c4d19877cf
- New atmosphering rendering technique based on my own work. - Attempt to fix some remaining transparency issues. - Use a luminance histogram for auto exposure. - Add support for clustered shading. - Add WS 2.0 shaders. - Add 3D cloud shaders. - Add orthoscenery support.
308 lines
10 KiB
GLSL
308 lines
10 KiB
GLSL
#version 330 core
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const float PI = 3.14159265358979323846;
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const float INV_PI = 0.31830988618379067154;
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const float INV_4PI = 0.25 * INV_PI;
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const float PHASE_ISOTROPIC = INV_4PI;
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const float RAYLEIGH_PHASE_SCALE = (3.0 / 16.0) * INV_PI;
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const float g = 0.8;
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const float gg = g*g;
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const float ATMOSPHERE_RADIUS = 6471e3;
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// Rayleigh scattering coefficient at sea level, units m^-1
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// "Rayleigh-scattering calculations for the terrestrial atmosphere"
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// by Anthony Bucholtz (1995).
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const vec4 molecular_scattering_coefficient_base =
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vec4(6.605e-6, 1.067e-5, 1.842e-5, 3.156e-5);
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// Ozone absorption cross section, units m^2 / molecules
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// "High spectral resolution ozone absorption cross-sections"
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// by V. Gorshelev et al. (2014).
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const vec4 ozone_cross_section =
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vec4(3.472e-21, 3.914e-21, 1.349e-21, 11.03e-23) * 1e-4f;
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const float ozone_mean_monthly_dobson[] = float[](
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347.0, // January
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370.0, // February
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381.0, // March
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384.0, // April
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372.0, // May
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352.0, // June
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333.0, // July
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317.0, // August
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298.0, // September
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285.0, // October
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290.0, // November
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315.0 // December
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);
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const float ozone_height_distribution[] = float[](
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9.0 / 210.0,
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14.0 / 210.0,
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111.0 / 210.0,
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64.0 / 210.0,
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6.0 / 210.0,
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6.0 / 210.0,
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0.0
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);
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/*
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* Every aerosol type expects 5 parameters:
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* - Scattering cross section
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* - Absorption cross section
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* - Base density (km^-3)
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* - Background density (km^-3)
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* - Height scaling parameter
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* These parameters can be sent as uniforms.
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*
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* This model for aerosols and their corresponding parameters come from
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* "A Physically-Based Spatio-Temporal Sky Model"
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* by Guimera et al. (2018).
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*/
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// Urban
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uniform vec4 aerosol_absorption_cross_section =
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vec4(2.8722e-24, 4.6168e-24, 7.9706e-24, 1.3578e-23);
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uniform vec4 aerosol_scattering_cross_section =
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vec4(1.5908e-22, 1.7711e-22, 2.0942e-22, 2.4033e-22);
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uniform float aerosol_base_density = 1.3681e20;
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uniform float aerosol_relative_background_density = 2e6 / 1.3681e20;
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uniform float aerosol_height_scale = 0.73;
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uniform float aerosol_turbidity = 1.0;
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uniform int month_of_the_year = 0;
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uniform vec4 ground_albedo = vec4(0.3);
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uniform float fg_EarthRadius;
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//------------------------------------------------------------------------------
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/*
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* Helper function to obtain the transmittance to the top of the atmosphere
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* from Buffer A.
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*/
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vec4 transmittance_from_lut(sampler2D lut, float cos_theta, float normalized_altitude)
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{
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float u = clamp(cos_theta * 0.5 + 0.5, 0.0, 1.0);
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float v = clamp(normalized_altitude, 0.0, 1.0);
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return texture(lut, vec2(u, v));
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}
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/*
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* Returns the distance between ro and the first intersection with the sphere
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* or -1.0 if there is no intersection. The sphere's origin is (0,0,0).
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* -1.0 is also returned if the ray is pointing away from the sphere.
