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Yet more atmosphere removal
This commit is contained in:
parent
3e7f29a0aa
commit
f9f9ddd8bd
18 changed files with 7 additions and 749 deletions
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@ -3651,8 +3651,7 @@ namespace render {
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"Application::payloadRender<BackgroundRenderData>() ... stars...");
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// should be the first rendering pass - w/o depth buffer / lighting
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// compute starfield alpha based on distance from atmosphere
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float alpha = 1.0f;
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static const float alpha = 1.0f;
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background->_stars.render(args, alpha);
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}
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}
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@ -3736,7 +3735,6 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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DependencyManager::get<DeferredLightingEffect>()->setAmbientLightMode(getRenderAmbientLight());
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auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
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DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(skyStage->getSunLight()->getDirection(), skyStage->getSunLight()->getColor(), skyStage->getSunLight()->getIntensity(), skyStage->getSunLight()->getAmbientIntensity());
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DependencyManager::get<DeferredLightingEffect>()->setGlobalAtmosphere(skyStage->getAtmosphere());
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auto skybox = model::SkyboxPointer();
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if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_BOX) {
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@ -277,7 +277,7 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
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_hasPreviousZone = false;
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}
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skyStage->setBackgroundMode(model::SunSkyStage::SKY_DOME); // let the application atmosphere through
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skyStage->setBackgroundMode(model::SunSkyStage::SKY_DOME); // let the application background through
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return; // Early exit
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}
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@ -307,12 +307,6 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
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sceneTime->setDay(zone->getStageProperties().calculateDay());
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switch (zone->getBackgroundMode()) {
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case BACKGROUND_MODE_ATMOSPHERE: {
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skyStage->setBackgroundMode(model::SunSkyStage::SKY_DOME);
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_pendingSkyboxTexture = false;
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_skyboxTexture.clear();
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break;
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}
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case BACKGROUND_MODE_SKYBOX: {
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auto skybox = std::dynamic_pointer_cast<ProceduralSkybox>(skyStage->getSkybox());
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skybox->setColor(zone->getSkyboxProperties().getColorVec3());
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@ -347,7 +341,7 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
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break;
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}
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case BACKGROUND_MODE_INHERIT:
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skyStage->setBackgroundMode(model::SunSkyStage::SKY_DOME); // let the application atmosphere through
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skyStage->setBackgroundMode(model::SunSkyStage::SKY_DOME); // let the application background through
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_pendingSkyboxTexture = false;
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_skyboxTexture.clear();
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break;
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@ -184,7 +184,7 @@ void EntityItemProperties::setShapeTypeFromString(const QString& shapeName) {
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}
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}
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const char* backgroundModeNames[] = {"inherit", "atmosphere", "skybox" };
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const char* backgroundModeNames[] = {"inherit", "skybox" };
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QHash<QString, BackgroundMode> stringToBackgroundModeLookup;
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@ -194,7 +194,6 @@ void addBackgroundMode(BackgroundMode type) {
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void buildStringToBackgroundModeLookup() {
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addBackgroundMode(BACKGROUND_MODE_INHERIT);
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addBackgroundMode(BACKGROUND_MODE_ATMOSPHERE);
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addBackgroundMode(BACKGROUND_MODE_SKYBOX);
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}
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@ -197,13 +197,6 @@ enum EntityPropertyList {
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PROP_STAGE_DAY = PROP_LINEAR_ATTENUATION_UNUSED,
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PROP_STAGE_HOUR = PROP_QUADRATIC_ATTENUATION_UNUSED,
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PROP_STAGE_AUTOMATIC_HOURDAY = PROP_ANIMATION_FRAME_INDEX,
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PROP_ATMOSPHERE_CENTER = PROP_MAX_PARTICLES,
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PROP_ATMOSPHERE_INNER_RADIUS = PROP_LIFESPAN,
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PROP_ATMOSPHERE_OUTER_RADIUS = PROP_EMIT_RATE,
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PROP_ATMOSPHERE_MIE_SCATTERING = PROP_EMIT_SPEED,
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PROP_ATMOSPHERE_RAYLEIGH_SCATTERING = PROP_EMIT_STRENGTH,
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PROP_ATMOSPHERE_SCATTERING_WAVELENGTHS = PROP_EMIT_ACCELERATION,
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PROP_ATMOSPHERE_HAS_STARS = PROP_PARTICLE_RADIUS,
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PROP_BACKGROUND_MODE = PROP_MODEL_URL,
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PROP_SKYBOX_COLOR = PROP_ANIMATION_URL,
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PROP_SKYBOX_URL = PROP_ANIMATION_FPS,
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@ -1,245 +0,0 @@
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<!
