/* * Copyright (C) 2023 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #include "render/passes/sky-pass.hpp" #include "resources/resource-manager.hpp" #include "gl/rasterizer.hpp" #include "gl/framebuffer.hpp" #include "gl/shader-program.hpp" #include "gl/shader-input.hpp" #include "gl/vertex-buffer.hpp" #include "gl/vertex-array.hpp" #include "gl/vertex-attribute.hpp" #include "gl/drawing-mode.hpp" #include "gl/texture-2d.hpp" #include "gl/texture-wrapping.hpp" #include "gl/texture-filter.hpp" #include "render/vertex-attribute.hpp" #include "render/context.hpp" #include "render/model.hpp" #include "render/material.hpp" #include "scene/camera.hpp" #include "utility/fundamental-types.hpp" #include "color/color.hpp" #include "math/interpolation.hpp" #include "geom/cartesian.hpp" #include "geom/spherical.hpp" #include "physics/orbit/orbit.hpp" #include "physics/light/photometry.hpp" #include #include #include namespace render { sky_pass::sky_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager): pass(rasterizer, framebuffer), mouse_position({0.0f, 0.0f}), sky_model(nullptr), sky_material(nullptr), sky_model_vao(nullptr), sky_shader_program(nullptr), moon_model(nullptr), moon_model_vao(nullptr), moon_material(nullptr), moon_shader_program(nullptr), stars_model(nullptr), stars_model_vao(nullptr), star_material(nullptr), star_shader_program(nullptr), observer_position_tween({0, 0, 0}, math::lerp), sun_position_tween(float3{1.0f, 0.0f, 0.0f}, math::lerp), sun_luminance_tween(float3{0.0f, 0.0f, 0.0f}, math::lerp), sun_illuminance_tween(float3{0.0f, 0.0f, 0.0f}, math::lerp), icrf_to_eus_translation({0, 0, 0}, math::lerp), icrf_to_eus_rotation(math::quaternion::identity(), math::nlerp), moon_position_tween(float3{0, 0, 0}, math::lerp), moon_rotation_tween(math::quaternion::identity(), math::nlerp), moon_angular_radius_tween(0.0f, math::lerp), moon_sunlight_direction_tween(float3{0, 0, 0}, math::lerp), moon_sunlight_illuminance_tween(float3{0, 0, 0}, math::lerp), moon_planetlight_direction_tween(float3{0, 0, 0}, math::lerp), moon_planetlight_illuminance_tween(float3{0, 0, 0}, math::lerp), moon_illuminance_tween(float3{0.0f, 0.0f, 0.0f}, math::lerp), render_transmittance_lut(false), magnification(1.0f) { // Build quad VBO and VAO const float quad_vertex_data[] = { -1.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f }; std::size_t quad_vertex_size = 3; std::size_t quad_vertex_stride = sizeof(float) * quad_vertex_size; std::size_t quad_vertex_count = 6; quad_vbo = new gl::vertex_buffer(sizeof(float) * quad_vertex_size * quad_vertex_count, quad_vertex_data); quad_vao = new gl::vertex_array(); gl::vertex_attribute quad_position_attribute; quad_position_attribute.buffer = quad_vbo; quad_position_attribute.offset = 0; quad_position_attribute.stride = quad_vertex_stride; quad_position_attribute.type = gl::vertex_attribute_type::float_32; quad_position_attribute.components = 3; quad_vao->bind(render::vertex_attribute::position, quad_position_attribute); // Create transmittance LUT texture and framebuffer (32F color, no depth) transmittance_lut_texture = new gl::texture_2d(256, 64, gl::pixel_type::float_32, gl::pixel_format::rgb); transmittance_lut_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend); transmittance_lut_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear); transmittance_lut_texture->set_max_anisotropy(0.0f); transmittance_lut_framebuffer = new gl::framebuffer({transmittance_lut_texture->get_width(), transmittance_lut_texture->get_height()}); transmittance_lut_framebuffer->attach(gl::framebuffer_attachment_type::color, transmittance_lut_texture); transmittance_lut_resolution = {static_cast(transmittance_lut_texture->get_width()), static_cast(transmittance_lut_texture->get_height())}; // Load transmittance LUT