mirror of
https://github.com/OpenSpace/OpenSpace.git
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1603 lines
67 KiB
C++
1603 lines
67 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2018 *
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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
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. Neither the name of the copyright holders nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* 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
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
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* THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include <modules/atmosphere/rendering/atmospheredeferredcaster.h>
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#include <modules/atmosphere/rendering/renderableatmosphere.h>
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#include <openspace/engine/openspaceengine.h>
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#include <openspace/util/powerscaledcoordinate.h>
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#include <openspace/util/updatestructures.h>
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#include <openspace/util/spicemanager.h>
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#include <openspace/rendering/renderable.h>
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#include <openspace/rendering/renderengine.h>
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#include <openspace/rendering/renderer.h>
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#include <ghoul/glm.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/ghoul_gl.h>
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#include <ghoul/opengl/programobject.h>
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#include <ghoul/opengl/texture.h>
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#include <ghoul/opengl/textureunit.h>
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#include <glm/gtx/string_cast.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/transform.hpp>
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#include <glm/gtx/vector_angle.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <sstream>
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#include <fstream>
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#ifdef WIN32
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#define _USE_MATH_DEFINES
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#endif // WIN32
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#include <math.h>
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namespace {
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constexpr const char* _loggerCat = "AtmosphereDeferredcaster";
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constexpr const char* GlslDeferredcastPath =
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"${MODULES}/atmosphere/shaders/atmosphere_deferred_fs.glsl";
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constexpr const char* GlslDeferredcastFSPath =
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"${MODULES}/atmosphere/shaders/atmosphere_deferred_fs.glsl";
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constexpr const char* GlslDeferredcastVsPath =
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"${MODULES}/atmosphere/shaders/atmosphere_deferred_vs.glsl";
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constexpr const float ATM_EPS = 2.f;
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constexpr const float KM_TO_M = 1000.f;
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} // namespace
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namespace openspace {
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AtmosphereDeferredcaster::AtmosphereDeferredcaster()
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: _transmittanceProgramObject(nullptr)
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, _irradianceProgramObject(nullptr)
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, _irradianceSupTermsProgramObject(nullptr)
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, _irradianceFinalProgramObject(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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, _atmosphereProgramObject(nullptr)
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, _transmittanceTableTexture(0)
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, _irradianceTableTexture(0)
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, _inScatteringTableTexture(0)
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, _deltaETableTexture(0)
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, _deltaSRayleighTableTexture(0)
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, _deltaSMieTableTexture(0)
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, _deltaJTableTexture(0)
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, _atmosphereTexture(0)
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, _atmosphereCalculated(false)
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, _ozoneEnabled(false)
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, _sunFollowingCameraEnabled(false)
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, _atmosphereRadius(0.f)
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, _atmospherePlanetRadius(0.f)
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, _planetAverageGroundReflectance(0.f)
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, _planetGroundRadianceEmittion(0.f)
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, _rayleighHeightScale(0.f)
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, _ozoneHeightScale(0.f)
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, _mieHeightScale(0.f)
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, _miePhaseConstant(0.f)
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, _sunRadianceIntensity(50.0f)
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, _rayleighScatteringCoeff(glm::vec3(0.f))
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, _ozoneExtinctionCoeff(glm::vec3(0.f))
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, _mieScatteringCoeff(glm::vec3(0.f))
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, _mieExtinctionCoeff(glm::vec3(0.f))
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, _ellipsoidRadii(glm::dvec3(0.0))
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, _transmittance_table_width(256)
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, _transmittance_table_height(64)
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, _irradiance_table_width(64)
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, _irradiance_table_height(16)
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, _delta_e_table_width(64)
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, _delta_e_table_height(16)
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, _r_samples(32)
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, _mu_samples(128)
