main #7

Merged
Onek8 merged 3 commits from Dante/LNXSDK:main into main 2026-06-24 07:15:30 +00:00
31 changed files with 1344 additions and 588 deletions

View File

@ -1,11 +1,11 @@
/* Various sky functions
* =====================
*
* Nishita model is based on https://github.com/wwwtyro/glsl-atmosphere (Unlicense License)
* Single scattering model is based on https://github.com/wwwtyro/glsl-atmosphere (Unlicense License)
*
* Changes to the original implementation:
* - r and pSun parameters of nishita_atmosphere() are already normalized
* - Some original parameters of nishita_atmosphere() are replaced with pre-defined values
* - r and pSun parameters of single_scatter_atmosphere() are already normalized
* - Some original parameters of single_scatter_atmosphere() are replaced with pre-defined values
* - Implemented air, dust and ozone density node parameters (see Blender source)
* - Replaced the inner integral calculation with a LUT lookup
*
@ -22,8 +22,8 @@
#include "std/math.glsl"
uniform sampler2D nishitaLUT;
uniform vec2 nishitaDensity;
uniform sampler2D singleScatterLUT;
uniform vec2 skyDensity;
#ifndef PI
#define PI 3.141592
@ -32,33 +32,33 @@ uniform vec2 nishitaDensity;
#define HALF_PI 1.570796
#endif
#define nishita_iSteps 16
#define single_scatter_iSteps 16
// These values are taken from Cycles code if they
// exist there, otherwise they are taken from the example
// in the glsl-atmosphere repo
#define nishita_sun_intensity 22.0
#define nishita_atmo_radius 6420e3
#define nishita_rayleigh_scale 8e3
#define nishita_rayleigh_coeff vec3(5.5e-6, 13.0e-6, 22.4e-6)
#define nishita_mie_scale 1.2e3
#define nishita_mie_coeff 2e-5
#define nishita_mie_dir 0.76 // Aerosols anisotropy ("direction")
#define nishita_mie_dir_sq 0.5776 // Squared aerosols anisotropy
#define single_scatter_sun_intensity 22.0
#define single_scatter_atmo_radius 6420e3
#define single_scatter_rayleigh_scale 8e3
#define single_scatter_rayleigh_coeff vec3(5.5e-6, 13.0e-6, 22.4e-6)
#define single_scatter_mie_scale 1.2e3
#define single_scatter_mie_coeff 2e-5
#define single_scatter_mie_dir 0.76 // Aerosols anisotropy ("direction")
#define single_scatter_mie_dir_sq 0.5776 // Squared aerosols anisotropy
// Values from [Hill: 60]
#define sun_limb_darkening_col vec3(0.397, 0.503, 0.652)
vec3 nishita_lookupLUT(const float height, const float sunTheta) {
vec3 single_scatter_lookupLUT(const float height, const float sunTheta) {
vec2 coords = vec2(
sqrt(height * (1 / nishita_atmo_radius)),
sqrt(height * (1 / single_scatter_atmo_radius)),
0.5 + 0.5 * sign(sunTheta - HALF_PI) * sqrt(abs(sunTheta * (1 / HALF_PI) - 1))
);
return textureLod(nishitaLUT, coords, 0.0).rgb;
return textureLod(singleScatterLUT, coords, 0.0).rgb;
}
/* See raySphereIntersection() in leenkx/Sources/renderpath/Nishita.hx */
vec2 nishita_rsi(const vec3 r0, const vec3 rd, const float sr) {
/* See raySphereIntersection() in leenkx/Sources/renderpath/Sky.hx */
vec2 single_scatter_rsi(const vec3 r0, const vec3 rd, const float sr) {
float a = dot(rd, rd);
float b = 2.0 * dot(rd, r0);
float c = dot(r0, r0) - (sr * sr);
@ -74,12 +74,12 @@ vec2 nishita_rsi(const vec3 r0, const vec3 rd, const float sr) {
* pSun: normalized sun direction
* rPlanet: planet radius
*/
vec3 nishita_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const float rPlanet) {
vec3 single_scatter_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const float rPlanet) {
// Calculate the step size of the primary ray
vec2 p = nishita_rsi(r0, r, nishita_atmo_radius);
vec2 p = single_scatter_rsi(r0, r, single_scatter_atmo_radius);
if (p.x > p.y) return vec3(0.0);
p.y = min(p.y, nishita_rsi(r0, r, rPlanet).x);
float iStepSize = (p.y - p.x) / float(nishita_iSteps);
p.y = min(p.y, single_scatter_rsi(r0, r, rPlanet).x);
float iStepSize = (p.y - p.x) / float(single_scatter_iSteps);
// Primary ray time
float iTime = 0.0;
@ -96,18 +96,18 @@ vec3 nishita_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const floa
float mu = dot(r, pSun);
float mumu = mu * mu;
float pRlh = 3.0 / (16.0 * PI) * (1.0 + mumu);
float pMie = 3.0 / (8.0 * PI) * ((1.0 - nishita_mie_dir_sq) * (mumu + 1.0)) / (pow(1.0 + nishita_mie_dir_sq - 2.0 * mu * nishita_mie_dir, 1.5) * (2.0 + nishita_mie_dir_sq));
float pMie = 3.0 / (8.0 * PI) * ((1.0 - single_scatter_mie_dir_sq) * (mumu + 1.0)) / (pow(1.0 + single_scatter_mie_dir_sq - 2.0 * mu * single_scatter_mie_dir, 1.5) * (2.0 + single_scatter_mie_dir_sq));
// Sample the primary ray
for (int i = 0; i < nishita_iSteps; i++) {