shader template transmittance_shader_template = resource_manager->load("transmittance-lut.glsl"); // Build transmittance LUT shader program transmittance_shader_program = transmittance_shader_template->build(); transmittance_atmosphere_radii_input = transmittance_shader_program->get_input("atmosphere_radii"); transmittance_rayleigh_parameters_input = transmittance_shader_program->get_input("rayleigh_parameters"); transmittance_mie_parameters_input = transmittance_shader_program->get_input("mie_parameters"); transmittance_ozone_distribution_input = transmittance_shader_program->get_input("ozone_distribution"); transmittance_ozone_absorption_input = transmittance_shader_program->get_input("ozone_absorption"); transmittance_resolution_input = transmittance_shader_program->get_input("resolution"); // Create sky LUT texture and framebuffer (32F color, no depth) int sky_lut_width = 200; int sky_lut_height = 100; sky_lut_resolution = {static_cast(sky_lut_width), static_cast(sky_lut_height)}; sky_lut_texture = new gl::texture_2d(sky_lut_width, sky_lut_height, gl::pixel_type::float_32, gl::pixel_format::rgb); sky_lut_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend); sky_lut_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear); sky_lut_texture->set_max_anisotropy(0.0f); sky_lut_framebuffer = new gl::framebuffer(sky_lut_width, sky_lut_height); sky_lut_framebuffer->attach(gl::framebuffer_attachment_type::color, sky_lut_texture); // Load sky LUT shader template sky_lut_shader_template = resource_manager->load("sky-illuminance-lut.glsl"); // Build sky LUT shader program sky_lut_shader_program = sky_lut_shader_template->build(); sky_lut_light_direction_input = sky_lut_shader_program->get_input("light_direction"); sky_lut_light_illuminance_input = sky_lut_shader_program->get_input("light_illuminance"); sky_lut_atmosphere_radii_input = sky_lut_shader_program->get_input("atmosphere_radii"); sky_lut_observer_position_input = sky_lut_shader_program->get_input("observer_position"); sky_lut_rayleigh_parameters_input = sky_lut_shader_program->get_input("rayleigh_parameters"); sky_lut_mie_parameters_input = sky_lut_shader_program->get_input("mie_parameters"); sky_lut_ozone_distribution_input = sky_lut_shader_program->get_input("ozone_distribution"); sky_lut_ozone_absorption_input = sky_lut_shader_program->get_input("ozone_absorption"); sky_lut_airglow_illuminance_input = sky_lut_shader_program->get_input("airglow_illuminance"); sky_lut_resolution_input = sky_lut_shader_program->get_input("resolution"); sky_lut_transmittance_lut_input = sky_lut_shader_program->get_input("transmittance_lut"); sky_lut_transmittance_lut_resolution_input = sky_lut_shader_program->get_input("transmittance_lut_resolution"); } sky_pass::~sky_pass() { delete sky_lut_framebuffer; delete sky_lut_texture; delete transmittance_lut_framebuffer; delete transmittance_lut_texture; delete quad_vao; delete quad_vbo; delete transmittance_shader_program; delete sky_lut_shader_program; /// @TODO // resource_maanger->unload("transmittance-lut.glsl"); // resource_maanger->unload("sky-illuminance-lut.glsl"); } void sky_pass::render(const render::context& ctx, render::queue& queue) const { glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); // Render transmittance LUT if transmittance parameters have been altered. if (render_transmittance_lut) { // Render transmittance LUT rasterizer->set_viewport(0, 0, transmittance_lut_texture->get_width(), transmittance_lut_texture->get_height()); rasterizer->use_framebuffer(*transmittance_lut_framebuffer); rasterizer->use_program(*transmittance_shader_program); transmittance_atmosphere_radii_input->upload(atmosphere_radii); transmittance_rayleigh_parameters_input->upload(rayleigh_parameters); transmittance_mie_parameters_input->upload(mie_parameters); transmittance_ozone_distribution_input->upload(ozone_distribution); transmittance_ozone_absorption_input->upload(ozone_absorption); if (transmittance_resolution_input) transmittance_resolution_input->upload(transmittance_lut_resolution); rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6); // Don't render transmittance LUT next frame unless parameters have changed. render_transmittance_lut = false; } // Construct matrices const scene::camera& camera = *ctx.camera; float clip_near = camera.get_clip_near_tween().interpolate(ctx.alpha); float clip_far = camera.get_clip_far_tween().interpolate(ctx.alpha); float3 model_scale = float3{1.0f, 1.0f, 1.0f} * (clip_near + clip_far) * 0.5f; float4x4 model = math::scale(math::matrix4::identity(), model_scale); float4x4 view = float4x4(float3x3(ctx.view)); float4x4 model_view = view * model; const float4x4& projection = ctx.projection; float4x4 view_projection = projection * view; float4x4 model_view_projection = projection * model_view; // Interpolate observer position float3 observer_position = observer_position_tween.interpolate(ctx.alpha); // Construct tweened ICRF to EUS transformation math::transformation::se3 icrf_to_eus = { icrf_to_eus_translation.interpolate(ctx.alpha), icrf_to_eus_rotation.interpolate(ctx.alpha) }; // Get EUS direction to sun float3 sun_position = sun_position_tween.interpolate(ctx.alpha); float3 sun_direction = math::normalize(sun_position); // Interpolate and expose sun luminance and illuminance float3 sun_illuminance = sun_illuminance_tween.interpolate(ctx.alpha) * ctx.exposure; float3 sun_luminance = sun_luminance_tween.interpolate(ctx.alpha) * ctx.exposure; float3 moon_position = moon_position_tween.interpolate(ctx.alpha); float3 moon_direction = math::normalize(moon_position); float3 moon_illuminance = moon_illuminance_tween.interpolate(ctx.alpha) * ctx.exposure; float moon_angular_radius = moon_angular_radius_tween.interpolate(ctx.alpha) * magnification; float sun_y = color::aces::ap1.luminance(sun_transmitted_illuminance); float moon_y = color::aces::ap1.luminance(moon_transmitted_illuminance); float3 dominant_light_direction = (sun_y > moon_y) ? sun_direction : moon_direction; float3 dominant_light_illuminance = (sun_y > moon_y) ? sun_illuminance : moon_illuminance; if (moon_y > sun_y) sun_luminance *= 0.0f; // Render sky illuminance LUT auto sky_lut_viewport = sky_lut_framebuffer->get_dimensions(); rasterizer->set_viewport(0, 0, std::get<0>(sky_lut_viewport), std::get<1>(sky_lut_viewport)); rasterizer->use_framebuffer(*sky_lut_framebuffer); rasterizer->use_program(*sky_lut_shader_program); sky_lut_light_direction_input->upload(dominant_light_direction); sky_lut_light_illuminance_input->upload(dominant_light_illuminance); sky_lut_atmosphere_radii_input->upload(atmosphere_radii); sky_lut_observer_position_input->upload(observer_position); sky_lut_rayleigh_parameters_input->upload(rayleigh_parameters); sky_lut_mie_parameters_input->upload(mie_parameters); sky_lut_ozone_distribution_input->upload(ozone_distribution); sky_lut_ozone_absorption_input->upload(ozone_absorption); sky_lut_airglow_illuminance_input->upload(airglow_illuminance * ctx.exposure); if (sky_lut_resolution_input) sky_lut_resolution_input->upload(sky_lut_resolution); sky_lut_transmittance_lut_input->upload(transmittance_lut_texture); if (sky_lut_transmittance_lut_resolution_input) sky_lut_transmittance_lut_resolution_input->upload(transmittance_lut_resolution); rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6); rasterizer->use_framebuffer(*framebuffer); auto viewport = framebuffer->get_dimensions(); rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport)); float2 resolution = {static_cast(std::get<0>(viewport)), static_cast(std::get<1>(viewport))}; // Draw atmosphere