mirror of
https://github.com/OpenSpace/OpenSpace.git
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1436 lines
56 KiB
C++
1436 lines
56 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2021 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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/***************************************************************************************
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* Modified part of the code (4D texture mechanism) from Eric Bruneton is used in the
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* following code.
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****************************************************************************************/
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/**
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* Precomputed Atmospheric Scattering
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* Copyright (c) 2008 INRIA
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification, are
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* permitted provided that the following conditions are met:
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* 1. Redistributions of source code must retain the above copyright notice, this list of
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* conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice, this list
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* of conditions and the following disclaimer in the documentation and/or other
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* materials provided with the distribution.
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* 3. Neither the name of the copyright holders nor the names of its contributors may be
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* used to endorse or promote products derived from this software without specific
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* prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
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* THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
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* STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
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* THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include <modules/atmosphere/rendering/atmospheredeferredcaster.h>
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#include <openspace/engine/globals.h>
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#include <openspace/query/query.h>
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#include <openspace/rendering/renderengine.h>
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#include <openspace/scene/scene.h>
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#include <openspace/util/spicemanager.h>
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#include <ghoul/filesystem/filesystem.h>
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#include <ghoul/logging/logmanager.h>
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#include <ghoul/opengl/openglstatecache.h>
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#include <cmath>
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#include <fstream>
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namespace {
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constexpr const char* _loggerCat = "AtmosphereDeferredcaster";
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constexpr const std::array<const char*, 27> UniformNames = {
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"cullAtmosphere", "Rg", "Rt", "groundRadianceEmission", "HR", "betaRayleigh",
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"HM", "betaMieExtinction", "mieG", "sunRadiance", "ozoneLayerEnabled", "HO",
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"betaOzoneExtinction", "SAMPLES_R", "SAMPLES_MU", "SAMPLES_MU_S", "SAMPLES_NU",
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"dInverseModelTransformMatrix", "dModelTransformMatrix",
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"dSgctProjectionToModelTransformMatrix", "dSGCTViewToWorldMatrix", "dCamPosObj",
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"sunDirectionObj", "hardShadows", "transmittanceTexture", "irradianceTexture",
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"inscatterTexture"
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};
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constexpr const float ATM_EPS = 2000.f;
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constexpr const float KM_TO_M = 1000.f;
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void createRenderQuad(GLuint* vao, GLuint* vbo, GLfloat size) {
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glGenVertexArrays(1, vao);
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glGenBuffers(1, vbo);
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glBindVertexArray(*vao);
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glBindBuffer(GL_ARRAY_BUFFER, *vbo);
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const GLfloat VertexData[] = {
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// x y z w
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-size, -size, 0.f, 1.f,
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size, size, 0.f, 1.f,
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-size, size, 0.f, 1.f,
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-size, -size, 0.f, 1.f,
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size, -size, 0.f, 1.f,
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size, size, 0.f, 1.f
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(VertexData), VertexData, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), nullptr);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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}
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void saveTextureFile(GLenum colorBufferAttachment,
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const std::filesystem::path& fileName, const glm::ivec2& size)
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{
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std::fstream ppmFile;
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ppmFile.open(fileName, std::fstream::out);
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if (!ppmFile.is_open()) {
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return;
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}
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std::vector<unsigned char> px(
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size.x * size.y * 3,
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static_cast<unsigned char>(255)
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);
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if (colorBufferAttachment != GL_DEPTH_ATTACHMENT) {
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glReadBuffer(colorBufferAttachment);
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glReadPixels(0, 0, size.x, size.y, GL_RGB, GL_UNSIGNED_BYTE, px.data());
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}
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else {
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glReadPixels(
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0,
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0,
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size.x,
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size.y,
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GL_DEPTH_COMPONENT,
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GL_UNSIGNED_BYTE,
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px.data()
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);
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}
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ppmFile << "P3" << '\n' << size.x << " " << size.y << '\n' << "255" << '\n';
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int k = 0;
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for (int i = 0; i < size.x; i++) {
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for (int j = 0; j < size.y; j++) {
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ppmFile << static_cast<unsigned int>(px[k]) << ' '
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<< static_cast<unsigned int>(px[k + 1]) << ' '
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<< static_cast<unsigned int>(px[k + 2]) << ' ';
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k += 3;
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}
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ppmFile << '\n';
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}
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}
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bool isAtmosphereInFrustum(const glm::dmat4& MVMatrix, const glm::dvec3& position,
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double radius)
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{
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// Frustum Planes
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glm::dvec3 col1 = glm::dvec3(MVMatrix[0][0], MVMatrix[1][0], MVMatrix[2][0]);
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glm::dvec3 col2 = glm::dvec3(MVMatrix[0][1], MVMatrix[1][1], MVMatrix[2][1]);
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glm::dvec3 col3 = glm::dvec3(MVMatrix[0][2], MVMatrix[1][2], MVMatrix[2][2]);
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glm::dvec3 col4 = glm::dvec3(MVMatrix[0][3], MVMatrix[1][3], MVMatrix[2][3]);
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glm::dvec3 leftNormal = col4 + col1;
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glm::dvec3 rightNormal = col4 - col1;
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glm::dvec3 bottomNormal = col4 + col2;
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glm::dvec3 topNormal = col4 - col2;
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glm::dvec3 nearNormal = col3 + col4;
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glm::dvec3 farNormal = col4 - col3;
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// Plane Distances
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double leftDistance = MVMatrix[3][3] + MVMatrix[3][0];
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double rightDistance = MVMatrix[3][3] - MVMatrix[3][0];
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double bottomDistance = MVMatrix[3][3] + MVMatrix[3][1];
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double topDistance = MVMatrix[3][3] - MVMatrix[3][1];
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double nearDistance = MVMatrix[3][3] + MVMatrix[3][2];
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// Normalize Planes
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const double invLeftMag = 1.0 / glm::length(leftNormal);
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leftNormal *= invLeftMag;
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leftDistance *= invLeftMag;
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const double invRightMag = 1.0 / glm::length(rightNormal);
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rightNormal *= invRightMag;
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rightDistance *= invRightMag;
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const double invBottomMag = 1.0 / glm::length(bottomNormal);
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bottomNormal *= invBottomMag;
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bottomDistance *= invBottomMag;
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const double invTopMag = 1.0 / glm::length(topNormal);
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topNormal *= invTopMag;
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topDistance *= invTopMag;
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const double invNearMag = 1.0 / glm::length(nearNormal);
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nearNormal *= invNearMag;
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nearDistance *= invNearMag;
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const double invFarMag = 1.0 / glm::length(farNormal);
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farNormal *= invFarMag;
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if (((glm::dot(leftNormal, position) + leftDistance) < -radius) ||
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((glm::dot(rightNormal, position) + rightDistance) < -radius) ||
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((glm::dot(bottomNormal, position) + bottomDistance) < -radius) ||
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((glm::dot(topNormal, position) + topDistance) < -radius) ||
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((glm::dot(nearNormal, position) + nearDistance) < -radius))
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// The far plane testing is disabled because the atm has no depth.
