2023-01-24 05:22:40 +01:00
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#include "cloudshader.h"
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2023-01-24 06:44:20 +01:00
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#include "common/noise/cloudnoise.h"
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2023-01-24 05:22:40 +01:00
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Color CloudShader::shade(const Scene &scene, const Ray &ray) const
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{
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Vector3d hitPoint = ray.origin + ray.direction * ray.length; // Potentially add epsilon
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// Collect getNoise through the cloud
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float cloudLength = 0.0f; // Length of cloud in ray direction
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// Get background color behind cloud and information about the clouds length
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Ray cloudRay = ray;
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cloudRay.origin = ray.origin + (ray.length + REFR_EPS) * ray.direction;
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cloudRay.length = INFINITY;
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cloudRay.primitive = nullptr;
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// Get out of cloud primitive first
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if (ray.primitive->intersect(cloudRay))
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{
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// Get length
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cloudLength = cloudRay.length;
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// Prepare ray for background color
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cloudRay.setRemainingBounces(cloudRay.getRemainingBounces() + 1);
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cloudRay.origin = cloudRay.origin + (cloudRay.length + REFR_EPS) * cloudRay.direction;
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cloudRay.length = INFINITY;
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cloudRay.primitive = nullptr;
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}
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Color background = scene.traceRay(cloudRay);
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if (cloudLength == 0.0f) return background; // No cloud or at edge
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2023-01-24 11:18:03 +01:00
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// Calculate step length
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int noiseSamples = settings.densitySamples;
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float stepLength = cloudLength / noiseSamples;
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// Step through cloud
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float transmittance = 1;
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Color cloudColor = Color(0, 0, 0);
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for (int i = 0; i < noiseSamples; ++i)
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{
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// Get sample point
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Vector3d lengthDirection = i * stepLength * ray.direction;
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Vector3d samplePoint = hitPoint + lengthDirection;
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// Get data at point
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float sampleDensity = getCloudDensity(samplePoint) * stepLength;
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if (sampleDensity > 0)
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{
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cloudColor += lightMarch(scene, samplePoint, lengthDirection) * stepLength * sampleDensity;
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}
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transmittance *= exp(-sampleDensity * stepLength * settings.lightAbsorptionThroughCloud);
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if (transmittance < TRANSMITTANCE_BREAK) break; // Cloud is effectively opaque
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}
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return background * transmittance + cloudColor;
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}
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bool CloudShader::isTransparent() const
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{
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return true;
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}
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CloudShader::CloudShader(const CloudSettings &settings) : settings(settings),
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cloudNoise(CloudNoise(NOISE_SIZE))
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{
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cloudNoise.invert = true;
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}
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float CloudShader::getCloudDensity(Vector3d point) const
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{
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point /= settings.scale;
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float density = cloudNoise.getNoise(point);
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// Threshold
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// TODO: Smooth out!
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density = std::max(0.0f, density + settings.densityOffset) * settings.densityIntensity;
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return density;
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}
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2023-01-24 19:38:12 +01:00
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Color CloudShader::lightMarch(const Scene &scene, Vector3d currentInCloudPosition, Vector3d lengthDistance) const
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{
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Color cloudColor;
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// For alle lights
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for (const auto &light: scene.lights())
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{
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Ray ray = Ray(currentInCloudPosition - lengthDistance, normalized(lengthDistance));
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ray.length = length(lengthDistance);
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auto illumination = light->illuminate(scene, ray);
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// Handle ambient lights
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if (illumination.distance == 0.0f)
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{
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cloudColor += illumination.color;
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continue;
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}
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// Light ray
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Ray lightRay;
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lightRay.origin = currentInCloudPosition;
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lightRay.direction = illumination.direction;
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lightRay.length = 0; // Starting in cloud itself
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float density = this->rayDensity(lightRay, illumination.distance);
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density *= settings.lightAbsorptionTowardsLight;
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// Proper light calculation
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float transmittance = exp(-density) * (1 - exp(-density * 2));
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float scatter = scatterFactor(normalized(lengthDistance), illumination.direction);
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float factor = settings.darknessThreshold + (scatter * transmittance) * (1 - settings.darknessThreshold); // (transmittance * scatter)
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cloudColor += factor * illumination.color;
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}
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return cloudColor;
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}
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Color CloudShader::transparency(const Scene &scene, const Ray &ray, float maxLength) const
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{
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float density = rayDensity(ray, maxLength);
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float transmittance = exp(-density * settings.shadowLightAbsorption);
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transmittance = 1 - (1 - transmittance) * settings.shadowIntensity;
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return Color(1, 1, 1) * transmittance;
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}
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float CloudShader::rayDensity(const Ray &ray, float maxLength) const
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{
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Vector3d startPoint = ray.origin + ray.direction * (ray.length + 0.0001f);
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// Determine length of cloud
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float cloudLength = 0.0f;
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Ray cloudRay = ray;
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cloudRay.origin = startPoint;
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cloudRay.length = INFINITY;
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cloudRay.primitive = nullptr;
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// Get out of cloud primitive first
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if (ray.primitive != nullptr && !ray.primitive->intersect(cloudRay) || cloudRay.length == INFINITY ||
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cloudRay.length <= 0)
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{
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// Something went wrong => No density
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return 0;
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}
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cloudLength = std::min(cloudRay.length, maxLength - ray.length);
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// Calculate step length
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int noiseSamples = settings.lightSamples;
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float stepLength = cloudLength / (float) noiseSamples;
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// Step through cloud
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float density = 1.0f;
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for (int i = 0; i < noiseSamples; ++i)
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{
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// Get sample point
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Vector3d samplePoint = startPoint + i * stepLength * ray.direction;
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// Get data at point
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float sampleDensity = getCloudDensity(samplePoint) * stepLength;
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density += sampleDensity * stepLength;
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}
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// If there is length left, check if it is in the cloud recursively
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if (cloudLength < maxLength - ray.length)
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{
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Vector3d endPoint = startPoint + (cloudLength + REFR_EPS) * ray.direction;
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Ray recursiveRay = cloudRay;
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recursiveRay.origin = endPoint;
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recursiveRay.length = 0;
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recursiveRay.primitive = nullptr;
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if (ray.primitive != nullptr && ray.primitive->intersect(recursiveRay) && recursiveRay.length > 0)
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{
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density += rayDensity(recursiveRay, maxLength - (cloudLength + REFR_EPS));
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}
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}
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return density;
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}
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float CloudShader::scatterFactor(Vector3d visualRay, Vector3d illuminationRay) const
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{
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// The asymmetry parameter
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float g = 0.7f;
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// The angle between the visual and illumination rays
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float cosTheta = dotProduct(visualRay, illuminationRay);
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// The Dual-Lob Henyey-Greenstein function
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float blend = .5;
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float scatter = HenyeyGreenstein(cosTheta,g) * (1-blend) + HenyeyGreenstein(cosTheta,-g) * blend;
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// Clamp the result to the range [0, 1]
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scatter = std::max(std::min(scatter, 1.0f), 0.0f);
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return scatter;
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}
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float CloudShader::HenyeyGreenstein(float cosTheta, float g) const
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{
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float g2 = g * g;
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return (1 - g2) / (4 * 3.1415f * pow(1 + g2 - 2 * g * (cosTheta), 1.5f));
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}
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