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* Add object names to atmosphere textures * Fix for rendering atmospheres on Intel chips * General cleanup of the atmosphere rendering code to make a it more modular
1105 lines
45 KiB
C++
1105 lines
45 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2021 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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/***************************************************************************************
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* Modified part of the code (4D texture mechanism) from Eric Bruneton is used in the
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* following code.
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****************************************************************************************/
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/**
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* Precomputed Atmospheric Scattering
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* Copyright (c) 2008 INRIA
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification, are
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* permitted provided that the following conditions are met:
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* 1. Redistributions of source code must retain the above copyright notice, this list of
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* conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice, this list
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* of conditions and the following disclaimer in the documentation and/or other
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* materials provided with the distribution.
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* 3. Neither the name of the copyright holders nor the names of its contributors may be
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* used to endorse or promote products derived from this software without specific
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* prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
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* THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
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* STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
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* THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include <modules/atmosphere/rendering/atmospheredeferredcaster.h>
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#include <openspace/engine/globals.h>
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#include <openspace/query/query.h>
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#include <openspace/rendering/renderengine.h>
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#include <openspace/scene/scene.h>
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#include <openspace/util/spicemanager.h>
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#include <ghoul/filesystem/filesystem.h>
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#include <ghoul/logging/logmanager.h>
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#include <ghoul/opengl/openglstatecache.h>
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#include <cmath>
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#include <fstream>
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namespace {
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constexpr const char* _loggerCat = "AtmosphereDeferredcaster";
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constexpr const std::array<const char*, 27> UniformNames = {
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"cullAtmosphere", "Rg", "Rt", "groundRadianceEmission", "HR", "betaRayleigh",
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"HM", "betaMieExtinction", "mieG", "sunRadiance", "ozoneLayerEnabled", "HO",
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"betaOzoneExtinction", "SAMPLES_R", "SAMPLES_MU", "SAMPLES_MU_S", "SAMPLES_NU",
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"inverseModelTransformMatrix", "modelTransformMatrix",
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"projectionToModelTransformMatrix", "viewToWorldMatrix", "camPosObj",
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"sunDirectionObj", "hardShadows", "transmittanceTexture", "irradianceTexture",
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"inscatterTexture"
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};
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constexpr const float ATM_EPS = 2000.f;
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constexpr const float KM_TO_M = 1000.f;
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void createRenderQuad(GLuint* vao, GLuint* vbo) {
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glGenVertexArrays(1, vao);
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glBindVertexArray(*vao);
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glGenBuffers(1, vbo);
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glBindBuffer(GL_ARRAY_BUFFER, *vbo);
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const GLfloat VertexData[] = {
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// x y z
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-1.f, -1.f,
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1.f, 1.f,
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-1.f, 1.f,
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-1.f, -1.f,
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1.f, -1.f,
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1.f, 1.f,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(VertexData), VertexData, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), nullptr);
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glBindVertexArray(0);
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}
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template <GLenum colorBufferAttachment = GL_COLOR_ATTACHMENT0>
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void saveTextureFile(const std::filesystem::path& fileName, const glm::ivec2& size) {
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std::ofstream ppmFile(fileName);
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if (!ppmFile.is_open()) {
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return;
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}
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std::vector<unsigned char> px(size.x * size.y * 3, unsigned char(255));
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glReadBuffer(colorBufferAttachment);
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glReadPixels(0, 0, size.x, size.y, GL_RGB, GL_UNSIGNED_BYTE, px.data());
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ppmFile << "P3" << '\n' << size.x << " " << size.y << '\n' << "255" << '\n';
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int k = 0;
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for (int i = 0; i < size.x; i++) {
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for (int j = 0; j < size.y; j++) {
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ppmFile << static_cast<unsigned int>(px[k]) << ' '
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<< static_cast<unsigned int>(px[k + 1]) << ' '
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<< static_cast<unsigned int>(px[k + 2]) << ' ';
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k += 3;
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}
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ppmFile << '\n';
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}
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}
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bool isAtmosphereInFrustum(const glm::dmat4& MVMatrix, const glm::dvec3& position,
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double radius)
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{
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// Frustum Planes
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glm::dvec3 col1 = glm::dvec3(MVMatrix[0][0], MVMatrix[1][0], MVMatrix[2][0]);
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glm::dvec3 col2 = glm::dvec3(MVMatrix[0][1], MVMatrix[1][1], MVMatrix[2][1]);
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glm::dvec3 col3 = glm::dvec3(MVMatrix[0][2], MVMatrix[1][2], MVMatrix[2][2]);
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glm::dvec3 col4 = glm::dvec3(MVMatrix[0][3], MVMatrix[1][3], MVMatrix[2][3]);
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glm::dvec3 leftNormal = col4 + col1;
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glm::dvec3 rightNormal = col4 - col1;
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glm::dvec3 bottomNormal = col4 + col2;
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glm::dvec3 topNormal = col4 - col2;
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glm::dvec3 nearNormal = col3 + col4;
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glm::dvec3 farNormal = col4 - col3;
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// Plane Distances
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double leftDistance = MVMatrix[3][3] + MVMatrix[3][0];
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double rightDistance = MVMatrix[3][3] - MVMatrix[3][0];
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double bottomDistance = MVMatrix[3][3] + MVMatrix[3][1];
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double topDistance = MVMatrix[3][3] - MVMatrix[3][1];
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double nearDistance = MVMatrix[3][3] + MVMatrix[3][2];
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// Normalize Planes
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const double invLeftMag = 1.0 / glm::length(leftNormal);
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leftNormal *= invLeftMag;
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leftDistance *= invLeftMag;
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const double invRightMag = 1.0 / glm::length(rightNormal);
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rightNormal *= invRightMag;
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rightDistance *= invRightMag;
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const double invBottomMag = 1.0 / glm::length(bottomNormal);
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bottomNormal *= invBottomMag;
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bottomDistance *= invBottomMag;
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const double invTopMag = 1.0 / glm::length(topNormal);
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topNormal *= invTopMag;
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topDistance *= invTopMag;
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const double invNearMag = 1.0 / glm::length(nearNormal);
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nearNormal *= invNearMag;
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nearDistance *= invNearMag;
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const double invFarMag = 1.0 / glm::length(farNormal);
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farNormal *= invFarMag;
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if (((glm::dot(leftNormal, position) + leftDistance) < -radius) ||
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((glm::dot(rightNormal, position) + rightDistance) < -radius) ||
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((glm::dot(bottomNormal, position) + bottomDistance) < -radius) ||
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((glm::dot(topNormal, position) + topDistance) < -radius) ||
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((glm::dot(nearNormal, position) + nearDistance) < -radius))
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// The far plane testing is disabled because the atm has no depth.
