paysages3d/src/experiments/bruneton/Main.cpp

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/**
* Precomputed Atmospheric Scattering
* Copyright (c) 2008 INRIA
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. Neither the name of the copyright holders nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* Author: Eric Bruneton
*/
#include <vector>
#include <string>
#include <iostream>
#include <fstream>
#include <cmath>
#include <cstring>
#include <GL/glew.h>
#include <GL/glut.h>
#include "tiffio.h"
#include "vec3.h"
#include "mat4.h"
#include "Main.h"
using namespace std;
// ----------------------------------------------------------------------------
// TOOLS
// ----------------------------------------------------------------------------
void loadTIFF(const char *name, unsigned char *tex)
{
tstrip_t strip = 0;
tsize_t off = 0;
tsize_t n = 0;
TIFF* tf = TIFFOpen(name, "r");
while ((n = TIFFReadEncodedStrip(tf, strip, tex + off, (tsize_t) -1)) > 0) {
strip += 1;
off += n;
};
TIFFClose(tf);
}
string* loadFile(const string &fileName)
{
string* result = new string();
ifstream file(fileName.c_str());
if (!file) {
std::cerr << "Cannot open file " << fileName << endl;
throw exception();
}
string line;
while (getline(file, line)) {
*result += line;
*result += '\n';
}
file.close();
return result;
}
void printShaderLog(int shaderId)
{
int logLength;
glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
char *log = new char[logLength];
glGetShaderInfoLog(shaderId, logLength, &logLength, log);
cout << string(log);
delete[] log;
}
}
unsigned int loadProgram(const vector<string> &files)
{
unsigned int programId = glCreateProgram();
unsigned int vertexShaderId = glCreateShader(GL_VERTEX_SHADER);
unsigned int fragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
glAttachShader(programId, vertexShaderId);
glAttachShader(programId, fragmentShaderId);
int n = files.size();
string **strs = new string*[n];
const char** lines = new const char*[n + 1];
cout << "loading program " << files[n - 1] << "..." << endl;
bool geo = false;
for (int i = 0; i < n; ++i) {
string* s = loadFile(files[i]);
strs[i] = s;
lines[i + 1] = s->c_str();
if (strstr(lines[i + 1], "_GEOMETRY_") != NULL) {
geo = true;
}
}
lines[0] = "#define _VERTEX_\n";
glShaderSource(vertexShaderId, n + 1, lines, NULL);
glCompileShader(vertexShaderId);
printShaderLog(vertexShaderId);
if (geo) {
unsigned geometryShaderId = glCreateShader(GL_GEOMETRY_SHADER_EXT);
glAttachShader(programId, geometryShaderId);
lines[0] = "#define _GEOMETRY_\n";
glShaderSource(geometryShaderId, n + 1, lines, NULL);
glCompileShader(geometryShaderId);
printShaderLog(geometryShaderId);
glProgramParameteriEXT(programId, GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES);
glProgramParameteriEXT(programId, GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP);
glProgramParameteriEXT(programId, GL_GEOMETRY_VERTICES_OUT_EXT, 3);
}
lines[0] = "#define _FRAGMENT_\n";
glShaderSource(fragmentShaderId, n + 1, lines, NULL);
glCompileShader(fragmentShaderId);
printShaderLog(fragmentShaderId);
glLinkProgram(programId);
for (int i = 0; i < n; ++i) {
delete strs[i];
}
delete[] strs;
delete[] lines;
return programId;
}
void drawQuad()
{
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(-1.0, -1.0);
glVertex2f(+1.0, -1.0);
glVertex2f(-1.0, +1.0);
glVertex2f(+1.0, +1.0);
glEnd();
}
// ----------------------------------------------------------------------------
// PRECOMPUTATIONS
// ----------------------------------------------------------------------------
const int reflectanceUnit = 0;
const int transmittanceUnit = 1;
const int irradianceUnit = 2;
const int inscatterUnit = 3;
const int deltaEUnit = 4;
const int deltaSRUnit = 5;
const int deltaSMUnit = 6;
const int deltaJUnit = 7;
unsigned int reflectanceTexture;//unit 0, ground reflectance texture
