/* * 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 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #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), 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), magnification(1.0f) { // Build quad VBO and VAO const float2 vertex_positions[] = { {-1.0f, 1.0f}, {-1.0f, -1.0f}, { 1.0f, 1.0f}, { 1.0f, -1.0f} }; const auto vertex_data = std::as_bytes(std::span{vertex_positions}); std::size_t vertex_size = 2; std::size_t vertex_stride = sizeof(float) * vertex_size; quad_vbo = std::make_unique(gl::buffer_usage::static_draw, vertex_data.size(), vertex_data); quad_vao = std::make_unique(); // Define position vertex attribute gl::vertex_attribute position_attribute; position_attribute.buffer = quad_vbo.get(); position_attribute.offset = 0; position_attribute.stride = vertex_stride; position_attribute.type = gl::vertex_attribute_type::float_32; position_attribute.components = 2; // Bind vertex attributes to VAO quad_vao->bind(render::vertex_attribute::position, position_attribute); // Transmittance LUT { // Construct transmittance LUT texture m_transmittance_lut_texture = std::make_unique(m_transmittance_lut_resolution.x(), m_transmittance_lut_resolution.y(), gl::pixel_type::float_32, gl::pixel_format::rgb); m_transmittance_lut_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend); m_transmittance_lut_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear); m_transmittance_lut_texture->set_max_anisotropy(0.0f); // Construct transmittance LUT framebuffer and attach texture m_transmittance_lut_framebuffer = std::make_unique(m_transmittance_lut_resolution.x(), m_transmittance_lut_resolution.y()); m_transmittance_lut_framebuffer->attach(gl::framebuffer_attachment_type::color, m_transmittance_lut_texture.get()); // Load transmittance LUT shader template m_transmittance_lut_shader_template = resource_manager->load("sky-transmittance-lut.glsl"); // Build transmittance LUT shader program rebuild_transmittance_lut_shader_program(); // Build transmittance LUT command buffer rebuild_transmittance_lut_command_buffer(); } // Multiscattering LUT { // Construct multiscattering LUT texture m_multiscattering_lut_texture = std::make_unique(m_multiscattering_lut_resolution.x(), m_multiscattering_lut_resolution.y(), gl::pixel_type::float_32, gl::pixel_format::rgb); m_multiscattering_lut_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend); m_multiscattering_lut_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear); m_multiscattering_lut_texture->set_max_anisotropy(0.0f); // Construct multiscattering LUT framebuffer and attach texture m_multiscattering_lut_framebuffer = std::make_unique(m_multiscattering_lut_resolution.x(), m_multiscattering_lut_resolution.y()); m_multiscattering_lut_framebuffer->attach(gl::framebuffer_attachment_type::color, m_multiscattering_lut_texture.get()); // Load multiscattering LUT shader template m_multiscattering_lut_shader_template = resource_manager->load("sky-multiscattering-lut.glsl"); // Build multiscattering LUT shader program rebuild_multiscattering_lut_shader_program(); // Build multiscattering LUT command buffer rebuild_multiscattering_lut_command_buffer(); } // Luminance LUT { // Construct luminance LUT texture m_luminance_lut_texture = std::make_unique(m_luminance_lut_resolution.x(), m_luminance_lut_resolution.y(), gl::pixel_type::float_32, gl::pixel_format::rgb); m_luminance_lut_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend); m_luminance_lut_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear); m_luminance_lut_texture->set_max_anisotropy(0.0f); // Construct luminance LUT framebuffer and attach texture m_luminance_lut_framebuffer = std::make_unique(m_luminance_lut_resolution.x(), m_luminance_lut_resolution.y()); m_luminance_lut_framebuffer->attach(gl::framebuffer_attachment_type::color, m_luminance_lut_texture.get()); // Load luminance LUT shader template m_luminance_lut_shader_template = resource_manager->load("sky-luminance-lut.glsl"); // Build luminance LUT shader