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{
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return false;
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}
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return true;
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}
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void renderQuadForCalc(GLuint vao) {
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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}
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GLuint createTexture(const glm::ivec2& size, std::string_view name) {
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GLuint t;
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glGenTextures(1, &t);
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glBindTexture(GL_TEXTURE_2D, t);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// Stopped using a buffer object for GL_PIXEL_UNPACK_BUFFER
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGB32F,
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size.x,
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size.y,
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0,
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GL_RGB,
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GL_FLOAT,
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nullptr
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);
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if (glbinding::Binding::ObjectLabel.isResolved()) {
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glObjectLabel(GL_TEXTURE, t, static_cast<GLsizei>(name.size()), name.data());
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}
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return t;
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}
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GLuint createTexture(const glm::ivec3& size, std::string_view name, int components) {
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ghoul_assert(components == 3 || components == 4, "Only 3-4 components supported");
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GLuint texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_3D, texture);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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// Stopped using a buffer object for GL_PIXEL_UNPACK_BUFFER
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glTexImage3D(
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GL_TEXTURE_3D,
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0,
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(components == 3) ? GL_RGB32F : GL_RGBA32F,
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size.x,
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size.y,
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size.z,
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0,
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GL_RGB,
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GL_FLOAT,
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nullptr
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);
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if (glbinding::Binding::ObjectLabel.isResolved()) {
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glObjectLabel(GL_TEXTURE, texture, name.size(), name.data());
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}
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return texture;
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}
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} // namespace
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namespace openspace {
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AtmosphereDeferredcaster::AtmosphereDeferredcaster(float textureScale,
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std::vector<ShadowConfiguration> shadowConfigArray,
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bool saveCalculatedTextures)
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: _transmittanceTableSize(glm::ivec2(256 * textureScale, 64 * textureScale) )
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, _irradianceTableSize(glm::ivec2(64 * textureScale, 16 * textureScale))
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, _deltaETableSize(glm::ivec2(64 * textureScale, 16 * textureScale))
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, _muSSamples(static_cast<int>(32 * textureScale))
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, _nuSamples(static_cast<int>(8 * textureScale))
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, _muSamples(static_cast<int>(128 * textureScale))
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, _rSamples(static_cast<int>(32 * textureScale))
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, _shadowConfArray(std::move(shadowConfigArray))
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, _saveCalculationTextures(saveCalculatedTextures)
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, _textureSize(_muSSamples * _nuSamples, _muSamples, _rSamples)
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{
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std::memset(_uniformNameBuffer, '\0', sizeof(_uniformNameBuffer));
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std::strcpy(_uniformNameBuffer, "shadowDataArray[");
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_shadowDataArrayCache.reserve(_shadowConfArray.size());
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}
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void AtmosphereDeferredcaster::initialize() {
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ZoneScoped
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_transmittanceTableTexture = createTexture(_transmittanceTableSize, "Transmittance");