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{
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return false;
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}
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return true;
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}
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void renderQuadForCalc(GLuint vao, GLsizei numberOfVertices) {
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, numberOfVertices);
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glBindVertexArray(0);
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}
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} // namespace
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namespace openspace {
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void AtmosphereDeferredcaster::initialize() {
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ZoneScoped
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if (!_atmosphereCalculated) {
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preCalculateAtmosphereParam();
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}
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std::memset(_uniformNameBuffer, 0, sizeof(_uniformNameBuffer));
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std::strcpy(_uniformNameBuffer, "shadowDataArray[");
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}
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void AtmosphereDeferredcaster::deinitialize() {
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ZoneScoped
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_transmittanceProgramObject = nullptr;
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_irradianceProgramObject = nullptr;
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_irradianceSupTermsProgramObject = nullptr;
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_inScatteringProgramObject = nullptr;
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_inScatteringSupTermsProgramObject = nullptr;
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_deltaEProgramObject = nullptr;
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_deltaSProgramObject = nullptr;
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_deltaSSupTermsProgramObject = nullptr;
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_deltaJProgramObject = nullptr;
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glDeleteTextures(1, &_transmittanceTableTexture);
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glDeleteTextures(1, &_irradianceTableTexture);
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glDeleteTextures(1, &_inScatteringTableTexture);
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glDeleteTextures(1, &_deltaETableTexture);
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glDeleteTextures(1, &_deltaSRayleighTableTexture);
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glDeleteTextures(1, &_deltaSMieTableTexture);
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glDeleteTextures(1, &_deltaJTableTexture);
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}
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void AtmosphereDeferredcaster::preRaycast(const RenderData& renderData,
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const DeferredcastData&,
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ghoul::opengl::ProgramObject& program)
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{
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ZoneScoped
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// Atmosphere Frustum Culling
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glm::dvec3 tPlanetPosWorld = glm::dvec3(
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_modelTransform * glm::dvec4(0.0, 0.0, 0.0, 1.0)
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);
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const double distance = glm::distance(
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tPlanetPosWorld,
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renderData.camera.eyePositionVec3()
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);
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// Radius is in KM
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const double scaledRadius = glm::length(
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glm::dmat3(_modelTransform) * glm::dvec3(KM_TO_M * _atmosphereRadius, 0.0, 0.0)
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);
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// Number of planet radii to use as distance threshold for culling
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const double DISTANCE_CULLING_RADII = 5000;
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if (distance > scaledRadius * DISTANCE_CULLING_RADII) {
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program.setUniform(_uniformCache.cullAtmosphere, 1);
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}
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else {
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glm::dmat4 MV = glm::dmat4(renderData.camera.sgctInternal.projectionMatrix()) *
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renderData.camera.combinedViewMatrix();
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const double totalAtmosphere = (scaledRadius + ATM_EPS);
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if (!isAtmosphereInFrustum(MV, tPlanetPosWorld, totalAtmosphere)) {
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program.setUniform(_uniformCache.cullAtmosphere, 1);
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}
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else {
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program.setUniform(_uniformCache.cullAtmosphere, 0);
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program.setUniform(_uniformCache.Rg, _atmospherePlanetRadius);
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program.setUniform(_uniformCache.Rt, _atmosphereRadius);
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program.setUniform(
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_uniformCache.groundRadianceEmission,
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_planetGroundRadianceEmission
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);
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program.setUniform(_uniformCache.HR, _rayleighHeightScale);
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program.setUniform(_uniformCache.betaRayleigh, _rayleighScatteringCoeff);
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program.setUniform(_uniformCache.HM, _mieHeightScale);
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program.setUniform(_uniformCache.betaMieExtinction, _mieExtinctionCoeff);
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program.setUniform(_uniformCache.mieG, _miePhaseConstant);
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program.setUniform(_uniformCache.sunRadiance, _sunRadianceIntensity);
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program.setUniform(_uniformCache.ozoneLayerEnabled, _ozoneEnabled);
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program.setUniform(_uniformCache.HO, _ozoneHeightScale);
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program.setUniform(_uniformCache.betaOzoneExtinction, _ozoneExtinctionCoeff);
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program.setUniform(_uniformCache.SAMPLES_R, _r_samples);
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program.setUniform(_uniformCache.SAMPLES_MU, _mu_samples);
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program.setUniform(_uniformCache.SAMPLES_MU_S, _mu_s_samples);
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program.setUniform(_uniformCache.SAMPLES_NU, _nu_samples);
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// Object Space
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glm::dmat4 inverseModelMatrix = glm::inverse(_modelTransform);
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program.setUniform(
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_uniformCache.dInverseModelTransformMatrix,
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inverseModelMatrix
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);
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program.setUniform(_uniformCache.dModelTransformMatrix, _modelTransform);
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// Eye Space in SGCT to Eye Space in OS (SGCT View to OS Camera Rig)
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// glm::dmat4 dSgctEye2OSEye = glm::inverse(
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// glm::dmat4(renderData.camera.viewMatrix()));
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glm::dmat4 dSGCTViewToWorldMatrix = glm::inverse(
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renderData.camera.combinedViewMatrix()
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);
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// Eye Space in SGCT to OS World Space
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program.setUniform(
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_uniformCache.dSGCTViewToWorldMatrix,
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dSGCTViewToWorldMatrix
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);
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// SGCT Projection to SGCT Eye Space
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glm::dmat4 dInverseProjection = glm::inverse(
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glm::dmat4(renderData.camera.projectionMatrix())
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);
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glm::dmat4 inverseWholeMatrixPipeline =
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inverseModelMatrix * dSGCTViewToWorldMatrix * dInverseProjection;
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program.setUniform(
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_uniformCache.dSgctProjectionToModelTransformMatrix,
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inverseWholeMatrixPipeline
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);
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glm::dvec4 camPosObjCoords =
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inverseModelMatrix * glm::dvec4(renderData.camera.eyePositionVec3(), 1.0);
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program.setUniform(_uniformCache.dCamPosObj, camPosObjCoords);
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double lt;
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glm::dvec3 sunPosWorld = SpiceManager::ref().targetPosition(
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"SUN",
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"SUN",
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"GALACTIC",
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{},
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_time,
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lt
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);
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glm::dvec4 sunPosObj;
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// Sun following camera position
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if (_sunFollowingCameraEnabled) {
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sunPosObj = inverseModelMatrix * glm::dvec4(
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renderData.camera.eyePositionVec3(),
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1.0
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);
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}
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else {
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sunPosObj = inverseModelMatrix *
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glm::dvec4(sunPosWorld - renderData.modelTransform.translation, 1.0);
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}
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// Sun Position in Object Space
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program.setUniform(
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_uniformCache.sunDirectionObj,
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glm::normalize(glm::dvec3(sunPosObj))
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);
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// Shadow calculations..
