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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#if 0
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#include <math.h>
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#define TRANSMITTANCE_NON_LINEAR
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#define INSCATTER_NON_LINEAR
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#define FIX
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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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static const float ISun = 100.0;
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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 vec3 betaMSca = vec3(4e-3);
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static const vec3 betaMEx = betaMSca / 0.9;*/
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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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#define step(_a_,_b_) ((_a_) < (_b_) ? 0 : 1)
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#define max(_a_,_b_) ((_a_) < (_b_) ? (_a_) : (_b_))
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#define sign(_a_) ((_a_) < 0.0 ? -1.0 : ((_a_) > 0.0 ? 1.0 : 0.0))
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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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static Color _getMie(Color rayMie)
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{
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double value = rayMie.a / max(rayMie.r, 1e-4) * (betaR.r / betaR); /* TODO divide by a vector ? */
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rayMie.r *= value;
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rayMie.g *= value;
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rayMie.b *= value;
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rayMie.a = 1.0;
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return rayMie;
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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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static Color _texture4D(sampler3D table, float r, float mu, float muS, float nu)
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{
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float H = sqrt(Rt * Rt - Rg * Rg);
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float rho = sqrt(r * r - Rg * Rg);
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#ifdef INSCATTER_NON_LINEAR
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float rmu = r * mu;
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float delta = rmu * rmu - r * r + Rg * Rg;
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vec4 cst = rmu < 0.0 && delta > 0.0 ? vec4(1.0, 0.0, 0.0, 0.5 - 0.5 / float(RES_MU)) : vec4(-1.0, H * H, H, 0.5 + 0.5 / float(RES_MU));
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float uR = 0.5 / float(RES_R) + rho / H * (1.0 - 1.0 / float(RES_R));
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float uMu = cst.w + (rmu * cst.x + sqrt(delta + cst.y)) / (rho + cst.z) * (0.5 - 1.0 / float(RES_MU));
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// paper formula
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//float uMuS = 0.5 / float(RES_MU_S) + max((1.0 - exp(-3.0 * muS - 0.6)) / (1.0 - exp(-3.6)), 0.0) * (1.0 - 1.0 / float(RES_MU_S));
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// better formula
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float uMuS = 0.5 / float(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 / float(RES_MU_S));
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#else
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float uR = 0.5 / float(RES_R) + rho / H * (1.0 - 1.0 / float(RES_R));
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float uMu = 0.5 / float(RES_MU) + (mu + 1.0) / 2.0 * (1.0 - 1.0 / float(RES_MU));
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float uMuS = 0.5 / float(RES_MU_S) + max(muS + 0.2, 0.0) / 1.2 * (1.0 - 1.0 / float(RES_MU_S));
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#endif
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float lerp = (nu + 1.0) / 2.0 * (float(RES_NU) - 1.0);
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float uNu = floor(lerp);
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lerp = lerp - uNu;
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return texture3D(table, vec3((uNu + uMuS) / float(RES_NU), uMu, uR)) * (1.0 - lerp) +
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texture3D(table, vec3((uNu + uMuS + 1.0) / float(RES_NU), uMu, uR)) * lerp;
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}
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/* transmittance(=transparency) of atmosphere for ray (r,mu) of length d
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(mu=cos(view zenith angle)), intersections with ground ignored
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uses analytic formula instead of transmittance texture */
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static Vector3 _analyticTransmittance(double r, double mu, double d)
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{
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return exp(-betaR * _opticalDepth(HR, r, mu, d) - betaMEx * _opticalDepth(HM, r, mu, d));
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}
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/* inscattered light along ray x+tv, when sun in direction s (=S[L]-T(x,x0)S[L]|x0) */
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static Color _inscatter(Vector3* x, double* t, Vector3 v, Vector3 s, double* _r, double* _mu, Color* attenuation)
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{
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Color result;
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double r = v3Norm(x);
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double mu = v3Dot(x, v) / r;
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double d = -r * mu - sqrt(r * r * (mu * mu - 1.0) + Rt * Rt);
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if (d > 0.0)
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{ // if x in space and ray intersects atmosphere
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// move x to nearest intersection of ray with top atmosphere boundary
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x += d * v;
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t -= d;
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mu = (r * mu + d) / Rt;
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r = Rt;
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}
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if (r <= Rt)
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{ // if ray intersects atmosphere
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double nu = v3Dot(v, s);
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double muS = v3Dot(x, s) / r;
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double phaseR = _phaseFunctionR(nu);
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double phaseM = _phaseFunctionM(nu);
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vec4 inscatter = max(texture4D(inscatterSampler, r, mu, muS, nu), 0.0);
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if (t > 0.0)
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{
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Vector3 x0 = v3Add(x, v3Scale(v, t));