program rebuild_luminance_lut_shader_program(); // Build luminance LUT command buffer rebuild_luminance_lut_command_buffer(); } // Load sky probe shader template m_sky_probe_shader_template = resource_manager->load("sky-probe.glsl"); // Build sky probe shader program m_sky_probe_shader_program = m_sky_probe_shader_template->build({}); if (!m_sky_probe_shader_program->linked()) { debug::log::error("Failed to build sky probe shader program: {}", m_sky_probe_shader_program->info()); debug::log::warning("{}", m_sky_probe_shader_template->configure(gl::shader_stage::vertex)); } // Load moon textures m_moon_albedo_map = resource_manager->load("moon-albedo.tex"); m_moon_normal_map = resource_manager->load("moon-normal.tex"); } void sky_pass::render(render::context& ctx) { glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); // Render transmittance LUT (if parameters have changed) if (m_render_transmittance_lut) { for (const auto& command: m_transmittance_lut_command_buffer) { command(); } m_render_transmittance_lut = false; } // Render multiscattering LUT (if parameters have changed) if (m_render_multiscattering_lut) { for (const auto& command: m_multiscattering_lut_command_buffer) { command(); } m_render_multiscattering_lut = false; } // Construct matrices const scene::camera& camera = *ctx.camera; float3 model_scale = float3{1.0f, 1.0f, 1.0f} * (camera.get_clip_near() + camera.get_clip_far()) * 0.5f; float4x4 model = math::scale(math::matrix4::identity(), model_scale); float4x4 view = float4x4(float3x3(camera.get_view())); float4x4 model_view = view * model; const float4x4& projection = camera.get_projection(); float4x4 view_projection = projection * view; float4x4 model_view_projection = projection * model_view; camera_exposure = camera.get_exposure_normalization(); // Interpolate observer position 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) * camera_exposure; float3 sun_luminance = sun_luminance_tween.interpolate(ctx.alpha) * camera_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) * camera_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); // if (math::max(sun_illuminance) > math::max(moon_illuminance)) // { dominant_light_direction = sun_direction; dominant_light_illuminance = sun_illuminance; // } // else // { // dominant_light_direction = moon_direction; // dominant_light_illuminance = moon_illuminance; // } // Render luminance LUT // if (m_render_luminance_lut) { for (const auto& command: m_luminance_lut_command_buffer) { command(); } } // Render sky probe for (const auto& command: m_sky_probe_command_buffer) { command(); } 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 && sky_shader_program) { rasterizer->use_program(*sky_shader_program); // Upload shader parameters if (model_view_projection_var) model_view_projection_var->update(model_view_projection); if (mouse_var) mouse_var->update(mouse_position); if (resolution_var) resolution_var->update(resolution); if (light_direction_var) light_direction_var->update(dominant_light_direction); if (sun_luminance_var) sun_luminance_var->update(sun_luminance); if (sun_angular_radius_var) sun_angular_radius_var->update(sun_angular_radius * magnification); if (atmosphere_radii_var) atmosphere_radii_var->update(atmosphere_radii); if (observer_position_var) observer_position_var->update(observer_position); if (sky_transmittance_lut_var) sky_transmittance_lut_var->update(*m_transmittance_lut_texture); if (sky_transmittance_lut_resolution_var) sky_transmittance_lut_resolution_var->update(math::vector2(m_transmittance_lut_resolution)); if (sky_luminance_lut_var) sky_luminance_lut_var->update(*m_luminance_lut_texture); if (sky_luminance_lut_resolution_var) sky_luminance_lut_resolution_var->update(math::vector2(m_luminance_lut_resolution)); //sky_material->update(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); // Flag moon pixels in stencil buffer glEnable(GL_STENCIL_TEST); glStencilMask(0xff); glStencilFunc(GL_ALWAYS, 1, 0xff); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); // Draw moon