paysages : Fixed water depth color + fixed blue haze at night.
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@536 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
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5 changed files with 97 additions and 63 deletions
1
TODO
1
TODO
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@ -7,7 +7,6 @@ Technology Preview 2 :
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- Get rid of noise dialogs, for simpler settings.
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- Finalize Bruneton's model
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=> Fix artifacts on aerial perspective (mostly when sun is near horizon)
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=> Fix blue appearance at night
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- Finalize lighting refactoring
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=> Restore cloud lighting
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- Hide Preetham's model.
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@ -162,7 +162,7 @@ static Color _texture4D(Texture4D* tex, double r, double mu, double muS, double
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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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return texture4DGetLinear(tex, uR, uMu, uMuS, nu);
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return texture4DGetLinear(tex, uMu, uMuS, nu, uR);
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}
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/*********************** Physics functions ***********************/
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@ -295,30 +295,29 @@ static Color _transmittanceWithShadow(double r, double mu)
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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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static void _texCoordToMuMuSNu(double x, double y, double z, double w, Color dhdH, double* mu, double* muS, double* nu)
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static void _texCoordToMuMuSNu(double x, double y, double z, double r, Color dhdH, double* mu, double* muS, double* nu)
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{
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/*double d;
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double d;
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if (y < (double)(RES_MU) / 2.0)
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x /= (double)RES_MU;
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y /= (double)RES_MU_S;
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z /= (double)RES_NU;
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if (x < 0.5)
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{
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d = 1.0 - y / ((double)(RES_MU) / 2.0 - 1.0);
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d = 1.0 - x / 0.5;
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d = min(max(dhdH.b, d * dhdH.a), dhdH.a * 0.999);
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*mu = (Rg * Rg - r * r - d * d) / (2.0 * r * d);
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*mu = min(*mu, -sqrt(1.0 - (Rg / r) * (Rg / r)) - 0.001);
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}
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else
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{
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d = (y - (double)(RES_MU) / 2.0) / ((double)(RES_MU) / 2.0 - 1.0);
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d = (x - 0.5) / 0.5;
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d = min(max(dhdH.r, d * dhdH.g), dhdH.g * 0.999);
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*mu = (Rt * Rt - r * r - d * d) / (2.0 * r * d);
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}
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*muS = fmod(x, (double)(RES_MU_S)) / ((double)(RES_MU_S) - 1.0);
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*muS = tan((2.0 * (*muS) - 1.0 + 0.26) * 1.1) / tan(1.26 * 1.1);
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*nu = -1.0 + floor(x / (double)(RES_MU_S)) / ((double)(RES_NU) - 1.0) * 2.0;*/
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*mu = -1.0 + 2.0 * x / (float(RES_MU) - 1.0);
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*muS = -0.2 + y * 1.2;
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*nu = -1.0 + floor(x / float(RES_MU_S)) / (float(RES_NU) - 1.0) * 2.0;
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*muS = tan((2.0 * y - 1.0 + 0.26) * 1.1) / tan(1.26 * 1.1);
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*nu = -1.0 + z / 2.0;
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}
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static void _getIrradianceUV(double r, double muS, double* uMuS, double* uR)
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@ -497,20 +496,23 @@ static int _inscatter1Worker(ParallelWork* work, int layer, void* data)
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Color dhdH;
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_getLayerParams(layer, &r, &dhdH);
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int x, y;
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for (x = 0; x < RES_MU_S * RES_NU; x++)
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int x, y, z;
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for (x = 0; x < RES_MU; x++)
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{
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for (y = 0; y < RES_MU; y++)
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for (y = 0; y < RES_MU_S; y++)
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{
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for (z = 0; z < RES_NU; z++)
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{
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Color ray = COLOR_BLACK;
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Color mie = COLOR_BLACK;
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double mu, muS, nu;
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_texCoordToMuMuSNu((double)x, (double)y, r, dhdH, &mu, &muS, &nu);
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_texCoordToMuMuSNu((double)x, (double)y, (double)z, r, dhdH, &mu, &muS, &nu);
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_inscatter1(r, mu, muS, nu, &ray, &mie);
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/* store separately Rayleigh and Mie contributions, WITHOUT the phase function factor
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* (cf "Angular precision") */
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texture3DSetPixel(params->ray, x, y, layer, ray);
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texture3DSetPixel(params->mie, x, y, layer, mie);
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texture4DSetPixel(params->ray, x, y, z, layer, ray);
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texture4DSetPixel(params->mie, x, y, z, layer, mie);
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}
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}
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}