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// Atmospheric.slh
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//
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// Created by Sam Gateau on 3/9/15.
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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!>
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<@if not MODEL_ATMOSPHERE_SLH@>
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<@def MODEL_ATMOSPHERE_SLH@>
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<!
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// Code is a modified version of:
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// http://http.developer.nvidia.com/GPUGems/gpugems_app01.html
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// Atmospheric scattering fragment shader
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//
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// Author: Sean O'Neil
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//
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// Copyright (c) 2004 Sean O'Neil
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//
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// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
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//
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// NVIDIA Statement on the Software
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//
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// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
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// detailed.
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//
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// No Warranty
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//
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// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
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// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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//
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// Limitation of Liability
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//
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// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
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// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
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// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
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// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
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// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
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//
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!>
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struct Atmosphere {
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vec4 _invWaveLength;
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vec4 _radiuses;
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vec4 _scales;
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vec4 _scatterings;
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vec4 _control;
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};
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const int numSamples = 2;
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vec3 getAtmosphereInvWaveLength(Atmosphere a) { return a._invWaveLength.xyz; } // 1 / pow(wavelength, 4) for the red, green, and blue channels
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float getAtmosphereInnerRadius(Atmosphere a) { return a._radiuses.x; } // The inner (planetary) radius
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float getAtmosphereOuterRadius(Atmosphere a) { return a._radiuses.y; } // The outer (atmosphere) radius
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float getAtmosphereScale(Atmosphere a) { return a._scales.x; } // 1 / (outerRadius - innerRadius)
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float getAtmosphereScaleDepth(Atmosphere a) { return a._scales.y; } // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
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float getAtmosphereScaleOverScaleDepth(Atmosphere a) { return a._scales.z; } // scale / scaleDepth
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vec4 getAtmosphereScattering(Atmosphere a) { return a._scatterings; } // The full Mie and Rayleigh scattering coefficients
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float getAtmosphereKrESun(Atmosphere a) { return a._scatterings.x; } // Kr * ESun
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float getAtmosphereKmESun(Atmosphere a) { return a._scatterings.y; } // Km * ESun
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float getAtmosphereKr4PI(Atmosphere a) { return a._scatterings.z; } // Kr * 4 * PI
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float getAtmosphereKm4PI(Atmosphere a) { return a._scatterings.w; } // Km * 4 * PI
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float getAtmosphereNumSamples(Atmosphere a) { return a._control.x; } // numSamples
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vec2 getAtmosphereGAndG2(Atmosphere a) { return a._control.yz; } // g and g2
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float atmosphereScale(float scaleDepth, float fCos)
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{
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float x = 1.0 - fCos;
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return scaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
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}
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vec4 evalAtmosphereContribution(Atmosphere atmospheric, vec3 position, vec3 cameraPos, vec3 lightPos) {
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float fInnerRadius = getAtmosphereInnerRadius(atmospheric);
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float fSamples = getAtmosphereNumSamples(atmospheric);
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vec3 v3InvWavelength = getAtmosphereInvWaveLength(atmospheric);
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vec4 scatteringCoefs = getAtmosphereScattering(atmospheric);
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float fKrESun = scatteringCoefs.x;
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float fKmESun = scatteringCoefs.y;
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float fKr4PI = scatteringCoefs.z;
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float fKm4PI = scatteringCoefs.w;
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vec2 gAndg2 = getAtmosphereGAndG2(atmospheric);
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float g = gAndg2.x;
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float g2 = gAndg2.y;
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float fScale = getAtmosphereScale(atmospheric);
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float fScaleDepth = getAtmosphereScaleDepth(atmospheric);
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float fScaleOverScaleDepth = getAtmosphereScaleOverScaleDepth(atmospheric);