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_irradianceTableTexture = createTexture(_irradianceTableSize, "Irradiance");
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_inScatteringTableTexture = createTexture(_textureSize, "InScattering", 4);
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calculateAtmosphereParameters();
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}
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void AtmosphereDeferredcaster::deinitialize() {
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ZoneScoped
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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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}
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void AtmosphereDeferredcaster::update(const UpdateData&) {}
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void AtmosphereDeferredcaster::preRaycast(const RenderData& data, const DeferredcastData&,
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ghoul::opengl::ProgramObject& prg)
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{
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ZoneScoped
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// Atmosphere Frustum Culling
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glm::dvec3 tPlanetPos = glm::dvec3(_modelTransform * glm::dvec4(0.0, 0.0, 0.0, 1.0));
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const double distance = glm::distance(tPlanetPos, data.camera.eyePositionVec3());
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// Radius is in KM
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const double scaledRadius = glm::length(
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glm::dmat3(_modelTransform) * glm::dvec3(KM_TO_M * _atmosphereRadius, 0.0, 0.0)
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);
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// Number of planet radii to use as distance threshold for culling
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prg.setUniform(_uniformCache.cullAtmosphere, 1);
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constexpr const double DistanceCullingRadii = 5000;
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glm::dmat4 MV = glm::dmat4(data.camera.sgctInternal.projectionMatrix()) *
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data.camera.combinedViewMatrix();
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if (distance <= scaledRadius * DistanceCullingRadii &&
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isAtmosphereInFrustum(MV, tPlanetPos, scaledRadius + ATM_EPS))
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{
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prg.setUniform(_uniformCache.cullAtmosphere, 0);
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prg.setUniform(_uniformCache.Rg, _atmospherePlanetRadius);
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prg.setUniform(_uniformCache.Rt, _atmosphereRadius);
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prg.setUniform(_uniformCache.groundRadianceEmission, _groundRadianceEmission);
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prg.setUniform(_uniformCache.HR, _rayleighHeightScale);
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prg.setUniform(_uniformCache.betaRayleigh, _rayleighScatteringCoeff);
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prg.setUniform(_uniformCache.HM, _mieHeightScale);
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prg.setUniform(_uniformCache.betaMieExtinction, _mieExtinctionCoeff);
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prg.setUniform(_uniformCache.mieG, _miePhaseConstant);
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prg.setUniform(_uniformCache.sunRadiance, _sunRadianceIntensity);
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prg.setUniform(_uniformCache.ozoneLayerEnabled, _ozoneEnabled);
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prg.setUniform(_uniformCache.HO, _ozoneHeightScale);
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prg.setUniform(_uniformCache.betaOzoneExtinction, _ozoneExtinctionCoeff);
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prg.setUniform(_uniformCache.SAMPLES_R, _rSamples);
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prg.setUniform(_uniformCache.SAMPLES_MU, _muSamples);
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prg.setUniform(_uniformCache.SAMPLES_MU_S, _muSSamples);
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prg.setUniform(_uniformCache.SAMPLES_NU, _nuSamples);
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// Object Space
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glm::dmat4 invModelMatrix = glm::inverse(_modelTransform);
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prg.setUniform(_uniformCache.inverseModelTransformMatrix, invModelMatrix);
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prg.setUniform(_uniformCache.modelTransformMatrix, _modelTransform);
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glm::dmat4 viewToWorldMatrix = glm::inverse(data.camera.combinedViewMatrix());
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// Eye Space to World Space
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prg.setUniform(_uniformCache.viewToWorldMatrix, viewToWorldMatrix);
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// Projection to Eye Space
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glm::dmat4 dInvProj = glm::inverse(glm::dmat4(data.camera.projectionMatrix()));
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glm::dmat4 invWholePipeline = invModelMatrix * viewToWorldMatrix * dInvProj;
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prg.setUniform(_uniformCache.projectionToModelTransform, invWholePipeline);
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glm::dvec4 camPosObjCoords =