for (int i = 0; i < single_scatter_iSteps; i++) {
// Calculate the primary ray sample position and height
vec3 iPos = r0 + r * (iTime + iStepSize * 0.5);
float iHeight = length(iPos) - rPlanet;
// Calculate the optical depth of the Rayleigh and Mie scattering for this step
float odStepRlh = exp(-iHeight / nishita_rayleigh_scale) * nishitaDensity.x * iStepSize;
float odStepMie = exp(-iHeight / nishita_mie_scale) * nishitaDensity.y * iStepSize;
float odStepRlh = exp(-iHeight / single_scatter_rayleigh_scale) * skyDensity.x * iStepSize;
float odStepMie = exp(-iHeight / single_scatter_mie_scale) * skyDensity.y * iStepSize;
// Accumulate optical depth
iOdRlh += odStepRlh;
@ -116,12 +116,12 @@ vec3 nishita_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const floa
// Idea behind this: "Rotate" everything by iPos (-> iPos is the new zenith) and then all calculations for the
// inner integral only depend on the sample height (iHeight) and sunTheta (angle between sun and new zenith).
float sunTheta = safe_acos(dot(normalize(iPos), normalize(pSun)));
vec3 jAttn = nishita_lookupLUT(iHeight, sunTheta);
vec3 jAttn = single_scatter_lookupLUT(iHeight, sunTheta);
// Calculate attenuation
vec3 iAttn = exp(-(
nishita_mie_coeff * iOdMie
+ nishita_rayleigh_coeff * iOdRlh
single_scatter_mie_coeff * iOdMie
+ single_scatter_rayleigh_coeff * iOdRlh
// + 0 for ozone
));
vec3 attn = iAttn * jAttn;
@ -136,7 +136,7 @@ vec3 nishita_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const floa
iTime += iStepSize;
}
return nishita_sun_intensity * (pRlh * nishita_rayleigh_coeff * totalRlh + pMie * nishita_mie_coeff * totalMie);
return single_scatter_sun_intensity * (pRlh * single_scatter_rayleigh_coeff * totalRlh + pMie * single_scatter_mie_coeff * totalMie);
}
vec3 sun_disk(const vec3 n, const vec3 light_dir, const float disk_size, const float intensity) {
@ -149,7 +149,76 @@ vec3 sun_disk(const vec3 n, const vec3 light_dir, const float disk_size, const f
float mu = sqrt(invDist * invDist);
vec3 limb_darkening = 1.0 - (1.0 - pow(vec3(mu), sun_limb_darkening_col));
return 1 + (1.0 - step(1.0, dist)) * nishita_sun_intensity * intensity * limb_darkening;
return 1 + (1.0 - step(1.0, dist)) * single_scatter_sun_intensity * intensity * limb_darkening;
}
uniform sampler2D multiScatterLUT;
uniform vec4 multiScatterParams; // x=elevation, y=rotation, z=angular_diameter, w=intensity
uniform vec4 multiScatterSunBottom; // xyz=sun_bottom, w=earth_intersection_angle
uniform vec3 multiScatterSunTop;
// XYZ to sRGB/Rec.709 conversion (D65 white point)
vec3 xyz_to_rgb(vec3 xyz) {
return vec3(
3.2406 * xyz.x - 1.5372 * xyz.y - 0.4986 * xyz.z,
-0.9689 * xyz.x + 1.8758 * xyz.y + 0.0415 * xyz.z,
0.0557 * xyz.x - 0.2040 * xyz.y + 1.0570 * xyz.z
);
}
float sky_elevation_to_v(float elevation) {
float abs_el = abs(elevation);
float l = sign(elevation) * sqrt(abs_el / 1.5707963);
float v = (l + 1.0) * 0.5;
return clamp(v, 0.0, 1.0);
}
vec3 multi_scatter_sample_lut(vec3 dir, float sun_rotation) {
float azimuth = atan(dir.x, dir.y);
float elevation = asin(clamp(dir.z, -1.0, 1.0));
azimuth -= sun_rotation;
float u = fract(azimuth / (2.0 * PI));
float v = sky_elevation_to_v(elevation);
return textureLod(multiScatterLUT, vec2(u, v), 0.0).rgb;
}
vec3 multi_scatter_sun_disc(vec3 dir, vec3 sun_dir, float angular_diameter, float intensity) {
float dist = distance(dir, sun_dir) / (angular_diameter * 0.5);
if (dist > 1.0) return vec3(0.0);
float invDist = 1.0 - dist;
float mu = sqrt(invDist * invDist);
vec3 limb_darkening = 1.0 - (1.0 - pow(vec3(mu), sun_limb_darkening_col));
float sun_elev = multiScatterParams.x;
float dir_elev = asin(clamp(dir.z, -1.0, 1.0));
float t = clamp((dir_elev - (sun_elev - angular_diameter * 0.5)) / angular_diameter, 0.0, 1.0);
vec3 sun_color = mix(multiScatterSunBottom.rgb, multiScatterSunTop, t) * intensity * limb_darkening;
return xyz_to_rgb(sun_color);
}
vec3 multi_scatter_atmosphere(vec3 dir) {
float sun_elevation = multiScatterParams.x;
float sun_rotation = multiScatterParams.y;
float angular_diameter = multiScatterParams.z;
float sun_intensity = multiScatterParams.w;
vec3 xyz = multi_scatter_sample_lut(dir, sun_rotation);
vec3 radiance = xyz_to_rgb(xyz);
if (sun_intensity > 0.0) {
vec3 computed_sun_dir = vec3(
sin(sun_rotation) * cos(sun_elevation),
cos(sun_rotation) * cos(sun_elevation),
sin(sun_elevation)
);
radiance += multi_scatter_sun_disc(dir, computed_sun_dir, angular_diameter, sun_intensity);
}
return radiance;
}
#endif