model //if (moon_position.y() >= -moon_angular_radius) if (moon_shader_program) { float moon_distance = (camera.get_clip_near() + camera.get_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 = moon_transform.matrix(); float3x3 normal_model = math::transpose(math::inverse(float3x3(model))); rasterizer->use_program(*moon_shader_program); if (moon_model_var) moon_model_var->update(model); if (moon_view_projection_var) moon_view_projection_var->update(view_projection); if (moon_normal_model_var) moon_normal_model_var->update(normal_model); if (moon_camera_position_var) moon_camera_position_var->update(camera.get_translation()); if (moon_sunlight_direction_var) moon_sunlight_direction_var->update(math::normalize(moon_sunlight_direction_tween.interpolate(ctx.alpha))); if (moon_sunlight_illuminance_var) moon_sunlight_illuminance_var->update(moon_sunlight_illuminance_tween.interpolate(ctx.alpha) * camera_exposure); if (moon_planetlight_direction_var) moon_planetlight_direction_var->update(math::normalize(moon_planetlight_direction_tween.interpolate(ctx.alpha))); if (moon_planetlight_illuminance_var) moon_planetlight_illuminance_var->update(moon_planetlight_illuminance_tween.interpolate(ctx.alpha) * camera_exposure); if (moon_albedo_map_var && m_moon_albedo_map) moon_albedo_map_var->update(*m_moon_albedo_map); if (moon_normal_map_var && m_moon_normal_map) moon_normal_map_var->update(*m_moon_normal_map); if (moon_observer_position_var) moon_observer_position_var->update(observer_position); if (moon_sky_transmittance_lut_var) moon_sky_transmittance_lut_var->update(*m_transmittance_lut_texture); if (moon_atmosphere_radii_var) moon_atmosphere_radii_var->update(atmosphere_radii); //moon_material->update(ctx.alpha); rasterizer->draw_arrays(*moon_model_vao, moon_model_drawing_mode, moon_model_start_index, moon_model_index_count); } // Prevent stars from being drawn in front of the moon glStencilMask(0x00); glStencilFunc(GL_NOTEQUAL, 1, 0xff); // Draw stars if (star_shader_program) { float star_distance = (camera.get_clip_near() + camera.get_clip_far()) * 0.5f; model = float4x4(float3x3(icrf_to_eus.r)); model = math::scale(model, {star_distance, star_distance, star_distance}); model_view_projection = view_projection * model; rasterizer->use_program(*star_shader_program); if (star_model_view_projection_var) star_model_view_projection_var->update(model_view_projection); if (star_exposure_var) star_exposure_var->update(camera_exposure); if (star_inv_resolution_var) star_inv_resolution_var->update(1.0f / resolution); //star_material->update(ctx.alpha); rasterizer->draw_arrays(*stars_model_vao, stars_model_drawing_mode, stars_model_start_index, stars_model_index_count); } glDisable(GL_STENCIL_TEST); } void sky_pass::set_transmittance_lut_sample_count(std::uint16_t count) { if (m_transmittance_lut_sample_count != count) { m_transmittance_lut_sample_count = count; // Rebuild transmittance LUT shader program and command buffer rebuild_transmittance_lut_shader_program(); rebuild_transmittance_lut_command_buffer(); // Trigger rendering of transmittance LUT m_render_transmittance_lut = true; } } void sky_pass::set_transmittance_lut_resolution(const math::vector2& resolution) { if (m_transmittance_lut_resolution.x() != resolution.x() || m_transmittance_lut_resolution.y() != resolution.y()) { m_transmittance_lut_resolution = resolution; m_transmittance_lut_texture->resize(resolution.x(), resolution.y(), nullptr); m_transmittance_lut_framebuffer->resize({resolution.x(), resolution.y()}); // Trigger rendering of transmittance LUT m_render_transmittance_lut = true; } } void sky_pass::set_multiscattering_lut_direction_sample_count(std::uint16_t count) { if (m_multiscattering_lut_direction_sample_count != count) { m_multiscattering_lut_direction_sample_count = count; // Rebuild multiscattering LUT shader program and command buffer rebuild_multiscattering_lut_shader_program(); rebuild_multiscattering_lut_command_buffer(); // Trigger rendering of multiscattering LUT m_render_multiscattering_lut = true; } } void sky_pass::set_multiscattering_lut_scatter_sample_count(std::uint16_t count) { if (m_multiscattering_lut_scatter_sample_count != count) { m_multiscattering_lut_scatter_sample_count = count; // Rebuild multiscattering LUT shader program and command buffer rebuild_multiscattering_lut_shader_program(); rebuild_multiscattering_lut_command_buffer(); // Trigger rendering of multiscattering LUT m_render_multiscattering_lut = true; } } void sky_pass::set_multiscattering_lut_resolution(const math::vector2& resolution) { if (m_multiscattering_lut_resolution.x() != resolution.x() || m_multiscattering_lut_resolution.y() != resolution.y()) { m_multiscattering_lut_resolution = resolution; m_multiscattering_lut_texture->resize(resolution.x(), resolution.y(), nullptr); m_multiscattering_lut_framebuffer->resize({resolution.x(), resolution.y()}); // Trigger rendering of multiscattering LUT m_render_multiscattering_lut = true; } } void sky_pass::set_luminance_lut_sample_count(std::uint16_t count) { if (m_luminance_lut_sample_count != count) { m_luminance_lut_sample_count = count; // Rebuild luminance LUT shader program and command buffer rebuild_luminance_lut_shader_program(); rebuild_luminance_lut_command_buffer(); // Trigger rendering of luminance LUT m_render_luminance_lut = true; } } void sky_pass::set_luminance_lut_resolution(const math::vector2& resolution) { if (m_luminance_lut_resolution.x() != resolution.x() || m_luminance_lut_resolution.y() != resolution.y()) { m_luminance_lut_resolution = resolution; m_luminance_lut_texture->resize(resolution.x(), resolution.y(), nullptr); m_luminance_lut_framebuffer->resize({resolution.x(), resolution.y()}); // Trigger rendering of luminance LUT m_render_luminance_lut = true; } } void sky_pass::set_sky_model(std::shared_ptr model) { sky_model = model; sky_shader_program = nullptr; if (sky_model) { sky_model_vao = model->get_vertex_array().get(); for (const auto& group: model->get_groups()) { sky_material = group.material.get(); sky_model_drawing_mode = group.drawing_mode; sky_model_start_index = group.start_index; sky_model_index_count = group.index_count; } if (sky_material) { sky_shader_program = sky_material->get_shader_template()->build(); if (sky_shader_program->linked()) { model_view_projection_var = sky_shader_program->variable("model_view_projection"); mouse_var = sky_shader_program->variable("mouse"); resolution_var = sky_shader_program->variable("resolution"); light_direction_var = sky_shader_program->variable("light_direction"); sun_luminance_var = sky_shader_program->variable("sun_luminance"); sun_angular_radius_var = sky_shader_program->variable("sun_angular_radius"); atmosphere_radii_var = sky_shader_program->variable("atmosphere_radii"); observer_position_var = sky_shader_program->variable("observer_position"); sky_transmittance_lut_var = sky_shader_program->variable("sky_transmittance_lut"); sky_transmittance_lut_resolution_var = sky_shader_program->variable("sky_transmittance_lut_resolution"); sky_luminance_lut_var = sky_shader_program->variable("sky_luminance_lut"); sky_luminance_lut_resolution_var = sky_shader_program->variable("sky_luminance_lut_resolution"); } else { debug::log::error("Failed to build sky shader program: {}", sky_shader_program->info()); debug::log::warning("{}", sky_material->get_shader_template()->configure(gl::shader_stage::vertex)); } } } else { sky_model_vao = nullptr; } } void sky_pass::set_moon_model(std::shared_ptr model) { moon_model = model; moon_shader_program = nullptr; if (moon_model) { moon_model_vao = model->get_vertex_array().get(); for (const auto& group: model->get_groups()) { moon_material = group.material.get(); moon_model_drawing_mode = group.drawing_mode; moon_model_start_index = group.start_index; moon_model_index_count = group.index_count; } if (moon_material) { moon_shader_program = moon_material->get_shader_template()->build(); if (moon_shader_program->linked()) { moon_model_var = moon_shader_program->variable("model"); moon_view_projection_var = moon_shader_program->variable("view_projection"); moon_normal_model_var = moon_shader_program->variable("normal_model"); moon_camera_position_var = moon_shader_program->variable("camera_position"); moon_sunlight_direction_var = moon_shader_program->variable("sunlight_direction"); moon_sunlight_illuminance_var = moon_shader_program->variable("sunlight_illuminance"); moon_planetlight_direction_var = moon_shader_program->variable("planetlight_direction"); moon_planetlight_illuminance_var = moon_shader_program->variable("planetlight_illuminance"); moon_albedo_map_var = moon_shader_program->variable("albedo_map"); moon_normal_map_var = moon_shader_program->variable("normal_map"); moon_observer_position_var = moon_shader_program->variable("observer_position"); moon_sky_transmittance_lut_var = moon_shader_program->variable("sky_transmittance_lut"); moon_atmosphere_radii_var = moon_shader_program->variable("atmosphere_radii"); } else { debug::log::error("Failed to build moon shader program: {}", moon_shader_program->info()); debug::log::warning("{}", moon_material->get_shader_template()->configure(gl::shader_stage::vertex)); } } } else { moon_model = nullptr; } } void sky_pass::set_stars_model(std::shared_ptr model) { stars_model = model; star_shader_program = nullptr; if (stars_model) { stars_model_vao = model->get_vertex_array().get(); for (const auto& group: model->get_groups()) { stars_model_drawing_mode = group.drawing_mode; stars_model_start_index = group.start_index; stars_model_index_count = group.index_count; star_material = group.material.get(); } if (star_material) { star_shader_program = star_material->get_shader_template()->build(); if (star_shader_program->linked()) { star_model_view_projection_var = star_shader_program->variable("model_view_projection"); star_exposure_var = star_shader_program->variable("camera_exposure"); star_inv_resolution_var = star_shader_program->variable("inv_resolution"); } else { debug::log::error("Failed to build star shader program: {}", star_shader_program->info()); debug::log::warning("{}", star_material->get_shader_template()->configure(gl::shader_stage::vertex)); } } } 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[0] = radius; atmosphere_radii[1] = atmosphere_radii[0] + atmosphere_upper_limit; atmosphere_radii[2] = atmosphere_radii[0] * atmosphere_radii[0]; atmosphere_radii[3] = atmosphere_radii[1] * atmosphere_radii[1]; observer_position_tween[1] = {0.0f, atmosphere_radii.x() + observer_elevation, 0.0f}; // Trigger transmittance and multiscattering LUT render m_render_transmittance_lut = true; m_render_multiscattering_lut = true; } void sky_pass::set_atmosphere_upper_limit(float limit) { atmosphere_upper_limit = limit; atmosphere_radii[1] = atmosphere_radii[0] + atmosphere_upper_limit; atmosphere_radii[3] = atmosphere_radii[1] * atmosphere_radii[1]; // Trigger transmittance and multiscattering LUT render m_render_transmittance_lut = true; m_render_multiscattering_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 and multiscattering LUT render m_render_transmittance_lut = true; m_render_multiscattering_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 and multiscattering LUT render m_render_transmittance_lut = true; m_render_multiscattering_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 and multiscattering LUT render m_render_transmittance_lut = true; m_render_multiscattering_lut = true; } void sky_pass::set_airglow_luminance(const float3& luminance) { airglow_luminance = luminance; } void sky_pass::set_ground_albedo(const float3& albedo) { m_ground_albedo = albedo; // Trigger multiscattering LUT render m_render_multiscattering_lut = true; } 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_sky_probe(std::shared_ptr probe) { m_sky_probe = probe; if (m_sky_probe && m_sky_probe->get_luminance_texture()) { auto& luminance_texture = *m_sky_probe->get_luminance_texture(); std::uint16_t face_size = luminance_texture.get_face_size(); const std::uint8_t mip_count = static_cast(std::bit_width(face_size)); m_sky_probe_framebuffers.resize(mip_count); for (std::uint8_t i = 0; i < mip_count; ++i) { m_sky_probe_framebuffers[i] = std::make_unique(face_size, face_size); m_sky_probe_framebuffers[i]->attach(gl::framebuffer_attachment_type::color, &luminance_texture, i); face_size >>= 1; } } else { m_sky_probe_framebuffers.clear(); } rebuild_sky_probe_command_buffer(); } void sky_pass::rebuild_transmittance_lut_shader_program() { m_transmittance_lut_shader_program = m_transmittance_lut_shader_template->build ( { {"SAMPLE_COUNT", std::to_string(m_transmittance_lut_sample_count)} } ); if (!m_transmittance_lut_shader_program->linked()) { debug::log::error("Failed to build sky transmittance LUT shader program: {}", m_transmittance_lut_shader_program->info()); debug::log::warning("{}", m_transmittance_lut_shader_template->configure(gl::shader_stage::vertex)); } } void sky_pass::rebuild_transmittance_lut_command_buffer() { m_transmittance_lut_command_buffer.clear(); if (!m_transmittance_lut_shader_program->linked() || !m_transmittance_lut_texture) { return; } // Bind framebuffer and shader program m_transmittance_lut_command_buffer.emplace_back ( [&]() { rasterizer->set_viewport(0, 0, m_transmittance_lut_resolution.x(), m_transmittance_lut_resolution.y()); rasterizer->use_framebuffer(*m_transmittance_lut_framebuffer); rasterizer->use_program(*m_transmittance_lut_shader_program); } ); // Update shader variables if (auto atmosphere_radii_var = m_transmittance_lut_shader_program->variable("atmosphere_radii")) { m_transmittance_lut_command_buffer.emplace_back([&, atmosphere_radii_var](){atmosphere_radii_var->update(atmosphere_radii);}); } if (auto rayleigh_parameters_var = m_transmittance_lut_shader_program->variable("rayleigh_parameters")) { m_transmittance_lut_command_buffer.emplace_back([&, rayleigh_parameters_var](){rayleigh_parameters_var->update(rayleigh_parameters);}); } if (auto mie_parameters_var = m_transmittance_lut_shader_program->variable("mie_parameters")) { m_transmittance_lut_command_buffer.emplace_back([&, mie_parameters_var](){mie_parameters_var->update(mie_parameters);}); } if (auto ozone_distribution_var = m_transmittance_lut_shader_program->variable("ozone_distribution")) { m_transmittance_lut_command_buffer.emplace_back([&, ozone_distribution_var](){ozone_distribution_var->update(ozone_distribution);}); } if (auto ozone_absorption_var = m_transmittance_lut_shader_program->variable("ozone_absorption")) { m_transmittance_lut_command_buffer.emplace_back([&, ozone_absorption_var](){ozone_absorption_var->update(ozone_absorption);}); } if (auto resolution_var = m_transmittance_lut_shader_program->variable("resolution")) { m_transmittance_lut_command_buffer.emplace_back([&, resolution_var](){resolution_var->update(math::vector2(m_transmittance_lut_resolution));}); } // Draw quad m_transmittance_lut_command_buffer.emplace_back ( [&]() { rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangle_strip, 0, 4); } ); } void sky_pass::rebuild_multiscattering_lut_shader_program() { m_multiscattering_lut_shader_program = m_multiscattering_lut_shader_template->build ( { {"DIRECTION_SAMPLE_COUNT", std::to_string(m_multiscattering_lut_direction_sample_count)}, {"SCATTER_SAMPLE_COUNT", std::to_string(m_multiscattering_lut_scatter_sample_count)} } ); if (!m_multiscattering_lut_shader_program->linked()) { debug::log::error("Failed to build sky multiscattering LUT shader program: {}", m_multiscattering_lut_shader_program->info()); debug::log::warning("{}", m_multiscattering_lut_shader_template->configure(gl::shader_stage::vertex)); } } void sky_pass::rebuild_multiscattering_lut_command_buffer() { m_multiscattering_lut_command_buffer.clear(); if (!m_multiscattering_lut_shader_program->linked() || !m_multiscattering_lut_texture) { return; } // Bind framebuffer and shader program m_multiscattering_lut_command_buffer.emplace_back ( [&]() { rasterizer->set_viewport(0, 0, m_multiscattering_lut_resolution.x(), m_multiscattering_lut_resolution.y()); rasterizer->use_framebuffer(*m_multiscattering_lut_framebuffer); rasterizer->use_program(*m_multiscattering_lut_shader_program); } ); // Update