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, _mu_s_samples(32)
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, _nu_samples(8)
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, _hardShadowsEnabled(false)
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, _calculationTextureScale(1.0)
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, _saveCalculationTextures(false)
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{}
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void AtmosphereDeferredcaster::initialize() {
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if (!_atmosphereCalculated) {
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preCalculateAtmosphereParam();
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}
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}
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void AtmosphereDeferredcaster::deinitialize() {
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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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glDeleteTextures(1, &_atmosphereTexture);
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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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// 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(1000.0 * _atmosphereRadius, 0.0, 0.0)
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);
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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(
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renderData.camera.sgctInternal.projectionMatrix()
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) * renderData.camera.combinedViewMatrix();
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if (!isAtmosphereInFrustum(
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MV,
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tPlanetPosWorld,
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(_atmosphereRadius + ATM_EPS)*KM_TO_M)
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)
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{
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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.groundRadianceEmittion,
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_planetGroundRadianceEmittion
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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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_uniformCache2.dInverseModelTransformMatrix,
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inverseModelMatrix
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);
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program.setUniform(_uniformCache2.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(_uniformCache2.dSGCTViewToWorldMatrix,
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dSGCTViewToWorldMatrix);
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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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// SGCT Projection to OS Camera Before Rotation
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glm::dmat4 dProjectionToTmpRotTransformMatrix =
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glm::mat4_cast(
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static_cast<glm::dquat>(renderData.camera.rotationQuaternion())
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) *
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dSgctEye2OSEye *
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glm::inverse(renderData.camera.viewScaleMatrix()) *
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dInverseProjection;
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// SGCT Projection to World Space
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glm::dmat4 dSgctProjectionToWorldTransformMatrix(
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dProjectionToTmpRotTransformMatrix
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);
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double* mSource = glm::value_ptr(dSgctProjectionToWorldTransformMatrix);
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mSource[12] += renderData.camera.eyePositionVec3().x;
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mSource[13] += renderData.camera.eyePositionVec3().y;
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mSource[14] += renderData.camera.eyePositionVec3().z;
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mSource[15] = 1.0;
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// SGCT Projection to Object Space
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glm::dmat4 inverseWholeMatrixPipeline = inverseModelMatrix *
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dSgctProjectionToWorldTransformMatrix;
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program.setUniform(_uniformCache2.dSgctProjectionToModelTransformMatrix,
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inverseWholeMatrixPipeline);
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glm::dvec4 camPosObjCoords = inverseModelMatrix *
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glm::dvec4(renderData.camera.eyePositionVec3(), 1.0);
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program.setUniform(_uniformCache2.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 = glm::dvec4(0.0);
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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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_uniformCache2.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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std::vector<ShadowRenderingStruct> shadowDataArray;
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shadowDataArray.reserve(_shadowConfArray.size());
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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", "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", "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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// 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 = casterPos - renderData.position.dvec3();
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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 *
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sc_length / (shadowConf.source.second + shadowConf.caster.second);
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double rp_test = shadowConf.caster.second *
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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.position.dvec3() - sunPosWorld
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);
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ShadowRenderingStruct shadowData;
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shadowData.isShadowing = false;
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if (((d_test - rp_test) < (_atmospherePlanetRadius * KM_TO_M)) &&
