Files
OpenSpace/modules/atmosphere/shaders/atmosphere_common.glsl
2024-02-06 15:53:24 +01:00

238 lines
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GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2024 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
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* The above copyright notice and this permission notice shall be included in all copies *
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* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
/*****************************************************************************************
* Modified parts of the code (4D texture mechanism, analytical transmittance etc) *
* from Eric Bruneton is used in the following code. *
****************************************************************************************/
/**
* 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.
*/
const int INSCATTER_INTEGRAL_SAMPLES = 50;
const float M_PI = 3.141592657;
const float ATM_EPSILON = 1.0;
// In the following shaders r (altitude) is the length of vector/position x in the
// atmosphere (or on the top of it when considering an observer in space), where the light
// is coming from the opposite direction of the view direction, here the vector v or
// viewDirection. Rg is the planet radius and Rt the atmosphere radius.
// Calculate the distance of the ray starting at x (height r) until the planet's ground
// or top of atmosphere
// r := || vec(x) || e [0, Rt]
// mu := cosine of the zeith angle of vec(v). Or mu = (vec(x) * vec(v))/r
float rayDistance(float r, float mu, float Rt, float Rg) {
// The light ray starting at the observer in/on the atmosphere can have to possible end
// points: the top of the atmosphere or the planet ground. So the shortest path is the
// one we are looking for, otherwise we may be passing through the ground
// cosine law
float atmRadiusEps2 = (Rt + ATM_EPSILON) * (Rt + ATM_EPSILON);
float mu2 = mu * mu;
float r2 = r * r;
float rayDistanceAtmosphere = -r * mu + sqrt(r2 * (mu2 - 1.0) + atmRadiusEps2);
float delta = r2 * (mu2 - 1.0) + Rg*Rg;
// Ray may be hitting ground
if (delta >= 0.0) {
float rayDistanceGround = -r * mu - sqrt(delta);
if (rayDistanceGround >= 0.0) {
return min(rayDistanceAtmosphere, rayDistanceGround);
}
}
return rayDistanceAtmosphere;
}
// Given the windows's fragment coordinates, for a defined view port, gives back the
// interpolated r e [Rg, Rt] and mu, muSun amd nu e [-1, 1]
// r := height of starting point vect(x)
// mu := cosine of the zeith angle of vec(v). Or mu = (vec(x) * vec(v))/r
// muSun := cosine of the zeith angle of vec(s). Or muSun = (vec(s) * vec(v))
// nu := cosone of the angle between vec(s) and vec(v)
// dhdH := it is a vec4. dhdH.x stores the dminT := Rt - r, dhdH.y stores the dH value
// (see paper), dhdH.z stores dminG := r - Rg and dhdH.w stores dh (see paper)
void unmappingMuMuSunNu(float r, vec4 dhdH, int SAMPLES_MU, float Rg, float Rt,
int SAMPLES_MU_S, int SAMPLES_NU,
out float mu, out float muSun, out float nu)
{
// Window coordinates of pixel (uncentering also)
vec2 fragment = gl_FragCoord.xy - vec2(0.5);
// Pre-calculations
float r2 = r * r;
float Rg2 = Rg * Rg;
float halfSAMPLE_MU = float(SAMPLES_MU) / 2.0;
// If the (vec(x) dot vec(v))/r is negative, i.e., the light ray has great probability
// to touch the ground, we obtain mu considering the geometry of the ground
if (fragment.y < halfSAMPLE_MU) {
float ud = 1.0 - (fragment.y / (halfSAMPLE_MU - 1.0));
float d = min(max(dhdH.z, ud * dhdH.w), dhdH.w * 0.999);
// cosine law: Rg^2 = r^2 + d^2 - 2rdcos(pi-theta) where cosine(theta) = mu
mu = (Rg2 - r2 - d * d) / (2.0 * r * d);
// We can't handle a ray inside the planet, i.e., when r ~ Rg, so we check against it.
// If that is the case, we approximate to a ray touching the ground.
// cosine(pi-theta) = dh/r = sqrt(r^2-Rg^2)
// cosine(theta) = - sqrt(1 - Rg^2/r^2)
mu = min(mu, -sqrt(1.0 - (Rg2 / r2)) - 0.001);
}
// The light ray is touching the atmosphere and not the ground
else {
float d = (fragment.y - halfSAMPLE_MU) / (halfSAMPLE_MU - 1.0);
d = min(max(dhdH.x, d * dhdH.y), dhdH.y * 0.999);
// cosine law: Rt^2 = r^2 + d^2 - 2rdcos(pi-theta) where cosine(theta) = mu
mu = (Rt*Rt - r2 - d * d) / (2.0 * r * d);
}
float modValueMuSun = mod(fragment.x, float(SAMPLES_MU_S)) / (float(SAMPLES_MU_S) - 1.0);
// The following mapping is different from the paper. See Collienne for an details.
muSun = tan((2.0 * modValueMuSun - 1.0 + 0.26) * 1.1) / tan(1.26 * 1.1);
nu = -1.0 + floor(fragment.x / float(SAMPLES_MU_S)) / (float(SAMPLES_NU) - 1.0) * 2.0;
}
// Function to access the transmittance texture. Given r and mu, returns the transmittance
// of a ray starting at vec(x), height r, and direction vec(v), mu, and length until it
// hits the ground or the top of atmosphere.
