Fixed some artifacts in atmosphere rendering
when sun was near horizon
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parent
366ac4a6c9
commit
3934077552
8 changed files with 38 additions and 28 deletions
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data/cache/atmo-br-inscatter-128-32-8-32-0.cache
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data/cache/atmo-br-inscatter-128-32-8-32-0.cache
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data/cache/atmo-br-irradiance-256-64-0-0-0.cache
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data/cache/atmo-br-irradiance-256-64-0-0-0.cache
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data/cache/atmo-br-irradiance-64-16-0-0-0.cache
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data/cache/atmo-br-transmittance-256-64-0-0-0.cache
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@ -106,7 +106,7 @@ void AtmosphereDefinition::applyPreset(AtmospherePreset preset, RandomGenerator
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sun_color.g = 0.95;
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sun_color.b = 0.9;
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sun_color.a = 1.0;
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sun_radius->setValue(0.7);
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sun_radius->setValue(0.5);
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moon_radius = 1.0;
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moon_theta = 0.3;
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moon_phi = 0.5;
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@ -6,12 +6,12 @@ const float AVERAGE_GROUND_REFLECTANCE = 0.1;
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const float HR = 8.0;
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const vec3 betaR = vec3(5.8e-3, 1.35e-2, 3.31e-2);
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const float HM = 1.2;
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const vec3 betaMSca = vec3(4e-3);
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const vec3 betaMEx = vec3(4e-3 / 0.9);
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const float mieG = 0.8;
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const float WORKAROUND_OFFSET = 0.2;
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const vec3 betaMSca = vec3(20e-3, 20e-3, 20e-3);
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const vec3 betaMEx = vec3(20e-3 / 0.9, 20e-3 / 0.9, 20e-3 / 0.9);
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const float mieG = 0.76;
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const float WORKAROUND_OFFSET = 0.1;
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const float SPHERE_SIZE = 20000.0;
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const float WORLD_SCALING = 0.05;
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const float WORLD_SCALING = 0.03;
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const float SUN_DISTANCE = 149597870.0;
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const float SUN_DISTANCE_SCALED = (SUN_DISTANCE / WORLD_SCALING);
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const float M_PI = 3.141592657;
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@ -162,11 +162,11 @@ vec3 _getInscatterColor(inout vec3 x, inout float t, vec3 v, vec3 s, out float r
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float muS0 = dot(x0, s) / r0;
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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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if (r0 > Rg + 0.001) {
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if (r0 > Rg + 0.01) {
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// computes S[L]-T(x,x0)S[L]|x0
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inscatter = max(inscatter - attenuation.rgbr * texture4D(inscatterTexture, r0, mu0, muS0, nu), 0.0);
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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 = 0.02;
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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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float a = ((mu - muHoriz) + EPS) / (2.0 * EPS);
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@ -263,6 +263,10 @@ vec4 applyAerialPerspective(vec4 base)
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vec3 v = normalize(unprojected - cameraLocation);
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vec3 s = normalize(sunDirection * SUN_DISTANCE_SCALED - x);
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if (v.y > s.y - 0.01) {
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v.y = s.y - 0.01;
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v = normalize(v);
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}
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if (v.y == 0.0)
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{
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v.y = -0.000001;
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@ -26,19 +26,19 @@
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#include "FloatNode.h"
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/* Factor to convert software units to kilometers */
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// TODO This is copied in AtmosphereRenderer
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#define SPHERE_SIZE 20000.0
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#define WORLD_SCALING 0.05
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#define WORLD_SCALING 0.03
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#define SUN_DISTANCE 149597870.0
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#define SUN_DISTANCE_SCALED (SUN_DISTANCE / WORLD_SCALING)
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#define WORKAROUND_OFFSET 0.2
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#define WORKAROUND_OFFSET 0.1
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// TODO This is copied in AtmosphereRenderer
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#define SPHERE_SIZE 20000.0
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/*********************** Constants ***********************/
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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 double ISun = 100.0;
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static const double AVERAGE_GROUND_REFLECTANCE = 0.1;
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@ -47,14 +47,14 @@ static const double AVERAGE_GROUND_REFLECTANCE = 0.1;
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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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#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 SKY_W 256
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#define SKY_H 64
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#define TRANSMITTANCE_W 512
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#define TRANSMITTANCE_H 128
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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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#define INSCATTER_INTEGRAL_SAMPLES 100
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#define IRRADIANCE_INTEGRAL_SAMPLES 64
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#define INSCATTER_SPHERICAL_INTEGRAL_SAMPLES 32
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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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@ -79,16 +79,17 @@ 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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// TODO Use the good ones, determined by weather definition
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/* DEFAULT */
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static const double HM = 1.2;
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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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static const double mieG = 0.8;
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static const double mieG = 0.8;*/
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/* CLEAR SKY */
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/*static const double HM = 1.2;
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static const double HM = 1.2;
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static const Vector3 betaMSca = {20e-3, 20e-3, 20e-3};
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static const Vector3 betaMEx = {20e-3 / 0.9, 20e-3 / 0.9, 20e-3 / 0.9};
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static const double mieG = 0.76;*/
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static const double mieG = 0.76;
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/* PARTLY CLOUDY */
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/*static const double HM = 3.0;
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static const Vector3 betaMSca = {3e-3, 3e-3, 3e-3};
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@ -809,14 +810,14 @@ static Color _getInscatterColor(Vector3 *_x, double *_t, Vector3 v, Vector3 s, d
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double muS0 = x0.dotProduct(s) / r0;
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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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if (r0 > Rg + 0.001) {
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if (r0 > Rg + 0.01) {
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/* computes S[L]-T(x,x0)S[L]|x0 */
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Color attmod = {attenuation->x, attenuation->y, attenuation->z, attenuation->x};
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Color samp = _texture4D(_inscatterTexture, r0, mu0, muS0, nu);
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inscatter = _applyInscatter(inscatter, attmod, samp);
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/* avoids imprecision problems near horizon by interpolating between two points above and below horizon
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*/
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const double EPS = 0.02;
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const double EPS = 0.004;
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double muHoriz = -sqrt(1.0 - (Rg / r) * (Rg / r));
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if (fabs(mu - muHoriz) < EPS) {
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double a = ((mu - muHoriz) + EPS) / (2.0 * EPS);
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@ -899,7 +900,7 @@ static void _saveCache2D(Texture2D *tex, const char *tag, int order) {
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CacheFile cache("atmo-br", "cache", tag, xsize, ysize, 0, 0, order);
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if (cache.isWritable()) {
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PackStream stream;
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stream.bindToFile(cache.getPath());
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stream.bindToFile(cache.getPath(), true);
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tex->save(&stream);
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}
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}
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@ -937,7 +938,7 @@ static void _saveCache4D(Texture4D *tex, const char *tag, int order) {
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CacheFile cache("atmo-br", "cache", tag, xsize, ysize, zsize, wsize, order);
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if (cache.isWritable()) {
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PackStream stream;
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stream.bindToFile(cache.getPath());
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stream.bindToFile(cache.getPath(), true);
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tex->save(&stream);
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}
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}
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@ -1110,6 +1111,11 @@ AtmosphereResult AtmosphereModelBruneton::applyAerialPerspective(Vector3 locatio
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Vector3 v = direction.normalize();
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Vector3 s = sun_position.sub(x).normalize();
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if (v.y > s.y) {
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v.y = s.y;
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v.normalize();
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}
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if (v.y == 0.0) {
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v.y = -0.000001;
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}
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