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//if (((d_test - rp_test) < (_atmosphereRadius * KM_TO_M)) &&
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(casterDistSun < planetDistSun)) {
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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;
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shadowData.rc = shadowConf.caster.second;
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shadowData.sourceCasterVec = glm::normalize(sourceCasterVec);
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shadowData.xp = xp_test;
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shadowData.xu = shadowData.rc * sc_length /
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(shadowData.rs - shadowData.rc);
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shadowData.casterPositionVec = casterPos;
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}
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shadowDataArray.push_back(shadowData);
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}
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const std::string uniformVarName("shadowDataArray[");
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unsigned int counter = 0;
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for (const ShadowRenderingStruct & sd : shadowDataArray) {
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std::stringstream ss;
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ss << uniformVarName << counter << "].isShadowing";
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program.setUniform(ss.str(), sd.isShadowing);
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if (sd.isShadowing) {
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ss.str(std::string());
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ss << uniformVarName << counter << "].xp";
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program.setUniform(ss.str(), sd.xp);
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ss.str(std::string());
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ss << uniformVarName << counter << "].xu";
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program.setUniform(ss.str(), sd.xu);
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// ss.str(std::string());
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// ss << uniformVarName << counter << "].rs";
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// program.setUniform(ss.str(), sd.rs);
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ss.str(std::string());
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ss << uniformVarName << counter << "].rc";
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program.setUniform(ss.str(), sd.rc);
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ss.str(std::string());
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ss << uniformVarName << counter << "].sourceCasterVec";
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program.setUniform(ss.str(), sd.sourceCasterVec);
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ss.str(std::string());
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ss << uniformVarName << counter << "].casterPositionVec";
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program.setUniform(ss.str(), sd.casterPositionVec);
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}
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counter++;
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}
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program.setUniform(_uniformCache2.hardShadows, _hardShadowsEnabled);
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}
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}
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}
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_transmittanceTableTextureUnit.activate();
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glBindTexture(GL_TEXTURE_2D, _transmittanceTableTexture);
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program.setUniform(
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_uniformCache2.transmittanceTexture,
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_transmittanceTableTextureUnit
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);
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_irradianceTableTextureUnit.activate();
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glBindTexture(GL_TEXTURE_2D, _irradianceTableTexture);
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program.setUniform(_uniformCache2.irradianceTexture, _irradianceTableTextureUnit);
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_inScatteringTableTextureUnit.activate();
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glBindTexture(GL_TEXTURE_3D, _inScatteringTableTexture);
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program.setUniform(_uniformCache2.inscatterTexture, _inScatteringTableTextureUnit);
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}
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void AtmosphereDeferredcaster::postRaycast(const RenderData&,
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const DeferredcastData&,
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ghoul::opengl::ProgramObject&)
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{
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// Deactivate the texture units
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_transmittanceTableTextureUnit.deactivate();
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_irradianceTableTextureUnit.deactivate();
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_inScatteringTableTextureUnit.deactivate();
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}
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std::string AtmosphereDeferredcaster::deferredcastPath() const {
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return GlslDeferredcastPath;
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}
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std::string AtmosphereDeferredcaster::deferredcastFSPath() const {
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return GlslDeferredcastFSPath;
|
|
}
|
|
|
|
std::string AtmosphereDeferredcaster::deferredcastVSPath() const {
|
|
return GlslDeferredcastVsPath;
|
|
}
|
|
|
|
std::string AtmosphereDeferredcaster::helperPath() const {
|
|
return ""; // no helper file
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::initializeCachedVariables(
|
|
ghoul::opengl::ProgramObject& program)
|
|
{
|
|
_uniformCache.cullAtmosphere = program.uniformLocation("cullAtmosphere");
|
|
_uniformCache.Rg = program.uniformLocation("Rg");
|
|
_uniformCache.Rt = program.uniformLocation("Rt");
|
|
_uniformCache.groundRadianceEmittion = program.uniformLocation(
|
|
"groundRadianceEmittion"
|
|
);
|
|
_uniformCache.HR = program.uniformLocation("HR");
|
|
_uniformCache.betaRayleigh = program.uniformLocation("betaRayleigh");
|
|