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if (!_shadowConfArray.empty()) {
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ZoneScopedN("Shadow Configuration")
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_shadowDataArrayCache.clear();
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for (const ShadowConfiguration& shadowConf : _shadowConfArray) {
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// TO REMEMBER: all distances and lengths in world coordinates are in
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// meters!!! We need to move this to view space...
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// Getting source and caster:
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glm::dvec3 sourcePos = SpiceManager::ref().targetPosition(
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shadowConf.source.first,
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"SUN",
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"GALACTIC",
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{},
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_time,
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lt
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);
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sourcePos *= KM_TO_M; // converting to meters
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glm::dvec3 casterPos = SpiceManager::ref().targetPosition(
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shadowConf.caster.first,
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"SUN",
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"GALACTIC",
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{},
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_time,
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lt
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);
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casterPos *= KM_TO_M; // converting to meters
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SceneGraphNode* sourceNode = sceneGraphNode(shadowConf.source.first);
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SceneGraphNode* casterNode = sceneGraphNode(shadowConf.caster.first);
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if ((sourceNode == nullptr) || (casterNode == nullptr)) {
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LERRORC(
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"AtmosphereDeferredcaster",
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"Invalid scenegraph node for the shadow's caster or shadow's "
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"receiver"
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);
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return;
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}
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|
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const double sourceRadiusScale = std::max(
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glm::compMax(sourceNode->scale()),
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1.0
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);
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const double casterRadiusScale = std::max(
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glm::compMax(casterNode->scale()),
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1.0
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);
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// First we determine if the caster is shadowing the current planet
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// (all calculations in World Coordinates):
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glm::dvec3 planetCasterVec =
|
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casterPos - renderData.modelTransform.translation;
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glm::dvec3 sourceCasterVec = casterPos - sourcePos;
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double sc_length = glm::length(sourceCasterVec);
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glm::dvec3 planetCaster_proj = (
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glm::dot(planetCasterVec, sourceCasterVec) /
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(sc_length*sc_length)) * sourceCasterVec;
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double d_test = glm::length(planetCasterVec - planetCaster_proj);
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double xp_test = shadowConf.caster.second * casterRadiusScale *
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sc_length /
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(shadowConf.source.second * sourceRadiusScale +
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shadowConf.caster.second * casterRadiusScale);
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double rp_test = shadowConf.caster.second * casterRadiusScale *
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(glm::length(planetCaster_proj) + xp_test) / xp_test;
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double casterDistSun = glm::length(casterPos - sunPosWorld);
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double planetDistSun = glm::length(
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renderData.modelTransform.translation - sunPosWorld
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);
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|
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ShadowRenderingStruct shadowData;
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shadowData.isShadowing = false;
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|
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if (((d_test - rp_test) < (_atmospherePlanetRadius * KM_TO_M)) &&
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(casterDistSun < planetDistSun))
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{
|
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// The current caster is shadowing the current planet
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shadowData.isShadowing = true;
|
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shadowData.rs = shadowConf.source.second * sourceRadiusScale;
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shadowData.rc = shadowConf.caster.second * casterRadiusScale;
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shadowData.sourceCasterVec = glm::normalize(sourceCasterVec);
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shadowData.xp = xp_test;
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shadowData.xu =