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return 1;
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@ -634,16 +636,19 @@ static int _jWorker(ParallelWork* work, int layer, void* data)
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Color dhdH;
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_getLayerParams(layer, &r, &dhdH);
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int x, y;
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for (x = 0; x < RES_MU_S * RES_NU; x++)
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int x, y, z;
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for (x = 0; x < RES_MU; x++)
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{
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for (y = 0; y < RES_MU; y++)
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for (y = 0; y < RES_MU_S; y++)
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{
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for (z = 0; z < RES_NU; z++)
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{
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Color raymie;
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double mu, muS, nu;
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_texCoordToMuMuSNu((double)x, (double)y, r, dhdH, &mu, &muS, &nu);
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_texCoordToMuMuSNu((double)x, (double)y, (double)z, r, dhdH, &mu, &muS, &nu);
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raymie = _inscatterS(r, mu, muS, nu, params->first, params->deltaE, params->deltaSR, params->deltaSM);
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texture3DSetPixel(params->result, x, y, layer, raymie);
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texture4DSetPixel(params->result, x, y, z, layer, raymie);
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}
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}
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}
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return 1;
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@ -755,14 +760,17 @@ static int _inscatterNWorker(ParallelWork* work, int layer, void* data)
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Color dhdH;
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_getLayerParams(layer, &r, &dhdH);
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int x, y;
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for (x = 0; x < RES_MU_S * RES_NU; x++)
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int x, y, z;
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for (x = 0; x < RES_MU; x++)
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{
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for (y = 0; y < RES_MU; y++)
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for (y = 0; y < RES_MU_S; y++)
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{
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for (z = 0; z < RES_NU; z++)
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{
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double mu, muS, nu;
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_texCoordToMuMuSNu((double)x, (double)y, r, dhdH, &mu, &muS, &nu);
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texture3DSetPixel(params->destination, x, y, layer, _inscatterN(params->deltaJ, r, mu, muS, nu));
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_texCoordToMuMuSNu((double)x, (double)y, (double)z, r, dhdH, &mu, &muS, &nu);
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texture4DSetPixel(params->destination, x, y, z, layer, _inscatterN(params->deltaJ, r, mu, muS, nu));
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}
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}
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}
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return 1;
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@ -785,19 +793,22 @@ static int _copyInscatterNWorker(ParallelWork* work, int layer, void* data)
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Color dhdH;
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_getLayerParams(layer, &r, &dhdH);
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int x, y;
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for (x = 0; x < RES_MU_S * RES_NU; x++)
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int x, y, z;
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for (x = 0; x < RES_MU; x++)
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{
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for (y = 0; y < RES_MU; y++)
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for (y = 0; y < RES_MU_S; y++)
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{
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for (z = 0; z < RES_NU; z++)
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{
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double mu, muS, nu;
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_texCoordToMuMuSNu((double)x, (double)y, r, dhdH, &mu, &muS, &nu);
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Color col1 = texture3DGetPixel(params->source, x, y, layer);
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Color col2 = texture3DGetPixel(params->destination, x, y, layer);
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_texCoordToMuMuSNu((double)x, (double)y, (double)z, r, dhdH, &mu, &muS, &nu);
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Color col1 = texture4DGetPixel(params->source, x, y, z, layer);
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Color col2 = texture4DGetPixel(params->destination, x, y, z, layer);
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col2.r += col1.r / _phaseFunctionR(nu);
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col2.g += col1.g / _phaseFunctionR(nu);
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col2.b += col1.b / _phaseFunctionR(nu);
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texture3DSetPixel(params->destination, x, y, layer, col2);
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texture4DSetPixel(params->destination, x, y, z, layer, col2);
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}
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}
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}
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return 1;
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@ -1042,7 +1053,7 @@ void brunetonInit()
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/* TODO Deletes */
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_transmittanceTexture = texture2DCreate(TRANSMITTANCE_W, TRANSMITTANCE_H);
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_irradianceTexture = texture2DCreate(SKY_W, SKY_H);
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_inscatterTexture = texture4DCreate(RES_R, RES_MU, RES_MU_S, RES_NU);
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_inscatterTexture = texture4DCreate(RES_MU, RES_MU_S, RES_NU, RES_R);
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/* try loading from cache */
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if (_tryLoadCache2D(_transmittanceTexture, "transmittance", 0)
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@ -1053,9 +1064,9 @@ void brunetonInit()