_uniformCache.HM = program.uniformLocation("HM");
|
|
_uniformCache.betaMieExtinction = program.uniformLocation("betaMieExtinction");
|
|
_uniformCache.mieG = program.uniformLocation("mieG");
|
|
_uniformCache.sunRadiance = program.uniformLocation("sunRadiance");
|
|
_uniformCache.ozoneLayerEnabled = program.uniformLocation("ozoneLayerEnabled");
|
|
_uniformCache.HO = program.uniformLocation("HO");
|
|
_uniformCache.betaOzoneExtinction = program.uniformLocation("betaOzoneExtinction");
|
|
_uniformCache.SAMPLES_R = program.uniformLocation("SAMPLES_R");
|
|
_uniformCache.SAMPLES_MU = program.uniformLocation("SAMPLES_MU");
|
|
_uniformCache.SAMPLES_MU_S = program.uniformLocation("SAMPLES_MU_S");
|
|
_uniformCache.SAMPLES_NU = program.uniformLocation("SAMPLES_NU");
|
|
_uniformCache2.dInverseModelTransformMatrix = program.uniformLocation(
|
|
"dInverseModelTransformMatrix"
|
|
);
|
|
_uniformCache2.dModelTransformMatrix = program.uniformLocation(
|
|
"dModelTransformMatrix"
|
|
);
|
|
_uniformCache2.dSgctProjectionToModelTransformMatrix = program.uniformLocation(
|
|
"dSgctProjectionToModelTransformMatrix"
|
|
);
|
|
_uniformCache2.dSGCTViewToWorldMatrix = program.uniformLocation(
|
|
"dSGCTViewToWorldMatrix"
|
|
);
|
|
_uniformCache2.dCamPosObj = program.uniformLocation("dCamPosObj");
|
|
_uniformCache2.sunDirectionObj = program.uniformLocation("sunDirectionObj");
|
|
_uniformCache2.hardShadows = program.uniformLocation("hardShadows");
|
|
_uniformCache2.transmittanceTexture = program.uniformLocation("transmittanceTexture");
|
|
_uniformCache2.irradianceTexture = program.uniformLocation("irradianceTexture");
|
|
_uniformCache2.inscatterTexture = program.uniformLocation("inscatterTexture");
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::update(const UpdateData&) {
|
|
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setModelTransform(const glm::dmat4& transform) {
|
|
_modelTransform = 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::setPlanetGroundRadianceEmittion(
|
|
float groundRadianceEmittion)
|
|
{
|
|
_planetGroundRadianceEmittion = groundRadianceEmittion;
|
|
}
|
|
|
|
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(
|
|
const glm::vec3& rayScattCoeff)
|
|
{
|
|
_rayleighScatteringCoeff = std::move(rayScattCoeff);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setOzoneExtinctionCoefficients(
|
|
const glm::vec3& ozoneExtCoeff)
|
|
{
|
|
_ozoneExtinctionCoeff = std::move(ozoneExtCoeff);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setMieScatteringCoefficients(
|
|
const glm::vec3& mieScattCoeff)
|
|
{
|
|
_mieScatteringCoeff = std::move(mieScattCoeff);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setMieExtinctionCoefficients(const glm::vec3& mieExtCoeff)
|
|
{
|
|
_mieExtinctionCoeff = std::move(mieExtCoeff);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setEllipsoidRadii(const glm::dvec3& radii) {
|
|
_ellipsoidRadii = std::move(radii);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setHardShadows(bool enabled) {
|
|
_hardShadowsEnabled = enabled;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setShadowConfigArray(
|
|
const std::vector<ShadowConfiguration>& shadowConfigArray)
|
|
{
|
|
_shadowConfArray = std::move(shadowConfigArray);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::enableSunFollowing(bool enable) {
|
|
_sunFollowingCameraEnabled = enable;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setPrecalculationTextureScale(
|
|
float preCalculatedTexturesScale)
|
|
{
|
|
_calculationTextureScale = preCalculatedTexturesScale;
|
|
_transmittance_table_width *= static_cast<unsigned int>(_calculationTextureScale);
|
|
_transmittance_table_height *= static_cast<unsigned int>(_calculationTextureScale);
|
|
_irradiance_table_width *= static_cast<unsigned int>(_calculationTextureScale);
|
|
_irradiance_table_height *= static_cast<unsigned int>(_calculationTextureScale);
|
|
_delta_e_table_width *= static_cast<unsigned int>(_calculationTextureScale);
|
|
_delta_e_table_height *= static_cast<unsigned int>(_calculationTextureScale);
|
|
_r_samples *= static_cast<unsigned int>(_calculationTextureScale);
|
|
_mu_samples *= static_cast<unsigned int>(_calculationTextureScale);
|
|
_mu_s_samples *= static_cast<unsigned int>(_calculationTextureScale);
|
|
_nu_samples *= static_cast<unsigned int>(_calculationTextureScale);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::enablePrecalculationTexturesSaving() {
|
|
_saveCalculationTextures = true;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::loadComputationPrograms() {
|
|
//============== Transmittance T =================
|
|
if (!_transmittanceProgramObject) {
|
|
_transmittanceProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"transmittanceCalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/transmittance_calc_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/transmittance_calc_fs.glsl")
|
|
);
|
|
}
|
|
using IgnoreError = ghoul::opengl::ProgramObject::IgnoreError;
|
|
_transmittanceProgramObject->setIgnoreSubroutineUniformLocationError(
|
|
IgnoreError::Yes
|
|
);
|
|
_transmittanceProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
|
|
//============== Irradiance E =================
|
|
if (!_irradianceProgramObject) {
|
|
_irradianceProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"irradianceCalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/irradiance_calc_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/irradiance_calc_fs.glsl"));
|
|
}
|
|
_irradianceProgramObject->setIgnoreSubroutineUniformLocationError(IgnoreError::Yes);
|
|
_irradianceProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
|
|
if (!_irradianceSupTermsProgramObject) {
|
|
_irradianceSupTermsProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"irradianceSupTermsCalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/irradiance_sup_calc_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/irradiance_sup_calc_fs.glsl"));
|
|
}
|
|
_irradianceSupTermsProgramObject->setIgnoreSubroutineUniformLocationError(
|
|
IgnoreError::Yes
|
|
);
|
|
_irradianceSupTermsProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
|
|
//============== InScattering S =================
|
|
if (!_inScatteringProgramObject) {
|
|
_inScatteringProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"inScatteringCalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/inScattering_calc_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/inScattering_calc_fs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/inScattering_calc_gs.glsl"));
|
|
}
|
|
_inScatteringProgramObject->setIgnoreSubroutineUniformLocationError(IgnoreError::Yes);
|
|
_inScatteringProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
|
|
if (!_inScatteringSupTermsProgramObject) {
|
|
_inScatteringSupTermsProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"inScatteringSupTermsCalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/inScattering_sup_calc_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/inScattering_sup_calc_fs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/inScattering_sup_calc_gs.glsl"));