if (sky_model) { rasterizer->use_program(*sky_shader_program); // Upload shader parameters if (model_view_projection_input) model_view_projection_input->upload(model_view_projection); if (mouse_input) mouse_input->upload(mouse_position); if (resolution_input) resolution_input->upload(resolution); if (light_direction_input) light_direction_input->upload(dominant_light_direction); if (sun_luminance_input) sun_luminance_input->upload(sun_luminance); if (sun_angular_radius_input) sun_angular_radius_input->upload(sun_angular_radius * magnification); if (atmosphere_radii_input) atmosphere_radii_input->upload(atmosphere_radii); if (observer_position_input) observer_position_input->upload(observer_position); if (sky_illuminance_lut_input) sky_illuminance_lut_input->upload(sky_lut_texture); if (sky_illuminance_lut_resolution_input) sky_illuminance_lut_resolution_input->upload(sky_lut_resolution); sky_material->upload(ctx.alpha); rasterizer->draw_arrays(*sky_model_vao, sky_model_drawing_mode, sky_model_start_index, sky_model_index_count); } glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); //glBlendFunc(GL_ONE, GL_ONE); // Draw stars if (stars_model) { float star_distance = (clip_near + clip_far) * 0.5f; model = float4x4(float3x3(icrf_to_eus.r)); model = math::scale(model, {star_distance, star_distance, star_distance}); model_view = view * model; rasterizer->use_program(*star_shader_program); if (star_model_view_input) star_model_view_input->upload(model_view); if (star_projection_input) star_projection_input->upload(projection); if (star_distance_input) star_distance_input->upload(star_distance); if (star_exposure_input) star_exposure_input->upload(ctx.exposure); star_material->upload(ctx.alpha); rasterizer->draw_arrays(*stars_model_vao, stars_model_drawing_mode, stars_model_start_index, stars_model_index_count); } // Draw moon model //if (moon_position.y() >= -moon_angular_radius) { float moon_distance = (clip_near + clip_far) * 0.5f; float moon_radius = moon_angular_radius * moon_distance; math::transform moon_transform; moon_transform.translation = math::normalize(moon_position) * moon_distance; moon_transform.rotation = moon_rotation_tween.interpolate(ctx.alpha); moon_transform.scale = {moon_radius, moon_radius, moon_radius}; model = math::matrix_cast(moon_transform); float3x3 normal_model = math::transpose(math::inverse(float3x3(model))); rasterizer->use_program(*moon_shader_program); if (moon_model_input) moon_model_input->upload(model); if (moon_view_projection_input) moon_view_projection_input->upload(view_projection); if (moon_normal_model_input) moon_normal_model_input->upload(normal_model); if (moon_camera_position_input) moon_camera_position_input->upload(ctx.camera_transform.translation); if (moon_sunlight_direction_input) moon_sunlight_direction_input->upload(math::normalize(moon_sunlight_direction_tween.interpolate(ctx.alpha))); if (moon_sunlight_illuminance_input) moon_sunlight_illuminance_input->upload(moon_sunlight_illuminance_tween.interpolate(ctx.alpha) * ctx.exposure); if (moon_planetlight_direction_input) moon_planetlight_direction_input->upload(math::normalize(moon_planetlight_direction_tween.interpolate(ctx.alpha))); if (moon_planetlight_illuminance_input) moon_planetlight_illuminance_input->upload(moon_planetlight_illuminance_tween.interpolate(ctx.alpha) * ctx.exposure); moon_material->upload(ctx.alpha); rasterizer->draw_arrays(*moon_model_vao, moon_model_drawing_mode, moon_model_start_index, moon_model_index_count); } } void sky_pass::set_sky_model(const model* model) { sky_model = model; if (sky_model) { sky_model_vao = model->get_vertex_array(); const std::vector& groups = *model->get_groups(); for (model_group* group: groups) { sky_material = group->get_material(); sky_model_drawing_mode = group->get_drawing_mode(); sky_model_start_index = group->get_start_index(); sky_model_index_count = group->get_index_count(); } if (sky_material) { sky_shader_program = sky_material->get_shader_program(); if (sky_shader_program) { model_view_projection_input = sky_shader_program->get_input("model_view_projection"); mouse_input = sky_shader_program->get_input("mouse"); resolution_input = sky_shader_program->get_input("resolution"); light_direction_input = sky_shader_program->get_input("light_direction"); sun_luminance_input = sky_shader_program->get_input("sun_luminance"); sun_angular_radius_input = sky_shader_program->get_input("sun_angular_radius"); atmosphere_radii_input = sky_shader_program->get_input("atmosphere_radii"); observer_position_input = sky_shader_program->get_input("observer_position"); sky_illuminance_lut_input = sky_shader_program->get_input("sky_illuminance_lut"); sky_illuminance_lut_resolution_input = sky_shader_program->get_input("sky_illuminance_lut_resolution"); } } } else { sky_model_vao = nullptr; } } void sky_pass::set_moon_model(const model* model) { moon_model = model; if (moon_model) { moon_model_vao = model->get_vertex_array(); const std::vector& groups = *model->get_groups(); for (model_group* group: groups) { moon_material = group->get_material(); moon_model_drawing_mode = group->get_drawing_mode(); moon_model_start_index = group->get_start_index(); moon_model_index_count = group->get_index_count(); } if (moon_material) { moon_shader_program = moon_material->get_shader_program(); if (moon_shader_program) { moon_model_input = moon_shader_program->get_input("model"); moon_view_projection_input = moon_shader_program->get_input("view_projection"); moon_normal_model_input = moon_shader_program->get_input("normal_model"); moon_camera_position_input = moon_shader_program->get_input("camera_position"); moon_sunlight_direction_input = moon_shader_program->get_input("sunlight_direction"); moon_sunlight_illuminance_input = moon_shader_program->get_input("sunlight_illuminance"); moon_planetlight_direction_input = moon_shader_program->get_input("planetlight_direction"); moon_planetlight_illuminance_input = moon_shader_program->get_input("planetlight_illuminance"); } } } else { moon_model = nullptr; } } void sky_pass::set_stars_model(const model* model) { stars_model = model; if (stars_model) { stars_model_vao = model->get_vertex_array(); const std::vector& groups = *model->get_groups(); for (model_group* group: groups) { star_material = group->get_material(); stars_model_drawing_mode = group->get_drawing_mode(); stars_model_start_index = group->get_start_index(); stars_model_index_count = group->get_index_count(); } if (star_material) { star_shader_program = star_material->get_shader_program(); if (star_shader_program) { star_model_view_input = star_shader_program->get_input("model_view"); star_projection_input = star_shader_program->get_input("projection"); star_distance_input = star_shader_program->get_input("star_distance"); star_exposure_input = star_shader_program->get_input("camera.exposure"); } } } else { stars_model = nullptr; } } void sky_pass::update_tweens() { observer_position_tween.update(); sun_position_tween.update(); sun_luminance_tween.update(); sun_illuminance_tween.update(); icrf_to_eus_translation.update(); icrf_to_eus_rotation.update(); moon_position_tween.update(); moon_rotation_tween.update(); moon_angular_radius_tween.update(); moon_sunlight_direction_tween.update(); moon_sunlight_illuminance_tween.update(); moon_planetlight_direction_tween.update(); moon_planetlight_illuminance_tween.update(); moon_illuminance_tween.update(); } void sky_pass::set_magnification(float magnification) { this->magnification = magnification; } void sky_pass::set_icrf_to_eus(const