View File

@ -88,58 +88,103 @@ vec4 rayCast(vec3 dir) {
}
#endif //SSR
vec3 sampleWaterNormals(vec2 hitXY, float speed, out vec2 tcnor0, out vec2 tcnor1) {
tcnor0 = hitXY / 3.0;
vec3 n0 = textureLod(sdetail, tcnor0 + vec2(speed / 60.0, speed / 120.0), 0.0).rgb;
tcnor1 = hitXY / 6.0 + n0.xy / 20.0;
vec3 n1 = textureLod(sbase, tcnor1 + vec2(speed / 40.0, speed / 80.0), 0.0).rgb;
return normalize(n0 + n1 - 1.0);
}
void main() {
float gdepth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
if (gdepth == 1.0) {
fragColor = vec4(0.0);
return;
}
// Eye below water
if (eye.z < waterLevel) {
fragColor = vec4(0.0);
return;
}
// Displace surface
vec3 vray = normalize(viewRay);
vec3 p = getPos(eye, eyeLook, vray, gdepth, cameraProj);
float speed = time * 2.0 * waterSpeed;
p.z += sin(p.x * 10.0 / waterDisplace + speed) * cos(p.y * 10.0 / waterDisplace + speed) / 50.0 * waterDisplace;
bool isSky = (gdepth == 1.0);
// Ray-plane intersection with water surface (z = waterLevel)
float denom = dot(vray, vec3(0.0, 0.0, 1.0));
float tWater = (waterLevel - eye.z) / denom;
bool hasWaterHit = (abs(denom) > 0.0001) && (tWater > 0.0);
if (eye.z < waterLevel) {
vec2 tc = texCoord;
float fogFactor;
if (hasWaterHit && denom > 0.0) {
// Looking up at water surface - apply normal distortion
vec3 hit = eye + tWater * vray;
vec2 tc0, tc1;
vec3 n2 = sampleWaterNormals(hit.xy * waterFreq, speed, tc0, tc1);
tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
fogFactor = clamp(tWater * waterDensity, 0.0, 0.95);
} else {
// Looking forward/down - distort via water surface above fragment
vec3 p = getPos(eye, eyeLook, vray, gdepth, cameraProj);
vec2 wxy = isSky ? (eye.xy + vray.xy * 50.0) : p.xy;
vec2 tc0, tc1;
vec3 n2 = sampleWaterNormals(wxy * waterFreq, speed, tc0, tc1);
tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
float waterDist = isSky ? 50.0 : length(p - eye);
fogFactor = clamp(waterDist * waterDensity, 0.0, 0.95);
}
vec3 refracted = textureLod(tex, tc, 0.0).rgb;
fragColor.rgb = mix(refracted, waterColor, fogFactor);
fragColor.a = 1.0;
return;
}
// Above water
if (p.z > waterLevel) {
if (!hasWaterHit || denom >= 0.0) {
fragColor = vec4(0.0);
return;
}
if (isSky) tWater = min(tWater, 100.0); // Clamp to prevent aliasing at horizon
vec3 p = isSky ? (eye + tWater * vray) : getPos(eye, eyeLook, vray, gdepth, cameraProj);
float horizonFactor = clamp(1.0 - tWater / 60.0, 0.0, 1.0);
if (!isSky && p.z > waterLevel) {
fragColor = vec4(0.0);
return;
}
// Displace surface
p.z += (sin(p.x * 10.0 / waterDisplace + speed) * cos(p.y * 10.0 / waterDisplace + speed)
+ sin(p.x * 20.0 / waterDisplace + speed * 1.3) * cos(p.y * 20.0 / waterDisplace + speed * 1.3) * 0.5)
/ 50.0 * waterDisplace;
// Hit plane to determine uvs
vec3 v = normalize(eye - p.xyz);
float t = -(dot(eye, vec3(0.0, 0.0, 1.0)) - waterLevel) / dot(v, vec3(0.0, 0.0, 1.0));
vec3 v = normalize(eye - p);
float t = (waterLevel - eye.z) / dot(v, vec3(0.0, 0.0, 1.0));
vec3 hit = eye + t * v;
hit.xy *= waterFreq;
hit.z += waterLevel;
// Sample normal maps
vec2 tcnor0 = hit.xy / 3.0;
vec3 n0 = textureLod(sdetail, tcnor0 + vec2(speed / 60.0, speed / 120.0), 0.0).rgb;
vec2 tcnor0, tcnor1;
vec3 n2 = sampleWaterNormals(hit.xy * waterFreq, speed, tcnor0, tcnor1);
vec2 tcnor1 = hit.xy / 6.0 + n0.xy / 20.0;
vec3 n1 = textureLod(sbase, tcnor1 + vec2(speed / 40.0, speed / 80.0), 0.0).rgb;
vec3 n2 = normalize(((n1 + n0) / 2.0) * 2.0 - 1.0);
float ddepth = textureLod(gbufferD, texCoord + (n2.xy * n2.z) / 40.0, 0.0).r * 2.0 - 1.0;
vec3 p2 = getPos(eye, eyeLook, vray, ddepth, cameraProj);
vec2 tc = p2.z > waterLevel ? texCoord : texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
// Refraction
vec2 tc;
if (isSky) {
tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
} else {
float ddepth = textureLod(gbufferD, texCoord + (n2.xy * n2.z) / 40.0, 0.0).r * 2.0 - 1.0;
vec3 p2 = getPos(eye, eyeLook, vray, ddepth, cameraProj);
tc = p2.z > waterLevel ? texCoord : texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
}
// Light
float fresnel = 1.0 - max(dot(n2, v), 0.0);
fresnel = pow(fresnel, 30.0) * 0.45;
fresnel = 0.02 + 0.98 * pow(fresnel, 5.0);
vec3 r = reflect(-v, n2);
#ifdef _Rad
vec3 reflectedEnv = textureLod(senvmapRadiance, envMapEquirect(r), 0).rgb;
vec3 reflectedEnv = textureLod(senvmapRadiance, envMapEquirect(r), 0).rgb;
#else
const vec3 reflectedEnv = vec3(0.5);
#endif
vec3 refracted = textureLod(tex, tc, 0.0).rgb;
#ifdef _SSR
float roughness = 0.1;//unpackFloat(g0.b).y;
//if (roughness == 1.0) { fragColor.rgb = vec3(0.0); return; }
@ -147,8 +192,8 @@ void main() {
float spec = 0.9;//fract(textureLod(gbuffer1, texCoord, 0.0).a);
//if (spec == 0.0) { fragColor.rgb = vec3(0.0); return; }
vec3 viewNormal = n2;
vec3 viewPos = getPosView(viewRay, gdepth, cameraProj);
vec3 viewNormal = V3 * n2;
vec3 viewPos = isSky ? vec3(0.0) : getPosView(viewRay, gdepth, cameraProj);
vec3 reflected = reflect(normalize(viewPos), viewNormal);
hitCoord = viewPos;
@ -158,7 +203,6 @@ void main() {
vec3 dir = reflected * (1.0 - rand(texCoord) * ssrJitter * roughness) * 2.0;
#endif
// * max(ssrMinRayStep, -viewPos.z)
vec4 coords = rayCast(dir);
vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
@ -177,20 +221,32 @@ void main() {
#else
fragColor.rgb = mix(refracted, reflectedEnv, waterReflect * fresnel);
#endif
fragColor.rgb *= waterColor;
fragColor.rgb += clamp(pow(max(dot(r, ld), 0.0), 200.0) * (200.0 + 8.0) / (PI * 8.0), 0.0, 2.0);
fragColor.rgb *= 1.0 - (clamp(-(p.z - waterLevel) * waterDensity, 0.0, 0.9));
fragColor.a = clamp(abs(p.z - waterLevel) * 5.0, 0.0, 1.0);
// Water color tint - blend rather than multiply to preserve brightness
float colorMix = isSky ? 0.7 : 0.5;
fragColor.rgb = mix(fragColor.rgb, fragColor.rgb * waterColor, colorMix * horizonFactor);
// Blinn-Phong specular using half-vector, faded at horizon
vec3 h = normalize(v + ld);
float specAmount = pow(max(dot(n2, h), 0.0), 200.0) * (200.0 + 8.0) / (PI * 8.0);
fragColor.rgb += specAmount * (isSky ? 0.3 : 1.0) * horizonFactor;
// Depth fog - blend toward waterColor with depth, faded at horizon
float depthFog = clamp(-(p.z - waterLevel) * waterDensity, 0.0, 0.9);
fragColor.rgb = mix(fragColor.rgb, waterColor, depthFog * horizonFactor);
// Alpha fades smoothly at horizon instead of hard cut
fragColor.a = isSky ? horizonFactor : clamp(abs(p.z - waterLevel) * 5.0, 0.0, 1.0);
// Foam
float fd = abs(p.z - waterLevel);
// Foam - based on actual geometry depth below water surface
float fd = isSky ? 1.0 : abs(p.z - waterLevel);
if (fd < 0.1) {
// Based on foam by Owen Deery
// http://fire-face.com/personal/water
vec3 foamMask0 = textureLod(sfoam, tcnor0 * 10, 0.0).rgb;
vec3 foamMask1 = textureLod(sfoam, tcnor1 * 11, 0.0).rgb;
vec3 foam = vec3(1.0) - foamMask0.rrr - foamMask1.bbb;
float fac = 1.0 - (fd * (1.0 / 0.1));
fragColor.rgb = mix(fragColor.rgb, clamp(foam, 0.0, 1.0), clamp(fac, 0.0, 1.0));
// Distance-based LOD blurs foam at range to reduce noise
float foamLod = clamp(tWater / 15.0, 0.0, 5.0);
vec2 foamUV0 = tcnor0 * 3.0 + vec2(speed / 30.0, speed / 50.0);
vec2 foamUV1 = tcnor1 * 4.0 + vec2(-speed / 35.0, speed / 45.0);
vec3 foamMask0 = textureLod(sfoam, foamUV0, foamLod).rgb;
vec3 foamMask1 = textureLod(sfoam, foamUV1, foamLod).rgb;
float foamStrength = clamp(1.0 - foamMask0.r * 0.5 - foamMask1.b * 0.5, 0.0, 1.0);
float fac = (1.0 - (fd * (1.0 / 0.1))) * horizonFactor;
fragColor.rgb = mix(fragColor.rgb, mix(fragColor.rgb, waterColor + 0.2, foamStrength), clamp(fac, 0.0, 1.0) * 0.5);
}
}

