TRANSMITTANCE_H);
|
|
|
|
if (!_tryLoadCache2D(_transmittanceTexture, "transmittance", 0))
|
2012-12-13 21:33:42 +00:00
|
|
|
{
|
2012-12-15 19:45:19 +00:00
|
|
|
_precomputeTransmittanceTexture();
|
|
|
|
_saveCache2D(_transmittanceTexture, "transmittance", 0);
|
|
|
|
}
|
2012-12-12 13:21:46 +00:00
|
|
|
|
2012-12-15 19:45:19 +00:00
|
|
|
/* computes irradiance texture deltaE (line 2 in algorithm 4.1) */
|
|
|
|
_deltaETexture = texture2DCreate(SKY_W, SKY_H);
|
|
|
|
if (!_tryLoadCache2D(_deltaETexture, "deltaE", 0))
|
|
|
|
{
|
|
|
|
_precomputeIrrDeltaETexture();
|
|
|
|
_saveCache2D(_deltaETexture, "deltaE", 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* computes single scattering texture deltaS (line 3 in algorithm 4.1)
|
|
|
|
* Rayleigh and Mie separated in deltaSR + deltaSM */
|
|
|
|
_deltaSRTexture = texture3DCreate(RES_MU_S * RES_NU, RES_MU, RES_R);
|
|
|
|
_deltaSMTexture = texture3DCreate(RES_MU_S * RES_NU, RES_MU, RES_R);
|
|
|
|
if (!_tryLoadCache3D(_deltaSRTexture, "deltaSR", 0) || !_tryLoadCache3D(_deltaSMTexture, "deltaSM", 0))
|
|
|
|
{
|
2012-12-18 16:20:38 +00:00
|
|
|
Inscatter1Params params = {_deltaSRTexture, _deltaSMTexture};
|
|
|
|
work = parallelWorkCreate(_inscatter1Worker, RES_R, ¶ms);
|
|
|
|
parallelWorkPerform(work, -1);
|
|
|
|
parallelWorkDelete(work);
|
|
|
|
|
2012-12-15 19:45:19 +00:00
|
|
|
_saveCache3D(_deltaSRTexture, "deltaSR", 0);
|
|
|
|
_saveCache3D(_deltaSMTexture, "deltaSM", 0);
|
|
|
|
}
|
2012-12-02 11:08:56 +00:00
|
|
|
|
2012-12-15 19:45:19 +00:00
|
|
|
/* copies deltaE into irradiance texture E (line 4 in algorithm 4.1) */
|
|
|
|
/* ??? all black texture (k=0.0) ??? */
|
|
|
|
_irradianceTexture = texture2DCreate(SKY_W, SKY_H);
|
|
|
|
texture2DFill(_irradianceTexture, COLOR_BLACK);
|
|
|
|
|
|
|
|
/* copies deltaS into inscatter texture S (line 5 in algorithm 4.1) */
|
|
|
|
_inscatterTexture = texture3DCreate(RES_MU_S * RES_NU, RES_MU, RES_R);
|
|
|
|
if (!_tryLoadCache3D(_inscatterTexture, "inscatter", 0))
|
|
|
|
{
|
|
|
|
for (x = 0; x < RES_MU_S * RES_NU; x++)
|
2012-12-14 16:16:09 +00:00
|
|
|
{
|
2012-12-15 19:45:19 +00:00
|
|
|
for (y = 0; y < RES_MU; y++)
|
|
|
|
{
|
|
|
|
for (z = 0; z < RES_R; z++)
|
|
|
|
{
|
|
|
|
Color result = texture3DGetPixel(_deltaSRTexture, x, y, z);
|
|
|
|
Color mie = texture3DGetPixel(_deltaSMTexture, x, y, z);
|
|
|
|
result.a = mie.r;
|
|
|
|
texture3DSetPixel(_inscatterTexture, x, y, z, result);
|
|
|
|
}
|
|
|
|
}
|
2012-12-14 16:16:09 +00:00
|
|
|
}
|
2012-12-15 19:45:19 +00:00
|
|
|
_saveCache3D(_inscatterTexture, "inscatter", 0);
|
|
|
|
}
|
2012-12-13 21:33:42 +00:00
|
|
|
|
2012-12-15 19:45:19 +00:00
|
|
|
/* loop for each scattering order (line 6 in algorithm 4.1) */
|
|
|
|
for (order = 2; order <= 4; ++order)
|
|
|
|
{
|
|
|
|
/* computes deltaJ (line 7 in algorithm 4.1) */
|
|
|
|
_deltaJTexture = texture3DCreate(RES_MU_S * RES_NU, RES_MU, RES_R);
|
|
|
|
if (!_tryLoadCache3D(_deltaJTexture, "deltaJ", order))
|
2012-12-13 21:33:42 +00:00
|
|
|
{
|
2012-12-18 16:20:38 +00:00
|
|
|
jParams params = {_deltaJTexture, order == 2};
|
|
|
|
work = parallelWorkCreate(_jWorker, RES_R, ¶ms);
|
|
|
|
parallelWorkPerform(work, -1);
|
|
|
|
parallelWorkDelete(work);
|
|
|
|
|
2012-12-15 19:45:19 +00:00
|
|
|
_saveCache3D(_deltaJTexture, "deltaJ", order);
|
2012-12-13 21:33:42 +00:00
|
|
|
}
|
|
|
|
|
2012-12-15 19:45:19 +00:00
|
|
|
/* computes deltaE (line 8 in algorithm 4.1) */
|
|
|
|
_deltaETexture = texture2DCreate(SKY_W, SKY_H);
|
|
|
|
if (!_tryLoadCache2D(_deltaETexture, "deltaE", order))
|
|
|
|
{
|
|
|
|
_irradianceNProg(_deltaETexture, order == 2);