unsigned int transmittanceTexture;//unit 1, T table
unsigned int irradianceTexture;//unit 2, E table
unsigned int inscatterTexture;//unit 3, S table
unsigned int deltaETexture;//unit 4, deltaE table
unsigned int deltaSRTexture;//unit 5, deltaS table (Rayleigh part)
unsigned int deltaSMTexture;//unit 6, deltaS table (Mie part)
unsigned int deltaJTexture;//unit 7, deltaJ table
unsigned int transmittanceProg;
unsigned int irradiance1Prog;
unsigned int inscatter1Prog;
unsigned int copyIrradianceProg;
unsigned int copyInscatter1Prog;
unsigned int jProg;
unsigned int irradianceNProg;
unsigned int inscatterNProg;
unsigned int copyInscatterNProg;
unsigned int fbo;
unsigned int drawProg;
void setLayer(unsigned int prog, int layer)
{
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);
glUniform1f(glGetUniformLocation(prog, "r"), float(r));
glUniform4f(glGetUniformLocation(prog, "dhdH"), float(dmin), float(dmax), float(dminp), float(dmaxp));
glUniform1i(glGetUniformLocation(prog, "layer"), layer);
}
void loadData()
{
//return;
cout << "loading Earth texture..." << endl;
glActiveTexture(GL_TEXTURE0 + reflectanceUnit);
glGenTextures(1, &reflectanceTexture);
glBindTexture(GL_TEXTURE_2D, reflectanceTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
unsigned char *tex = new unsigned char[2500 * 1250 * 4];
loadTIFF("earth.tiff", tex);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2500, 1250, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex);
glGenerateMipmapEXT(GL_TEXTURE_2D);
delete[] tex;
}
void precompute()
{
glActiveTexture(GL_TEXTURE0 + transmittanceUnit);
glGenTextures(1, &transmittanceTexture);
glBindTexture(GL_TEXTURE_2D, transmittanceTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F_ARB, TRANSMITTANCE_W, TRANSMITTANCE_H, 0, GL_RGB, GL_FLOAT, NULL);
glActiveTexture(GL_TEXTURE0 + irradianceUnit);
glGenTextures(1, &irradianceTexture);
glBindTexture(GL_TEXTURE_2D, irradianceTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F_ARB, SKY_W, SKY_H, 0, GL_RGB, GL_FLOAT, NULL);
glActiveTexture(GL_TEXTURE0 + inscatterUnit);
glGenTextures(1, &inscatterTexture);
glBindTexture(GL_TEXTURE_3D, inscatterTexture);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F_ARB, RES_MU_S * RES_NU, RES_MU, RES_R, 0, GL_RGB, GL_FLOAT, NULL);
glActiveTexture(GL_TEXTURE0 + deltaEUnit);
glGenTextures(1, &deltaETexture);
glBindTexture(GL_TEXTURE_2D, deltaETexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F_ARB, SKY_W, SKY_H, 0, GL_RGB, GL_FLOAT, NULL);
glActiveTexture(GL_TEXTURE0 + deltaSRUnit);
glGenTextures(1, &deltaSRTexture);
glBindTexture(GL_TEXTURE_3D, deltaSRTexture);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F_ARB, RES_MU_S * RES_NU, RES_MU, RES_R, 0, GL_RGB, GL_FLOAT, NULL);
glActiveTexture(GL_TEXTURE0 + deltaSMUnit);
glGenTextures(1, &deltaSMTexture);
glBindTexture(GL_TEXTURE_3D, deltaSMTexture);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F_ARB, RES_MU_S * RES_NU, RES_MU, RES_R, 0, GL_RGB, GL_FLOAT, NULL);
glActiveTexture(GL_TEXTURE0 + deltaJUnit);
glGenTextures(1, &deltaJTexture);
glBindTexture(GL_TEXTURE_3D, deltaJTexture);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F_ARB, RES_MU_S * RES_NU, RES_MU, RES_R, 0, GL_RGB, GL_FLOAT, NULL);
vector<string> files;
files.push_back("Main.h");
files.push_back("common.glsl");
files.push_back("transmittance.glsl");
transmittanceProg = loadProgram(files);
files.clear();
files.push_back("Main.h");
files.push_back("common.glsl");
files.push_back("irradiance1.glsl");
irradiance1Prog = loadProgram(files);
files.clear();
files.push_back("Main.h");
files.push_back("common.glsl");
files.push_back("inscatter1.glsl");
inscatter1Prog = loadProgram(files);
files.clear();
files.push_back("Main.h");
files.push_back("common.glsl");
files.push_back("copyIrradiance.glsl");
copyIrradianceProg = loadProgram(files);
files.clear();
files.push_back("Main.h");