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invModelMatrix * glm::dvec4(data.camera.eyePositionVec3(), 1.0);
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prg.setUniform(_uniformCache.camPosObj, glm::dvec3(camPosObjCoords));
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SceneGraphNode* node = sceneGraph()->sceneGraphNode("Sun");
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glm::dvec3 sunPosWorld = node ? node->worldPosition() : glm::dvec3(0.0);
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glm::dvec3 sunPosObj;
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// Sun following camera position
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if (_sunFollowingCameraEnabled) {
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sunPosObj = invModelMatrix * glm::dvec4(data.camera.eyePositionVec3(), 1.0);
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}
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else {
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sunPosObj = invModelMatrix *
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glm::dvec4((sunPosWorld - data.modelTransform.translation) * 1000.0, 1.0);
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}
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// Sun Position in Object Space
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prg.setUniform(_uniformCache.sunDirectionObj, glm::normalize(sunPosObj));
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// Shadow calculations..
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_shadowDataArrayCache.clear();
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for (const ShadowConfiguration& shadowConf : _shadowConfArray) {
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// TO REMEMBER: all distances and lengths in world coordinates are in
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// meters!!! We need to move this to view space...
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double lt;
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glm::dvec3 sourcePos = SpiceManager::ref().targetPosition(
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shadowConf.source.first,
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"SSB",
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"GALACTIC",
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{},
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data.time.j2000Seconds(),
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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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"SSB",
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"GALACTIC",
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{},
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data.time.j2000Seconds(),
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lt
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);
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casterPos *= KM_TO_M; // converting to meters
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SceneGraphNode* sourceNode = sceneGraphNode(shadowConf.source.first);
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SceneGraphNode* casterNode = sceneGraphNode(shadowConf.caster.first);
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if (!sourceNode || !casterNode) {
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LERROR("Invalid scenegraph node for the shadow's caster or receiver");
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return;
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}
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const double sourceScale = std::max(glm::compMax(sourceNode->scale()), 1.0);
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const double casterScale = std::max(glm::compMax(casterNode->scale()), 1.0);
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|
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// First we determine if the caster is shadowing the current planet
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// (all calculations in World Coordinates):
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glm::dvec3 planetCasterVec = casterPos - data.modelTransform.translation;
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glm::dvec3 sourceCasterVec = casterPos - sourcePos;
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double scLength = glm::length(sourceCasterVec);
|
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glm::dvec3 planetCasterProj =
|
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(glm::dot(planetCasterVec, sourceCasterVec) / (scLength * scLength)) *
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sourceCasterVec;
|
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double dTest = glm::length(planetCasterVec - planetCasterProj);
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|
double xpTest = shadowConf.caster.second * casterScale *
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scLength /
|
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(shadowConf.source.second * sourceScale +
|
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shadowConf.caster.second * casterScale);
|
|
double rpTest = shadowConf.caster.second * casterScale *
|
|
(glm::length(planetCasterProj) + xpTest) / xpTest;
|
|
|
|
double casterDistSun = glm::length(casterPos - sunPosWorld);
|
|
double planetDistSun = glm::length(
|
|
data.modelTransform.translation - sunPosWorld
|
|
);
|
|
|
|
ShadowRenderingStruct shadow;
|
|
shadow.isShadowing = false;
|
|
|
|
if (((dTest - rpTest) < (_atmospherePlanetRadius * KM_TO_M)) &&
|
|
(casterDistSun < planetDistSun))
|
|
{
|
|
// The current caster is shadowing the current planet
|
|
shadow.isShadowing = true;
|
|
shadow.rs = shadowConf.source.second * sourceScale;
|
|
shadow.rc = shadowConf.caster.second * casterScale;