View File

@ -348,7 +348,13 @@ typedef TWorldData = {
@:optional public var turbidity: Null<FastFloat>;
@:optional public var ground_albedo: Null<FastFloat>;
@:optional public var envmap: String;
@:optional public var nishita_density: Float32Array; // Rayleigh, Mie, ozone
@:optional public var sky_density: Float32Array; // Air, dust/aerosol, ozone density
@:optional public var sky_sun_elevation: Null<FastFloat>;
@:optional public var sky_sun_rotation: Null<FastFloat>;
@:optional public var sky_sun_size: Null<FastFloat>;
@:optional public var sky_sun_intensity: Null<FastFloat>;
@:optional public var sky_altitude: Null<FastFloat>;
@:optional public var sky_sun_disc: Null<Int>; // 0 or 1
}
#if js

View File

@ -1,27 +0,0 @@
package leenkx.logicnode;
import iron.math.Vec4;
class GetHosekWilkiePropertiesNode extends LogicNode {
public function new(tree: LogicTree) {
super(tree);
}
override function get(from: Int): Dynamic {
var world = iron.Scene.active.world.raw;
return switch (from) {
case 0:
world.turbidity;
case 1:
world.ground_albedo;
case 2:
new Vec4(world.sun_direction[0], world.sun_direction[1], world.sun_direction[2]);
default:
null;
}
return null;
}
}

View File

@ -1,29 +0,0 @@
package leenkx.logicnode;
import iron.math.Vec4;
class GetNishitaPropertiesNode extends LogicNode {
public function new(tree: LogicTree) {
super(tree);
}
override function get(from: Int): Dynamic {
var world = iron.Scene.active.world.raw;
return switch (from) {
case 0:
world.nishita_density[0];
case 1:
world.nishita_density[1];
case 2:
world.nishita_density[2];
case 3:
new Vec4(world.sun_direction[0], world.sun_direction[1], world.sun_direction[2]);
default:
null;
}
return null;
}
}

View File

@ -0,0 +1,15 @@
package leenkx.logicnode;
import iron.math.Vec4;
class GetWorldColorNode extends LogicNode {
public function new(tree: LogicTree) {
super(tree);
}
override function get(from: Int): Dynamic {
var col = iron.Scene.active.world.raw.background_color;
return new Vec4(((col >> 16) & 0xff) / 255, ((col >> 8) & 0xff) / 255, (col & 0xff) / 255, 1.0);
}
}

View File

@ -0,0 +1,50 @@
package leenkx.logicnode;
import iron.math.Vec4;
class GetWorldSkyNode extends LogicNode {
public var property0:String;
public function new(tree: LogicTree) {
super(tree);
}
override function get(from: Int): Dynamic {
var world = iron.Scene.active.world.raw;
if (property0 == 'hosek') {
return switch (from) {
case 0: world.turbidity != null ? world.turbidity : 1.0;
case 1: world.ground_albedo != null ? world.ground_albedo : 0.0;
case 2: world.sun_direction != null ? new Vec4(world.sun_direction[0], world.sun_direction[1], world.sun_direction[2]) : new Vec4(0, 0, 1);
default: null;
}
}
else if (property0 == 'single') {
return switch (from) {
case 0: world.sky_density != null ? world.sky_density[0] : 1.0;
case 1: world.sky_density != null ? world.sky_density[1] : 1.0;
case 2: world.sky_density != null ? world.sky_density[2] : 1.0;
case 3: world.sky_altitude != null ? world.sky_altitude : 0.0;
case 4: world.sun_direction != null ? new Vec4(world.sun_direction[0], world.sun_direction[1], world.sun_direction[2]) : new Vec4(0, 0, 1);
default: null;
}
}
else { // multi
return switch (from) {
case 0: world.sky_density != null ? world.sky_density[0] : 1.0;
case 1: world.sky_density != null ? world.sky_density[1] : 1.0;
case 2: world.sky_density != null ? world.sky_density[2] : 1.0;
case 3: world.sky_sun_elevation != null ? world.sky_sun_elevation : 0.0;
case 4: world.sky_sun_rotation != null ? world.sky_sun_rotation : 0.0;
case 5: world.sky_sun_size != null ? world.sky_sun_size : 0.545;
case 6: world.sky_sun_intensity != null ? world.sky_sun_intensity : 1.0;
case 7: world.sky_altitude != null ? world.sky_altitude : 0.0;
case 8: world.sky_sun_disc != null ? world.sky_sun_disc : 1;
case 9: world.sun_direction != null ? new Vec4(world.sun_direction[0], world.sun_direction[1], world.sun_direction[2]) : new Vec4(0, 0, 1);
default: null;
}
}
}
}