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// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
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vec3 v3Pos = position;
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vec3 v3Ray = v3Pos - cameraPos;
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float fFar = length(v3Ray);
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v3Ray /= fFar;
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// Calculate the ray's starting position, then calculate its scattering offset
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vec3 v3Start = cameraPos;
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float fHeight = length(v3Start);
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float fDepthStart = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
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float fStartAngle = dot(v3Ray, v3Start) / fHeight;
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float fStartOffset = fDepthStart * atmosphereScale(fScaleDepth, fStartAngle);
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// Initialize the scattering loop variables
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//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
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float fSampleLength = fFar / fSamples;
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float fScaledLength = fSampleLength * fScale;
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vec3 v3SampleRay = v3Ray * fSampleLength;
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vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
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// Now loop through the sample rays
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vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
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// int nSamples = numSamples;
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int nSamples = int(fSamples);
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for(int i=0; i<nSamples; i++)
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{
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float fHeight = length(v3SamplePoint);
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float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
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float fLightAngle = dot(lightPos, v3SamplePoint) / fHeight;
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float fCameraAngle = dot((v3Ray), v3SamplePoint) / fHeight * 0.99;
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float fScatter = (fStartOffset + fDepth * (atmosphereScale(fScaleDepth, fLightAngle) - atmosphereScale(fScaleDepth, fCameraAngle)));
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vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
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v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
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v3SamplePoint += v3SampleRay;
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}
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// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
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vec3 secondaryFrontColor = v3FrontColor * fKmESun;
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vec3 frontColor = v3FrontColor * (v3InvWavelength * fKrESun);
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vec3 v3Direction = cameraPos - v3Pos;
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float fCos = dot(lightPos, v3Direction) / length(v3Direction);
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float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
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vec4 finalColor;
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finalColor.rgb = frontColor.rgb + fMiePhase * secondaryFrontColor.rgb;
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finalColor.a = finalColor.b;
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finalColor.rgb = pow(finalColor.rgb, vec3(1.0/2.2));
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return finalColor;
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}
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<@if GLPROFILE == PC_GL@>
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uniform atmosphereBuffer {
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Atmosphere _atmosphere;
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};
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Atmosphere getAtmosphere() {
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return _atmosphere;
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}
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<@else@>
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uniform vec4 atmosphereBuffer[9];
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Atmosphere getAtmosphere() {
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Atmosphere atmosphere;
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atmosphere._invWaveLength = atmosphereBuffer[0];
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atmosphere._radiuses = atmosphereBuffer[1];
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atmosphere._scales = atmosphereBuffer[2];
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atmosphere._scatterings = atmosphereBuffer[3];
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atmosphere._control = atmosphereBuffer[4];
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return atmosphere;
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}
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<@endif@>
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<!
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/*
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// uniform vec3 v3CameraPos; // The camera's current position
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const int nSamples = 2;
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const float fSamples = 2.0;
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uniform vec3 v3LightPos;
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uniform float g;
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uniform float g2;
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varying vec3 position;
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float scale(float fCos)
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{
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float x = 1.0 - fCos;
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return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
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}
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void main (void)
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{
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// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
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vec3 v3Pos = position;
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vec3 v3Ray = v3Pos - v3CameraPos;
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float fFar = length(v3Ray);
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v3Ray /= fFar;