files.push_back("common.glsl");
files.push_back("copyInscatter1.glsl");
copyInscatter1Prog = loadProgram(files);
files.clear();
files.push_back("Main.h");
files.push_back("common.glsl");
files.push_back("inscatterS.glsl");
jProg = loadProgram(files);
files.clear();
files.push_back("Main.h");
files.push_back("common.glsl");
files.push_back("irradianceN.glsl");
irradianceNProg = loadProgram(files);
files.clear();
files.push_back("Main.h");
files.push_back("common.glsl");
files.push_back("inscatterN.glsl");
inscatterNProg = loadProgram(files);
files.clear();
files.push_back("Main.h");
files.push_back("common.glsl");
files.push_back("copyInscatterN.glsl");
copyInscatterNProg = loadProgram(files);
files.clear();
files.push_back("Main.h");
files.push_back("common.glsl");
files.push_back("earth.glsl");
drawProg = loadProgram(files);
glUseProgram(drawProg);
glUniform1i(glGetUniformLocation(drawProg, "reflectanceSampler"), reflectanceUnit);
glUniform1i(glGetUniformLocation(drawProg, "transmittanceSampler"), transmittanceUnit);
glUniform1i(glGetUniformLocation(drawProg, "irradianceSampler"), irradianceUnit);
glUniform1i(glGetUniformLocation(drawProg, "inscatterSampler"), inscatterUnit);
glUniform1i(glGetUniformLocation(drawProg, "debug2DSampler"), deltaEUnit);
glUniform1i(glGetUniformLocation(drawProg, "debug3DSampler"), deltaJUnit);
cout << "precomputations..." << endl;
glGenFramebuffersEXT(1, &fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
// computes transmittance texture T (line 1 in algorithm 4.1)
glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, transmittanceTexture, 0);
glViewport(0, 0, TRANSMITTANCE_W, TRANSMITTANCE_H);
glUseProgram(transmittanceProg);
drawQuad();
// computes irradiance texture deltaE (line 2 in algorithm 4.1)
glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, deltaETexture, 0);
glViewport(0, 0, SKY_W, SKY_H);
glUseProgram(irradiance1Prog);
glUniform1i(glGetUniformLocation(irradiance1Prog, "transmittanceSampler"), transmittanceUnit);
drawQuad();
// computes single scattering texture deltaS (line 3 in algorithm 4.1)
// Rayleigh and Mie separated in deltaSR + deltaSM
glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, deltaSRTexture, 0);
glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, deltaSMTexture, 0);
unsigned int bufs[2] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
glDrawBuffers(2, bufs);
glViewport(0, 0, RES_MU_S * RES_NU, RES_MU);
glUseProgram(inscatter1Prog);
glUniform1i(glGetUniformLocation(inscatter1Prog, "transmittanceSampler"), transmittanceUnit);
for (int layer = 0; layer < RES_R; ++layer) {
setLayer(inscatter1Prog, layer);
drawQuad();
}
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, 0, 0);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
// copies deltaE into irradiance texture E (line 4 in algorithm 4.1)
glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, irradianceTexture, 0);
glViewport(0, 0, SKY_W, SKY_H);
glUseProgram(copyIrradianceProg);
glUniform1f(glGetUniformLocation(copyIrradianceProg, "k"), 0.0);
glUniform1i(glGetUniformLocation(copyIrradianceProg, "deltaESampler"), deltaEUnit);
drawQuad();
// copies deltaS into inscatter texture S (line 5 in algorithm 4.1)
glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, inscatterTexture, 0);
glViewport(0, 0, RES_MU_S * RES_NU, RES_MU);
glUseProgram(copyInscatter1Prog);
glUniform1i(glGetUniformLocation(copyInscatter1Prog, "deltaSRSampler"), deltaSRUnit);
glUniform1i(glGetUniformLocation(copyInscatter1Prog, "deltaSMSampler"), deltaSMUnit);
for (int layer = 0; layer < RES_R; ++layer) {
setLayer(copyInscatter1Prog, layer);
drawQuad();
}
// loop for each scattering order (line 6 in algorithm 4.1)
for (int order = 2; order <= 4; ++order) {
// computes deltaJ (line 7 in algorithm 4.1)
glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, deltaJTexture, 0);
glViewport(0, 0, RES_MU_S * RES_NU, RES_MU);