View File

@ -0,0 +1,17 @@
package leenkx.logicnode;
class GetWorldTextureNode extends LogicNode {
public function new(tree: LogicTree) {
super(tree);
}
override function get(from: Int): Dynamic {
var world = iron.Scene.active.world;
return switch (from) {
case 0: world.probe != null ? world.probe.raw.strength : 1.0;
case 1: world.raw.envmap != null ? world.raw.envmap : '';
default: null;
}
}
}

View File

@ -1,41 +0,0 @@
package leenkx.logicnode;
import leenkx.renderpath.HosekWilkie;
import iron.math.Vec4;
class SetHosekWilkiePropertiesNode extends LogicNode {
public var property0:String;
public function new(tree: LogicTree) {
super(tree);
}
override function run(from: Int) {
var world = iron.Scene.active.world;
if(property0 == 'Turbidity/Ground Albedo'){
world.raw.turbidity = inputs[1].get();
world.raw.ground_albedo = inputs[2].get();
}
if(property0 == 'Turbidity')
world.raw.turbidity = inputs[1].get();
if(property0 == 'Ground Albedo')
world.raw.ground_albedo = inputs[1].get();
if(property0 == 'Sun Direction'){
var vec:Vec4 = inputs[1].get();
world.raw.sun_direction[0] = vec.x;
world.raw.sun_direction[1] = vec.y;
world.raw.sun_direction[2] = vec.z;
}
HosekWilkie.recompute(world);
runOutput(0);
}
}

View File

@ -1,45 +0,0 @@
package leenkx.logicnode;
import leenkx.renderpath.Nishita;
import iron.math.Vec4;
class SetNishitaPropertiesNode extends LogicNode {
public var property0:String;
public function new(tree: LogicTree) {
super(tree);
}
override function run(from: Int) {
var world = iron.Scene.active.world;
if(property0 == 'Density'){
world.raw.nishita_density[0] = inputs[1].get();
world.raw.nishita_density[1] = inputs[2].get();
world.raw.nishita_density[2] = inputs[3].get();
}
if(property0 == 'Air')
world.raw.nishita_density[0] = inputs[1].get();
if(property0 == 'Dust')
world.raw.nishita_density[1] = inputs[1].get();
if(property0 == 'Ozone')
world.raw.nishita_density[2] = inputs[1].get();
if(property0 == 'Sun Direction'){
var vec:Vec4 = inputs[1].get();
world.raw.sun_direction[0] = vec.x;
world.raw.sun_direction[1] = vec.y;
world.raw.sun_direction[2] = vec.z;
}
Nishita.recompute(world);
runOutput(0);
}
}

View File

@ -0,0 +1,23 @@
package leenkx.logicnode;
import iron.math.Vec4;
class SetWorldColorNode extends LogicNode {
public function new(tree: LogicTree) {
super(tree);
}
override function run(from: Int) {
var world = iron.Scene.active.world;
var raw = world.raw;
var vec:Vec4 = inputs[1].get();
var r = Std.int(Math.max(0, Math.min(1, vec.x)) * 255);
var g = Std.int(Math.max(0, Math.min(1, vec.y)) * 255);
var b = Std.int(Math.max(0, Math.min(1, vec.z)) * 255);
raw.background_color = (r << 16) | (g << 8) | b;
runOutput(0);
}
}

View File

@ -0,0 +1,63 @@
package leenkx.logicnode;
import leenkx.renderpath.Sky;
import leenkx.renderpath.HosekWilkie;
import iron.math.Vec4;
class SetWorldSkyNode extends LogicNode {
public var property0:String;
public function new(tree: LogicTree) {
super(tree);
}
override function run(from: Int) {
var world = iron.Scene.active.world;
var raw = world.raw;
if (property0 == 'hosek') {
raw.turbidity = inputs[1].get();
raw.ground_albedo = inputs[2].get();
var vec:Vec4 = inputs[3].get();
if (raw.sun_direction == null) raw.sun_direction = new kha.arrays.Float32Array(3);
raw.sun_direction[0] = vec.x;
raw.sun_direction[1] = vec.y;
raw.sun_direction[2] = vec.z;
HosekWilkie.recompute(world);
}
else if (property0 == 'single') {
if (raw.sky_density == null) raw.sky_density = new kha.arrays.Float32Array(3);
raw.sky_density[0] = inputs[1].get();
raw.sky_density[1] = inputs[2].get();
raw.sky_density[2] = inputs[3].get();
raw.sky_altitude = inputs[4].get();
var vec:Vec4 = inputs[5].get();
if (raw.sun_direction == null) raw.sun_direction = new kha.arrays.Float32Array(3);
raw.sun_direction[0] = vec.x;
raw.sun_direction[1] = vec.y;
raw.sun_direction[2] = vec.z;
Sky.recomputeSingleScatter(world);
}
else if (property0 == 'multi') {
if (raw.sky_density == null) raw.sky_density = new kha.arrays.Float32Array(3);
raw.sky_density[0] = inputs[1].get();
raw.sky_density[1] = inputs[2].get();
raw.sky_density[2] = inputs[3].get();
raw.sky_sun_elevation = inputs[4].get();
raw.sky_sun_rotation = inputs[5].get();
raw.sky_sun_size = inputs[6].get();
raw.sky_sun_intensity = inputs[7].get();
raw.sky_altitude = inputs[8].get();
raw.sky_sun_disc = inputs[9].get() ? 1 : 0;
var vec:Vec4 = inputs[10].get();
if (raw.sun_direction == null) raw.sun_direction = new kha.arrays.Float32Array(3);
raw.sun_direction[0] = vec.x;
raw.sun_direction[1] = vec.y;
raw.sun_direction[2] = vec.z;
Sky.recomputeMultiScatter(world);
}
runOutput(0);
}
}

View File

@ -0,0 +1,25 @@
package leenkx.logicnode;
class SetWorldTextureNode extends LogicNode {
public function new(tree: LogicTree) {
super(tree);
}
override function run(from: Int) {
var world = iron.Scene.active.world;
var raw = world.raw;
if (world.probe != null) {
world.probe.raw.strength = inputs[1].get();
}
var envmap:String = inputs[2].get();
if (envmap != null && envmap != '' && envmap != raw.envmap) {
raw.envmap = envmap;
world.loadEnvmap(function(w) {});
}
runOutput(0);
}
}