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shadowData.rc * sc_length / (shadowData.rs - shadowData.rc);
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shadowData.casterPositionVec = casterPos;
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}
|
|
_shadowDataArrayCache.push_back(shadowData);
|
|
}
|
|
|
|
// _uniformNameBuffer[0..15] = "shadowDataArray["
|
|
unsigned int counter = 0;
|
|
for (const ShadowRenderingStruct& sd : _shadowDataArrayCache) {
|
|
// Add the counter
|
|
char* bf = fmt::format_to(_uniformNameBuffer + 16, "{}", counter);
|
|
|
|
std::strcpy(bf, "].isShadowing\0");
|
|
program.setUniform(_uniformNameBuffer, sd.isShadowing);
|
|
|
|
if (sd.isShadowing) {
|
|
std::strcpy(bf, "].xp\0");
|
|
program.setUniform(_uniformNameBuffer, sd.xp);
|
|
std::strcpy(bf, "].xu\0");
|
|
program.setUniform(_uniformNameBuffer, sd.xu);
|
|
std::strcpy(bf, "].rc\0");
|
|
program.setUniform(_uniformNameBuffer, sd.rc);
|
|
std::strcpy(bf, "].sourceCasterVec\0");
|
|
program.setUniform(_uniformNameBuffer, sd.sourceCasterVec);
|
|
std::strcpy(bf, "].casterPositionVec\0");
|
|
program.setUniform(_uniformNameBuffer, sd.casterPositionVec);
|
|
}
|
|
counter++;
|
|
}
|
|
program.setUniform(_uniformCache.hardShadows, _hardShadowsEnabled);
|
|
}
|
|
}
|
|
}
|
|
_transmittanceTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _transmittanceTableTexture);
|
|
program.setUniform(
|
|
_uniformCache.transmittanceTexture,
|
|
_transmittanceTableTextureUnit
|
|
);
|
|
|
|
_irradianceTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _irradianceTableTexture);
|
|
program.setUniform(_uniformCache.irradianceTexture, _irradianceTableTextureUnit);
|
|
|
|
_inScatteringTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_3D, _inScatteringTableTexture);
|
|
program.setUniform(_uniformCache.inscatterTexture, _inScatteringTableTextureUnit);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::postRaycast(const RenderData&, const DeferredcastData&,
|
|
ghoul::opengl::ProgramObject&)
|
|
{
|
|
ZoneScoped
|
|
|
|
// Deactivate the texture units
|
|
_transmittanceTableTextureUnit.deactivate();
|
|
_irradianceTableTextureUnit.deactivate();
|
|
_inScatteringTableTextureUnit.deactivate();
|
|
}
|
|
|
|
std::filesystem::path AtmosphereDeferredcaster::deferredcastPath() const {
|
|
return absPath("${MODULE_ATMOSPHERE}/shaders/atmosphere_deferred_fs.glsl");
|
|
}
|
|
|
|
std::filesystem::path AtmosphereDeferredcaster::deferredcastFSPath() const {
|
|
return absPath("${MODULE_ATMOSPHERE}/shaders/atmosphere_deferred_fs.glsl");
|
|
}
|
|
|
|
std::filesystem::path AtmosphereDeferredcaster::deferredcastVSPath() const {
|
|
return absPath("${MODULE_ATMOSPHERE}/shaders/atmosphere_deferred_vs.glsl");
|
|
}
|
|
|
|
std::filesystem::path AtmosphereDeferredcaster::helperPath() const {
|
|
return ""; // no helper file
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::initializeCachedVariables(
|
|
ghoul::opengl::ProgramObject& program)
|
|
{
|
|
ghoul::opengl::updateUniformLocations(program, _uniformCache, UniformNames);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::update(const UpdateData&) {}
|
|
|
|
void AtmosphereDeferredcaster::setModelTransform(glm::dmat4 transform) {
|
|
_modelTransform = std::move(transform);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setTime(double time) {
|
|
_time = time;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setAtmosphereRadius(float atmRadius) {
|
|
_atmosphereRadius = atmRadius;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setPlanetRadius(float planetRadius) {
|
|
_atmospherePlanetRadius = planetRadius;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setPlanetAverageGroundReflectance(
|
|
float averageGReflectance)
|
|
{
|
|
_planetAverageGroundReflectance = averageGReflectance;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setPlanetGroundRadianceEmission(
|
|
float groundRadianceEmission)
|
|
{
|
|
_planetGroundRadianceEmission = groundRadianceEmission;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setRayleighHeightScale(float rayleighHeightScale) {
|
|
_rayleighHeightScale = rayleighHeightScale;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::enableOzone(bool enable) {
|
|
_ozoneEnabled = enable;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setOzoneHeightScale(float ozoneHeightScale) {
|
|
_ozoneHeightScale = ozoneHeightScale;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setMieHeightScale(float mieHeightScale) {
|
|
_mieHeightScale = mieHeightScale;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setMiePhaseConstant(float miePhaseConstant) {
|
|
_miePhaseConstant = miePhaseConstant;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setSunRadianceIntensity(float sunRadiance) {
|
|
_sunRadianceIntensity = sunRadiance;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setRayleighScatteringCoefficients(glm::vec3 rayScattCoeff)
|
|
{
|
|
_rayleighScatteringCoeff = std::move(rayScattCoeff);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setOzoneExtinctionCoefficients(glm::vec3 ozoneExtCoeff) {
|
|
_ozoneExtinctionCoeff = std::move(ozoneExtCoeff);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setMieScatteringCoefficients(glm::vec3 mieScattCoeff) {
|
|
_mieScatteringCoeff = std::move(mieScattCoeff);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setMieExtinctionCoefficients(glm::vec3 mieExtCoeff) {
|
|
_mieExtinctionCoeff = std::move(mieExtCoeff);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setEllipsoidRadii(glm::dvec3 radii) {
|
|
_ellipsoidRadii = std::move(radii);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setHardShadows(bool enabled) {
|
|
_hardShadowsEnabled = enabled;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setShadowConfigArray(
|
|
std::vector<ShadowConfiguration> shadowConfigArray)
|
|
{
|
|
_shadowConfArray = std::move(shadowConfigArray);
|
|
|
|
_shadowDataArrayCache.clear();
|
|
_shadowDataArrayCache.reserve(_shadowConfArray.size());
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::enableSunFollowing(bool enable) {
|
|
_sunFollowingCameraEnabled = enable;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setPrecalculationTextureScale(
|
|
float preCalculatedTexturesScale)
|
|
{
|
|
_transmittanceTableSize *= static_cast<unsigned int>(preCalculatedTexturesScale);
|
|
_irradianceTableSize *= static_cast<unsigned int>(preCalculatedTexturesScale);
|
|
_deltaETableSize *= static_cast<unsigned int>(preCalculatedTexturesScale);
|
|
_r_samples *= static_cast<unsigned int>(preCalculatedTexturesScale);
|
|
_mu_samples *= static_cast<unsigned int>(preCalculatedTexturesScale);
|
|
_mu_s_samples *= static_cast<unsigned int>(preCalculatedTexturesScale);
|
|