glUseProgram(jProg);
glUniform1f(glGetUniformLocation(jProg, "first"), order == 2 ? 1.0 : 0.0);
glUniform1i(glGetUniformLocation(jProg, "transmittanceSampler"), transmittanceUnit);
glUniform1i(glGetUniformLocation(jProg, "deltaESampler"), deltaEUnit);
glUniform1i(glGetUniformLocation(jProg, "deltaSRSampler"), deltaSRUnit);
glUniform1i(glGetUniformLocation(jProg, "deltaSMSampler"), deltaSMUnit);
for (int layer = 0; layer < RES_R; ++layer) {
setLayer(jProg, layer);
drawQuad();
}
// computes deltaE (line 8 in algorithm 4.1)
glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, deltaETexture, 0);
glViewport(0, 0, SKY_W, SKY_H);
glUseProgram(irradianceNProg);
glUniform1f(glGetUniformLocation(irradianceNProg, "first"), order == 2 ? 1.0 : 0.0);
glUniform1i(glGetUniformLocation(irradianceNProg, "transmittanceSampler"), transmittanceUnit);
glUniform1i(glGetUniformLocation(irradianceNProg, "deltaSRSampler"), deltaSRUnit);
glUniform1i(glGetUniformLocation(irradianceNProg, "deltaSMSampler"), deltaSMUnit);
drawQuad();
// computes deltaS (line 9 in algorithm 4.1)
glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, deltaSRTexture, 0);
glViewport(0, 0, RES_MU_S * RES_NU, RES_MU);
glUseProgram(inscatterNProg);
glUniform1f(glGetUniformLocation(inscatterNProg, "first"), order == 2 ? 1.0 : 0.0);
glUniform1i(glGetUniformLocation(inscatterNProg, "transmittanceSampler"), transmittanceUnit);
glUniform1i(glGetUniformLocation(inscatterNProg, "deltaJSampler"), deltaJUnit);
for (int layer = 0; layer < RES_R; ++layer) {
setLayer(inscatterNProg, layer);
drawQuad();
}
glEnable(GL_BLEND);
glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
glBlendFuncSeparate(GL_ONE, GL_ONE, GL_ONE, GL_ONE);
// adds deltaE into irradiance texture E (line 10 in algorithm 4.1)
glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, irradianceTexture, 0);
glViewport(0, 0, SKY_W, SKY_H);
glUseProgram(copyIrradianceProg);
glUniform1f(glGetUniformLocation(copyIrradianceProg, "k"), 1.0);
glUniform1i(glGetUniformLocation(copyIrradianceProg, "deltaESampler"), deltaEUnit);
drawQuad();
// adds deltaS into inscatter texture S (line 11 in algorithm 4.1)
glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, inscatterTexture, 0);
glViewport(0, 0, RES_MU_S * RES_NU, RES_MU);
glUseProgram(copyInscatterNProg);
glUniform1i(glGetUniformLocation(copyInscatterNProg, "deltaSSampler"), deltaSRUnit);
for (int layer = 0; layer < RES_R; ++layer) {
setLayer(copyInscatterNProg, layer);
drawQuad();
}
glDisable(GL_BLEND);
// DEBUG Stop
/*glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glFinish();
cout << "ready." << endl;
glUseProgram(drawProg);
return;*/
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glFinish();
cout << "ready." << endl;
glUseProgram(drawProg);
}
void recompute()
{
glDeleteTextures(1, &transmittanceTexture);
glDeleteTextures(1, &irradianceTexture);
glDeleteTextures(1, &inscatterTexture);
glDeleteTextures(1, &deltaETexture);
glDeleteTextures(1, &deltaSRTexture);
glDeleteTextures(1, &deltaSMTexture);
glDeleteTextures(1, &deltaJTexture);
glDeleteProgram(transmittanceProg);
glDeleteProgram(irradiance1Prog);
glDeleteProgram(inscatter1Prog);
glDeleteProgram(copyIrradianceProg);
glDeleteProgram(copyInscatter1Prog);
glDeleteProgram(jProg);
glDeleteProgram(irradianceNProg);
glDeleteProgram(inscatterNProg);
glDeleteProgram(copyInscatterNProg);
glDeleteProgram(drawProg);
glDeleteFramebuffersEXT(1, &fbo);
precompute();
}
// ----------------------------------------------------------------------------
// RENDERING
// ----------------------------------------------------------------------------
int width, height;
int oldx, oldy;
int move;
vec3f s(0.0, -1.0, 0.0);
double lon = 0.0;
double lat = 0.0;
double theta = 0.0;
double phi = 0.0;
double d = Rg;
vec3d position;
mat4d view;
double exposure = 0.4;
void updateView()
{
