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OpenSpace/modules/base/shaders/inScattering_sup_calc_fs.glsl
T
2016-08-17 00:30:53 -04:00

155 lines
6.8 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2016 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#include "atmosphere_common.glsl"
#include "fragment.glsl"
#include "PowerScaling/powerScalingMath.hglsl"
layout(location = 1) out vec4 renderTarget1;
uniform float r;
uniform vec4 dhdH;
uniform sampler2D transmittanceTexture;
uniform sampler3D deltaJTexture;
void getMuMuSNu(const float r, vec4 dhdH, out float mu, out float mu_s, out float nu) {
float x = gl_FragCoord.x - 0.5;
float y = gl_FragCoord.y - 0.5;
if (y < float(RES_MU) / 2.0) {
float d = 1.0 - y / (float(RES_MU) / 2.0 - 1.0);
d = min(max(dhdH.z, d * dhdH.w), dhdH.w * 0.999);
mu = (Rg * Rg - r * r - d * d) / (2.0 * r * d);
mu = min(mu, -sqrt(1.0 - (Rg / r) * (Rg / r)) - 0.001);
} else {
float d = (y - float(RES_MU) / 2.0) / (float(RES_MU) / 2.0 - 1.0);
d = min(max(dhdH.x, d * dhdH.y), dhdH.y * 0.999);
mu = (Rt * Rt - r * r - d * d) / (2.0 * r * d);
}
mu_s = mod(x, float(RES_MU_S)) / (float(RES_MU_S) - 1.0);
mu_s = tan((2.0 * mu_s - 1.0 + 0.26) * 1.1) / tan(1.26 * 1.1);
nu = -1.0 + floor(x / float(RES_MU_S)) / (float(RES_NU) - 1.0) * 2.0;
}
vec4 texture4D(sampler3D table, float r, float mu, float muS, float nu)
{
float H = sqrt(Rt * Rt - Rg * Rg);
float rho = sqrt(r * r - Rg * Rg);
float rmu = r * mu;
float delta = rmu * rmu - r * r + Rg * Rg;
vec4 cst = rmu < 0.0 && delta > 0.0 ? vec4(1.0, 0.0, 0.0, 0.5 - 0.5 / float(RES_MU)) : vec4(-1.0, H * H, H, 0.5 + 0.5 / float(RES_MU));
float uR = 0.5 / float(RES_R) + rho / H * (1.0 - 1.0 / float(RES_R));
float uMu = cst.w + (rmu * cst.x + sqrt(delta + cst.y)) / (rho + cst.z) * (0.5 - 1.0 / float(RES_MU));
float uMuS = 0.5 / float(RES_MU_S) + (atan(max(muS, -0.1975) * tan(1.26 * 1.1)) / 1.1 + (1.0 - 0.26)) * 0.5 * (1.0 - 1.0 / float(RES_MU_S));
float lerp = (nu + 1.0) / 2.0 * (float(RES_NU) - 1.0);
float uNu = floor(lerp);
lerp = lerp - uNu;
return texture(table, vec3((uNu + uMuS) / float(RES_NU), uMu, uR)) * (1.0 - lerp) +
texture(table, vec3((uNu + uMuS + 1.0) / float(RES_NU), uMu, uR)) * lerp;
}
float limit(float r, float mu) {
float dout = -r * mu + sqrt(r * r * (mu * mu - 1.0) + ((Rt+ATM_EPSILON) * (Rt+ATM_EPSILON)));
float delta2 = r * r * (mu * mu - 1.0) + Rg * Rg;
if (delta2 >= 0.0) {
float din = -r * mu - sqrt(delta2);
if (din >= 0.0) {
dout = min(dout, din);
}
}
return dout;
}
vec3 transmittanceFromTexture(const float r, const float mu) {
float u_r = sqrt((r - Rg) / (Rt - Rg));
// See Colliene to understand the different mapping.
float u_mu = atan((mu + 0.15) / (1.0 + 0.15) * tan(1.5)) / 1.5;
return texture(transmittanceTexture, vec2(u_mu, u_r)).rgb;
}
vec3 transmittance(const float r, const float mu, const float d) {
vec3 result;
float r1 = sqrt(r * r + d * d + 2.0 * r * mu * d);
float mu1 = (r * mu + d) / r1;
if (mu > 0.0) {
result = min(transmittanceFromTexture(r, mu) /
transmittanceFromTexture(r1, mu1), 1.0);
} else {
result = min(transmittanceFromTexture(r1, -mu1) /
transmittanceFromTexture(r, -mu), 1.0);
}
return result;
}
vec3 integrand(float r, float mu, float muS, float nu, float t) {
float ri = sqrt(r * r + t * t + 2.0 * r * mu * t);
float mui = (r * mu + t) / ri;
float muSi = (nu * t + muS * r) / ri;
return texture4D(deltaJTexture, ri, mui, muSi, nu).rgb * transmittance(r, mu, t);
}
float rayDistance(const float r, const float mu) {
// cosine law
float distanceAtmosphereIntersect = -r * mu + sqrt(r * r * (mu * mu - 1.0) +
(Rt + ATM_EPSILON)*(Rt + ATM_EPSILON));
float distance = distanceAtmosphereIntersect;
float delta = r * r * (mu * mu - 1.0) + Rg * Rg;
// No imaginary numbers... :-)
if (delta >= 0.0) {
float distanceEarthIntersect = -r * mu - sqrt(delta);
if (distanceEarthIntersect >= 0.0) {
distance = min(distanceAtmosphereIntersect, distanceEarthIntersect);
}
}
return distance;
}
vec3 inscatter(float r, float mu, float muS, float nu) {
vec3 raymie = vec3(0.0);
float dx = rayDistance(r, mu) / float(INSCATTER_INTEGRAL_SAMPLES);
float xi = 0.0;
vec3 raymiei = integrand(r, mu, muS, nu, 0.0);
for (int i = 1; i <= INSCATTER_INTEGRAL_SAMPLES; ++i) {
float xj = float(i) * dx;
vec3 raymiej = integrand(r, mu, muS, nu, xj);
raymie += (raymiei + raymiej) / 2.0 * dx;
xi = xj;
raymiei = raymiej;
}
return raymie;
}
Fragment getFragment() {
float mu, muS, nu;
getMuMuSNu(r, dhdH, mu, muS, nu);
renderTarget1 = vec4(inscatter(r, mu, muS, nu), 1.0);
Fragment frag;
frag.color = vec4(1.0);
frag.depth = 1.0;
return frag;
}