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// Calculate the ray's starting position, then calculate its scattering offset
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vec3 v3Start = v3CameraPos;
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float fHeight = length(v3Start);
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float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
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float fStartAngle = dot(v3Ray, v3Start) / fHeight;
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float fStartOffset = fDepth * scale(fStartAngle);
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// Initialize the scattering loop variables
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//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
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float fSampleLength = fFar / fSamples;
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float fScaledLength = fSampleLength * fScale;
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vec3 v3SampleRay = v3Ray * fSampleLength;
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vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
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// Now loop through the sample rays
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vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
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for(int i=0; i<nSamples; i++)
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{
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float fHeight = length(v3SamplePoint);
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float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
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float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight;
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float fCameraAngle = dot((v3Ray), v3SamplePoint) / fHeight * 0.99;
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float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle)));
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vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
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v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
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v3SamplePoint += v3SampleRay;
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}
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// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
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vec3 secondaryFrontColor = v3FrontColor * fKmESun;
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vec3 frontColor = v3FrontColor * (v3InvWavelength * fKrESun);
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vec3 v3Direction = v3CameraPos - v3Pos;
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float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
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float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
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outFragColor.rgb = frontColor.rgb + fMiePhase * secondaryFrontColor.rgb;
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outFragColor.a = outFragColor.b;
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outFragColor.rgb = pow(outFragColor.rgb, vec3(1.0/2.2));
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}
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*/
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!>
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<@endif@>
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@ -133,56 +133,6 @@ void EarthSunModel::setSunLongitude(float lon) {
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invalidate();
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}
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Atmosphere::Atmosphere() {
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// only if created from nothing shall we create the Buffer to store the properties
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Data data;
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_dataBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Data), (const gpu::Byte*) &data));
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setScatteringWavelength(_scatteringWavelength);
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setRayleighScattering(_rayleighScattering);
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setInnerOuterRadiuses(getInnerRadius(), getOuterRadius());
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}
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void Atmosphere::setScatteringWavelength(Vec3 wavelength) {
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_scatteringWavelength = wavelength;
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Data& data = editData();
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data._invWaveLength = Vec4(1.0f / powf(wavelength.x, 4.0f), 1.0f / powf(wavelength.y, 4.0f), 1.0f / powf(wavelength.z, 4.0f), 0.0f);
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}
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void Atmosphere::setRayleighScattering(float scattering) {
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_rayleighScattering = scattering;
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updateScattering();
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}
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void Atmosphere::setMieScattering(float scattering) {
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_mieScattering = scattering;
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updateScattering();
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}
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void Atmosphere::setSunBrightness(float brightness) {
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_sunBrightness = brightness;
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updateScattering();
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}
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void Atmosphere::updateScattering() {
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Data& data = editData();
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data._scatterings.x = getRayleighScattering() * getSunBrightness();
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data._scatterings.y = getMieScattering() * getSunBrightness();
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data._scatterings.z = getRayleighScattering() * 4.0f * glm::pi<float>();
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data._scatterings.w = getMieScattering() * 4.0f * glm::pi<float>();
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}
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void Atmosphere::setInnerOuterRadiuses(float inner, float outer) {
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Data& data = editData();
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data._radiuses.x = inner;
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data._radiuses.y = outer;
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data._scales.x = 1.0f / (outer - inner);