|
|
shadow.sourceCasterVec = glm::normalize(sourceCasterVec);
|
|
shadow.xp = xpTest;
|
|
shadow.xu = shadow.rc * scLength / (shadow.rs - shadow.rc);
|
|
shadow.casterPositionVec = casterPos;
|
|
}
|
|
_shadowDataArrayCache.push_back(shadow);
|
|
}
|
|
|
|
// _uniformNameBuffer[0..15] = "shadowDataArray["
|
|
unsigned int counter = 0;
|
|
for (const ShadowRenderingStruct& sd : _shadowDataArrayCache) {
|
|
// Add the counter
|
|
char* bf = fmt::format_to(_uniformNameBuffer + 16, "{}", counter);
|
|
|
|
std::strcpy(bf, "].isShadowing\0");
|
|
prg.setUniform(_uniformNameBuffer, sd.isShadowing);
|
|
|
|
if (sd.isShadowing) {
|
|
std::strcpy(bf, "].xp\0");
|
|
prg.setUniform(_uniformNameBuffer, sd.xp);
|
|
std::strcpy(bf, "].xu\0");
|
|
prg.setUniform(_uniformNameBuffer, sd.xu);
|
|
std::strcpy(bf, "].rc\0");
|
|
prg.setUniform(_uniformNameBuffer, sd.rc);
|
|
std::strcpy(bf, "].sourceCasterVec\0");
|
|
prg.setUniform(_uniformNameBuffer, sd.sourceCasterVec);
|
|
std::strcpy(bf, "].casterPositionVec\0");
|
|
prg.setUniform(_uniformNameBuffer, sd.casterPositionVec);
|
|
}
|
|
counter++;
|
|
}
|
|
prg.setUniform(_uniformCache.hardShadows, _hardShadowsEnabled);
|
|
}
|
|
_transmittanceTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _transmittanceTableTexture);
|
|
prg.setUniform(_uniformCache.transmittanceTexture, _transmittanceTableTextureUnit);
|
|
|
|
_irradianceTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _irradianceTableTexture);
|
|
prg.setUniform(_uniformCache.irradianceTexture, _irradianceTableTextureUnit);
|
|
|
|
_inScatteringTableTextureUnit.activate();
|
|
glBindTexture(GL_TEXTURE_3D, _inScatteringTableTexture);
|
|
prg.setUniform(_uniformCache.inscatterTexture, _inScatteringTableTextureUnit);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::postRaycast(const RenderData&, const DeferredcastData&,
|
|
ghoul::opengl::ProgramObject&)
|
|
{
|
|
ZoneScoped
|
|
|
|
// Deactivate the texture units
|
|
_transmittanceTableTextureUnit.deactivate();
|
|
_irradianceTableTextureUnit.deactivate();
|
|
_inScatteringTableTextureUnit.deactivate();
|
|
}
|
|
|
|
std::filesystem::path AtmosphereDeferredcaster::deferredcastFSPath() const {
|
|
return absPath("${MODULE_ATMOSPHERE}/shaders/atmosphere_deferred_fs.glsl");
|
|
}
|
|
|
|
std::filesystem::path AtmosphereDeferredcaster::deferredcastVSPath() const {
|
|
return absPath("${MODULE_ATMOSPHERE}/shaders/atmosphere_deferred_vs.glsl");
|
|
}
|
|
|
|
std::filesystem::path AtmosphereDeferredcaster::helperPath() const {
|
|
return ""; // no helper file
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::initializeCachedVariables(
|
|
ghoul::opengl::ProgramObject& program)
|
|
{
|
|
ghoul::opengl::updateUniformLocations(program, _uniformCache, UniformNames);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setModelTransform(glm::dmat4 transform) {
|
|
_modelTransform = std::move(transform);
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setParameters(float atmosphereRadius, float planetRadius,
|
|
float averageGroundReflectance,
|
|
float groundRadianceEmission,
|
|
float rayleighHeightScale, bool enableOzone,
|
|
float ozoneHeightScale, float mieHeightScale,
|
|
float miePhaseConstant, float sunRadiance,
|
|
glm::vec3 rayScatteringCoefficients,
|
|
glm::vec3 ozoneExtinctionCoefficients,
|
|
glm::vec3 mieScatteringCoefficients,
|
|
glm::vec3 mieExtinctionCoefficients,
|
|
bool sunFollowing)
|
|
{
|
|
_atmosphereRadius = atmosphereRadius;
|
|
_atmospherePlanetRadius = planetRadius;
|
|
_averageGroundReflectance = averageGroundReflectance;
|
|
_groundRadianceEmission = groundRadianceEmission;
|
|
_rayleighHeightScale = rayleighHeightScale;
|
|
_ozoneEnabled = enableOzone;
|
|
_ozoneHeightScale = ozoneHeightScale;
|
|
_mieHeightScale = mieHeightScale;
|
|
_miePhaseConstant = miePhaseConstant;
|
|
_sunRadianceIntensity = sunRadiance;
|
|
_rayleighScatteringCoeff = std::move(rayScatteringCoefficients);
|
|
_ozoneExtinctionCoeff = std::move(ozoneExtinctionCoefficients);
|
|
_mieScatteringCoeff = std::move(mieScatteringCoefficients);
|
|
_mieExtinctionCoeff = std::move(mieExtinctionCoefficients);
|
|
_sunFollowingCameraEnabled = sunFollowing;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::setHardShadows(bool enabled) {
|
|
_hardShadowsEnabled = enabled;
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::calculateTransmittance(GLuint vao) {
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_transmittanceTableTexture,
|
|
0
|
|
);
|
|
glViewport(0, 0, _transmittanceTableSize.x, _transmittanceTableSize.y);
|
|
using ProgramObject = ghoul::opengl::ProgramObject;
|
|
std::unique_ptr<ProgramObject> program = ProgramObject::Build(
|
|
"Transmittance Program",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/transmittance_calc_fs.glsl")
|
|
);
|
|
program->activate();
|
|
program->setUniform("Rg", _atmospherePlanetRadius);
|
|
program->setUniform("Rt", _atmosphereRadius);
|
|
program->setUniform("HR", _rayleighHeightScale);
|
|
program->setUniform("betaRayleigh", _rayleighScatteringCoeff);
|
|
program->setUniform("HM", _mieHeightScale);
|
|
program->setUniform("betaMieExtinction", _mieExtinctionCoeff);
|
|
program->setUniform("TRANSMITTANCE", _transmittanceTableSize);
|
|
program->setUniform("ozoneLayerEnabled", _ozoneEnabled);
|
|
program->setUniform("HO", _ozoneHeightScale);
|
|
program->setUniform("betaOzoneExtinction", _ozoneExtinctionCoeff);
|
|
|
|
constexpr const float Black[] = { 0.f, 0.f, 0.f, 0.f };
|
|
glClearBufferfv(GL_COLOR, 0, Black);
|
|
renderQuadForCalc(vao);
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile("transmittance_texture.ppm", _transmittanceTableSize);
|
|
}
|
|
program->deactivate();
|
|
}
|
|
|
|
GLuint AtmosphereDeferredcaster::calculateDeltaE(GLuint vao) {
|
|
GLuint deltaE = createTexture(_deltaETableSize, "DeltaE");
|
|
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, deltaE, 0);
|
|
