mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-04-24 04:58:59 -05:00
154 lines
6.5 KiB
GLSL
154 lines
6.5 KiB
GLSL
/*****************************************************************************************
|
|
* *
|
|
* OpenSpace *
|
|
* *
|
|
* Copyright (c) 2014-2016 *
|
|
* *
|
|
* 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 *
|
|
* without restriction, including without limitation the rights to use, copy, modify, *
|
|
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
|
|
* permit persons to whom the Software is furnished to do so, subject to the following *
|
|
* conditions: *
|
|
* *
|
|
* The above copyright notice and this permission notice shall be included in all copies *
|
|
* or substantial portions of the Software. *
|
|
* *
|
|
* 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 *
|
|
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
|
|
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
|
|
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
|
|
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
|
|
****************************************************************************************/
|
|
|
|
#include "atmosphere_common.glsl"
|
|
#include "fragment.glsl"
|
|
#include "PowerScaling/powerScalingMath.hglsl"
|
|
|
|
layout(location = 1) out vec4 renderTarget1;
|
|
layout(location = 2) out vec4 renderTarget2;
|
|
|
|
uniform float r;
|
|
uniform vec4 dhdH;
|
|
|
|
uniform sampler2D transmittanceTexture;
|
|
|
|
// 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 comming from the opposity direction of the view direction,
|
|
// here the vector v or viewDirection.
|
|
// Rg is the planet radius
|
|
|
|
void getMuMuSNu(const float r, vec4 dhdH, out float mu, out float mu_s, out float nu) {
|
|
float x = gl_FragCoord.x - 0.5;
|
|
float y = gl_FragCoord.y - 0.5;
|
|
if (y < float(RES_MU) / 2.0) {
|
|
float d = 1.0 - y / (float(RES_MU) / 2.0 - 1.0);
|
|
d = min(max(dhdH.z, d * dhdH.w), dhdH.w * 0.999);
|
|
mu = (Rg * Rg - r * r - d * d) / (2.0 * r * d);
|
|
mu = min(mu, -sqrt(1.0 - (Rg / r) * (Rg / r)) - 0.001);
|
|
} else {
|
|
float d = (y - float(RES_MU) / 2.0) / (float(RES_MU) / 2.0 - 1.0);
|
|
d = min(max(dhdH.x, d * dhdH.y), dhdH.y * 0.999);
|
|
mu = (Rt * Rt - r * r - d * d) / (2.0 * r * d);
|
|
}
|
|
mu_s = mod(x, float(RES_MU_S)) / (float(RES_MU_S) - 1.0);
|
|
mu_s = tan((2.0 * mu_s - 1.0 + 0.26) * 1.1) / tan(1.26 * 1.1);
|
|
nu = -1.0 + floor(x / float(RES_MU_S)) / (float(RES_NU) - 1.0) * 2.0;
|
|
}
|
|
|
|
vec3 transmittanceFromTexture(const float r, const float mu) {
|
|
float u_r = sqrt((r - Rg) / (Rt - Rg));
|
|
// See Colliene to understand the different mapping.
|
|
float u_mu = atan((mu + 0.15) / (1.0 + 0.15) * tan(1.5)) / 1.5;
|
|
|
|
return texture(transmittanceTexture, vec2(u_mu, u_r)).rgb;
|
|
}
|
|
|
|
vec3 transmittance(const float r, const float mu, float d) {
|
|
vec3 result;
|
|
float r1 = sqrt(r * r + d * d + 2.0 * r * mu * d);
|
|
float mu1 = (r * mu + d) / r1;
|
|
if (mu > 0.0) {
|
|
result = min(transmittanceFromTexture(r, mu) /
|
|
transmittanceFromTexture(r1, mu1), 1.0);
|
|
} else {
|
|
result = min(transmittanceFromTexture(r1, -mu1) /
|
|
transmittanceFromTexture(r, -mu), 1.0);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void integrand(const float r, const float mu, const float muS, const float nu,
|
|
const float t, out vec3 ray, out vec3 mie) {
|
|
ray = vec3(0.0);
|
|
mie = vec3(0.0);
|
|
float ri = sqrt(r * r + t * t + 2.0 * r * mu * t);
|
|
float muSi = (nu * t + muS * r) / ri;
|
|
ri = max(Rg, ri);
|
|
if (muSi >= -sqrt(1.0 - Rg * Rg / (ri * ri))) {
|
|
vec3 ti = transmittance(r, mu, t) * transmittanceFromTexture(ri, muSi);
|
|
ray = exp(-(ri - Rg) / HR) * ti;
|
|
mie = exp(-(ri - Rg) / HM) * ti;
|
|
}
|
|
}
|
|
|
|
float rayDistance(const float r, const float mu) {
|
|
// cosine law
|
|
float distanceAtmosphereIntersect = -r * mu + sqrt(r * r * (mu * mu - 1.0) +
|
|
(Rt + ATM_EPSILON)*(Rt + ATM_EPSILON));
|
|
float distance = distanceAtmosphereIntersect;
|
|
float delta = r * r * (mu * mu - 1.0) + Rg * Rg;
|
|
// No imaginary numbers... :-)
|
|
if (delta >= 0.0) {
|
|
float distanceEarthIntersect = -r * mu - sqrt(delta);
|
|
if (distanceEarthIntersect >= 0.0) {
|
|
distance = min(distanceAtmosphereIntersect, distanceEarthIntersect);
|
|
}
|
|
}
|
|
return distance;
|
|
}
|
|
|
|
void inscatter(float r, float mu, float muS, float nu, out vec3 ray, out vec3 mie) {
|
|
// Integrating using the Trapezoidal rule:
|
|
// Integral(f(y)dy)(from a to b) = (b-a)/2n_steps*(Sum(f(y_i+1)+f(y_i)))
|
|
ray = vec3(0.0);
|
|
mie = vec3(0.0);
|
|
float dx = rayDistance(r, mu) / float(INSCATTER_INTEGRAL_SAMPLES);
|
|
float xi = 0.0;
|
|
vec3 rayi;
|
|
vec3 miei;
|
|
integrand(r, mu, muS, nu, 0.0, rayi, miei);
|
|
for (int i = 1; i <= INSCATTER_INTEGRAL_SAMPLES; ++i) {
|
|
float xj = float(i) * dx;
|
|
vec3 rayj;
|
|
vec3 miej;
|
|
integrand(r, mu, muS, nu, xj, rayj, miej);
|
|
ray += (rayi + rayj) / 2.0 * dx;
|
|
mie += (miei + miej) / 2.0 * dx;
|
|
xi = xj;
|
|
rayi = rayj;
|
|
miei = miej;
|
|
}
|
|
ray *= betaR;
|
|
mie *= betaMSca;
|
|
}
|
|
|
|
Fragment getFragment() {
|
|
vec3 ray;
|
|
vec3 mie;
|
|
float mu, muS, nu;
|
|
getMuMuSNu(r, dhdH, mu, muS, nu);
|
|
inscatter(r, mu, muS, nu, ray, mie);
|
|
// store separately Rayleigh and Mie contributions, WITHOUT the phase function factor
|
|
// (cf "Angular precision")
|
|
renderTarget1 = vec4(ray, 1.0);
|
|
renderTarget2 = vec4(mie, 1.0);
|
|
|
|
Fragment frag;
|
|
frag.color = vec4(1.0);
|
|
frag.depth = 1.0;
|
|
|
|
return frag;
|
|
} |