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data._scales.z = data._scales.x / data._scales.y;
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}
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const int NUM_DAYS_PER_YEAR = 365;
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const float NUM_HOURS_PER_DAY = 24.0f;
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const float NUM_HOURS_PER_HALF_DAY = NUM_HOURS_PER_DAY * 0.5f;
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@ -107,60 +107,6 @@ protected:
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static Mat4d evalWorldToGeoLocationMat(double longitude, double latitude, double altitude, double scale);
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};
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class Atmosphere {
|
||||
public:
|
||||
|
||||
Atmosphere();
|
||||
Atmosphere(const Atmosphere& atmosphere);
|
||||
Atmosphere& operator= (const Atmosphere& atmosphere);
|
||||
virtual ~Atmosphere() {};
|
||||
|
||||
|
||||
void setScatteringWavelength(Vec3 wavelength);
|
||||
const Vec3& getScatteringWavelength() const { return _scatteringWavelength; }
|
||||
|
||||
void setRayleighScattering(float scattering);
|
||||
float getRayleighScattering() const { return _rayleighScattering; }
|
||||
|
||||
void setMieScattering(float scattering);
|
||||
float getMieScattering() const { return _mieScattering; }
|
||||
|
||||
void setSunBrightness(float brightness);
|
||||
float getSunBrightness() const { return _sunBrightness; }
|
||||
|
||||
void setInnerOuterRadiuses(float inner, float outer);
|
||||
float getInnerRadius() const { return getData()._radiuses.x; }
|
||||
float getOuterRadius() const { return getData()._radiuses.y; }
|
||||
|
||||
// Data to access the attribute values of the atmosphere
|
||||
class Data {
|
||||
public:
|
||||
Vec4 _invWaveLength = Vec4(0.0f);
|
||||
Vec4 _radiuses = Vec4(6000.0f, 6025.0f, 0.0f, 0.0f);
|
||||
Vec4 _scales = Vec4(0.0f, 0.25f, 0.0f, 0.0f);
|
||||
Vec4 _scatterings = Vec4(0.0f);
|
||||
Vec4 _control = Vec4(2.0f, -0.990f, -0.990f*-0.990f, 0.f);
|
||||
|
||||
Data() {}
|
||||
};
|
||||
|
||||
const UniformBufferView& getDataBuffer() const { return _dataBuffer; }
|
||||
|
||||
protected:
|
||||
UniformBufferView _dataBuffer;
|
||||
Vec3 _scatteringWavelength = Vec3(0.650f, 0.570f, 0.475f);
|
||||
float _rayleighScattering = 0.0025f;
|
||||
float _mieScattering = 0.0010f;
|
||||
float _sunBrightness = 20.0f;
|
||||
|
||||
const Data& getData() const { return _dataBuffer.get<Data>(); }
|
||||
Data& editData() { return _dataBuffer.edit<Data>(); }
|
||||
|
||||
void updateScattering();
|
||||
};
|
||||
typedef std::shared_ptr< Atmosphere > AtmospherePointer;
|
||||
|
||||
// Sun sky stage generates the rendering primitives to display a scene realistically
|
||||
// at the specified location and time around earth
|
||||
class SunSkyStage {
|
||||
|
@ -209,7 +155,6 @@ public:
|
|||
const Vec3& getSunDirection() const { return getSunLight()->getDirection(); }
|
||||
|
||||
LightPointer getSunLight() const { valid(); return _sunLight; }
|
||||
AtmospherePointer getAtmosphere() const { valid(); return _atmosphere; }
|
||||
|
||||
enum BackgroundMode {
|
||||
NO_BACKGROUND = 0,
|
||||
|
@ -229,7 +174,6 @@ protected:
|
|||
BackgroundMode _backgroundMode = SKY_BOX;
|
||||
|
||||
LightPointer _sunLight;
|
||||
AtmospherePointer _atmosphere;
|
||||
mutable SkyboxPointer _skybox;
|
||||
|
||||
float _dayTime = 12.0f;
|
||||
|
|
|
@ -41,7 +41,7 @@ PacketVersion versionForPacketType(PacketType packetType) {
|
|||
case PacketType::EntityAdd:
|
||||
case PacketType::EntityEdit:
|
||||
case PacketType::EntityData:
|
||||
return VERSION_ENTITITES_HAVE_COLLISION_MASK;
|
||||
return VERSION_ATMOSPHERE_REMOVED;
|
||||
case PacketType::AvatarData:
|
||||
case PacketType::BulkAvatarData:
|
||||
return static_cast<PacketVersion>(AvatarMixerPacketVersion::SoftAttachmentSupport);
|
||||
|
|
|
@ -165,6 +165,7 @@ const PacketVersion VERSION_ENTITIES_REMOVED_START_AUTOMATICALLY_FROM_ANIMATION_
|
|||
const PacketVersion VERSION_MODEL_ENTITIES_JOINTS_ON_WIRE = 53;
|
||||
const PacketVersion VERSION_ENTITITES_HAVE_QUERY_BOX = 54;
|
||||
const PacketVersion VERSION_ENTITITES_HAVE_COLLISION_MASK = 55;
|
||||
const PacketVersion VERSION_ATMOSPHERE_REMOVED = 56;
|
||||
|
||||
enum class AvatarMixerPacketVersion : PacketVersion {
|
||||
TranslationSupport = 17,
|
||||
|
|
|
@ -42,7 +42,6 @@ struct LightLocations {
|
|||
int radius;
|
||||
int ambientSphere;
|
||||
int lightBufferUnit;
|
||||
int atmosphereBufferUnit;
|
||||
int texcoordMat;
|
||||
int coneParam;
|
||||
int deferredTransformBuffer;
|
||||
|
@ -329,10 +328,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
if (locations->lightBufferUnit >= 0) {
|
||||
batch.setUniformBuffer(locations->lightBufferUnit, globalLight->getSchemaBuffer());
|
||||
}
|
||||
|
||||
if (_atmosphere && (locations->atmosphereBufferUnit >= 0)) {
|
||||
batch.setUniformBuffer(locations->atmosphereBufferUnit, _atmosphere->getDataBuffer());
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
{
|
||||
|
@ -497,10 +493,8 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
|
|||
slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), 5));
|
||||
|
||||
static const int LIGHT_GPU_SLOT = 3;
|
||||
static const int ATMOSPHERE_GPU_SLOT = 4;
|
||||
static const int DEFERRED_TRANSFORM_BUFFER_SLOT = 2;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), LIGHT_GPU_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("atmosphereBufferUnit"), ATMOSPHERE_GPU_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("deferredTransformBuffer"), DEFERRED_TRANSFORM_BUFFER_SLOT));
|
||||
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
@ -512,7 +506,6 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
|
|||
locations->coneParam = program->getUniforms().findLocation("coneParam");
|
||||
|
||||
locations->lightBufferUnit = program->getBuffers().findLocation("lightBuffer");
|
||||
locations->atmosphereBufferUnit = program->getBuffers().findLocation("atmosphereBufferUnit");
|
||||
locations->deferredTransformBuffer = program->getBuffers().findLocation("deferredTransformBuffer");
|
||||
locations->shadowTransformBuffer = program->getBuffers().findLocation("shadowTransformBuffer");
|
||||
|
||||
|
|
|
@ -49,7 +49,6 @@ public:
|
|||
// update global lighting
|
||||
void setAmbientLightMode(int preset);
|
||||
void setGlobalLight(const glm::vec3& direction, const glm::vec3& diffuse, float intensity, float ambientIntensity);
|
||||
void setGlobalAtmosphere(const model::AtmospherePointer& atmosphere) { _atmosphere = atmosphere; }
|
||||
void setGlobalSkybox(const model::SkyboxPointer& skybox);
|
||||
|
||||
const LightStage& getLightStage() { return _lightStage; }
|
||||
|
@ -84,7 +83,6 @@ private:
|
|||
std::vector<int> _spotLights;
|
||||
|
||||
int _ambientLightMode = 0;
|
||||
model::AtmospherePointer _atmosphere;
|
||||
model::SkyboxPointer _skybox;
|
||||
|
||||
// Class describing the uniform buffer with all the parameters common to the deferred shaders
|
||||
|
|
|
@ -1,113 +0,0 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
|
||||
//
|
||||
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
|
||||
//
|
||||
// NVIDIA Statement on the Software
|
||||
//
|
||||
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
|
||||
// detailed.