|
|
}
|
|
_inScatteringSupTermsProgramObject->setIgnoreSubroutineUniformLocationError(
|
|
IgnoreError::Yes
|
|
);
|
|
_inScatteringSupTermsProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
|
|
//============== Delta E =================
|
|
if (!_deltaEProgramObject) {
|
|
_deltaEProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"deltaECalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaE_calc_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaE_calc_fs.glsl"));
|
|
}
|
|
_deltaEProgramObject->setIgnoreSubroutineUniformLocationError(IgnoreError::Yes);
|
|
_deltaEProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
|
|
//============== Irradiance finel E =================
|
|
if (!_irradianceFinalProgramObject) {
|
|
_irradianceFinalProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"irradianceEFinalProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/irradiance_final_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/irradiance_final_fs.glsl"));
|
|
}
|
|
_irradianceFinalProgramObject->setIgnoreSubroutineUniformLocationError(
|
|
IgnoreError::Yes
|
|
);
|
|
_irradianceFinalProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
|
|
//============== Delta S =================
|
|
if (!_deltaSProgramObject) {
|
|
_deltaSProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"deltaSCalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaS_calc_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaS_calc_fs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaS_calc_gs.glsl"));
|
|
}
|
|
_deltaSProgramObject->setIgnoreSubroutineUniformLocationError(IgnoreError::Yes);
|
|
_deltaSProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
|
|
if (!_deltaSSupTermsProgramObject) {
|
|
_deltaSSupTermsProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"deltaSSUPTermsCalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaS_sup_calc_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaS_sup_calc_fs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaS_sup_calc_gs.glsl"));
|
|
}
|
|
_deltaSSupTermsProgramObject->setIgnoreSubroutineUniformLocationError(
|
|
IgnoreError::Yes
|
|
);
|
|
_deltaSSupTermsProgramObject->setIgnoreUniformLocationError(IgnoreError::Yes);
|
|
|
|
//============== Delta J (Radiance Scattered) =================
|
|
if (!_deltaJProgramObject) {
|
|
_deltaJProgramObject = ghoul::opengl::ProgramObject::Build(
|
|
"deltaJCalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaJ_calc_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaJ_calc_fs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaJ_calc_gs.glsl"));
|
|
}
|
|
_deltaJProgramObject->setIgnoreSubroutineUniformLocationError(IgnoreError::Yes);
|
|
_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, _transmittance_table_width,
|
|
_transmittance_table_height, 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, _irradiance_table_width,
|
|
_irradiance_table_height, 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, _delta_e_table_width,
|
|
_delta_e_table_height, 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() {
|
|
// Cleaning up
|
|
glDeleteTextures(1, &_transmittanceTableTexture);
|
|
glDeleteTextures(1, &_irradianceTableTexture);
|
|
glDeleteTextures(1, &_inScatteringTableTexture);
|
|
glDeleteTextures(1, &_deltaETableTexture);
|
|
glDeleteTextures(1, &_deltaSRayleighTableTexture);
|
|
glDeleteTextures(1, &_deltaSMieTableTexture);
|
|
glDeleteTextures(1, &_deltaJTableTexture);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::deleteUnusedComputationTextures() {
|
|
glDeleteTextures(1, &_deltaETableTexture);
|
|
glDeleteTextures(1, &_deltaSRayleighTableTexture);
|
|
glDeleteTextures(1, &_deltaSMieTableTexture);
|
|
glDeleteTextures(1, &_deltaJTableTexture);
|
|
}
|
|
|
|
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;
|
|
|
|
// Saving current OpenGL state
|
|
GLboolean blendEnabled = glIsEnabled(GL_BLEND);
|
|
GLenum blendEquationRGB;
|
|
GLenum blendEquationAlpha;
|
|
GLenum blendDestAlpha;
|
|
GLenum blendDestRGB;
|
|
GLenum blendSrcAlpha;
|
|
GLenum blendSrcRGB;
|
|
|
|
if (blendEnabled) {
|
|
glDisable(GL_BLEND);
|
|
}
|
|
glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRGB);
|
|
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha);
|
|
glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha);
|
|
glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRGB);
|
|
glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha);
|
|
glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRGB);
|
|
|
|
// ===========================================================
|
|
// See Precomputed Atmosphere Scattering from Bruneton et al. paper, algorithm 4.1:
|
|
// ===========================================================
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_transmittanceTableTexture,
|
|
0
|
|
);
|
|
checkFrameBufferState("_transmittanceTableTexture");
|
|
glViewport(0, 0, _transmittance_table_width, _transmittance_table_height);
|
|
_transmittanceProgramObject->activate();
|
|
loadAtmosphereDataIntoShaderProgram(_transmittanceProgramObject);
|
|
//glClear(GL_COLOR_BUFFER_BIT);
|
|
static const float black[] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
|
glClearBufferfv(GL_COLOR, 0, black);
|
|
renderQuadForCalc(quadCalcVAO, vertexSize);
|
|
if (_saveCalculationTextures) {
|
|
saveTextureToPPMFile(
|
|
GL_COLOR_ATTACHMENT0,
|
|
std::string("transmittance_texture.ppm"),
|
|
_transmittance_table_width,
|
|
_transmittance_table_height
|
|
);
|
|
}
|
|
_transmittanceProgramObject->deactivate();
|
|
|
|
// line 2 in algorithm 4.1
|
|
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _deltaETableTexture, 0);
|
|
checkFrameBufferState("_deltaETableTexture");
|
|
glViewport(0, 0, _delta_e_table_width, _delta_e_table_height);
|
|
_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) {
|
|
saveTextureToPPMFile(
|
|
GL_COLOR_ATTACHMENT0,
|
|
std::string("deltaE_table_texture.ppm"),
|
|
_delta_e_table_width,
|
|
_delta_e_table_height
|
|
);
|
|
}
|
|
_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);
|
|
checkFrameBufferState("_deltaSRay and _deltaSMie TableTexture");
|
|
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);
|
|
renderQuadForCalc(quadCalcVAO, vertexSize);
|
|
}
|
|
if (_saveCalculationTextures) {
|
|
saveTextureToPPMFile(
|
|
GL_COLOR_ATTACHMENT0,
|
|
std::string("deltaS_rayleigh_texture.ppm"),
|
|
_mu_s_samples * _nu_samples,
|
|
_mu_samples
|
|
);
|
|
saveTextureToPPMFile(
|
|
GL_COLOR_ATTACHMENT1,
|
|
std::string("deltaS_mie_texture.ppm"),
|
|
_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
|
|
);
|
|
checkFrameBufferState("_irradianceTableTexture");
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0);
|
|
|
|
glViewport(0, 0, _delta_e_table_width, _delta_e_table_height);
|
|
_deltaEProgramObject->activate();
|
|
//_deltaEProgramObject->setUniform("line", 4);
|
|
deltaETableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _deltaETableTexture);
|
|
_deltaEProgramObject->setUniform("deltaETexture", deltaETableTextureUnit);