// r := height of starting point vect(x)
// mu := cosine of the zeith angle of vec(v). Or mu = (vec(x) * vec(v))/r
vec3 transmittance(sampler2D tex, float r, float mu, float Rg, float Rt) {
// Given the position x (here the altitude r) and the view angle v
// (here the cosine(v)= mu), we map this
float u_r = sqrt((r - Rg) / (Rt - Rg));
// See Collienne to understand the mapping
float u_mu = atan((mu + 0.15) / 1.15 * tan(1.5)) / 1.5;
return texture(tex, vec2(u_mu, u_r)).rgb;
}
// Given a position r and direction mu, calculates de transmittance along the ray with
// length d. This function uses the propriety of Transmittance:
// T(a,b) = TableT(a,v)/TableT(b, v)
// r := height of starting point vect(x)
// mu := cosine of the zeith angle of vec(v). Or mu = (vec(x) * vec(v))/r
vec3 transmittance(sampler2D tex, float r, float mu, float d, float Rg, float Rt) {
// Here we use the transmittance property: T(x,v) = T(x,d)*T(d,v) to, given a distance
// d, calculates that transmittance along that distance starting in x (height r):
// T(x,d) = T(x,v)/T(d,v).
//
// From cosine law: c^2 = a^2 + b^2 - 2*a*b*cos(ab)
float ri = sqrt(d * d + r * r + 2.0 * r * d * mu);
// mu_i = (vec(d) dot vec(v)) / r_i
// = ((vec(x) + vec(d-x)) dot vec(v))/ r_i
// = (r*mu + d) / r_i
float mui = (d + r * mu) / ri;
// It's important to remember that we calculate the Transmittance table only for zenith
// angles between 0 and pi/2+episilon. Then, if mu < 0.0, we just need to invert the
// view direction and the start and end points between them, i.e., if
// x --> x0, then x0-->x.
// Also, let's use the property: T(a,c) = T(a,b)*T(b,c)
// Because T(a,c) and T(b,c) are already in the table T, T(a,b) = T(a,c)/T(b,c).
vec3 res;
if (mu > 0.0) {
res = transmittance(tex, r, mu, Rg, Rt) / transmittance(tex, ri, mui, Rg, Rt);
}
else {
res = transmittance(tex, ri, -mui, Rg, Rt) / transmittance(tex, r, -mu, Rg, Rt);
}
return min(res, 1.0);
}
// Calculates Rayleigh phase function given the scattering cosine angle mu
// mu := cosine of the zeith angle of vec(v). Or mu = (vec(x) * vec(v))/r
float rayleighPhaseFunction(float mu) {
// return (3.0 / (16.0 * M_PI)) * (1.0 + mu * mu);
return 0.0596831036 * (1.0 + mu * mu);
}
// Calculates Mie phase function given the scattering cosine angle mu
// mu := cosine of the zeith angle of vec(v). Or mu = (vec(x) * vec(v)) / r
// mieG := mie phase function value
float miePhaseFunction(float mu, float mieG) {
float mieG2 = mieG * mieG;
return 0.1193662072 * (1.0 - mieG2) *
pow(1.0 + mieG2 - 2.0 * mieG * mu, -1.5) * (1.0 + mu * mu) / (2.0 + mieG2);
}
// Given the height rm view-zenith angle (cosine) mu, sun-zenith angle (cosine) muSun and
// the angle (cosine) between the vec(s) and vec(v), nu, we access the 3D textures and
// interpolate between them (r) to find the value for the 4D texture.
// r := height of starting point vect(x)
// mu := cosine of the zeith angle of vec(v). Or mu = (vec(x) * vec(v))/r
// muSun := cosine of the zeith angle of vec(s). Or muSun = (vec(s) * vec(v))
// nu := cosine of the angle between vec(s) and vec(v)
vec4 texture4D(sampler3D table, float r, float mu, float muSun, float nu, float Rg,
int samplesMu, float Rt, int samplesR, int samplesMuS,
int samplesNu)
{
float r2 = r * r;
float Rg2 = Rg * Rg;
float Rt2 = Rt * Rt;
float rho = sqrt(r2 - Rg2);
float rmu = r * mu;
float delta = rmu * rmu - r2 + Rg2;
vec4 cst = rmu < 0.0 && delta > 0.0 ?
vec4(1.0, 0.0, 0.0, 0.5 - 0.5 / float(samplesMu)) :
vec4(-1.0, Rt2 - Rg2, sqrt(Rt2 - Rg2), 0.5 + 0.5 / float(samplesMu));
float u_r = 0.5 / float(samplesR) + rho / sqrt(Rt2 - Rg2) * (1.0 - 1.0 / float(samplesR));
float u_mu = cst.w + (rmu * cst.x + sqrt(delta + cst.y)) / (rho + cst.z) * (0.5 - 1.0 / samplesMu);
float u_mu_s = 0.5 / float(samplesMuS) +
(atan(max(muSun, -0.1975) * tan(1.386)) * 0.9090909090909090 + 0.74) * 0.5 * (1.0 - 1.0 / float(samplesMuS));
float t = (nu + 1.0) / 2.0 * (float(samplesNu) - 1.0);
float u_nu = floor(t);
t = t - u_nu;
vec4 v1 = texture(table, vec3((u_nu + u_mu_s) / float(samplesNu), u_mu, u_r));
vec4 v2 = texture(table, vec3((u_nu + u_mu_s + 1.0) / float(samplesNu), u_mu, u_r));
return mix(v1, v2, t);
}