_nu_samples *= static_cast<unsigned int>(preCalculatedTexturesScale);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::enablePrecalculationTexturesSaving() {
|
|
_saveCalculationTextures = true;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::loadComputationPrograms() {
|
|
//
|
|
// Transmittance T
|
|
if (!_transmittanceProgramObject) {
|
|
_transmittanceProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"transmittanceCalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/transmittance_calc_fs.glsl")
|
|
);
|
|
}
|
|
using IgnoreError = ghoul::opengl::ProgramObject::IgnoreError;
|
|
_transmittanceProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
|
|
//
|
|
// Irradiance E
|
|
if (!_irradianceProgramObject) {
|
|
_irradianceProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"irradianceCalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/irradiance_calc_fs.glsl")
|
|
);
|
|
}
|
|
_irradianceProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
|
|
if (!_irradianceSupTermsProgramObject) {
|
|
_irradianceSupTermsProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"irradianceSupTermsCalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/irradiance_sup_calc_fs.glsl")
|
|
);
|
|
}
|
|
_irradianceSupTermsProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
|
|
//
|
|
// InScattering S
|
|
if (!_inScatteringProgramObject) {
|
|
_inScatteringProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"inScatteringCalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/inScattering_calc_fs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_gs.glsl")
|
|
);
|
|
}
|
|
_inScatteringProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
|
|
if (!_inScatteringSupTermsProgramObject) {
|
|
_inScatteringSupTermsProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"inScatteringSupTermsCalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/inScattering_sup_calc_fs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_gs.glsl")
|
|
);
|
|
}
|
|
_inScatteringSupTermsProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
|
|
//
|
|
// Delta E
|
|
if (!_deltaEProgramObject) {
|
|
_deltaEProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"deltaECalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaE_calc_fs.glsl")
|
|
);
|
|
}
|
|
_deltaEProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
|
|
//
|
|
// Irradiance finel E
|
|
if (!_irradianceFinalProgramObject) {
|
|
_irradianceFinalProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"irradianceEFinalProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/irradiance_final_fs.glsl")
|
|
);
|
|
}
|
|
_irradianceFinalProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
|
|
//
|
|
// Delta S
|
|
if (!_deltaSProgramObject) {
|
|
_deltaSProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"deltaSCalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaS_calc_fs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_gs.glsl")
|
|
);
|
|
}
|
|
_deltaSProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
|
|
if (!_deltaSSupTermsProgramObject) {
|
|
_deltaSSupTermsProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"deltaSSUPTermsCalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaS_sup_calc_fs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_gs.glsl")
|
|
);
|
|
}
|
|
_deltaSSupTermsProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
|
|
//
|
|
// Delta J (Radiance Scattered)
|
|
if (!_deltaJProgramObject) {
|
|
_deltaJProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"deltaJCalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaJ_calc_fs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_gs.glsl")
|
|
);
|
|
}
|
|
_deltaJProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::unloadComputationPrograms() {
|
|
_transmittanceProgramObject = nullptr;
|
|
_irradianceProgramObject = nullptr;
|
|
_irradianceSupTermsProgramObject = nullptr;
|
|
_inScatteringProgramObject = nullptr;
|
|
_inScatteringSupTermsProgramObject = nullptr;
|
|
_deltaEProgramObject = nullptr;
|
|
_irradianceFinalProgramObject = nullptr;
|
|
_deltaSProgramObject = nullptr;
|
|
_deltaSSupTermsProgramObject = nullptr;
|
|
_deltaJProgramObject = nullptr;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::createComputationTextures() {
|
|
if (!_atmosphereCalculated) {
|
|
//
|
|
// Transmittance
|
|
ghoul::opengl::TextureUnit transmittanceTableTextureUnit;
|
|
transmittanceTableTextureUnit.activate();
|
|
glGenTextures(1, &_transmittanceTableTexture);
|
|
glBindTexture(GL_TEXTURE_2D, _transmittanceTableTexture);
|
|
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);
|
|
// Stopped using a buffer object for GL_PIXEL_UNPACK_BUFFER
|
|
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
GL_RGB32F,
|
|
_transmittanceTableSize.x,
|
|
_transmittanceTableSize.y,
|
|
0,
|
|
GL_RGB,
|
|
GL_FLOAT,
|
|
nullptr
|
|
);
|
|
|
|
//
|
|
// Irradiance
|
|
ghoul::opengl::TextureUnit irradianceTableTextureUnit;
|
|
irradianceTableTextureUnit.activate();
|
|
glGenTextures(1, &_irradianceTableTexture);
|
|
glBindTexture(GL_TEXTURE_2D, _irradianceTableTexture);
|
|
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, 0);
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
GL_RGB32F,
|
|
_irradianceTableSize.x,
|
|
_irradianceTableSize.y,
|
|
0,
|
|
GL_RGB,
|
|
GL_FLOAT,
|
|
nullptr
|
|
);
|
|
|
|
//
|
|
// InScattering
|
|
ghoul::opengl::TextureUnit inScatteringTableTextureUnit;
|
|
inScatteringTableTextureUnit.activate();
|
|
glGenTextures(1, &_inScatteringTableTexture);
|
|
glBindTexture(GL_TEXTURE_3D, _inScatteringTableTexture);
|
|
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, 0);
|
|
glTexImage3D(
|
|
GL_TEXTURE_3D,
|
|
0,
|
|
GL_RGBA32F,
|
|
_mu_s_samples * _nu_samples,
|
|
_mu_samples,
|
|
_r_samples,
|
|
0,
|
|
GL_RGB,
|
|
GL_FLOAT,
|
|
nullptr
|
|
);
|
|
}
|
|
|
|
//
|
|
// Delta E
|
|
ghoul::opengl::TextureUnit deltaETableTextureUnit;
|
|
deltaETableTextureUnit.activate();
|
|
glGenTextures(1, &_deltaETableTexture);
|
|
glBindTexture(GL_TEXTURE_2D, _deltaETableTexture);
|
|
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, 0);
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
GL_RGB32F,
|
|
_deltaETableSize.x,
|
|
_deltaETableSize.y,
|
|
0,
|
|
GL_RGB,
|
|
GL_FLOAT,
|
|
nullptr
|
|
);
|
|
|
|
//
|
|
// Delta S
|
|
ghoul::opengl::TextureUnit deltaSRayleighTableTextureUnit;
|
|
deltaSRayleighTableTextureUnit.activate();
|
|
glGenTextures(1, &_deltaSRayleighTableTexture);
|
|
glBindTexture(GL_TEXTURE_3D, _deltaSRayleighTableTexture);
|
|
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, 0);
|
|
glTexImage3D(
|
|
GL_TEXTURE_3D,
|
|
0,
|
|
GL_RGB32F,
|
|
_mu_s_samples * _nu_samples,
|
|
_mu_samples,
|
|
_r_samples,
|
|
0, GL_RGB,
|
|