|
|
loadAtmosphereDataIntoShaderProgram(_deltaEProgramObject);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
renderQuadForCalc(quadCalcVAO, vertexSize);
|
|
if (_saveCalculationTextures) {
|
|
saveTextureToPPMFile(GL_COLOR_ATTACHMENT0, std::string("irradiance_texture.ppm"),
|
|
_delta_e_table_width, _delta_e_table_height);
|
|
}
|
|
_deltaEProgramObject->deactivate();
|
|
|
|
// line 5 in algorithm 4.1
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_inScatteringTableTexture,
|
|
0
|
|
);
|
|
checkFrameBufferState("_inScatteringTableTexture");
|
|
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) {
|
|
saveTextureToPPMFile(GL_COLOR_ATTACHMENT0, std::string("S_texture.ppm"),
|
|
_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
|
|
);
|
|
checkFrameBufferState("_deltaJTableTexture");
|
|
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);
|
|
renderQuadForCalc(quadCalcVAO, vertexSize);
|
|
}
|
|
if (_saveCalculationTextures) {
|
|
saveTextureToPPMFile(GL_COLOR_ATTACHMENT0,
|
|
fmt::format("deltaJ_texture-scattering_order-{}.ppm", scatteringOrder),
|
|
_mu_s_samples * _nu_samples, _mu_samples);
|
|
}
|
|
_deltaJProgramObject->deactivate();
|
|
|
|
// line 8 in algorithm 4.1
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_deltaETableTexture,
|
|
0
|
|
);
|
|
checkFrameBufferState("_deltaETableTexture");
|
|
glViewport(0, 0, _delta_e_table_width, _delta_e_table_height);
|
|
_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) {
|
|
saveTextureToPPMFile(GL_COLOR_ATTACHMENT0,
|
|
fmt::format("deltaE_texture-scattering_order-{}.ppm", scatteringOrder),
|
|
_delta_e_table_width, _delta_e_table_height);
|
|
}
|
|
_irradianceSupTermsProgramObject->deactivate();
|
|
|
|
// line 9 in algorithm 4.1
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_deltaSRayleighTableTexture,
|
|
0
|
|
);
|
|
checkFrameBufferState("_deltaSRayleighTableTexture");
|
|
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);
|
|
renderQuadForCalc(quadCalcVAO, vertexSize);
|
|
}
|
|
if (_saveCalculationTextures) {
|
|
saveTextureToPPMFile(GL_COLOR_ATTACHMENT0,
|
|
fmt::format("deltaS_texture-scattering_order-{}.ppm",
|
|
scatteringOrder),
|
|
_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
|
|
);
|
|
checkFrameBufferState("_irradianceTableTexture");
|
|
glViewport(0, 0, _delta_e_table_width, _delta_e_table_height);
|
|
_irradianceFinalProgramObject->activate();
|
|
deltaETableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _deltaETableTexture);
|
|
_irradianceFinalProgramObject->setUniform(
|
|
"deltaETexture",
|
|
deltaETableTextureUnit
|
|
);
|
|
loadAtmosphereDataIntoShaderProgram(_irradianceFinalProgramObject);
|
|
renderQuadForCalc(quadCalcVAO, vertexSize);
|
|
if (_saveCalculationTextures) {
|
|
saveTextureToPPMFile(GL_COLOR_ATTACHMENT0,
|
|
fmt::format("irradianceTable_order-{}.ppm",
|
|
scatteringOrder),
|
|
_delta_e_table_width, _delta_e_table_height);
|
|
}
|
|
_irradianceFinalProgramObject->deactivate();
|
|
|
|
// line 11 in algorithm 4.1
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_inScatteringTableTexture,
|
|
0
|
|
);
|
|
checkFrameBufferState("_inScatteringTableTexture");
|
|
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) {
|
|
saveTextureToPPMFile(GL_COLOR_ATTACHMENT0,
|
|
fmt::format("inscatteringTable_order-{}.ppm",
|
|
scatteringOrder),
|
|
_mu_s_samples * _nu_samples, _mu_samples);
|
|
}
|
|
_deltaSSupTermsProgramObject->deactivate();
|
|
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
// Restores OpenGL blending state
|
|
if (blendEnabled)
|
|
glEnable(GL_BLEND);
|
|
|
|
glBlendEquationSeparate(blendEquationRGB, blendEquationAlpha);
|
|
glBlendFuncSeparate(blendSrcRGB, blendDestRGB, blendSrcAlpha, blendDestAlpha);
|
|
}
|
|
|
|
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 m_viewport[4];
|
|
glGetIntegerv(GL_VIEWPORT, m_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);
|
|
glViewport(
|
|
m_viewport[0],
|
|
m_viewport[1],
|
|
m_viewport[2],
|
|
m_viewport[3]
|
|
);
|
|
glDeleteBuffers(1, &quadCalcVBO);
|
|
glDeleteVertexArrays(1, &quadCalcVAO);
|
|
glDeleteFramebuffers(1, &calcFBO);
|
|
|
|
LDEBUG("Ended precalculations for Atmosphere effects...");
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::createRenderQuad(GLuint* vao, GLuint* vbo, GLfloat size) {
|
|
glGenVertexArrays(1, vao);
|
|
glGenBuffers(1, vbo);
|
|
glBindVertexArray(*vao);
|
|
glBindBuffer(GL_ARRAY_BUFFER, *vbo);
|
|
|
|
const GLfloat vertex_data[] = {
|
|
// x y z w
|
|
-size, -size, 0.0f, 1.0f,
|
|
size, size, 0.0f, 1.0f,
|
|
-size, size, 0.0f, 1.0f,
|
|
-size, -size, 0.0f, 1.0f,
|
|
size, -size, 0.0f, 1.0f,
|
|
size, size, 0.0f, 1.0f
|
|
};
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data, GL_STATIC_DRAW);
|
|
glVertexAttribPointer(
|
|
0,
|
|
4,
|
|
GL_FLOAT,
|
|
GL_FALSE,
|
|
sizeof(GLfloat) * 4,
|
|
nullptr
|
|
);
|
|
glEnableVertexAttribArray(0);
|
|
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::loadAtmosphereDataIntoShaderProgram(
|
|
std::unique_ptr<ghoul::opengl::ProgramObject>& shaderProg)
|
|
{
|
|
shaderProg->setUniform("Rg", _atmospherePlanetRadius);
|
|
shaderProg->setUniform("Rt", _atmosphereRadius);
|
|
shaderProg->setUniform("AverageGroundReflectance", _planetAverageGroundReflectance);
|
|
shaderProg->setUniform("groundRadianceEmittion", _planetGroundRadianceEmittion);
|
|
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_W", _transmittance_table_width);
|
|
shaderProg->setUniform("TRANSMITTANCE_H", _transmittance_table_height);
|
|
shaderProg->setUniform("SKY_W", _irradiance_table_width);
|
|
shaderProg->setUniform("SKY_H", _irradiance_table_height);
|
|
shaderProg->setUniform("OTHER_TEXTURES_W", _delta_e_table_width);
|
|
shaderProg->setUniform("OTHER_TEXTURES_H", _delta_e_table_height);
|
|
shaderProg->setUniform("SAMPLES_R", _r_samples);
|
|
shaderProg->setUniform("SAMPLES_MU", _mu_samples);
|
|
shaderProg->setUniform("SAMPLES_MU_S", _mu_s_samples);
|
|
shaderProg->setUniform("SAMPLES_NU", _nu_samples);
|
|
shaderProg->setUniform("ozoneLayerEnabled", _ozoneEnabled);
|
|
shaderProg->setUniform("HO", _ozoneHeightScale);
|
|
shaderProg->setUniform("betaOzoneExtinction", _ozoneExtinctionCoeff);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::checkFrameBufferState(
|
|
const std::string& codePosition) const
|
|
{
|
|
if (glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
|
LERROR("Framework not built. " + codePosition);
|
|
GLenum fbErr = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
switch (fbErr) {
|
|
case GL_FRAMEBUFFER_UNDEFINED:
|
|
LERROR("Indefined framebuffer.");
|
|
break;
|
|
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
|
|
LERROR("Incomplete, missing attachement.");
|
|
break;
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
|
|
LERROR("Framebuffer doesn't have at least one image attached to it.");
|
|
break;
|
|
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
|
|
LERROR(
|
|
"Returned if the value of GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is "
|
|
"GL_NONE for any color attachment point(s) named by GL_DRAW_BUFFERi."