View File

@ -18,7 +18,7 @@ class Uniforms {
iron.object.Uniforms.externalTextureLinks = [textureLink];
iron.object.Uniforms.externalVec2Links = [vec2Link];
iron.object.Uniforms.externalVec3Links = [vec3Link];
iron.object.Uniforms.externalVec4Links = [];
iron.object.Uniforms.externalVec4Links = [vec4Link];
iron.object.Uniforms.externalFloatLinks = [floatLink];
iron.object.Uniforms.externalFloatsLinks = [floatsLink];
iron.object.Uniforms.externalIntLinks = [intLink];
@ -26,9 +26,13 @@ class Uniforms {
public static function textureLink(object: Object, mat: MaterialData, link: String): Null<kha.Image> {
switch (link) {
case "_nishitaLUT": {
if (leenkx.renderpath.Nishita.data == null) leenkx.renderpath.Nishita.recompute(Scene.active.world);
return leenkx.renderpath.Nishita.data.lut;
case "_singleScatterLUT": {
if (leenkx.renderpath.Sky.singleScatterData == null) leenkx.renderpath.Sky.recomputeSingleScatter(Scene.active.world);
return leenkx.renderpath.Sky.singleScatterData.lut;
}
case "_multiScatterLUT": {
if (leenkx.renderpath.Sky.multiScatterData == null) leenkx.renderpath.Sky.recomputeMultiScatter(Scene.active.world);
return leenkx.renderpath.Sky.multiScatterData.lut;
}
#if lnx_ltc
case "_ltcMat": {
@ -169,6 +173,17 @@ class Uniforms {
}
}
#end
case "_multiScatterSunTop": {
if (leenkx.renderpath.Sky.multiScatterData == null) {
leenkx.renderpath.Sky.recomputeMultiScatter(Scene.active.world);
}
if (leenkx.renderpath.Sky.multiScatterData != null) {
v = iron.object.Uniforms.helpVec;
v.x = leenkx.renderpath.Sky.multiScatterData.sunTop.x;
v.y = leenkx.renderpath.Sky.multiScatterData.sunTop.y;
v.z = leenkx.renderpath.Sky.multiScatterData.sunTop.z;
}
}
}
return v;
}
@ -176,13 +191,13 @@ class Uniforms {
public static function vec2Link(object: Object, mat: MaterialData, link: String): Null<iron.math.Vec4> {
var v: Vec4 = null;
switch (link) {
case "_nishitaDensity": {
case "_skyDensity": {
var w = Scene.active.world;
if (w != null) {
v = iron.object.Uniforms.helpVec;
// We only need Rayleigh and Mie density in the sky shader -> Vec2
v.x = w.raw.nishita_density[0];
v.y = w.raw.nishita_density[1];
v.x = w.raw.sky_density[0];
v.y = w.raw.sky_density[1];
}
}
}
@ -190,6 +205,35 @@ class Uniforms {
return v;
}
public static function vec4Link(object: Object, mat: MaterialData, link: String): Null<iron.math.Vec4> {
var v: Vec4 = null;
switch (link) {
case "_multiScatterParams": {
var w = Scene.active.world;
if (w != null && w.raw.sky_sun_elevation != null) {
v = iron.object.Uniforms.helpVec;
v.x = w.raw.sky_sun_elevation;
v.y = w.raw.sky_sun_rotation != null ? w.raw.sky_sun_rotation : 0.0;
v.z = w.raw.sky_sun_size != null ? w.raw.sky_sun_size : 0.545;
v.w = w.raw.sky_sun_intensity != null ? w.raw.sky_sun_intensity : 1.0;
}
}
case "_multiScatterSunBottom": {
if (leenkx.renderpath.Sky.multiScatterData == null) {
leenkx.renderpath.Sky.recomputeMultiScatter(Scene.active.world);
}
if (leenkx.renderpath.Sky.multiScatterData != null) {
v = iron.object.Uniforms.helpVec;
v.x = leenkx.renderpath.Sky.multiScatterData.sunBottom.x;
v.y = leenkx.renderpath.Sky.multiScatterData.sunBottom.y;
v.z = leenkx.renderpath.Sky.multiScatterData.sunBottom.z;
v.w = leenkx.renderpath.Sky.multiScatterData.earthIntersectionAngle;
}
}
}
return v;
}
public static function floatLink(object: Object, mat: MaterialData, link: String): Null<kha.FastFloat> {
switch (link) {
#if rp_dynres