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}
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Texture2D* _deltaETexture = texture2DCreate(SKY_W, SKY_H);
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Texture4D* _deltaSMTexture = texture4DCreate(RES_R, RES_MU, RES_MU_S, RES_NU);
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Texture4D* _deltaSRTexture = texture4DCreate(RES_R, RES_MU, RES_MU_S, RES_NU);
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Texture4D* _deltaJTexture = texture4DCreate(RES_R, RES_MU, RES_MU_S, RES_NU);
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Texture4D* _deltaSMTexture = texture4DCreate(RES_MU, RES_MU_S, RES_NU, RES_R);
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Texture4D* _deltaSRTexture = texture4DCreate(RES_MU, RES_MU_S, RES_NU, RES_R);
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Texture4D* _deltaJTexture = texture4DCreate(RES_MU, RES_MU_S, RES_NU, RES_R);
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/* computes transmittance texture T (line 1 in algorithm 4.1) */
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_precomputeTransmittanceTexture();
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@ -1079,13 +1090,13 @@ void brunetonInit()
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texture2DFill(_irradianceTexture, COLOR_BLACK);
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/* copies deltaS into inscatter texture S (line 5 in algorithm 4.1) */
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for (x = 0; x < RES_R; x++)
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for (x = 0; x < RES_MU; x++)
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{
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for (y = 0; y < RES_MU; y++)
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for (y = 0; y < RES_MU_S; y++)
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{
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for (z = 0; z < RES_MU_S; z++)
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for (z = 0; z < RES_NU; z++)
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{
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for (w = 0; w < RES_NU; w++)
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for (w = 0; w < RES_R; w++)
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{
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Color result = texture4DGetPixel(_deltaSRTexture, x, y, z, w);
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Color mie = texture4DGetPixel(_deltaSMTexture, x, y, z, w);
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@ -179,6 +179,25 @@ double colorGetValue(Color* col)
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return max;
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}
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double colorGetPower(Color* col)
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{
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return col->r + col->g + col->b;
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}
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void colorLimitPower(Color* col, double max_power)
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{
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double power = colorGetPower(col);
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if (power > max_power)
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{
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double factor = max_power / power;
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col->r *= factor;
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col->g *= factor;
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col->b *= factor;
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}
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}
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/******************************** ColorProfile ********************************/
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struct ColorProfile
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{
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@ -42,6 +42,9 @@ void colorMask(Color* base, Color* mask);
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double colorNormalize(Color* col);
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double colorGetValue(Color* col);
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double colorGetPower(Color* col);
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void colorLimitPower(Color* col, double max_power);
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/* HDR profile for tone-mapping */
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typedef struct ColorProfile ColorProfile;
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typedef enum
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@ -253,18 +253,20 @@ static WaterResult _realGetResult(Renderer* renderer, double x, double z)
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}
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else
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{
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Color depth_color = definition->depth_color;
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refracted = renderer->rayWalking(renderer, location, _refractRay(look_direction, normal), 1, 0, 1, 1);
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depth = v3Norm(v3Sub(location, refracted.hit_location));
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colorLimitPower(&depth_color, colorGetPower(&refracted.hit_color));
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if (depth > definition->transparency_depth)
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{
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result.refracted = definition->depth_color;
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result.refracted = depth_color;
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}
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else
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{
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depth /= definition->transparency_depth;
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result.refracted.r = refracted.hit_color.r * (1.0 - depth) + definition->depth_color.r * depth;
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result.refracted.g = refracted.hit_color.g * (1.0 - depth) + definition->depth_color.g * depth;
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result.refracted.b = refracted.hit_color.b * (1.0 - depth) + definition->depth_color.b * depth;
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result.refracted.r = refracted.hit_color.r * (1.0 - depth) + depth_color.r * depth;
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result.refracted.g = refracted.hit_color.g * (1.0 - depth) + depth_color.g * depth;
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result.refracted.b = refracted.hit_color.b * (1.0 - depth) + depth_color.b * depth;
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result.refracted.a = 1.0;
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}
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}
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