GL_FLOAT,
|
|
nullptr
|
|
);
|
|
|
|
ghoul::opengl::TextureUnit deltaSMieTableTextureUnit;
|
|
deltaSMieTableTextureUnit.activate();
|
|
glGenTextures(1, &_deltaSMieTableTexture);
|
|
glBindTexture(GL_TEXTURE_3D, _deltaSMieTableTexture);
|
|
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, 0);
|
|
glTexImage3D(
|
|
GL_TEXTURE_3D,
|
|
0,
|
|
GL_RGB32F,
|
|
_mu_s_samples * _nu_samples,
|
|
_mu_samples,
|
|
_r_samples,
|
|
0,
|
|
GL_RGB,
|
|
GL_FLOAT,
|
|
nullptr
|
|
);
|
|
|
|
//
|
|
// Delta J (Radiance Scattered)
|
|
ghoul::opengl::TextureUnit deltaJTableTextureUnit;
|
|
deltaJTableTextureUnit.activate();
|
|
glGenTextures(1, &_deltaJTableTexture);
|
|
glBindTexture(GL_TEXTURE_3D, _deltaJTableTexture);
|
|
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, 0);
|
|
glTexImage3D(
|
|
GL_TEXTURE_3D,
|
|
0,
|
|
GL_RGB32F,
|
|
_mu_s_samples * _nu_samples,
|
|
_mu_samples,
|
|
_r_samples,
|
|
0,
|
|
GL_RGB,
|
|
GL_FLOAT,
|
|
nullptr
|
|
);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::deleteComputationTextures() {
|
|
glDeleteTextures(1, &_transmittanceTableTexture);
|
|
_transmittanceTableTexture = 0;
|
|
glDeleteTextures(1, &_irradianceTableTexture);
|
|
_irradianceTableTexture = 0;
|
|
glDeleteTextures(1, &_inScatteringTableTexture);
|
|
_inScatteringTableTexture = 0;
|
|
glDeleteTextures(1, &_deltaETableTexture);
|
|
_deltaETableTexture = 0;
|
|
glDeleteTextures(1, &_deltaSRayleighTableTexture);
|
|
_deltaSRayleighTableTexture = 0;
|
|
glDeleteTextures(1, &_deltaSMieTableTexture);
|
|
_deltaSMieTableTexture = 0;
|
|
glDeleteTextures(1, &_deltaJTableTexture);
|
|
_deltaJTableTexture = 0;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::deleteUnusedComputationTextures() {
|
|
glDeleteTextures(1, &_deltaETableTexture);
|
|
_deltaETableTexture = 0;
|
|
glDeleteTextures(1, &_deltaSRayleighTableTexture);
|
|
_deltaSRayleighTableTexture = 0;
|
|
glDeleteTextures(1, &_deltaSMieTableTexture);
|
|
_deltaSMieTableTexture = 0;
|
|
glDeleteTextures(1, &_deltaJTableTexture);
|
|
_deltaJTableTexture = 0;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::executeCalculations(GLuint quadCalcVAO,
|
|
GLenum drawBuffers[1],
|
|
GLsizei vertexSize)
|
|
{
|
|
ghoul::opengl::TextureUnit transmittanceTableTextureUnit;
|
|
ghoul::opengl::TextureUnit irradianceTableTextureUnit;
|
|
ghoul::opengl::TextureUnit inScatteringTableTextureUnit;
|
|
ghoul::opengl::TextureUnit deltaETableTextureUnit;
|
|
ghoul::opengl::TextureUnit deltaSRayleighTableTextureUnit;
|
|
ghoul::opengl::TextureUnit deltaSMieTableTextureUnit;
|
|
ghoul::opengl::TextureUnit deltaJTableTextureUnit;
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
// See Precomputed Atmosphere Scattering from Bruneton et al. paper, algorithm 4.1:
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_transmittanceTableTexture,
|
|
0
|
|
);
|
|
glViewport(0, 0, _transmittanceTableSize.x, _transmittanceTableSize.y);
|
|
_transmittanceProgramObject->activate();
|
|
loadAtmosphereDataIntoShaderProgram(*_transmittanceProgramObject);
|
|
|
|
static const float Black[] = { 0.f, 0.f, 0.f, 0.f };
|
|
glClearBufferfv(GL_COLOR, 0, Black);
|
|
renderQuadForCalc(quadCalcVAO, vertexSize);
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile(
|
|
GL_COLOR_ATTACHMENT0,
|
|
"transmittance_texture.ppm",
|
|
_transmittanceTableSize
|
|
);
|
|
}
|
|
_transmittanceProgramObject->deactivate();
|
|
|
|
// line 2 in algorithm 4.1
|
|
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _deltaETableTexture, 0);
|
|
glViewport(0, 0, _deltaETableSize.x, _deltaETableSize.y);
|
|
_irradianceProgramObject->activate();
|
|
transmittanceTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _transmittanceTableTexture);
|
|
_irradianceProgramObject->setUniform(
|
|
"transmittanceTexture",
|
|
transmittanceTableTextureUnit
|
|
);
|
|
loadAtmosphereDataIntoShaderProgram(*_irradianceProgramObject);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
renderQuadForCalc(quadCalcVAO, vertexSize);
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile(
|
|
GL_COLOR_ATTACHMENT0,
|
|
"deltaE_table_texture.ppm",
|
|
_deltaETableSize
|
|
);
|
|
}
|
|
_irradianceProgramObject->deactivate();
|
|
|
|
// line 3 in algorithm 4.1
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_deltaSRayleighTableTexture,
|
|
0
|
|
);
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT1,
|
|
_deltaSMieTableTexture,
|
|
0
|
|
);
|
|
GLenum colorBuffers[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
|
|
glDrawBuffers(2, colorBuffers);
|
|
glViewport(0, 0, _mu_s_samples * _nu_samples, _mu_samples);
|
|
_inScatteringProgramObject->activate();
|
|
transmittanceTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _transmittanceTableTexture);
|
|
_inScatteringProgramObject->setUniform(
|
|
"transmittanceTexture",
|
|
transmittanceTableTextureUnit
|
|
);
|
|
loadAtmosphereDataIntoShaderProgram(*_inScatteringProgramObject);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
for (int layer = 0; layer < _r_samples; ++layer) {
|
|
step3DTexture(*_inScatteringProgramObject, layer, true);
|
|
renderQuadForCalc(quadCalcVAO, vertexSize);
|
|
}
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile(
|
|
GL_COLOR_ATTACHMENT0,
|
|
"deltaS_rayleigh_texture.ppm",
|
|
glm::ivec2(_mu_s_samples * _nu_samples, _mu_samples)
|
|
);
|
|
saveTextureFile(
|
|
GL_COLOR_ATTACHMENT1,
|
|
"deltaS_mie_texture.ppm",
|
|
glm::ivec2(_mu_s_samples * _nu_samples, _mu_samples)
|
|
);
|
|
}
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0);
|
|
glDrawBuffers(1, drawBuffers);
|
|
|
|
_inScatteringProgramObject->deactivate();
|
|
|
|
// line 4 in algorithm 4.1
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_irradianceTableTexture,
|
|
0
|
|
);
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0);
|
|
|
|
glViewport(0, 0, _deltaETableSize.x, _deltaETableSize.y);
|
|
_deltaEProgramObject->activate();
|
|
deltaETableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _deltaETableTexture);
|
|
_deltaEProgramObject->setUniform("deltaETexture", deltaETableTextureUnit);
|
|
loadAtmosphereDataIntoShaderProgram(*_deltaEProgramObject);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
renderQuadForCalc(quadCalcVAO, vertexSize);
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile(
|
|
GL_COLOR_ATTACHMENT0,
|
|
"irradiance_texture.ppm",
|
|
_deltaETableSize
|
|
);
|
|
}
|
|
_deltaEProgramObject->deactivate();
|
|
|
|
// line 5 in algorithm 4.1
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_inScatteringTableTexture,
|
|
0
|
|
);
|
|
glViewport(0, 0, _mu_s_samples * _nu_samples, _mu_samples);
|
|
_deltaSProgramObject->activate();
|
|
deltaSRayleighTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_3D, _deltaSRayleighTableTexture);