View File

@ -1,231 +0,0 @@
package leenkx.renderpath;
import kha.FastFloat;
import kha.arrays.Float32Array;
import kha.graphics4.TextureFormat;
import kha.graphics4.Usage;
import iron.data.WorldData;
import iron.math.Vec2;
import iron.math.Vec3;
import leenkx.math.Helper;
/**
Utility class to control the Nishita sky model.
**/
class Nishita {
public static var data: NishitaData = null;
/**
Recomputes the nishita lookup table after the density settings changed.
Do not call this method on every frame (it's slow)!
**/
public static function recompute(world: WorldData) {
if (world == null || world.raw.nishita_density == null) return;
if (data == null) data = new NishitaData();
var density = world.raw.nishita_density;
data.computeLUT(new Vec3(density[0], density[1], density[2]));
}
/** Sets the sky's density parameters and calls `recompute()` afterwards. **/
public static function setDensity(world: WorldData, densityAir: FastFloat, densityDust: FastFloat, densityOzone: FastFloat) {
if (world == null) return;
if (world.raw.nishita_density == null) world.raw.nishita_density = new Float32Array(3);
var density = world.raw.nishita_density;
density[0] = Helper.clamp(densityAir, 0, 10);
density[1] = Helper.clamp(densityDust, 0, 10);
density[2] = Helper.clamp(densityOzone, 0, 10);
recompute(world);
}
}
/**
This class holds the precalculated result of the inner scattering integral
of the Nishita sky model. The outer integral is calculated in
[`leenkx/Shaders/std/sky.glsl`](https://github.com/leenkx3d/leenkx/blob/master/Shaders/std/sky.glsl).
@see `leenkx.renderpath.Nishita`
**/
class NishitaData {
public var lut: kha.Image;
/**
The amount of individual sample heights stored in the LUT (and the width
of the LUT image).
**/
public static var lutHeightSteps = 128;
/**
The amount of individual sun angle steps stored in the LUT (and the
height of the LUT image).
**/
public static var lutAngleSteps = 128;
/**
Amount of steps for calculating the inner scattering integral. Heigher
values are more precise but take longer to compute.
**/
public static var jSteps = 8;
/** Radius of the atmosphere in kilometers. **/
public static var radiusAtmo = 6420.0;
/**
Radius of the planet in kilometers. The default value is the earth radius as
defined in Cycles.
**/
public static var radiusPlanet = 6360.0;
/** Rayleigh scattering coefficient. **/
public static var rayleighCoeff = new Vec3(5.5e-6, 13.0e-6, 22.4e-6);
/** Rayleigh scattering scale parameter. **/
public static var rayleighScale = 8e3;
/** Mie scattering coefficient. **/
public static var mieCoeff = 2e-5;
/** Mie scattering scale parameter. **/
public static var mieScale = 1.2e3;
/** Ozone scattering coefficient. **/
// The ozone absorption coefficients are taken from Cycles code.
// Because Cycles calculates 21 wavelengths, we use the coefficients
// which are closest to the RGB wavelengths (645nm, 510nm, 440nm).
// Precalculating values by simulating Blender's spec_to_xyz() function
// to include all 21 wavelengths gave unrealistic results.
public static var ozoneCoeff = new Vec3(1.59051840791988e-6, 0.00000096707041180970, 0.00000007309568762914);
public function new() {}
/** Approximates the density of ozone for a given sample height. **/
function getOzoneDensity(height: FastFloat): FastFloat {
// Values are taken from Cycles code
if (height < 10000.0 || height >= 40000.0) {
return 0.0;
}
if (height < 25000.0) {
return (height - 10000.0) / 15000.0;
}
return -((height - 40000.0) / 15000.0);
}
/**
Ray-sphere intersection test that assumes the sphere is centered at the
origin. There is no intersection when result.x > result.y. Otherwise
this function returns the distances to the two intersection points,
which might be equal.
**/
function raySphereIntersection(rayOrigin: Vec3, rayDirection: Vec3, sphereRadius: Float): Vec2 {
// Algorithm is described here: https://en.wikipedia.org/wiki/Line%E2%80%93sphere_intersection
var a = rayDirection.dot(rayDirection);
var b = 2.0 * rayDirection.dot(rayOrigin);
var c = rayOrigin.dot(rayOrigin) - (sphereRadius * sphereRadius);
var d = (b * b) - 4.0 * a * c;
// Ray does not intersect the sphere
if (d < 0.0) return new Vec2(1e5, -1e5);
return new Vec2(
(-b - Math.sqrt(d)) / (2.0 * a),
(-b + Math.sqrt(d)) / (2.0 * a)
);
}
/**
Computes the LUT texture for the given density values.
@param density 3D vector of air density, dust density, ozone density
**/
public function computeLUT(density: Vec3) {
var imageData = new haxe.io.Float32Array(lutHeightSteps * lutAngleSteps * 4);
for (x in 0...lutHeightSteps) {
var height = (x / (lutHeightSteps - 1));
// Use quadratic height for better horizon precision
height *= height;
height *= radiusAtmo * 1000; // Denormalize height
for (y in 0...lutAngleSteps) {
var sunTheta = y / (lutAngleSteps - 1) * 2 - 1;
// Improve horizon precision
// See https://sebh.github.io/publications/egsr2020.pdf (5.3)
sunTheta = Helper.sign(sunTheta) * sunTheta * sunTheta;
sunTheta = sunTheta * Math.PI / 2 + Math.PI / 2; // Denormalize
var jODepth = sampleSecondaryRay(height, sunTheta, density);
var pixelIndex = (x + y * lutHeightSteps) * 4;
imageData[pixelIndex + 0] = jODepth.x;
imageData[pixelIndex + 1] = jODepth.y;
imageData[pixelIndex + 2] = jODepth.z;
imageData[pixelIndex + 3] = 1.0; // Unused
}
}
lut = kha.Image.fromBytes(imageData.view.buffer, lutHeightSteps, lutAngleSteps, TextureFormat.RGBA128, Usage.StaticUsage);
}
/**
Calculates the integral for the secondary ray.
**/
public function sampleSecondaryRay(height: FastFloat, sunTheta: FastFloat, density: Vec3): Vec3 {
var radiusPlanetMeters = radiusPlanet * 1000;
// Reconstruct values from the shader
var iPos = new Vec3(0, 0, height + radiusPlanetMeters);
var pSun = new Vec3(0.0, Math.sin(sunTheta), Math.cos(sunTheta)).normalize();
var jTime: FastFloat = 0.0;
// We compute the ray-sphere intersection in km to allow larger
// atmosphere radii (radius is squared inside raySphereIntersection())
var jStepSize: FastFloat = raySphereIntersection(iPos.clone().mult(0.001), pSun, radiusAtmo).y / jSteps;
jStepSize *= 1000; // convert back to m
// Optical depth accumulators for the secondary ray (Rayleigh, Mie, ozone)
var jODepth = new Vec3();
for (i in 0...jSteps) {
// Calculate the secondary ray sample position and height
var jPos = iPos.clone().add(pSun.clone().mult(jTime + jStepSize * 0.5));
var jHeight = jPos.length() - radiusPlanetMeters;
// Accumulate optical depth
var optDepthRayleigh = Math.exp(-jHeight / rayleighScale) * density.x;
var optDepthMie = Math.exp(-jHeight / mieScale) * density.y;
var optDepthOzone = getOzoneDensity(jHeight) * density.z;
jODepth.addf(optDepthRayleigh, optDepthMie, optDepthOzone);
jTime += jStepSize;
}
jODepth.mult(jStepSize);
// Precalculate a part of the secondary attenuation.
// For one variable (e.g. x) in the vector, the formula is as follows:
//
// attn.x = exp(-(coeffX * (firstOpticalDepth.x + secondOpticalDepth.x)))
//
// We can split that up via:
//
// attn.x = exp(-(coeffX * firstOpticalDepth.x + coeffX * secondOpticalDepth.x))
// = exp(-(coeffX * firstOpticalDepth.x)) * exp(-(coeffX * secondOpticalDepth.x))
//
// The first factor of the resulting multiplication is calculated in the
// shader, but we can already precalculate the second one. As a side
// effect this keeps the range of the LUT values small because we don't
// store the optical depth but the attenuation.
var jAttenuation = new Vec3();
var mie = mieCoeff * jODepth.y;
jAttenuation.addf(mie, mie, mie);
jAttenuation.add(rayleighCoeff.clone().mult(jODepth.x));
jAttenuation.add(ozoneCoeff.clone().mult(jODepth.z));
jAttenuation.exp(jAttenuation.mult(-1));
return jAttenuation;
}
}