|
|
);
|
|
break;
|
|
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
|
|
LERROR(
|
|
"Returned if GL_READ_BUFFER is not GL_NONE and the value of "
|
|
"GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is GL_NONE for the color "
|
|
"attachment point named by GL_READ_BUFFER.");
|
|
break;
|
|
case GL_FRAMEBUFFER_UNSUPPORTED:
|
|
LERROR(
|
|
"Returned if the combination of internal formats of the attached "
|
|
"images violates an implementation - dependent set of restrictions."
|
|
);
|
|
break;
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
|
|
LERROR(
|
|
"Returned if the value of GL_RENDERBUFFE_r_samples is not the same "
|
|
"for all attached renderbuffers; if the value of GL_TEXTURE_SAMPLES "
|
|
"is the not same for all attached textures; or , if the attached "
|
|
"images are a mix of renderbuffers and textures, the value of "
|
|
"GL_RENDERBUFFE_r_samples does not match the value of "
|
|
"GL_TEXTURE_SAMPLES."
|
|
);
|
|
LERROR(
|
|
"Returned if the value of GL_TEXTURE_FIXED_SAMPLE_LOCATIONS is not "
|
|
"the same for all attached textures; or , if the attached images are "
|
|
"a mix of renderbuffers and textures, the value of "
|
|
"GL_TEXTURE_FIXED_SAMPLE_LOCATIONS is not GL_TRUE for all attached "
|
|
"textures."
|
|
);
|
|
break;
|
|
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
|
|
LERROR(
|
|
"Returned if any framebuffer attachment is layered, and any "
|
|
"populated attachment is not layered, or if all populated color "
|
|
"attachments are not from textures of the same target."
|
|
);
|
|
break;
|
|
default:
|
|
LDEBUG("No error found checking framebuffer: " + codePosition);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::renderQuadForCalc(GLuint vao, GLsizei numberOfVertices) {
|
|
glBindVertexArray(vao);
|
|
glDrawArrays(GL_TRIANGLES, 0, numberOfVertices);
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::step3DTexture(
|
|
std::unique_ptr<ghoul::opengl::ProgramObject>& shaderProg,
|
|
int layer,
|
|
bool doCalculation)
|
|
{
|
|
// See OpenGL redbook 8th Edition page 556 for Layered Rendering
|
|
if (doCalculation) {
|
|
float earth2 = _atmospherePlanetRadius * _atmospherePlanetRadius;
|
|
float atm2 = _atmosphereRadius * _atmosphereRadius;
|
|
float diff = atm2 - earth2;
|
|
float ri = static_cast<float>(layer) / static_cast<float>(_r_samples - 1);
|
|
float ri_2 = ri * ri;
|
|
float epsilon =
|
|
(layer == 0) ?