double co = cos(lon);
double so = sin(lon);
double ca = cos(lat);
double sa = sin(lat);
vec3d po = vec3d(co*ca, so*ca, sa) * Rg;
vec3d px = vec3d(-so, co, 0);
vec3d py = vec3d(-co*sa, -so*sa, ca);
vec3d pz = vec3d(co*ca, so*ca, sa);
double ct = cos(theta);
double st = sin(theta);
double cp = cos(phi);
double sp = sin(phi);
vec3d cx = px * cp + py * sp;
vec3d cy = -px * sp*ct + py * cp*ct + pz * st;
vec3d cz = px * sp*st - py * cp*st + pz * ct;
position = po + cz * d;
if (position.length() < Rg + 0.01) {
position.normalize(Rg + 0.01);
}
view = mat4d(cx.x, cx.y, cx.z, 0,
cy.x, cy.y, cy.z, 0,
cz.x, cz.y, cz.z, 0,
0, 0, 0, 1);
view = view * mat4d::translate(-position);
}
void redisplayFunc()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float h = position.length() - Rg;
float vfov = 2.0 * atan(float(height) / float(width) * tan(80.0 / 180 * M_PI / 2.0)) / M_PI * 180;
mat4f proj = mat4f::perspectiveProjection(vfov, float(width) / float(height), 0.1 * h, 1e5 * h);
mat4f iproj = proj.inverse();
mat4d iview = view.inverse();
vec3d c = iview * vec3d(0.0, 0.0, 0.0);
mat4f iviewf = mat4f(iview[0][0], iview[0][1], iview[0][2], iview[0][3],
iview[1][0], iview[1][1], iview[1][2], iview[1][3],
iview[2][0], iview[2][1], iview[2][2], iview[2][3],
iview[3][0], iview[3][1], iview[3][2], iview[3][3]);
glUniform3f(glGetUniformLocation(drawProg, "c"), c.x, c.y, c.z);
glUniform3f(glGetUniformLocation(drawProg, "s"), s.x, s.y, s.z);
glUniformMatrix4fv(glGetUniformLocation(drawProg, "projInverse"), 1, true, iproj.coefficients());
glUniformMatrix4fv(glGetUniformLocation(drawProg, "viewInverse"), 1, true, iviewf.coefficients());
glUniform1f(glGetUniformLocation(drawProg, "exposure"), exposure);
drawQuad();
glutSwapBuffers();
}
// ----------------------------------------------------------------------------
// USER INTERFACE
// ----------------------------------------------------------------------------
void reshapeFunc(int x, int y)
{
width = x;
height = y;
glViewport(0, 0, x, y);
glutPostRedisplay();
}
void mouseClickFunc(int button, int state, int x, int y)
{
oldx = x;
oldy = y;
int modifiers = glutGetModifiers();
bool ctrl = (modifiers & GLUT_ACTIVE_CTRL) != 0;
bool shift = (modifiers & GLUT_ACTIVE_SHIFT) != 0;
if (ctrl) {
move = 0;
} else if (shift) {
move = 1;
} else {
move = 2;
}
}
void mouseMotionFunc(int x, int y)
{
if (move == 0) {
phi += (oldx - x) / 500.0;
theta += (oldy - y) / 500.0;
theta = max(0.0, min(M_PI, theta));
updateView();
oldx = x;
oldy = y;
} else if (move == 1) {
double factor = position.length() - Rg;
factor = factor / Rg;
lon += (oldx - x) / 400.0 * factor;
lat -= (oldy - y) / 400.0 * factor;
lat = max(-M_PI / 2.0, min(M_PI / 2.0, lat));
updateView();
oldx = x;
oldy = y;
} else if (move == 2) {
float vangle = asin(s.z);
float hangle = atan2(s.y, s.x);
vangle += (oldy - y) / 180.0 * M_PI / 4;
hangle += (oldx - x) / 180.0 * M_PI / 4;
s.x = cos(vangle) * cos(hangle);
s.y = cos(vangle) * sin(hangle);
s.z = sin(vangle);
oldx = x;
oldy = y;
}
}
void specialKeyFunc(int c, int x, int y)
{
switch (c) {
case GLUT_KEY_PAGE_UP:
d = d * 1.05;
updateView();
break;
case GLUT_KEY_PAGE_DOWN:
d = d / 1.05;
updateView();
break;
case GLUT_KEY_F5:
recompute();
glViewport(0, 0, width, height);
break;
}
}
void keyboardFunc(unsigned char c, int x, int y)
{
if (c == 27) {
::exit(0);
} else if (c == '+') {
exposure *= 1.1;
} else if (c == '-') {
exposure /= 1.1;
}
}
void idleFunc()
{
glutPostRedisplay();
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(1024, 768);
glutCreateWindow("Precomputed Atmospheric Scattering");
glutCreateMenu(NULL);
glutDisplayFunc(redisplayFunc);
glutReshapeFunc(reshapeFunc);
glutMouseFunc(mouseClickFunc);
glutMotionFunc(mouseMotionFunc);
glutSpecialFunc(specialKeyFunc);
glutKeyboardFunc(keyboardFunc);
glutIdleFunc(idleFunc);
glewInit();
loadData();
precompute();
updateView();
glutMainLoop();
}