glViewport(0, 0, _deltaETableSize.x, _deltaETableSize.y);
|
|
using ProgramObject = ghoul::opengl::ProgramObject;
|
|
std::unique_ptr<ProgramObject> program = ProgramObject::Build(
|
|
"Irradiance Program",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/irradiance_calc_fs.glsl")
|
|
);
|
|
program->activate();
|
|
ghoul::opengl::TextureUnit unit;
|
|
unit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _transmittanceTableTexture);
|
|
program->setUniform("transmittanceTexture", unit);
|
|
program->setUniform("Rg", _atmospherePlanetRadius);
|
|
program->setUniform("Rt", _atmosphereRadius);
|
|
program->setUniform("OTHER_TEXTURES", _deltaETableSize);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
renderQuadForCalc(vao);
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile("deltaE_table_texture.ppm", _deltaETableSize);
|
|
}
|
|
program->deactivate();
|
|
return deltaE;
|
|
}
|
|
|
|
std::pair<GLuint, GLuint> AtmosphereDeferredcaster::calculateDeltaS(GLuint vao) {
|
|
GLuint deltaSRayleigh = createTexture(_textureSize, "DeltaS Rayleigh", 3);
|
|
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, deltaSRayleigh, 0);
|
|
GLuint deltaSMie = createTexture(_textureSize, "DeltaS Mie", 3);
|
|
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, deltaSMie, 0);
|
|
GLenum colorBuffers[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
|
|
glDrawBuffers(2, colorBuffers);
|
|
glViewport(0, 0, _textureSize.x, _textureSize.y);
|
|
using ProgramObject = ghoul::opengl::ProgramObject;
|
|
std::unique_ptr<ProgramObject> program = ProgramObject::Build(
|
|
"InScattering Program",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/inScattering_calc_fs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_gs.glsl")
|
|
);
|
|
program->activate();
|
|
ghoul::opengl::TextureUnit unit;
|
|
unit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _transmittanceTableTexture);
|
|
program->setUniform("transmittanceTexture", unit);
|
|
program->setUniform("Rg", _atmospherePlanetRadius);
|
|
program->setUniform("Rt", _atmosphereRadius);
|
|
program->setUniform("HR", _rayleighHeightScale);
|
|
program->setUniform("betaRayleigh", _rayleighScatteringCoeff);
|
|
program->setUniform("HM", _mieHeightScale);
|
|
program->setUniform("betaMieScattering", _mieScatteringCoeff);
|
|
program->setUniform("SAMPLES_MU_S", _muSSamples);
|
|
program->setUniform("SAMPLES_NU", _nuSamples);
|
|
program->setUniform("SAMPLES_MU", _muSamples);
|
|
program->setUniform("ozoneLayerEnabled", _ozoneEnabled);
|
|
program->setUniform("HO", _ozoneHeightScale);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
for (int layer = 0; layer < _rSamples; ++layer) {
|
|
program->setUniform("layer", layer);
|
|
step3DTexture(*program, layer);
|
|
renderQuadForCalc(vao);
|
|
}
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile("deltaS_rayleigh_texture.ppm", glm::ivec2(_textureSize));
|
|
saveTextureFile<GL_COLOR_ATTACHMENT1>(
|
|
"deltaS_mie_texture.ppm",
|
|
glm::ivec2(_textureSize)
|
|
);
|
|
}
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0);
|
|
GLenum drawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
|
|
glDrawBuffers(1, drawBuffers);
|
|
|
|
program->deactivate();
|
|
return { deltaSRayleigh, deltaSMie };
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::calculateIrradiance(GLuint quadCalcVao) {
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_irradianceTableTexture,
|
|
0
|
|
);
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0);
|
|
|
|
glViewport(0, 0, _deltaETableSize.x, _deltaETableSize.y);
|
|
using ProgramObject = ghoul::opengl::ProgramObject;
|
|
std::unique_ptr<ProgramObject> program = ProgramObject::Build(
|
|
"DeltaE Program",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaE_calc_fs.glsl")
|
|
);
|
|
program->activate();
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
renderQuadForCalc(quadCalcVao);
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile("irradiance_texture.ppm", _deltaETableSize);
|
|
}
|
|
program->deactivate();
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::calculateInscattering(GLuint vao, GLuint deltaSRayleigh,
|
|
GLuint deltaSMie)
|
|
{
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_inScatteringTableTexture,
|
|
0
|
|
);
|
|
glViewport(0, 0, _textureSize.x, _textureSize.y);
|
|
using ProgramObject = ghoul::opengl::ProgramObject;
|
|
std::unique_ptr<ProgramObject> program = ProgramObject::Build(
|
|
"deltaSCalcProgram",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaS_calc_fs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_gs.glsl")
|
|
);
|
|
program->activate();
|
|
|
|
ghoul::opengl::TextureUnit deltaSRayleighUnit;
|
|
deltaSRayleighUnit.activate();
|
|
glBindTexture(GL_TEXTURE_3D, deltaSRayleigh);
|
|
program->setUniform("deltaSRTexture", deltaSRayleighUnit);
|
|
|
|
ghoul::opengl::TextureUnit deltaSMieUnit;
|
|
deltaSMieUnit.activate();
|
|
glBindTexture(GL_TEXTURE_3D, deltaSMie);
|
|
program->setUniform("deltaSMTexture", deltaSMieUnit);
|
|
|
|
program->setUniform("SAMPLES_MU_S", _muSSamples);
|
|
program->setUniform("SAMPLES_NU", _nuSamples);
|
|
program->setUniform("SAMPLES_MU", _muSamples);
|
|
program->setUniform("SAMPLES_R", _rSamples);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
for (int layer = 0; layer < _rSamples; ++layer) {
|
|
program->setUniform("layer", layer);
|
|
renderQuadForCalc(vao);
|
|
}
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile("S_texture.ppm", glm::ivec2(_textureSize));
|
|
}
|
|
program->deactivate();
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::calculateDeltaJ(GLuint vao, int scatteringOrder,
|
|
ghoul::opengl::ProgramObject& program,
|
|
GLuint deltaJ, GLuint deltaE,
|
|
GLuint deltaSRayleigh, GLuint deltaSMie)
|
|
{
|
|
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, deltaJ, 0);
|
|
glViewport(0, 0, _textureSize.x, _textureSize.y);
|
|
program.activate();
|
|
|
|
ghoul::opengl::TextureUnit transmittanceUnit;