math::transformation::se3& transformation) { icrf_to_eus_translation[1] = transformation.t; icrf_to_eus_rotation[1] = transformation.r; } void sky_pass::set_sun_position(const float3& position) { sun_position_tween[1] = position; } void sky_pass::set_sun_illuminance(const float3& illuminance, const float3& transmitted_illuminance) { sun_illuminance_tween[1] = illuminance; sun_transmitted_illuminance = transmitted_illuminance; } void sky_pass::set_sun_luminance(const float3& luminance) { sun_luminance_tween[1] = luminance; } void sky_pass::set_sun_angular_radius(float radius) { sun_angular_radius = radius; } void sky_pass::set_planet_radius(float radius) { atmosphere_radii.x() = radius; atmosphere_radii.y() = atmosphere_radii.x() + atmosphere_upper_limit; atmosphere_radii.z() = atmosphere_radii.y() * atmosphere_radii.y(); observer_position_tween[1] = {0.0f, atmosphere_radii.x() + observer_elevation, 0.0f}; // Trigger transmittance LUT render render_transmittance_lut = true; } void sky_pass::set_atmosphere_upper_limit(float limit) { atmosphere_upper_limit = limit; atmosphere_radii.y() = atmosphere_radii.x() + atmosphere_upper_limit; atmosphere_radii.z() = atmosphere_radii.y() * atmosphere_radii.y(); // Trigger transmittance LUT render render_transmittance_lut = true; } void sky_pass::set_observer_elevation(float elevation) { observer_elevation = elevation; observer_position_tween[1] = {0.0f, atmosphere_radii.x() + observer_elevation, 0.0f}; } void sky_pass::set_rayleigh_parameters(float scale_height, const float3& scattering) { rayleigh_parameters = { -1.0f / scale_height, scattering.x(), scattering.y(), scattering.z() }; // Trigger transmittance LUT render render_transmittance_lut = true; } void sky_pass::set_mie_parameters(float scale_height, float scattering, float extinction, float anisotropy) { mie_parameters = { -1.0f / scale_height, scattering, extinction, anisotropy }; // Trigger transmittance LUT render render_transmittance_lut = true; } void sky_pass::set_ozone_parameters(float lower_limit, float upper_limit, float mode, const float3& absorption) { ozone_distribution = { 1.0f / (lower_limit - mode), 1.0f / (upper_limit - mode), mode }; ozone_absorption = absorption; // Trigger transmittance LUT render render_transmittance_lut = true; } void sky_pass::set_airglow_illuminance(const float3& illuminance) { airglow_illuminance = illuminance; } void sky_pass::set_moon_position(const float3& position) { moon_position_tween[1] = position; } void sky_pass::set_moon_rotation(const math::quaternion& rotation) { moon_rotation_tween[1] = rotation; } void sky_pass::set_moon_angular_radius(float angular_radius) { moon_angular_radius_tween[1] = angular_radius; } void sky_pass::set_moon_sunlight_direction(const float3& direction) { moon_sunlight_direction_tween[1] = direction; } void sky_pass::set_moon_sunlight_illuminance(const float3& illuminance) { moon_sunlight_illuminance_tween[1] = illuminance; } void sky_pass::set_moon_planetlight_direction(const float3& direction) { moon_planetlight_direction_tween[1] = direction; } void sky_pass::set_moon_planetlight_illuminance(const float3& illuminance) { moon_planetlight_illuminance_tween[1] = illuminance; } void sky_pass::set_moon_illuminance(const float3& illuminance, const float3& transmitted_illuminance) { moon_illuminance_tween[1] = illuminance; moon_transmitted_illuminance = transmitted_illuminance; } void sky_pass::set_transmittance_lut_resolution(std::uint16_t width, std::uint16_t height) { transmittance_lut_texture->resize(width, height, nullptr); transmittance_lut_framebuffer->resize({transmittance_lut_texture->get_width(), transmittance_lut_texture->get_height()}); transmittance_lut_resolution = {static_cast(width), static_cast(height)}; // Trigger transmittance LUT render render_transmittance_lut = true; } } // namespace render