|
|
0.01f :
|
|
(layer == (_r_samples - 1)) ? -0.001f : 0.0f;
|
|
float r = sqrtf(earth2 + ri_2 * diff) + epsilon;
|
|
float dminG = r - _atmospherePlanetRadius;
|
|
float dminT = _atmosphereRadius - r;
|
|
float dh = sqrtf(r * r - earth2);
|
|
float dH = dh + sqrtf(diff);
|
|
|
|
shaderProg->setUniform("r", r);
|
|
shaderProg->setUniform("dhdH", dminT, dH, dminG, dh);
|
|
}
|
|
|
|
shaderProg->setUniform("layer", static_cast<int>(layer));
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::saveTextureToPPMFile(GLenum color_buffer_attachment,
|
|
const std::string& fileName,
|
|
int width, int height) const
|
|
{
|
|
std::fstream ppmFile;
|
|
|
|
ppmFile.open(fileName.c_str(), std::fstream::out);
|
|
if (ppmFile.is_open()) {
|
|
unsigned char * pixels = new unsigned char[width*height * 3];
|
|
for (int t = 0; t < width*height * 3; ++t)
|
|
pixels[t] = 255;
|
|
|
|
if (color_buffer_attachment != GL_DEPTH_ATTACHMENT) {
|
|
glReadBuffer(color_buffer_attachment);
|
|
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels);
|
|
|
|
}
|
|
else {
|
|
glReadPixels(
|
|
0,
|
|
0,
|
|
width,
|
|
height,
|
|
GL_DEPTH_COMPONENT,
|
|
GL_UNSIGNED_BYTE,
|
|
pixels
|
|
);
|
|
}
|
|
|
|
ppmFile << "P3" << std::endl;
|
|
ppmFile << width << " " << height << std::endl;
|
|
ppmFile << "255" << std::endl;
|
|
|
|
std::cout << "\n\nFILE\n\n";
|
|
int k = 0;
|
|
for (int i = 0; i < width; i++) {
|
|
for (int j = 0; j < height; j++) {
|
|
ppmFile << static_cast<unsigned int>(pixels[k]) << " "
|
|
<< static_cast<unsigned int>(pixels[k + 1]) << " "
|
|
<< static_cast<unsigned int>(pixels[k + 2]) << " ";
|
|
k += 3;
|
|
}
|
|
ppmFile << std::endl;
|
|
}
|
|
delete[] pixels;
|
|
|
|
ppmFile.close();
|
|
}
|
|
}
|
|
|
|
bool AtmosphereDeferredcaster::isAtmosphereInFrustum(const glm::dmat4& MVMatrix,
|
|
const glm::dvec3& position,
|
|
double radius) const
|
|
{
|
|
|
|
// Frustum Planes
|
|
//glm::dvec3 col1(MVMatrix[0], MVMatrix[4], MVMatrix[8]);
|
|
//glm::dvec3 col2(MVMatrix[1], MVMatrix[5], MVMatrix[9]);
|
|
//glm::dvec3 col3(MVMatrix[2], MVMatrix[6], MVMatrix[10]);
|
|
//glm::dvec3 col4(MVMatrix[3], MVMatrix[7], MVMatrix[11]);
|
|
|
|
glm::dvec3 col1(MVMatrix[0][0], MVMatrix[1][0], MVMatrix[2][0]);
|
|
glm::dvec3 col2(MVMatrix[0][1], MVMatrix[1][1], MVMatrix[2][1]);
|
|
glm::dvec3 col3(MVMatrix[0][2], MVMatrix[1][2], MVMatrix[2][2]);
|
|
glm::dvec3 col4(MVMatrix[0][3], MVMatrix[1][3], MVMatrix[2][3]);
|
|
|
|
glm::dvec3 leftNormal = col4 + col1;
|
|
glm::dvec3 rightNormal = col4 - col1;
|
|
glm::dvec3 bottomNormal = col4 + col2;
|
|
glm::dvec3 topNormal = col4 - col2;
|
|
glm::dvec3 nearNormal = col3 + col4;
|
|
glm::dvec3 farNormal = col4 - col3;
|
|
|
|
// Plane Distances
|
|
//double leftDistance = MVMatrix[15] + MVMatrix[12];
|
|
//double rightDistance = MVMatrix[15] - MVMatrix[12];
|
|
//double bottomDistance = MVMatrix[15] + MVMatrix[13];
|
|
//double topDistance = MVMatrix[15] - MVMatrix[13];
|
|
//double nearDistance = MVMatrix[15] + MVMatrix[14];
|
|
//double farDistance = MVMatrix[15] - MVMatrix[14];
|
|
|
|
double leftDistance = MVMatrix[3][3] + MVMatrix[3][0];
|
|
double rightDistance = MVMatrix[3][3] - MVMatrix[3][0];
|
|
double bottomDistance = MVMatrix[3][3] + MVMatrix[3][1];
|
|
double topDistance = MVMatrix[3][3] - MVMatrix[3][1];
|
|
double nearDistance = MVMatrix[3][3] + MVMatrix[3][2];
|
|
double farDistance = MVMatrix[3][3] - MVMatrix[3][2];
|
|
|
|
// Normalize Planes
|
|
double invMag = 1.0 / glm::length(leftNormal);
|
|
leftNormal *= invMag;
|
|
leftDistance *= invMag;
|
|
|
|
invMag = 1.0 / glm::length(rightNormal);
|
|
rightNormal *= invMag;
|
|
rightDistance *= invMag;
|
|
|
|
invMag = 1.0 / glm::length(bottomNormal);
|
|
bottomNormal *= invMag;
|
|
bottomDistance *= invMag;
|
|
|
|
invMag = 1.0 / glm::length(topNormal);
|
|
topNormal *= invMag;
|
|
topDistance *= invMag;
|
|
|
|
invMag = 1.0 / glm::length(nearNormal);
|
|
nearNormal *= invMag;
|
|
nearDistance *= invMag;
|
|
|
|
invMag = 1.0 / glm::length(farNormal);
|
|
farNormal *= invMag;
|
|
farDistance *= invMag;
|
|
|
|
if ((glm::dot(leftNormal, position) + leftDistance) < -radius) {
|
|
return false;
|
|
}
|
|
else if ((glm::dot(rightNormal, position) + rightDistance) < -radius) {
|
|
return false;
|
|
}
|
|
else if ((glm::dot(bottomNormal, position) + bottomDistance) < -radius) {
|
|
return false;
|
|
}
|
|
else if ((glm::dot(topNormal, position) + topDistance) < -radius) {
|
|
return false;
|
|
}
|
|
else if ((glm::dot(nearNormal, position) + nearDistance) < -radius) {
|
|
return false;
|
|
}
|
|
// The far plane testing is disabled because the atm has no depth.
|
|
/*else if ((glm::dot(farNormal, position) + farDistance) < -radius) {
|
|
return false;
|
|
}*/
|
|
|
|
return true;
|
|
}
|
|
|
|
} // namespace openspace
|