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double r0 = v3Norm(x0);
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double rMu0 = v3Dot(x0, v);
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double mu0 = rMu0 / r0;
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double muS0 = v3Dot(x0, s) / r0;
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#ifdef FIX
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// avoids imprecision problems in transmittance computations based on textures
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*attenuation = _analyticTransmittance(r, mu, t);
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#else
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*attenuation = _transmittance(r, mu, v, x0);
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#endif
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if (r0 > Rg + 0.01)
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{
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// computes S[L]-T(x,x0)S[L]|x0
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inscatter = max(inscatter - attenuation.rgbr * texture4D(inscatterSampler, r0, mu0, muS0, nu), 0.0);
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#ifdef FIX
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// avoids imprecision problems near horizon by interpolating between two points above and below horizon
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const float EPS = 0.004;
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float muHoriz = -sqrt(1.0 - (Rg / r) * (Rg / r));
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if (abs(mu - muHoriz) < EPS)
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{
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float a = ((mu - muHoriz) + EPS) / (2.0 * EPS);
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mu = muHoriz - EPS;
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r0 = sqrt(r * r + t * t + 2.0 * r * t * mu);
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mu0 = (r * mu + t) / r0;
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vec4 inScatter0 = texture4D(inscatterSampler, r, mu, muS, nu);
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vec4 inScatter1 = texture4D(inscatterSampler, r0, mu0, muS0, nu);
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vec4 inScatterA = max(inScatter0 - attenuation.rgbr * inScatter1, 0.0);
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mu = muHoriz + EPS;
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r0 = sqrt(r * r + t * t + 2.0 * r * t * mu);
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mu0 = (r * mu + t) / r0;
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inScatter0 = texture4D(inscatterSampler, r, mu, muS, nu);
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inScatter1 = texture4D(inscatterSampler, r0, mu0, muS0, nu);
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vec4 inScatterB = max(inScatter0 - attenuation.rgbr * inScatter1, 0.0);
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inscatter = mix(inScatterA, inScatterB, a);
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}
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#endif
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}
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}
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#ifdef FIX
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// avoids imprecision problems in Mie scattering when sun is below horizon
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inscatter.w *= smoothstep(0.00, 0.02, muS);
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#endif
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result = max(inscatter.rgb * phaseR + getMie(inscatter) * phaseM, 0.0);
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}
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else
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{ // x in space and ray looking in space
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result = COLOR_BLACK;
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}
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*_r = r;
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*_mu = mu;
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result.r *= ISun;
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result.g *= ISun;
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result.b *= ISun;
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result.a = 1.0;
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return result;
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}
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/*ground radiance at end of ray x+tv, when sun in direction s
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*attenuated bewteen ground and viewer (=R[L0]+R[L*]) */
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/*static Color _groundColor(Vector3 x, double t, Vector3 v, Vector3 s, double r, double mu, Color attenuation)
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{
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Color result;
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if (t > 0.0)
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{ // if ray hits ground surface
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// ground reflectance at end of ray, x0
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Vector3 x0 = v3Add(x, v3Scale(v, t));
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float r0 = v3Norm(x0);
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Vector3 n = v3Scale(x0, 1.0 / r0);
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vec2 coords = vec2(atan(n.y, n.x), acos(n.z)) * vec2(0.5, 1.0) / M_PI + vec2(0.5, 0.0);
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Color reflectance;
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if (r0 > Rg + 0.01)
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{
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reflectance = vec4(0.4, 0.4, 0.4, 0.0);
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}
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else
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{
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reflectance = texture2D(reflectanceSampler, coords) * vec4(0.2, 0.2, 0.2, 1.0);
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}
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// direct sun light (radiance) reaching x0
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float muS = v3Dot(n, s);
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Color sunLight = _transmittanceWithShadow(r0, muS);
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// precomputed sky light (irradiance) (=E[L*]) at x0
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Color groundSkyLight = irradiance(irradianceSampler, r0, muS);
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// light reflected at x0 (=(R[L0]+R[L*])/T(x,x0))
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Color groundColor = reflectance.rgb * (max(muS, 0.0) * sunLight + groundSkyLight) * ISun / M_PI;
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// water specular color due to sunLight
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if (reflectance.w > 0.0)
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{
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vec3 h = normalize(s - v);
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float fresnel = 0.02 + 0.98 * pow(1.0 - dot(-v, h), 5.0);