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*/
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float ray_sphere_intersection(vec3 ro, vec3 rd, float radius)
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{
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float b = dot(ro, rd);
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float c = dot(ro, ro) - radius*radius;
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if (c > 0.0 && b > 0.0) return -1.0;
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float d = b*b - c;
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if (d < 0.0) return -1.0;
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if (d > b*b) return (-b+sqrt(d));
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return (-b-sqrt(d));
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}
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/*
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* Rayleigh phase function.
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*/
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float molecular_phase_function(float cos_theta)
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{
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return RAYLEIGH_PHASE_SCALE * (1.0 + cos_theta*cos_theta);
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}
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/*
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* Henyey-Greenstrein phase function.
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*/
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float aerosol_phase_function(float cos_theta)
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{
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float den = 1.0 + gg + 2.0 * g * cos_theta;
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return INV_4PI * (1.0 - gg) / (den * sqrt(den));
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}
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/*
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* Get the approximated multiple scattering contribution for a given point
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* within the atmosphere.
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*/
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vec4 get_multiple_scattering(sampler2D transmittance_lut,
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float cos_theta,
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float normalized_height,
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float d)
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{
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// Solid angle subtended by the planet from a point at d distance
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// from the planet center.
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float omega = 2.0 * PI * (1.0 - sqrt(d*d - fg_EarthRadius*fg_EarthRadius) / d);
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omega = max(0.0, omega);
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vec4 T_to_ground = transmittance_from_lut(transmittance_lut, cos_theta, 0.0);
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vec4 T_ground_to_sample =
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transmittance_from_lut(transmittance_lut, 1.0, 0.0) /
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transmittance_from_lut(transmittance_lut, 1.0, normalized_height);
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// 2nd order scattering from the ground
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vec4 L_ground = PHASE_ISOTROPIC * omega * (ground_albedo * INV_PI)
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* T_to_ground * T_ground_to_sample * max(0.0, cos_theta);
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// Fit of Earth's multiple scattering coming from other points in the atmosphere
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vec4 L_ms = 0.02 * vec4(0.217, 0.347, 0.594, 1.0)
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* (1.0 / (1.0 + 5.0 * exp(-17.92 * cos_theta)));
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return L_ms + L_ground;
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}
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/*
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* Return the molecular volume scattering coefficient (m^-1) for a given altitude
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* in kilometers.
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*/
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vec4 get_molecular_scattering_coefficient(float h)
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{
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return molecular_scattering_coefficient_base
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* exp(-0.07771971 * pow(h, 1.16364243));
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}
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/*
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* Return the molecular volume absorption coefficient (km^-1) for a given altitude
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* in kilometers.
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*/
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vec4 get_molecular_absorption_coefficient(float h)
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{
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int i = int(clamp(h / 9.0, 0.0, 6.0));
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float density = ozone_height_distribution[i] *
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ozone_mean_monthly_dobson[month_of_the_year] * 2.6867e20f; // molecules / m^2
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density /= 9e3; // m^-3
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return ozone_cross_section * density; // m^-1
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}
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/*
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* Return the aerosol density for a given altitude in kilometers.
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*/
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float get_aerosol_density(float h)
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{
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return aerosol_base_density * (exp(-h / aerosol_height_scale)
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+ aerosol_relative_background_density);
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}
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/*
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* Get the collision coefficients (scattering and absorption) of the
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* atmospheric medium for a given point at an altitude h.
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*/
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void get_atmosphere_collision_coefficients(in float h,
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out vec4 aerosol_absorption,
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out vec4 aerosol_scattering,
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out vec4 molecular_absorption,
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out vec4 molecular_scattering,
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out vec4 extinction)
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{
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h = max(h, 0.0); // In case height is negative
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float aerosol_density = get_aerosol_density(h * 1e-3) * aerosol_turbidity;
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aerosol_absorption = aerosol_absorption_cross_section * aerosol_density * 1e-3;
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aerosol_scattering = aerosol_scattering_cross_section * aerosol_density * 1e-3;
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molecular_absorption = get_molecular_absorption_coefficient(h * 1e-3);
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molecular_scattering = get_molecular_scattering_coefficient(h * 1e-3);
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extinction =
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aerosol_absorption + aerosol_scattering +
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molecular_absorption + molecular_scattering;
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}
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/*
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* Compute the in-scattering integral of the volume rendering equation (VRE)
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*
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* The integral is solved numerically by ray marching. The final in-scattering
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* returned by this function is a 4D vector of the spectral radiance sampled for
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* the 4 wavelengths at the top of this file. To obtain an RGB triplet, the
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* spectral radiance must be multiplied by the spectral irradiance of the Sun
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* and converted to sRGB.