|
||||
//
|
||||
// No Warranty
|
||||
//
|
||||
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
|
||||
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
//
|
||||
// Limitation of Liability
|
||||
//
|
||||
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
|
||||
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
|
||||
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
|
||||
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
|
||||
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
|
||||
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
|
||||
//
|
||||
|
||||
//
|
||||
// Atmospheric scattering fragment shader
|
||||
//
|
||||
// Author: Sean O'Neil
|
||||
//
|
||||
// Copyright (c) 2004 Sean O'Neil
|
||||
//
|
||||
|
||||
uniform vec3 v3CameraPos; // The camera's current position
|
||||
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
|
||||
uniform float fInnerRadius; // The inner (planetary) radius
|
||||
uniform float fKrESun; // Kr * ESun
|
||||
uniform float fKmESun; // Km * ESun
|
||||
uniform float fKr4PI; // Kr * 4 * PI
|
||||
uniform float fKm4PI; // Km * 4 * PI
|
||||
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
|
||||
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
|
||||
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
|
||||
|
||||
const int nSamples = 2;
|
||||
const float fSamples = 2.0;
|
||||
|
||||
uniform vec3 v3LightPos;
|
||||
uniform float g;
|
||||
uniform float g2;
|
||||
|
||||
in vec3 position;
|
||||
out vec4 outFragColor;
|
||||
|
||||
|
||||
float scale(float fCos)
|
||||
{
|
||||
float x = 1.0 - fCos;
|
||||
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
|
||||
}
|
||||
|
||||
|
||||
void main (void)
|
||||
{
|
||||
// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
|
||||
vec3 v3Pos = position;
|
||||
vec3 v3Ray = v3Pos - v3CameraPos;
|
||||
float fFar = length(v3Ray);
|
||||
v3Ray /= fFar;
|
||||
|
||||
// Calculate the ray's starting position, then calculate its scattering offset
|
||||
vec3 v3Start = v3CameraPos;
|
||||
float fHeight = length(v3Start);
|
||||
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
|
||||
float fStartAngle = dot(v3Ray, v3Start) / fHeight;
|
||||
float fStartOffset = fDepth * scale(fStartAngle);
|
||||
|
||||
// Initialize the scattering loop variables
|
||||
//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
float fSampleLength = fFar / fSamples;
|
||||
float fScaledLength = fSampleLength * fScale;
|
||||
vec3 v3SampleRay = v3Ray * fSampleLength;
|
||||
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
|
||||
|
||||
// Now loop through the sample rays
|
||||
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
|
||||
for(int i=0; i<nSamples; i++)
|
||||
{
|
||||
float fHeight = length(v3SamplePoint);
|
||||
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
|
||||
float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight;
|
||||
float fCameraAngle = dot((v3Ray), v3SamplePoint) / fHeight * 0.99;
|
||||
float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle)));
|
||||
vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
|
||||
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
|
||||
v3SamplePoint += v3SampleRay;
|
||||
}
|
||||
|
||||
// Finally, scale the Mie and Rayleigh colors and set up the in variables for the pixel shader
|
||||
vec3 secondaryFrontColor = v3FrontColor * fKmESun;
|
||||
vec3 frontColor = v3FrontColor * (v3InvWavelength * fKrESun);
|
||||
vec3 v3Direction = v3CameraPos - v3Pos;
|
||||
|
||||
float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
|
||||
float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
|
||||
|
||||
vec3 finalColor = frontColor.rgb + fMiePhase * secondaryFrontColor.rgb;
|
||||
outFragColor.a = finalColor.b;
|
||||
// outFragColor.rgb = pow(finalColor.rgb, vec3(1.0/2.2));
|
||||
outFragColor.rgb = finalColor.rgb;
|
||||
}
|
|
@ -1,69 +0,0 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
|
||||
//
|
||||
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
|
||||
//
|
||||
// NVIDIA Statement on the Software
|
||||
//
|
||||
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
|
||||
// detailed.
