mirror of
https://github.com/OpenSpace/OpenSpace.git
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155 lines
6.8 KiB
GLSL
155 lines
6.8 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2016 *
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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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#include "atmosphere_common.glsl"
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#include "fragment.glsl"
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#include "PowerScaling/powerScalingMath.hglsl"
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layout(location = 1) out vec4 renderTarget1;
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uniform float r;
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uniform vec4 dhdH;
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uniform sampler2D transmittanceTexture;
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uniform sampler3D deltaJTexture;
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void getMuMuSNu(const float r, vec4 dhdH, out float mu, out float mu_s, out float nu) {
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float x = gl_FragCoord.x - 0.5;
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float y = gl_FragCoord.y - 0.5;
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if (y < float(RES_MU) / 2.0) {
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float d = 1.0 - y / (float(RES_MU) / 2.0 - 1.0);
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d = min(max(dhdH.z, d * dhdH.w), dhdH.w * 0.999);
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mu = (Rg * Rg - r * r - d * d) / (2.0 * r * d);
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mu = min(mu, -sqrt(1.0 - (Rg / r) * (Rg / r)) - 0.001);
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} else {
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float d = (y - float(RES_MU) / 2.0) / (float(RES_MU) / 2.0 - 1.0);
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d = min(max(dhdH.x, d * dhdH.y), dhdH.y * 0.999);
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mu = (Rt * Rt - r * r - d * d) / (2.0 * r * d);
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}
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mu_s = mod(x, float(RES_MU_S)) / (float(RES_MU_S) - 1.0);
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mu_s = tan((2.0 * mu_s - 1.0 + 0.26) * 1.1) / tan(1.26 * 1.1);
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nu = -1.0 + floor(x / float(RES_MU_S)) / (float(RES_NU) - 1.0) * 2.0;
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}
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vec4 texture4D(sampler3D table, float r, float mu, float muS, float nu)
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{
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float H = sqrt(Rt * Rt - Rg * Rg);
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float rho = sqrt(r * r - Rg * Rg);
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float rmu = r * mu;
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float delta = rmu * rmu - r * r + Rg * Rg;
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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));
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float uR = 0.5 / float(RES_R) + rho / H * (1.0 - 1.0 / float(RES_R));
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float uMu = cst.w + (rmu * cst.x + sqrt(delta + cst.y)) / (rho + cst.z) * (0.5 - 1.0 / float(RES_MU));
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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));
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float lerp = (nu + 1.0) / 2.0 * (float(RES_NU) - 1.0);
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float uNu = floor(lerp);
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lerp = lerp - uNu;
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return texture(table, vec3((uNu + uMuS) / float(RES_NU), uMu, uR)) * (1.0 - lerp) +
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texture(table, vec3((uNu + uMuS + 1.0) / float(RES_NU), uMu, uR)) * lerp;
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}
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float limit(float r, float mu) {
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float dout = -r * mu + sqrt(r * r * (mu * mu - 1.0) + ((Rt+ATM_EPSILON) * (Rt+ATM_EPSILON)));
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float delta2 = r * r * (mu * mu - 1.0) + Rg * Rg;
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if (delta2 >= 0.0) {
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float din = -r * mu - sqrt(delta2);
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if (din >= 0.0) {
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dout = min(dout, din);
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}
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}
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return dout;
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}
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vec3 transmittanceFromTexture(const float r, const float mu) {
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float u_r = sqrt((r - Rg) / (Rt - Rg));
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// See Colliene to understand the different mapping.
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float u_mu = atan((mu + 0.15) / (1.0 + 0.15) * tan(1.5)) / 1.5;
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return texture(transmittanceTexture, vec2(u_mu, u_r)).rgb;
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}
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vec3 transmittance(const float r, const float mu, const float d) {
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vec3 result;
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float r1 = sqrt(r * r + d * d + 2.0 * r * mu * d);
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float mu1 = (r * mu + d) / r1;
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if (mu > 0.0) {
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result = min(transmittanceFromTexture(r, mu) /
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transmittanceFromTexture(r1, mu1), 1.0);
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} else {
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result = min(transmittanceFromTexture(r1, -mu1) /
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transmittanceFromTexture(r, -mu), 1.0);
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}
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return result;
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}
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vec3 integrand(float r, float mu, float muS, float nu, float t) {
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float ri = sqrt(r * r + t * t + 2.0 * r * mu * t);
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float mui = (r * mu + t) / ri;
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float muSi = (nu * t + muS * r) / ri;
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return texture4D(deltaJTexture, ri, mui, muSi, nu).rgb * transmittance(r, mu, t);
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}
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float rayDistance(const float r, const float mu) {
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// cosine law
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float distanceAtmosphereIntersect = -r * mu + sqrt(r * r * (mu * mu - 1.0) +
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(Rt + ATM_EPSILON)*(Rt + ATM_EPSILON));
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float distance = distanceAtmosphereIntersect;
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float delta = r * r * (mu * mu - 1.0) + Rg * Rg;
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// No imaginary numbers... :-)
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if (delta >= 0.0) {
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float distanceEarthIntersect = -r * mu - sqrt(delta);
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if (distanceEarthIntersect >= 0.0) {
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distance = min(distanceAtmosphereIntersect, distanceEarthIntersect);
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}
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}
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return distance;
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}
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vec3 inscatter(float r, float mu, float muS, float nu) {
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vec3 raymie = vec3(0.0);
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float dx = rayDistance(r, mu) / float(INSCATTER_INTEGRAL_SAMPLES);
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float xi = 0.0;
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vec3 raymiei = integrand(r, mu, muS, nu, 0.0);
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for (int i = 1; i <= INSCATTER_INTEGRAL_SAMPLES; ++i) {
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float xj = float(i) * dx;
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vec3 raymiej = integrand(r, mu, muS, nu, xj);
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raymie += (raymiei + raymiej) / 2.0 * dx;
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xi = xj;
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raymiei = raymiej;
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}
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return raymie;
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}
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Fragment getFragment() {
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float mu, muS, nu;
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getMuMuSNu(r, dhdH, mu, muS, nu);
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renderTarget1 = vec4(inscatter(r, mu, muS, nu), 1.0);
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Fragment frag;
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frag.color = vec4(1.0);
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frag.depth = 1.0;
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return frag;
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} |