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float waterBrdf = fresnel * pow(max(dot(h, n), 0.0), 150.0);
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groundColor += reflectance.w * max(waterBrdf, 0.0) * sunLight * ISun;
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}
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result = attenuation * groundColor; //=R[L0]+R[L*]
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}
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else
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{ // ray looking at the sky
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return COLOR_BLACK;
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}
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return result;
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}*/
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static inline void _getTransmittanceUV(double r, double mu, double* u, double* v)
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{
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#ifdef TRANSMITTANCE_NON_LINEAR
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*v = sqrt((r - Rg) / (Rt - Rg));
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*u = atan((mu + 0.15) / (1.0 + 0.15) * tan(1.5)) / 1.5;
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#else
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*v = (r - Rg) / (Rt - Rg);
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*u = (mu + 0.15) / (1.0 + 0.15);
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#endif
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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 texture2D(transmittanceSampler, uv).rgb;
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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)), or zero if ray intersects ground */
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static Color _transmittanceWithShadow(double r, double mu)
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{
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return mu < -sqrt(1.0 - (Rg / r) * (Rg / r)) ? COLOR_BLACK : _transmittance(r, mu);
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}
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/* direct sun light for ray x+tv, when sun in direction s (=L0) */
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static Color _sunColor(Vector3 x, double t, Vector3 v, Vector3 s, double r, double mu)
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{
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if (t > 0.0)
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{
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return COLOR_BLACK;
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}
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else
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{
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Color transmittance = r <= Rt ? _transmittanceWithShadow(r, mu) : COLOR_WHITE; // T(x,xo)
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double isun = step(cos(M_PI / 180.0), v3Dot(v, s)) * ISun; // Lsun
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return transmittance * isun; // Eq (9)
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}
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}
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static Color _hdr(Color c1, Color c2, Color c3)
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{
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Color L = {c1.r + c2.r + c3.r, c1.g + c2.g + c3.g, c1.b + c2.b + c3.b, 1.0};
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L = L * exposure;
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L.r = L.r < 1.413 ? pow(L.r * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.r);
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L.g = L.g < 1.413 ? pow(L.g * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.g);
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L.b = L.b < 1.413 ? pow(L.b * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.b);
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return L;
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}
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Color brunetonGetSkyColor(AtmosphereDefinition* definition, Vector3 eye, Vector3 direction, Vector3 sun_position)
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{
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Vector3 x = {0.0, Rg + eye.y, 0.0};
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Vector3 v = v3Normalize(direction);
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Vector3 s = v3Normalize(v3Sub(sun_position, eye));
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double r = v3Norm(x);
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double mu = v3Dot(x, v) / r;
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double t = -r * mu - sqrt(r * r * (mu * mu - 1.0) + Rg * Rg);
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Vector3 g = {0.0, 0.0, Rg + 10.0};
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g = v3Sub(x, g);
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double a = v.x * v.x + v.y * v.y - v.z * v.z;
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double b = 2.0 * (g.x * v.x + g.y * v.y - g.z * v.z);
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double c = g.x * g.x + g.y * g.y - g.z * g.z;
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|
|
double d = -(b + sqrt(b * b - 4.0 * a * c)) / (2.0 * a);
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int cone = d > 0.0 && fabs(x.z + d * v.z - Rg) <= 10.0;
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if (t > 0.0)
|
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|
{
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|
if (cone && d < t)
|
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|
|
{
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|
t = d;
|
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|
|
}
|
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|
}
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|
|
else if (cone)
|
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|
|
{
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|
|
t = d;
|
|
|
|
}
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|
|
|
Vector3 attenuation;
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|
|
Color inscatterColor = _inscatter(x, t, v, s, &r, &mu, &attenuation); //S[L]-T(x,xs)S[l]|xs
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|
|
/*Color groundColor = _groundColor(x, t, v, s, r, mu, attenuation); //R[L0]+R[L*]*/
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|
|
Color groundColor = COLOR_BLACK;
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|
|
Color sunColor = _sunColor(x, t, v, s, r, mu); //L0
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|
|
return _hdr(sunColor, groundColor, inscatterColor); // Eq (16)
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|
|
|
}
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#else
|
2012-11-25 21:53:01 +00:00
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|
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Color brunetonGetSkyColor(AtmosphereDefinition* definition, Vector3 eye, Vector3 direction, Vector3 sun_position)
|
|
|
|
{
|
|
|
|
return COLOR_BLACK;
|
|
|
|
}
|
2012-12-02 11:08:56 +00:00
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|
|
#endif
|