|
|
deltaSMieTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_3D, _deltaSMieTableTexture);
|
|
_deltaSProgramObject->setUniform("deltaSRTexture", deltaSRayleighTableTextureUnit);
|
|
_deltaSProgramObject->setUniform("deltaSMTexture", deltaSMieTableTextureUnit);
|
|
loadAtmosphereDataIntoShaderProgram(*_deltaSProgramObject);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
for (int layer = 0; layer < _r_samples; ++layer) {
|
|
step3DTexture(*_deltaSProgramObject, layer, false);
|
|
renderQuadForCalc(quadCalcVAO, vertexSize);
|
|
}
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile(
|
|
GL_COLOR_ATTACHMENT0,
|
|
"S_texture.ppm",
|
|
glm::ivec2(_mu_s_samples * _nu_samples, _mu_samples)
|
|
);
|
|
}
|
|
_deltaSProgramObject->deactivate();
|
|
|
|
// loop in line 6 in algorithm 4.1
|
|
for (int scatteringOrder = 2; scatteringOrder <= 4; ++scatteringOrder) {
|
|
// line 7 in algorithm 4.1
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_deltaJTableTexture,
|
|
0
|
|
);
|
|
glViewport(0, 0, _mu_s_samples * _nu_samples, _mu_samples);
|
|
_deltaJProgramObject->activate();
|
|
if (scatteringOrder == 2) {
|
|
_deltaJProgramObject->setUniform("firstIteraction", 1);
|
|
}
|
|
else {
|
|
_deltaJProgramObject->setUniform("firstIteraction", 0);
|
|
}
|
|
transmittanceTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _transmittanceTableTexture);
|
|
_deltaJProgramObject->setUniform(
|
|
"transmittanceTexture",
|
|
transmittanceTableTextureUnit
|
|
);
|
|
deltaETableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _deltaETableTexture);
|
|
_deltaJProgramObject->setUniform("deltaETexture", deltaETableTextureUnit);
|
|
deltaSRayleighTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_3D, _deltaSRayleighTableTexture);
|
|
_deltaJProgramObject->setUniform(
|
|
"deltaSRTexture",
|
|
deltaSRayleighTableTextureUnit
|
|
);
|
|
deltaSMieTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_3D, _deltaSMieTableTexture);
|
|
_deltaJProgramObject->setUniform("deltaSMTexture", deltaSMieTableTextureUnit);
|
|
loadAtmosphereDataIntoShaderProgram(*_deltaJProgramObject);
|
|
for (int layer = 0; layer < _r_samples; ++layer) {
|
|
step3DTexture(*_deltaJProgramObject, layer, true);
|
|
renderQuadForCalc(quadCalcVAO, vertexSize);
|
|
}
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile(
|
|
GL_COLOR_ATTACHMENT0,
|
|
fmt::format("deltaJ_texture-scattering_order-{}.ppm", scatteringOrder),
|
|
glm::ivec2(_mu_s_samples * _nu_samples, _mu_samples)
|
|
);
|
|
}
|
|
_deltaJProgramObject->deactivate();
|
|
|
|
// line 8 in algorithm 4.1
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_deltaETableTexture,
|
|
0
|
|
);
|
|
glViewport(0, 0, _deltaETableSize.x, _deltaETableSize.y);
|
|
_irradianceSupTermsProgramObject->activate();
|
|
if (scatteringOrder == 2) {
|
|
_irradianceSupTermsProgramObject->setUniform("firstIteraction", 1);
|
|
}
|
|
else {
|
|
_irradianceSupTermsProgramObject->setUniform("firstIteraction", 0);
|
|
}
|
|
transmittanceTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _transmittanceTableTexture);
|
|
_irradianceSupTermsProgramObject->setUniform(
|
|
"transmittanceTexture",
|
|
transmittanceTableTextureUnit
|
|
);
|
|
deltaSRayleighTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_3D, _deltaSRayleighTableTexture);
|
|
_irradianceSupTermsProgramObject->setUniform(
|
|
"deltaSRTexture",
|
|
deltaSRayleighTableTextureUnit
|
|
);
|
|
deltaSMieTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_3D, _deltaSMieTableTexture);
|
|
_irradianceSupTermsProgramObject->setUniform(
|
|
"deltaSMTexture",
|
|
deltaSMieTableTextureUnit
|
|
);
|
|
loadAtmosphereDataIntoShaderProgram(*_irradianceSupTermsProgramObject);
|
|
renderQuadForCalc(quadCalcVAO, vertexSize);
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile(
|
|
GL_COLOR_ATTACHMENT0,
|
|
fmt::format("deltaE_texture-scattering_order-{}.ppm", scatteringOrder),
|
|
_deltaETableSize
|
|
);
|
|
}
|
|
_irradianceSupTermsProgramObject->deactivate();
|
|
|
|
// line 9 in algorithm 4.1
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_deltaSRayleighTableTexture,
|
|
0
|
|
);
|
|
glViewport(0, 0, _mu_s_samples * _nu_samples, _mu_samples);
|
|
_inScatteringSupTermsProgramObject->activate();
|
|
transmittanceTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _transmittanceTableTexture);
|
|
_inScatteringSupTermsProgramObject->setUniform(
|
|
"transmittanceTexture",
|
|
transmittanceTableTextureUnit
|
|
);
|
|
deltaJTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_3D, _deltaJTableTexture);
|
|
_inScatteringSupTermsProgramObject->setUniform(
|
|
"deltaJTexture",
|
|
deltaJTableTextureUnit
|
|
);
|
|
loadAtmosphereDataIntoShaderProgram(*_inScatteringSupTermsProgramObject);
|
|
for (int layer = 0; layer < _r_samples; ++layer) {
|
|
step3DTexture(*_inScatteringSupTermsProgramObject, layer, true);
|
|
renderQuadForCalc(quadCalcVAO, vertexSize);
|
|
}
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile(
|
|
GL_COLOR_ATTACHMENT0,
|
|
fmt::format("deltaS_texture-scattering_order-{}.ppm", scatteringOrder),
|
|
glm::ivec2(_mu_s_samples * _nu_samples, _mu_samples)
|
|
);
|
|
}
|
|
_inScatteringSupTermsProgramObject->deactivate();
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
|
glBlendFuncSeparate(GL_ONE, GL_ONE, GL_ONE, GL_ONE);
|
|
|
|
// line 10 in algorithm 4.1
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_irradianceTableTexture,
|
|
0
|
|
);
|
|
glViewport(0, 0, _deltaETableSize.x, _deltaETableSize.y);
|
|
_irradianceFinalProgramObject->activate();
|
|
deltaETableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _deltaETableTexture);
|
|
_irradianceFinalProgramObject->setUniform(
|
|
"deltaETexture",
|
|
deltaETableTextureUnit
|
|
);
|
|
loadAtmosphereDataIntoShaderProgram(*_irradianceFinalProgramObject);
|
|
renderQuadForCalc(quadCalcVAO, vertexSize);
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile(
|
|
GL_COLOR_ATTACHMENT0,
|
|
fmt::format("irradianceTable_order-{}.ppm", scatteringOrder),
|
|
_deltaETableSize
|
|
);
|
|
}
|
|
_irradianceFinalProgramObject->deactivate();
|
|
|
|
// line 11 in algorithm 4.1
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_inScatteringTableTexture,
|
|
0
|
|
);
|
|
glViewport(0, 0, _mu_s_samples * _nu_samples, _mu_samples);
|
|
_deltaSSupTermsProgramObject->activate();
|
|
deltaSRayleighTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_3D, _deltaSRayleighTableTexture);
|
|
_deltaSSupTermsProgramObject->setUniform(
|
|
"deltaSTexture",
|
|
deltaSRayleighTableTextureUnit
|
|
);
|
|
loadAtmosphereDataIntoShaderProgram(*_deltaSSupTermsProgramObject);
|
|
for (int layer = 0; layer < _r_samples; ++layer) {
|
|
step3DTexture(*_deltaSSupTermsProgramObject, layer, false);