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*/
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vec4 compute_inscattering(in vec3 ray_origin,
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in vec3 ray_dir,
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in float t_max,
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in vec3 sun_dir,
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in int steps,
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in sampler2D transmittance_lut,
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out vec4 transmittance)
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{
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// Any given ray inside the atmospheric medium can end in one of 3 places:
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// 1. The Earth's surface.
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// 2. Outer space. We define the boundary between space and the atmosphere
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// at the Kármán line.
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// 3. Any object within the atmosphere.
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float ray_altitude = length(ray_origin);
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// Handle the camera being underground
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float earth_radius = min(ray_altitude, fg_EarthRadius);
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float atmos_dist = ray_sphere_intersection(ray_origin, ray_dir, ATMOSPHERE_RADIUS);
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float ground_dist = ray_sphere_intersection(ray_origin, ray_dir, earth_radius);
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float t_d;
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if (ray_altitude < ATMOSPHERE_RADIUS) {
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// We are inside the atmosphere
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if (ground_dist < 0.0) {
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// No ground collision, use the distance to the outer atmosphere
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t_d = atmos_dist;
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} else {
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// We have a collision with the ground, use the distance to it
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t_d = ground_dist;
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}
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} else {
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// We are in outer space
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// XXX: For now this is a flight simulator, not a space simulator
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transmittance = vec4(1.0);
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return vec4(0.0);
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}
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// Clip by the maximum distance
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t_d = min(t_d, t_max);
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float cos_theta = dot(-ray_dir, sun_dir);
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float molecular_phase = molecular_phase_function(cos_theta);
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float aerosol_phase = aerosol_phase_function(cos_theta);
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float dt = t_d / float(steps);
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vec4 L_inscattering = vec4(0.0);
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transmittance = vec4(1.0);
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for (int i = 0; i < steps; ++i) {
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float t = (float(i) + 0.5) * dt;
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vec3 x_t = ray_origin + ray_dir * t;
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float distance_to_earth_center = length(x_t);
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vec3 zenith_dir = x_t / distance_to_earth_center;
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float altitude = distance_to_earth_center - fg_EarthRadius;
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float normalized_altitude = altitude / (ATMOSPHERE_RADIUS - fg_EarthRadius);
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float sample_cos_theta = dot(zenith_dir, sun_dir);
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vec4 aerosol_absorption, aerosol_scattering;
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vec4 molecular_absorption, molecular_scattering;
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vec4 extinction;
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get_atmosphere_collision_coefficients(
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altitude,
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aerosol_absorption, aerosol_scattering,
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molecular_absorption, molecular_scattering,
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extinction);
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vec4 transmittance_to_sun = transmittance_from_lut(
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transmittance_lut, sample_cos_theta, normalized_altitude);
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vec4 ms = get_multiple_scattering(
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transmittance_lut, sample_cos_theta, normalized_altitude,
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distance_to_earth_center);
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vec4 S =
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molecular_scattering * (molecular_phase * transmittance_to_sun + ms) +
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aerosol_scattering * (aerosol_phase * transmittance_to_sun + ms);
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vec4 step_transmittance = exp(-dt * extinction);
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// Energy-conserving analytical integration
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// "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite"
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// by Sébastien Hillaire
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vec4 S_int = (S - S * step_transmittance) / max(extinction, 1e-7);
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L_inscattering += transmittance * S_int;
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transmittance *= step_transmittance;
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}
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return L_inscattering;
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}
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