|
|
transmittanceUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _transmittanceTableTexture);
|
|
program.setUniform("transmittanceTexture", transmittanceUnit);
|
|
|
|
ghoul::opengl::TextureUnit deltaEUnit;
|
|
deltaEUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, deltaE);
|
|
program.setUniform("deltaETexture", deltaEUnit);
|
|
|
|
ghoul::opengl::TextureUnit deltaSRayleighUnit;
|
|
deltaSRayleighUnit.activate();
|
|
glBindTexture(GL_TEXTURE_3D, deltaSRayleigh);
|
|
program.setUniform("deltaSRTexture", deltaSRayleighUnit);
|
|
|
|
ghoul::opengl::TextureUnit deltaSMieUnit;
|
|
deltaSMieUnit.activate();
|
|
glBindTexture(GL_TEXTURE_3D, deltaSMie);
|
|
program.setUniform("deltaSMTexture", deltaSMieUnit);
|
|
|
|
program.setUniform("firstIteration", (scatteringOrder == 2) ? 1 : 0);
|
|
program.setUniform("Rg", _atmospherePlanetRadius);
|
|
program.setUniform("Rt", _atmosphereRadius);
|
|
program.setUniform("AverageGroundReflectance", _averageGroundReflectance);
|
|
program.setUniform("HR", _rayleighHeightScale);
|
|
program.setUniform("betaRayleigh", _rayleighScatteringCoeff);
|
|
program.setUniform("HM", _mieHeightScale);
|
|
program.setUniform("betaMieScattering", _mieScatteringCoeff);
|
|
program.setUniform("mieG", _miePhaseConstant);
|
|
program.setUniform("SAMPLES_MU_S", _muSSamples);
|
|
program.setUniform("SAMPLES_NU", _nuSamples);
|
|
program.setUniform("SAMPLES_MU", _muSamples);
|
|
program.setUniform("SAMPLES_R", _rSamples);
|
|
for (int layer = 0; layer < _rSamples; ++layer) {
|
|
program.setUniform("layer", layer);
|
|
step3DTexture(program, layer);
|
|
renderQuadForCalc(vao);
|
|
}
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile(
|
|
fmt::format("deltaJ_texture-scattering_order-{}.ppm", scatteringOrder),
|
|
glm::ivec2(_textureSize)
|
|
);
|
|
}
|
|
program.deactivate();
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::calculateDeltaE(GLuint vao, int scatteringOrder,
|
|
ghoul::opengl::ProgramObject& program,
|
|
GLuint deltaE, GLuint deltaSRayleigh,
|
|
GLuint deltaSMie)
|
|
{
|
|
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, deltaE, 0);
|
|
glViewport(0, 0, _deltaETableSize.x, _deltaETableSize.y);
|
|
program.activate();
|
|
|
|
ghoul::opengl::TextureUnit deltaSRayleighUnit;
|
|
deltaSRayleighUnit.activate();
|
|
glBindTexture(GL_TEXTURE_3D, deltaSRayleigh);
|
|
program.setUniform("deltaSRTexture", deltaSRayleighUnit);
|
|
|
|
ghoul::opengl::TextureUnit deltaSMieUnit;
|
|
deltaSMieUnit.activate();
|
|
glBindTexture(GL_TEXTURE_3D, deltaSMie);
|
|
program.setUniform("deltaSMTexture", deltaSMieUnit);
|
|
|
|
program.setUniform("firstIteration", (scatteringOrder == 2) ? 1 : 0);
|
|
program.setUniform("Rg", _atmospherePlanetRadius);
|
|
program.setUniform("Rt", _atmosphereRadius);
|
|
program.setUniform("mieG", _miePhaseConstant);
|
|
program.setUniform("SKY", _irradianceTableSize);
|
|
program.setUniform("SAMPLES_MU_S", _muSSamples);
|
|
program.setUniform("SAMPLES_NU", _nuSamples);
|
|
program.setUniform("SAMPLES_MU", _muSamples);
|
|
program.setUniform("SAMPLES_R", _rSamples);
|
|
renderQuadForCalc(vao);
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile(
|
|
fmt::format("deltaE_texture-scattering_order-{}.ppm", scatteringOrder),
|
|
_deltaETableSize
|
|
);
|
|
}
|
|
program.deactivate();
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::calculateDeltaS(GLuint vao, int scatteringOrder,
|
|
ghoul::opengl::ProgramObject& program,
|
|
GLuint deltaSRayleigh, GLuint deltaJ)
|
|
{
|
|
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, deltaSRayleigh, 0);
|
|
glViewport(0, 0, _textureSize.x, _textureSize.y);
|
|
program.activate();
|
|
|
|
ghoul::opengl::TextureUnit transmittanceUnit;
|
|
transmittanceUnit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, _transmittanceTableTexture);
|
|
program.setUniform("transmittanceTexture", transmittanceUnit);
|
|
|
|
ghoul::opengl::TextureUnit deltaJUnit;
|
|
deltaJUnit.activate();
|
|
glBindTexture(GL_TEXTURE_3D, deltaJ);
|
|
program.setUniform("deltaJTexture", deltaJUnit);
|
|
|
|
program.setUniform("Rg", _atmospherePlanetRadius);
|
|
program.setUniform("Rt", _atmosphereRadius);
|
|
program.setUniform("SAMPLES_MU_S", _muSSamples);
|
|
program.setUniform("SAMPLES_NU", _nuSamples);
|
|
program.setUniform("SAMPLES_MU", _muSamples);
|
|
program.setUniform("SAMPLES_R", _rSamples);
|
|
for (int layer = 0; layer < _rSamples; ++layer) {
|
|
program.setUniform("layer", layer);
|
|
step3DTexture(program, layer);
|
|
renderQuadForCalc(vao);
|
|
}
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile(
|
|
fmt::format("deltaS_texture-scattering_order-{}.ppm", scatteringOrder),
|
|
glm::ivec2(_textureSize)
|
|
);
|
|
}
|
|
program.deactivate();
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::calculateIrradiance(GLuint vao, int scatteringOrder,
|
|
ghoul::opengl::ProgramObject& program,
|
|
GLuint deltaE)
|
|
{
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_irradianceTableTexture,
|
|
0
|
|
);
|
|
glViewport(0, 0, _deltaETableSize.x, _deltaETableSize.y);
|
|
program.activate();
|
|
|
|
ghoul::opengl::TextureUnit unit;
|
|
unit.activate();
|
|
glBindTexture(GL_TEXTURE_2D, deltaE);
|
|
program.setUniform("deltaETexture", unit);
|
|
program.setUniform("OTHER_TEXTURES", _deltaETableSize);
|
|
|
|
renderQuadForCalc(vao);
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile(
|
|
fmt::format("irradianceTable_order-{}.ppm", scatteringOrder),
|
|
_deltaETableSize
|
|
);
|
|
}
|
|
program.deactivate();
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::calculateInscattering(GLuint vao, int scatteringOrder,
|
|
ghoul::opengl::ProgramObject& prg,
|
|
GLuint deltaSRayleigh)
|
|
|
|
{
|
|
glFramebufferTexture(
|
|
GL_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
_inScatteringTableTexture,
|
|
0
|
|
);
|
|
glViewport(0, 0, _textureSize.x, _textureSize.y);
|
|
prg.activate();
|
|
|
|