shader variables if (auto atmosphere_radii_var = m_multiscattering_lut_shader_program->variable("atmosphere_radii")) { m_multiscattering_lut_command_buffer.emplace_back([&, atmosphere_radii_var](){atmosphere_radii_var->update(atmosphere_radii);}); } if (auto rayleigh_parameters_var = m_multiscattering_lut_shader_program->variable("rayleigh_parameters")) { m_multiscattering_lut_command_buffer.emplace_back([&, rayleigh_parameters_var](){rayleigh_parameters_var->update(rayleigh_parameters);}); } if (auto mie_parameters_var = m_multiscattering_lut_shader_program->variable("mie_parameters")) { m_multiscattering_lut_command_buffer.emplace_back([&, mie_parameters_var](){mie_parameters_var->update(mie_parameters);}); } if (auto ozone_distribution_var = m_multiscattering_lut_shader_program->variable("ozone_distribution")) { m_multiscattering_lut_command_buffer.emplace_back([&, ozone_distribution_var](){ozone_distribution_var->update(ozone_distribution);}); } if (auto ozone_absorption_var = m_multiscattering_lut_shader_program->variable("ozone_absorption")) { m_multiscattering_lut_command_buffer.emplace_back([&, ozone_absorption_var](){ozone_absorption_var->update(ozone_absorption);}); } if (auto ground_albedo_var = m_multiscattering_lut_shader_program->variable("ground_albedo")) { m_multiscattering_lut_command_buffer.emplace_back([&, ground_albedo_var](){ground_albedo_var->update(m_ground_albedo);}); } if (auto resolution_var = m_multiscattering_lut_shader_program->variable("resolution")) { m_multiscattering_lut_command_buffer.emplace_back([&, resolution_var](){resolution_var->update(math::vector2(m_multiscattering_lut_resolution));}); } if (auto transmittance_lut_var = m_multiscattering_lut_shader_program->variable("transmittance_lut")) { m_multiscattering_lut_command_buffer.emplace_back([&, transmittance_lut_var](){transmittance_lut_var->update(*m_transmittance_lut_texture);}); } // Draw quad m_multiscattering_lut_command_buffer.emplace_back ( [&]() { rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangle_strip, 0, 4); } ); } void sky_pass::rebuild_luminance_lut_shader_program() { m_luminance_lut_shader_program = m_luminance_lut_shader_template->build ( { {"SAMPLE_COUNT", std::to_string(m_luminance_lut_sample_count)} } ); if (!m_luminance_lut_shader_program->linked()) { debug::log::error("Failed to build sky luminance LUT shader program: {}", m_luminance_lut_shader_program->info()); debug::log::warning("{}", m_luminance_lut_shader_template->configure(gl::shader_stage::vertex)); } } void sky_pass::rebuild_luminance_lut_command_buffer() { m_luminance_lut_command_buffer.clear(); if (!m_luminance_lut_shader_program->linked() || !m_luminance_lut_texture) { return; } // Bind framebuffer and shader program m_luminance_lut_command_buffer.emplace_back ( [&]() { rasterizer->set_viewport(0, 0, m_luminance_lut_resolution.x(), m_luminance_lut_resolution.y()); rasterizer->use_framebuffer(*m_luminance_lut_framebuffer); rasterizer->use_program(*m_luminance_lut_shader_program); } ); // Update shader variables if (auto light_direction_var = m_luminance_lut_shader_program->variable("light_direction")) { m_luminance_lut_command_buffer.emplace_back([&, light_direction_var](){light_direction_var->update(dominant_light_direction);}); } if (auto light_illuminance_var = m_luminance_lut_shader_program->variable("light_illuminance")) { m_luminance_lut_command_buffer.emplace_back([&, light_illuminance_var](){light_illuminance_var->update(dominant_light_illuminance);}); } if (auto atmosphere_radii_var = m_luminance_lut_shader_program->variable("atmosphere_radii")) { m_luminance_lut_command_buffer.emplace_back([&, atmosphere_radii_var](){atmosphere_radii_var->update(atmosphere_radii);}); } if (auto observer_position_var = m_luminance_lut_shader_program->variable("observer_position")) { m_luminance_lut_command_buffer.emplace_back([&, observer_position_var](){observer_position_var->update(observer_position);}); } if (auto