|
||||
//
|
||||
// No Warranty
|
||||
//
|
||||
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
|
||||
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
//
|
||||
// Limitation of Liability
|
||||
//
|
||||
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
|
||||
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
|
||||
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
|
||||
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
|
||||
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
|
||||
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
|
||||
//
|
||||
|
||||
//
|
||||
// Atmospheric scattering vertex shader
|
||||
//
|
||||
// Author: Sean O'Neil
|
||||
//
|
||||
// Copyright (c) 2004 Sean O'Neil
|
||||
//
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
uniform vec3 v3CameraPos; // The camera's current position
|
||||
uniform vec3 v3LightPos; // The direction vector to the light source
|
||||
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
|
||||
uniform float fOuterRadius; // The outer (atmosphere) radius
|
||||
uniform float fInnerRadius; // The inner (planetary) radius
|
||||
uniform float fKrESun; // Kr * ESun
|
||||
uniform float fKmESun; // Km * ESun
|
||||
uniform float fKr4PI; // Kr * 4 * PI
|
||||
uniform float fKm4PI; // Km * 4 * PI
|
||||
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
|
||||
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
|
||||
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
|
||||
|
||||
|
||||
const int nSamples = 2;
|
||||
const float fSamples = 2.0;
|
||||
|
||||
out vec3 position;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
|
||||
position = inPosition.xyz * fOuterRadius;
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
vec4 v4pos = vec4(position, 1.0);
|
||||
<$transformModelToClipPos(cam, obj, v4pos, gl_Position)$>
|
||||
}
|
|
@ -1,119 +0,0 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
|
||||
//
|
||||
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
|
||||
//
|
||||
// NVIDIA Statement on the Software
|
||||
//
|
||||
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
|
||||
// detailed.
|
||||
//
|
||||
// No Warranty
|
||||
//
|
||||
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
|
||||
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
//
|
||||
// Limitation of Liability
|
||||
//
|
||||
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
|
||||
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
|
||||
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
|
||||
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
|
||||
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
|
||||
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
|
||||
//
|
||||
|
||||
//
|
||||
// Atmospheric scattering fragment shader
|
||||
//
|
||||
// Author: Sean O'Neil
|
||||
//
|
||||
// Copyright (c) 2004 Sean O'Neil
|
||||
//
|
||||
|
||||
uniform vec3 v3CameraPos; // The camera's current position
|
||||
uniform vec3 v3LightPos; // The direction vector to the light source
|
||||
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
|
||||
uniform float fCameraHeight2; // fCameraHeight^2
|
||||
uniform float fOuterRadius; // The outer (atmosphere) radius
|
||||
uniform float fOuterRadius2; // fOuterRadius^2
|
||||
uniform float fInnerRadius; // The inner (planetary) radius
|
||||
uniform float fKrESun; // Kr * ESun
|
||||
uniform float fKmESun; // Km * ESun
|
||||
uniform float fKr4PI; // Kr * 4 * PI
|
||||
uniform float fKm4PI; // Km * 4 * PI
|
||||
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
|
||||
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
|
||||
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
|
||||
|
||||
uniform float g;
|
||||
uniform float g2;
|
||||
|
||||
const int nSamples = 2;
|
||||
const float fSamples = 2.0;
|
||||
|
||||
in vec3 position;
|
||||
|
||||
out vec4 outFragColor;
|
||||
|
||||
float scale(float fCos)
|
||||
{
|
||||
float x = 1.0 - fCos;
|
||||
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
|
||||
}
|
||||
|
||||
|
||||
void main (void)
|
||||
{
|
||||
// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
|
||||
vec3 v3Pos = position;
|
||||
vec3 v3Ray = v3Pos - v3CameraPos;
|
||||
float fFar = length(v3Ray);
|
||||
v3Ray /= fFar;
|
||||
|
||||
// Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere)
|
||||
float B = 2.0 * dot(v3CameraPos, v3Ray);
|
||||
float C = fCameraHeight2 - fOuterRadius2;
|
||||
float fDet = max(0.0, B*B - 4.0 * C);
|
||||
float fNear = 0.5 * (-B - sqrt(fDet));
|
||||
|
||||
// Calculate the ray's starting position, then calculate its scattering offset
|
||||
vec3 v3Start = v3CameraPos + v3Ray * fNear;
|
||||
fFar -= fNear;
|
||||
float fStartAngle = dot(v3Ray, v3Start) / fOuterRadius;
|
||||
float fStartDepth = exp(-1.0 / fScaleDepth);
|
||||
float fStartOffset = fStartDepth * scale(fStartAngle);
|
||||
|
||||
// Initialize the scattering loop variables
|
||||
//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
float fSampleLength = fFar / fSamples;
|
||||
float fScaledLength = fSampleLength * fScale;
|
||||
vec3 v3SampleRay = v3Ray * fSampleLength;
|
||||
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
|
||||
|
||||
// Now loop through the sample rays
|
||||
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
|
||||
for(int i=0; i<nSamples; i++)
|
||||
{
|
||||
float fHeight = length(v3SamplePoint);
|
||||
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
|
||||
float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight;
|
||||
float fCameraAngle = dot((v3Ray), v3SamplePoint) / fHeight * 0.99;
|
||||
float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle)));
|
||||
vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
|
||||
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
|
||||
v3SamplePoint += v3SampleRay;
|
||||
}
|
||||
vec3 v3Direction = v3CameraPos - v3Pos;
|
||||
float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
|
||||
float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
|
||||
vec3 color = v3FrontColor * (v3InvWavelength * fKrESun);
|
||||
vec3 secondaryColor = v3FrontColor * fKmESun;
|
||||
|
||||
vec3 finalColor = color + fMiePhase * secondaryColor;
|
||||
outFragColor.a = finalColor.b;
|
||||
// outFragColor.rgb = pow(finalColor.rgb, vec3(1.0/2.2));
|
||||
outFragColor.rgb = finalColor.rgb;
|
||||
}
|
|
@ -1,53 +0,0 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
|
||||
//
|
||||
// NVIDIA Statement on the Software
|
||||
//
|
||||
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
|
||||
// detailed.