|
|
|
|
_saveCache2D(_deltaETexture, "deltaE", order);
|
|
|
|
}
|
2012-12-13 21:33:42 +00:00
|
|
|
|
2012-12-15 19:45:19 +00:00
|
|
|
/* computes deltaS (line 9 in algorithm 4.1) */
|
|
|
|
if (!_tryLoadCache3D(_deltaSRTexture, "deltaSR", order))
|
2012-12-13 21:33:42 +00:00
|
|
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{
|
2012-12-18 16:20:38 +00:00
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work = parallelWorkCreate(_inscatterNWorker, RES_R, _deltaSRTexture);
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parallelWorkPerform(work, -1);
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parallelWorkDelete(work);
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|
|
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2012-12-15 19:45:19 +00:00
|
|
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_saveCache3D(_deltaSRTexture, "deltaSR", order);
|
2012-12-13 21:33:42 +00:00
|
|
|
}
|
|
|
|
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2012-12-15 19:45:19 +00:00
|
|
|
/* adds deltaE into irradiance texture E (line 10 in algorithm 4.1) */
|
|
|
|
if (!_tryLoadCache2D(_irradianceTexture, "irradiance", order))
|
2012-12-15 10:14:57 +00:00
|
|
|
{
|
2012-12-15 19:45:19 +00:00
|
|
|
texture2DAdd(_deltaETexture, _irradianceTexture);
|
|
|
|
_saveCache2D(_irradianceTexture, "irradiance", order);
|
|
|
|
}
|
2012-12-13 21:33:42 +00:00
|
|
|
|
2012-12-15 19:45:19 +00:00
|
|
|
/* adds deltaS into inscatter texture S (line 11 in algorithm 4.1) */
|
|
|
|
if (!_tryLoadCache3D(_inscatterTexture, "inscatter", order))
|
|
|
|
{
|
2012-12-18 16:20:38 +00:00
|
|
|
CopyInscatterNParams params = {_deltaSRTexture, _inscatterTexture};
|
|
|
|
work = parallelWorkCreate(_copyInscatterNWorker, RES_R, ¶ms);
|
|
|
|
parallelWorkPerform(work, -1);
|
|
|
|
parallelWorkDelete(work);
|
|
|
|
|
2012-12-15 19:45:19 +00:00
|
|
|
_saveCache3D(_inscatterTexture, "inscatter", order);
|
2012-12-13 21:33:42 +00:00
|
|
|
}
|
|
|
|
}
|
2012-12-02 11:08:56 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
Color brunetonGetSkyColor(AtmosphereDefinition* definition, Vector3 eye, Vector3 direction, Vector3 sun_position)
|
|
|
|
{
|
|
|
|
Vector3 x = {0.0, Rg + eye.y, 0.0};
|
|
|
|
Vector3 v = v3Normalize(direction);
|
|
|
|
Vector3 s = v3Normalize(v3Sub(sun_position, eye));
|
|
|
|
|
|
|
|
double r = v3Norm(x);
|
|
|
|
double mu = v3Dot(x, v) / r;
|
|
|
|
double t = -r * mu - sqrt(r * r * (mu * mu - 1.0) + Rg * Rg);
|
|
|
|
|
|
|
|
Vector3 g = {0.0, 0.0, Rg + 10.0};
|
|
|
|
g = v3Sub(x, g);
|
|
|
|
double a = v.x * v.x + v.y * v.y - v.z * v.z;
|
|
|
|
double b = 2.0 * (g.x * v.x + g.y * v.y - g.z * v.z);
|
|
|
|
double c = g.x * g.x + g.y * g.y - g.z * g.z;
|
|
|
|
double d = -(b + sqrt(b * b - 4.0 * a * c)) / (2.0 * a);
|
|
|
|
int cone = d > 0.0 && fabs(x.z + d * v.z - Rg) <= 10.0;
|
|
|
|
|
|
|
|
if (t > 0.0)
|
|
|
|
{
|
|
|
|
if (cone && d < t)
|
|
|
|
{
|
|
|
|
t = d;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (cone)
|
|
|
|
{
|
|
|
|
t = d;
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector3 attenuation;
|
2012-12-13 21:33:42 +00:00
|
|
|
Color inscatterColor = _getInscatterColor(&x, &t, v, s, &r, &mu, &attenuation); //S[L]-T(x,xs)S[l]|xs
|
2012-12-02 11:08:56 +00:00
|
|
|
/*Color groundColor = _groundColor(x, t, v, s, r, mu, attenuation); //R[L0]+R[L*]*/
|
|
|
|
Color groundColor = COLOR_BLACK;
|
|
|
|
Color sunColor = _sunColor(x, t, v, s, r, mu); //L0
|
2012-12-15 19:45:19 +00:00
|
|
|
return inscatterColor;
|
2012-12-02 11:08:56 +00:00
|
|
|
return _hdr(sunColor, groundColor, inscatterColor); // Eq (16)
|
|
|
|
}
|