mirror of
https://github.com/OpenSpace/OpenSpace.git
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177 lines
7.6 KiB
C++
177 lines
7.6 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2022 *
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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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#ifndef __OPENSPACE_MODULE_ATMOSPHERE___ATMOSPHEREDEFERREDCASTER___H__
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#define __OPENSPACE_MODULE_ATMOSPHERE___ATMOSPHEREDEFERREDCASTER___H__
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#include <openspace/rendering/deferredcaster.h>
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#include <modules/atmosphere/rendering/renderableatmosphere.h>
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#include <ghoul/glm.h>
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#include <ghoul/opengl/textureunit.h>
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#include <ghoul/opengl/uniformcache.h>
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#include <string>
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#include <vector>
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namespace ghoul::opengl {
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class Texture;
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class ProgramObject;
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} // namespace ghoul::opengl
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namespace openspace {
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struct RenderData;
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struct DeferredcastData;
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struct ShadowConfiguration;
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struct ShadowRenderingStruct {
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double xu = 0.0;
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double xp = 0.0;
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double rs = 0.0;
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double rc = 0.0;
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glm::dvec3 sourceCasterVec = glm::dvec3(0.0);
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glm::dvec3 casterPositionVec = glm::dvec3(0.0);
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bool isShadowing = false;
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};
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class AtmosphereDeferredcaster : public Deferredcaster {
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public:
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AtmosphereDeferredcaster(float textureScale,
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std::vector<ShadowConfiguration> shadowConfigArray, bool saveCalculatedTextures);
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virtual ~AtmosphereDeferredcaster() = default;
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void initialize();
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void deinitialize();
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void preRaycast(const RenderData& data, const DeferredcastData& deferredData,
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ghoul::opengl::ProgramObject& program) override;
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void postRaycast(const RenderData& data, const DeferredcastData& deferredData,
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ghoul::opengl::ProgramObject& program) override;
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std::filesystem::path deferredcastVSPath() const override;
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std::filesystem::path deferredcastFSPath() const override;
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std::filesystem::path helperPath() const override;
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void initializeCachedVariables(ghoul::opengl::ProgramObject& program) override;
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void update(const UpdateData&) override;
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void calculateAtmosphereParameters();
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void setModelTransform(glm::dmat4 transform);
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void setParameters(float atmosphereRadius, float planetRadius,
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float averageGroundReflectance, float groundRadianceEmission,
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float rayleighHeightScale, bool enableOzone, float ozoneHeightScale,
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float mieHeightScale, float miePhaseConstant, float sunRadiance,
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glm::vec3 rayScatteringCoefficients, glm::vec3 ozoneExtinctionCoefficients,
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glm::vec3 mieScatteringCoefficients, glm::vec3 mieExtinctionCoefficients,
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bool sunFollowing);
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void setHardShadows(bool enabled);
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private:
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void step3DTexture(ghoul::opengl::ProgramObject& prg, int layer);
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void calculateTransmittance();
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GLuint calculateDeltaE();
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std::pair<GLuint, GLuint> calculateDeltaS();
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void calculateIrradiance();
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void calculateInscattering(GLuint deltaSRayleigh, GLuint deltaSMie);
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void calculateDeltaJ(int scatteringOrder,
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ghoul::opengl::ProgramObject& program, GLuint deltaJ, GLuint deltaE,
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GLuint deltaSRayleigh, GLuint deltaSMie);
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void calculateDeltaE(int scatteringOrder,
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ghoul::opengl::ProgramObject& program, GLuint deltaE, GLuint deltaSRayleigh,
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GLuint deltaSMie);
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void calculateDeltaS(int scatteringOrder,
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ghoul::opengl::ProgramObject& program, GLuint deltaSRayleigh, GLuint deltaJ);
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void calculateIrradiance(int scatteringOrder,
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ghoul::opengl::ProgramObject& program, GLuint deltaE);
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void calculateInscattering(int scatteringOrder,
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ghoul::opengl::ProgramObject& program, GLuint deltaSRayleigh);
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UniformCache(cullAtmosphere, Rg, Rt, groundRadianceEmission, HR, betaRayleigh, HM,
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betaMieExtinction, mieG, sunRadiance, ozoneLayerEnabled, HO, betaOzoneExtinction,
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SAMPLES_R, SAMPLES_MU, SAMPLES_MU_S, SAMPLES_NU, inverseModelTransformMatrix,
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modelTransformMatrix, projectionToModelTransform, viewToWorldMatrix,
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camPosObj, sunDirectionObj, hardShadows, transmittanceTexture, irradianceTexture,
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inscatterTexture) _uniformCache;
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ghoul::opengl::TextureUnit _transmittanceTableTextureUnit;
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ghoul::opengl::TextureUnit _irradianceTableTextureUnit;
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ghoul::opengl::TextureUnit _inScatteringTableTextureUnit;
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GLuint _transmittanceTableTexture = 0;
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GLuint _irradianceTableTexture = 0;
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GLuint _inScatteringTableTexture = 0;
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// Atmosphere Data
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bool _ozoneEnabled = false;
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bool _sunFollowingCameraEnabled = false;
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float _atmosphereRadius = 0.f;
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float _atmospherePlanetRadius = 0.f;
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float _averageGroundReflectance = 0.f;
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float _groundRadianceEmission = 0.f;
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float _rayleighHeightScale = 0.f;
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float _ozoneHeightScale = 0.f;
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float _mieHeightScale = 0.f;
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float _miePhaseConstant = 0.f;
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float _sunRadianceIntensity = 5.f;
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glm::vec3 _rayleighScatteringCoeff = glm::vec3(0.f);
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glm::vec3 _ozoneExtinctionCoeff = glm::vec3(0.f);
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glm::vec3 _mieScatteringCoeff = glm::vec3(0.f);
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glm::vec3 _mieExtinctionCoeff = glm::vec3(0.f);
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// Atmosphere Textures Dimmensions
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const glm::ivec2 _transmittanceTableSize;
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const glm::ivec2 _irradianceTableSize;
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const glm::ivec2 _deltaETableSize;
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const int _muSSamples;
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const int _nuSamples;
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const int _muSamples;
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const int _rSamples;
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const glm::ivec3 _textureSize;
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glm::dmat4 _modelTransform;
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// Eclipse Shadows
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std::vector<ShadowConfiguration> _shadowConfArray;
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std::vector<ShadowRenderingStruct> _shadowDataArrayCache;
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bool _hardShadowsEnabled = false;
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// Atmosphere Debugging
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const bool _saveCalculationTextures = false;
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// Assuming < 1000 shadow casters, the longest uniform name that we are getting is
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// shadowDataArray[999].casterPositionVec
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// which needs to fit into the uniform buffer
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char _uniformNameBuffer[40];
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};
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} // namespace openspace
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#endif // __OPENSPACE_MODULE_ATMOSPHERE___ATMOSPHEREDEFERREDCASTER___H__
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