|
|
renderQuadForCalc(quadCalcVAO, vertexSize);
|
|
}
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile(GL_COLOR_ATTACHMENT0,
|
|
fmt::format("inscatteringTable_order-{}.ppm", scatteringOrder),
|
|
glm::ivec2(_mu_s_samples * _nu_samples, _mu_samples)
|
|
);
|
|
}
|
|
_deltaSSupTermsProgramObject->deactivate();
|
|
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
// Restores OpenGL blending state
|
|
global::renderEngine->openglStateCache().resetBlendState();
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::preCalculateAtmosphereParam() {
|
|
// Load Shader Programs for Calculations
|
|
loadComputationPrograms();
|
|
|
|
// Create Textures for Calculations
|
|
createComputationTextures();
|
|
|
|
// Saves current FBO first
|
|
GLint defaultFBO;
|
|
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFBO);
|
|
|
|
GLint viewport[4];
|
|
global::renderEngine->openglStateCache().viewport(viewport);
|
|
|
|
// Creates the FBO for the calculations
|
|
GLuint calcFBO;
|
|
glGenFramebuffers(1, &calcFBO);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, calcFBO);
|
|
GLenum drawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
|
|
glDrawBuffers(1, drawBuffers);
|
|
|
|
// Prepare for rendering/calculations
|
|
GLuint quadCalcVAO;
|
|
GLuint quadCalcVBO;
|
|
createRenderQuad(&quadCalcVAO, &quadCalcVBO, 1.0f);
|
|
|
|
// Starting Calculations...
|
|
LDEBUG("Starting precalculations for scattering effects");
|
|
|
|
// Execute Calculations
|
|
executeCalculations(quadCalcVAO, drawBuffers, 6);
|
|
|
|
deleteUnusedComputationTextures();
|
|
|
|
// Restores system state
|
|
glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO);
|
|
global::renderEngine->openglStateCache().setViewportState(viewport);
|
|
glDeleteBuffers(1, &quadCalcVBO);
|
|
glDeleteVertexArrays(1, &quadCalcVAO);
|
|
glDeleteFramebuffers(1, &calcFBO);
|
|
|
|
LDEBUG("Ended precalculations for Atmosphere effects");
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::loadAtmosphereDataIntoShaderProgram(
|
|
ghoul::opengl::ProgramObject& shaderProg)
|
|
{
|
|
shaderProg.setUniform("Rg", _atmospherePlanetRadius);
|
|
shaderProg.setUniform("Rt", _atmosphereRadius);
|
|
shaderProg.setUniform("AverageGroundReflectance", _planetAverageGroundReflectance);
|
|
shaderProg.setUniform("groundRadianceEmission", _planetGroundRadianceEmission);
|
|
shaderProg.setUniform("HR", _rayleighHeightScale);
|
|
shaderProg.setUniform("betaRayleigh", _rayleighScatteringCoeff);
|
|
shaderProg.setUniform("HM", _mieHeightScale);
|
|
shaderProg.setUniform("betaMieScattering", _mieScatteringCoeff);
|
|
shaderProg.setUniform("betaMieExtinction", _mieExtinctionCoeff);
|
|
shaderProg.setUniform("mieG", _miePhaseConstant);
|
|
shaderProg.setUniform("sunRadiance", _sunRadianceIntensity);
|
|
shaderProg.setUniform("TRANSMITTANCE", _transmittanceTableSize);
|
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shaderProg.setUniform("SKY", _irradianceTableSize);
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shaderProg.setUniform("OTHER_TEXTURES", _deltaETableSize);
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shaderProg.setUniform("SAMPLES_R", _r_samples);
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shaderProg.setUniform("SAMPLES_MU", _mu_samples);
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shaderProg.setUniform("SAMPLES_MU_S", _mu_s_samples);
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shaderProg.setUniform("SAMPLES_NU", _nu_samples);
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shaderProg.setUniform("ozoneLayerEnabled", _ozoneEnabled);
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shaderProg.setUniform("HO", _ozoneHeightScale);
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shaderProg.setUniform("betaOzoneExtinction", _ozoneExtinctionCoeff);
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}
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void AtmosphereDeferredcaster::step3DTexture(ghoul::opengl::ProgramObject& shaderProg,
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int layer, bool doCalculation)
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{
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// See OpenGL redbook 8th Edition page 556 for Layered Rendering
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if (doCalculation) {
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const float earth2 = _atmospherePlanetRadius * _atmospherePlanetRadius;
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const float diff = _atmosphereRadius * _atmosphereRadius - earth2;
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const float ri = static_cast<float>(layer) / static_cast<float>(_r_samples - 1);
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const float eps = [&]() {
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if (layer == 0) {
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return 0.01f;
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}
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else {
|
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if (layer == (_r_samples - 1)) {
|
|
return -0.001f;
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|
}
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|
else {
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|
return 0.f;
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|
}
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}
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}();
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const float r = std::sqrt(earth2 + ri * ri * diff) + eps;
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const float dminG = r - _atmospherePlanetRadius;
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const float dminT = _atmosphereRadius - r;
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const float dh = std::sqrt(r * r - earth2);
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const float dH = dh + std::sqrt(diff);
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|
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shaderProg.setUniform("r", r);
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shaderProg.setUniform("dhdH", dminT, dH, dminG, dh);
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}
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|
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shaderProg.setUniform("layer", layer);
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}
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|
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} // namespace openspace
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