ghoul::opengl::TextureUnit unit;
|
|
unit.activate();
|
|
glBindTexture(GL_TEXTURE_3D, deltaSRayleigh);
|
|
prg.setUniform("deltaSTexture", unit);
|
|
prg.setUniform("SAMPLES_MU_S", _muSSamples);
|
|
prg.setUniform("SAMPLES_NU", _nuSamples);
|
|
prg.setUniform("SAMPLES_MU", _muSamples);
|
|
prg.setUniform("SAMPLES_R", _rSamples);
|
|
for (int layer = 0; layer < _rSamples; ++layer) {
|
|
prg.setUniform("layer", layer);
|
|
renderQuadForCalc(vao);
|
|
}
|
|
if (_saveCalculationTextures) {
|
|
saveTextureFile(
|
|
fmt::format("inscatteringTable_order-{}.ppm", scatteringOrder),
|
|
glm::ivec2(_textureSize)
|
|
);
|
|
}
|
|
prg.deactivate();
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::calculateAtmosphereParameters() {
|
|
using ProgramObject = ghoul::opengl::ProgramObject;
|
|
std::unique_ptr<ProgramObject> deltaJProgram = ProgramObject::Build(
|
|
"DeltaJ Program",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaJ_calc_fs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_gs.glsl")
|
|
);
|
|
std::unique_ptr<ProgramObject> irradianceSupTermsProgram = ProgramObject::Build(
|
|
"IrradianceSupTerms Program",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/irradiance_sup_calc_fs.glsl")
|
|
);
|
|
std::unique_ptr<ProgramObject> inScatteringSupTermsProgram = ProgramObject::Build(
|
|
"InScatteringSupTerms Program",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/inScattering_sup_calc_fs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_gs.glsl")
|
|
);
|
|
std::unique_ptr<ProgramObject> irradianceFinalProgram = ProgramObject::Build(
|
|
"IrradianceEFinal Program",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/irradiance_final_fs.glsl")
|
|
);
|
|
std::unique_ptr<ProgramObject> deltaSSupTermsProgram = ProgramObject::Build(
|
|
"DeltaSSUPTerms Program",
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_vs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/deltaS_sup_calc_fs.glsl"),
|
|
absPath("${MODULE_ATMOSPHERE}/shaders/calculation_gs.glsl")
|
|
);
|
|
|
|
|
|
// Saves current FBO first
|
|
GLint defaultFBO;
|
|
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFBO);
|
|
|
|
GLint viewport[4];
|
|
global::renderEngine->openglStateCache().viewport(viewport);
|
|
|
|
// Creates the FBO for the calculations
|
|
GLuint calcFBO;
|
|
glGenFramebuffers(1, &calcFBO);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, calcFBO);
|
|
GLenum drawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
|
|
glDrawBuffers(1, drawBuffers);
|
|
|
|
// Prepare for rendering/calculations
|
|
GLuint quadVao;
|
|
GLuint quadVbo;
|
|
createRenderQuad(&quadVao, &quadVbo);
|
|
|
|
// Execute Calculations
|
|
LDEBUG("Starting precalculations for scattering effects");
|
|
glDisable(GL_BLEND);
|
|
|
|
// See Precomputed Atmosphere Scattering from Bruneton et al. paper, algorithm 4.1:
|
|
calculateTransmittance(quadVao);
|
|
|
|
// line 2 in algorithm 4.1
|
|
GLuint deltaETable = calculateDeltaE(quadVao);
|
|
|
|
// line 3 in algorithm 4.1
|
|
auto [deltaSRayleighTable, deltaSMieTable] = calculateDeltaS(quadVao);
|
|
|
|
// line 4 in algorithm 4.1
|
|
calculateIrradiance(quadVao);
|
|
|
|
// line 5 in algorithm 4.1
|
|
calculateInscattering(quadVao, deltaSRayleighTable, deltaSMieTable);
|
|
|
|
GLuint deltaJTable = createTexture(_textureSize, "DeltaJ", 3);
|
|
|
|
// loop in line 6 in algorithm 4.1
|
|
for (int scatteringOrder = 2; scatteringOrder <= 4; ++scatteringOrder) {
|
|
// line 7 in algorithm 4.1
|
|
calculateDeltaJ(
|
|
quadVao,
|
|
scatteringOrder,
|
|
*deltaJProgram,
|
|
deltaJTable,
|
|
deltaETable,
|
|
deltaSRayleighTable,
|
|
deltaSMieTable
|
|
);
|
|
|
|
// line 8 in algorithm 4.1
|
|
calculateDeltaE(
|
|
quadVao,
|
|
scatteringOrder,
|
|
*irradianceSupTermsProgram,
|
|
deltaETable,
|
|
deltaSRayleighTable,
|
|
deltaSMieTable
|
|
);
|
|
|
|
// line 9 in algorithm 4.1
|
|
calculateDeltaS(
|
|
quadVao,
|
|
scatteringOrder,
|
|
*inScatteringSupTermsProgram,
|
|
deltaSRayleighTable,
|
|
deltaJTable
|
|
);
|
|
|
|
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
|
|
calculateIrradiance(
|
|
quadVao,
|
|
scatteringOrder,
|
|
*irradianceFinalProgram,
|
|
deltaETable
|
|
);
|
|
|
|
// line 11 in algorithm 4.1
|
|
calculateInscattering(
|
|
quadVao,
|
|
scatteringOrder,
|
|
*deltaSSupTermsProgram,
|
|
deltaSRayleighTable
|
|
);
|
|
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
// Restores OpenGL blending state
|
|
global::renderEngine->openglStateCache().resetBlendState();
|
|
|
|
glDeleteTextures(1, &deltaETable);
|
|
glDeleteTextures(1, &deltaSRayleighTable);
|
|
glDeleteTextures(1, &deltaSMieTable);
|
|
glDeleteTextures(1, &deltaJTable);
|
|
|
|
// Restores system state
|
|
glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO);
|
|
global::renderEngine->openglStateCache().setViewportState(viewport);
|
|
glDeleteBuffers(1, &quadVao);
|
|
glDeleteVertexArrays(1, &quadVbo);
|
|
glDeleteFramebuffers(1, &calcFBO);
|
|
|
|
LDEBUG("Ended precalculations for Atmosphere effects");
|
|
}
|
|
|
|
void AtmosphereDeferredcaster::step3DTexture(ghoul::opengl::ProgramObject& prg, int layer)
|
|
{
|
|
// See OpenGL redbook 8th Edition page 556 for Layered Rendering
|
|
const float planet2 = _atmospherePlanetRadius * _atmospherePlanetRadius;
|
|
const float diff = _atmosphereRadius * _atmosphereRadius - planet2;
|
|
const float ri = static_cast<float>(layer) / static_cast<float>(_rSamples - 1);
|
|
float eps = 0.01f;
|
|
if (layer > 0) {
|
|
if (layer == (_rSamples - 1)) {
|
|
eps = -0.001f;
|
|
}
|
|
else {
|
|
eps = 0.f;
|
|
}
|
|
}
|
|
const float r = std::sqrt(planet2 + ri * ri * diff) + eps;
|
|
const float dminG = r - _atmospherePlanetRadius;
|
|
const float dminT = _atmosphereRadius - r;
|
|
const float dh = std::sqrt(r * r - planet2);
|
|
const float dH = dh + std::sqrt(diff);
|
|
|
|
prg.setUniform("r", r);
|
|
prg.setUniform("dhdH", dminT, dH, dminG, dh);
|
|
}
|
|
|
|
} // namespace openspace
|