rayleigh_parameters_var = m_luminance_lut_shader_program->variable("rayleigh_parameters")) { m_luminance_lut_command_buffer.emplace_back([&, rayleigh_parameters_var](){rayleigh_parameters_var->update(rayleigh_parameters);}); } if (auto mie_parameters_var = m_luminance_lut_shader_program->variable("mie_parameters")) { m_luminance_lut_command_buffer.emplace_back([&, mie_parameters_var](){mie_parameters_var->update(mie_parameters);}); } if (auto ozone_distribution_var = m_luminance_lut_shader_program->variable("ozone_distribution")) { m_luminance_lut_command_buffer.emplace_back([&, ozone_distribution_var](){ozone_distribution_var->update(ozone_distribution);}); } if (auto ozone_absorption_var = m_luminance_lut_shader_program->variable("ozone_absorption")) { m_luminance_lut_command_buffer.emplace_back([&, ozone_absorption_var](){ozone_absorption_var->update(ozone_absorption);}); } if (auto airglow_luminance_var = m_luminance_lut_shader_program->variable("airglow_luminance")) { m_luminance_lut_command_buffer.emplace_back([&, airglow_luminance_var](){airglow_luminance_var->update(airglow_luminance * camera_exposure);}); } if (auto resolution_var = m_luminance_lut_shader_program->variable("resolution")) { m_luminance_lut_command_buffer.emplace_back([&, resolution_var](){resolution_var->update(math::vector2(m_luminance_lut_resolution));}); } if (auto transmittance_lut_var = m_luminance_lut_shader_program->variable("transmittance_lut")) { m_luminance_lut_command_buffer.emplace_back([&, transmittance_lut_var](){transmittance_lut_var->update(*m_transmittance_lut_texture);}); } if (auto multiscattering_lut_var = m_luminance_lut_shader_program->variable("multiscattering_lut")) { m_luminance_lut_command_buffer.emplace_back([&, multiscattering_lut_var](){multiscattering_lut_var->update(*m_multiscattering_lut_texture);}); } // Draw quad m_luminance_lut_command_buffer.emplace_back ( [&]() { rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangle_strip, 0, 4); } ); } void sky_pass::rebuild_sky_probe_command_buffer() { m_sky_probe_command_buffer.clear(); if (!m_sky_probe_shader_program->linked() || m_sky_probe_framebuffers.empty()) { return; } // Bind sky probe framebuffer and shader program m_sky_probe_command_buffer.emplace_back ( [&]() { const auto resolution = m_sky_probe->get_luminance_texture()->get_face_size(); rasterizer->set_viewport(0, 0, resolution, resolution); rasterizer->use_framebuffer(*m_sky_probe_framebuffers[0]); rasterizer->use_program(*m_sky_probe_shader_program); } ); if (auto luminance_lut_var = m_sky_probe_shader_program->variable("luminance_lut")) { m_sky_probe_command_buffer.emplace_back([&, luminance_lut_var](){luminance_lut_var->update(*m_luminance_lut_texture);}); } if (auto light_direction_var = m_sky_probe_shader_program->variable("light_direction")) { m_sky_probe_command_buffer.emplace_back([&, light_direction_var](){light_direction_var->update(dominant_light_direction);}); } if (auto light_illuminance_var = m_sky_probe_shader_program->variable("light_illuminance")) { m_sky_probe_command_buffer.emplace_back([&, light_illuminance_var](){light_illuminance_var->update(dominant_light_illuminance);}); } if (auto observer_position_var = m_sky_probe_shader_program->variable("observer_position")) { m_sky_probe_command_buffer.emplace_back([&, observer_position_var](){observer_position_var->update(observer_position);}); } if (auto atmosphere_radii_var = m_sky_probe_shader_program->variable("atmosphere_radii")) { m_sky_probe_command_buffer.emplace_back([&, atmosphere_radii_var](){atmosphere_radii_var->update(atmosphere_radii);}); } if (auto ground_albedo_var = m_sky_probe_shader_program->variable("ground_albedo")) { m_sky_probe_command_buffer.emplace_back([&, ground_albedo_var](){ground_albedo_var->update(m_ground_albedo);}); } // Draw point m_sky_probe_command_buffer.emplace_back ( [&]() { rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::points, 0, 1); m_sky_probe->set_luminance_outdated(true); m_sky_probe->set_illuminance_outdated(true); } ); } } // namespace render