|
||||
//
|
||||
// No Warranty
|
||||
//
|
||||
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
|
||||
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
//
|
||||
// Limitation of Liability
|
||||
//
|
||||
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
|
||||
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
|
||||
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
|
||||
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
|
||||
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
|
||||
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
|
||||
//
|
||||
|
||||
//
|
||||
// Atmospheric scattering vertex shader
|
||||
//
|
||||
// Author: Sean O'Neil
|
||||
//
|
||||
// Copyright (c) 2004 Sean O'Neil
|
||||
//
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
uniform float fOuterRadius; // The outer (atmosphere) radius
|
||||
|
||||
out vec3 position;
|
||||
|
||||
|
||||
void main(void) {
|
||||
position = inPosition.xyz * fOuterRadius;
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
vec4 v4pos = vec4(position, 1.0);
|
||||
<$transformModelToClipPos(cam, obj, v4pos, gl_Position)$>
|
||||
}
|
|
@ -104,8 +104,6 @@ bool SceneScripting::Stage::isSunModelEnabled() const {
|
|||
void SceneScripting::Stage::setBackgroundMode(const QString& mode) {
|
||||
if (mode == QString("inherit")) {
|
||||
_skyStage->setBackgroundMode(model::SunSkyStage::NO_BACKGROUND);
|
||||
} else if (mode == QString("atmosphere")) {
|
||||
_skyStage->setBackgroundMode(model::SunSkyStage::SKY_DOME);
|
||||
} else if (mode == QString("skybox")) {
|
||||
_skyStage->setBackgroundMode(model::SunSkyStage::SKY_BOX);
|
||||
}
|
||||
|
@ -115,8 +113,6 @@ QString SceneScripting::Stage::getBackgroundMode() const {
|
|||
switch (_skyStage->getBackgroundMode()) {
|
||||
case model::SunSkyStage::NO_BACKGROUND:
|
||||
return QString("inherit");
|
||||
case model::SunSkyStage::SKY_DOME:
|
||||
return QString("atmosphere");
|
||||
case model::SunSkyStage::SKY_BOX:
|
||||
return QString("skybox");
|
||||
default:
|
||||
|
|
|
@ -13,7 +13,6 @@
|
|||
|
||||
enum BackgroundMode {
|
||||
BACKGROUND_MODE_INHERIT,
|
||||
BACKGROUND_MODE_ATMOSPHERE,
|
||||
BACKGROUND_MODE_SKYBOX,
|
||||
};
|
||||
|
||||
|
|
|
@ -84,11 +84,6 @@
|
|||
#include "overlay3D_vert.h"
|
||||
#include "overlay3D_frag.h"
|
||||
|
||||
#include "SkyFromSpace_vert.h"
|
||||
#include "SkyFromSpace_frag.h"
|
||||
#include "SkyFromAtmosphere_vert.h"
|
||||
#include "SkyFromAtmosphere_frag.h"
|
||||
|
||||
#include "Skybox_vert.h"
|
||||
#include "Skybox_frag.h"
|
||||
|
||||
|
@ -220,9 +215,6 @@ void QTestWindow::draw() {
|
|||
|
||||
testShaderBuild(overlay3D_vert, overlay3D_frag);
|
||||
|
||||
testShaderBuild(SkyFromSpace_vert, SkyFromSpace_frag);
|
||||
testShaderBuild(SkyFromAtmosphere_vert, SkyFromAtmosphere_frag);
|
||||
|
||||
testShaderBuild(Skybox_vert, Skybox_frag);
|
||||
|
||||
testShaderBuild(paintStroke_vert,paintStroke_frag);
|
||||
|
|
Loading…
Reference in a new issue