View File

@ -841,18 +841,6 @@ class RenderPathDeferred {
}
#end
#if rp_water
{
path.setTarget("buf");
path.bindTarget("tex", "tex");
path.drawShader("shader_datas/copy_pass/copy_pass");
path.setTarget("tex");
path.bindTarget("_main", "gbufferD");
path.bindTarget("buf", "tex");
path.drawShader("shader_datas/water_pass/water_pass");
}
#end
#if (!kha_opengl)
path.setDepthFrom("tex", "gbuffer0"); // Re-bind depth
#end
@ -879,6 +867,18 @@ class RenderPathDeferred {
}
#end
#if rp_water
{
path.setTarget("buf");
path.bindTarget("tex", "tex");
path.drawShader("shader_datas/copy_pass/copy_pass");
path.setTarget("tex");
path.bindTarget("_main", "gbufferD");
path.bindTarget("buf", "tex");
path.drawShader("shader_datas/water_pass/water_pass");
}
#end
#if rp_ssr
{
if (leenkx.data.Config.raw.rp_ssr != false) {

View File

@ -0,0 +1,674 @@
package leenkx.renderpath;
import kha.FastFloat;
import kha.arrays.Float32Array;
import kha.graphics4.TextureFormat;
import kha.graphics4.Usage;
import iron.data.WorldData;
import iron.math.Vec2;
import iron.math.Vec3;
import iron.math.Vec4;
import leenkx.math.Helper;
/**
Utility class to control the sky models (single and multiple scattering).
**/
class Sky {
public static var singleScatterData: SingleScatteringData = null;
public static var multiScatterData: MultipleScatteringData = null;
/**
Recomputes the single scattering lookup table after the density settings changed.
Do not call this method on every frame (it's slow)!
**/
public static function recomputeSingleScatter(world: WorldData) {
if (world == null || world.raw.sky_density == null) return;
if (singleScatterData == null) singleScatterData = new SingleScatteringData();
var density = world.raw.sky_density;
singleScatterData.computeLUT(new Vec3(density[0], density[1], density[2]));
}
/** Sets the sky's density parameters and calls `recomputeSingleScatter()` afterwards. **/
public static function setDensity(world: WorldData, densityAir: FastFloat, densityDust: FastFloat, densityOzone: FastFloat) {
if (world == null) return;
if (world.raw.sky_density == null) world.raw.sky_density = new Float32Array(3);
var density = world.raw.sky_density;
density[0] = Helper.clamp(densityAir, 0, 10);
density[1] = Helper.clamp(densityDust, 0, 10);
density[2] = Helper.clamp(densityOzone, 0, 10);
recomputeSingleScatter(world);
}
public static function recomputeMultiScatter(world: WorldData) {
if (world == null) return;
var raw = world.raw;
if (raw.sky_density == null) return;
if (multiScatterData == null) multiScatterData = new MultipleScatteringData();
var density = raw.sky_density;
var sunElevation = raw.sky_sun_elevation != null ? raw.sky_sun_elevation : 0.0;
var sunRotation = raw.sky_sun_rotation != null ? raw.sky_sun_rotation : 0.0;
var sunSize = raw.sky_sun_size != null ? raw.sky_sun_size : 0.545;
var sunIntensity = raw.sky_sun_intensity != null ? raw.sky_sun_intensity : 1.0;
var altitude = raw.sky_altitude != null ? raw.sky_altitude : 0.0;
var sunDisc = raw.sky_sun_disc != null ? raw.sky_sun_disc : 1;
multiScatterData.compute(
sunElevation,
sunRotation,
sunSize,
sunIntensity,
altitude,
sunDisc != 0,
new Vec3(density[0], density[1], density[2])
);
}
public static function setMultiScatterParams(world: WorldData, sunElevation: FastFloat, sunRotation: FastFloat,
sunSize: FastFloat, sunIntensity: FastFloat, altitude: FastFloat, sunDisc: Bool,
densityAir: FastFloat, densityDust: FastFloat, densityOzone: FastFloat) {
if (world == null) return;
if (world.raw.sky_density == null) world.raw.sky_density = new Float32Array(3);
var density = world.raw.sky_density;
density[0] = Helper.clamp(densityAir, 0, 10);
density[1] = Helper.clamp(densityDust, 0, 10);
density[2] = Helper.clamp(densityOzone, 0, 10);
world.raw.sky_sun_elevation = sunElevation;
world.raw.sky_sun_rotation = sunRotation;
world.raw.sky_sun_size = sunSize;
world.raw.sky_sun_intensity = sunIntensity;
world.raw.sky_altitude = altitude;
world.raw.sky_sun_disc = sunDisc ? 1 : 0;
recomputeMultiScatter(world);
}
}
/**
This class holds the precalculated result of the inner scattering integral
of the single scattering sky model. The outer integral is calculated in
[`leenkx/Shaders/std/sky.glsl`](https://github.com/leenkx3d/leenkx/blob/master/Shaders/std/sky.glsl).
@see `leenkx.renderpath.Sky`
**/
class SingleScatteringData {
public var lut: kha.Image;
/**
The amount of individual sample heights stored in the LUT (and the width
of the LUT image).
**/
public static var lutHeightSteps = 128;
/**
The amount of individual sun angle steps stored in the LUT (and the
height of the LUT image).
**/
public static var lutAngleSteps = 128;
/**
Amount of steps for calculating the inner scattering integral. Heigher
values are more precise but take longer to compute.
**/
public static var jSteps = 8;
/** Radius of the atmosphere in kilometers. **/
public static var radiusAtmo = 6420.0;
/**
Radius of the planet in kilometers. The default value is the earth radius as
defined in Cycles.
**/
public static var radiusPlanet = 6360.0;
/** Rayleigh scattering coefficient. **/
public static var rayleighCoeff = new Vec3(5.5e-6, 13.0e-6, 22.4e-6);
/** Rayleigh scattering scale parameter. **/
public static var rayleighScale = 8e3;
/** Mie scattering coefficient. **/
public static var mieCoeff = 2e-5;
/** Mie scattering scale parameter. **/
public static var mieScale = 1.2e3;
/** Ozone scattering coefficient. **/
// The ozone absorption coefficients are taken from Cycles code.
// Because Cycles calculates 21 wavelengths, we use the coefficients
// which are closest to the RGB wavelengths (645nm, 510nm, 440nm).
// Precalculating values by simulating Blender's spec_to_xyz() function
// to include all 21 wavelengths gave unrealistic results.
public static var ozoneCoeff = new Vec3(1.59051840791988e-6, 0.00000096707041180970, 0.00000007309568762914);
public function new() {}
/** Approximates the density of ozone for a given sample height. **/
function getOzoneDensity(height: FastFloat): FastFloat {
// Values are taken from Cycles code
if (height < 10000.0 || height >= 40000.0) {
return 0.0;
}
if (height < 25000.0) {
return (height - 10000.0) / 15000.0;
}
return -((height - 40000.0) / 15000.0);
}
/**
Ray-sphere intersection test that assumes the sphere is centered at the
origin. There is no intersection when result.x > result.y. Otherwise
this function returns the distances to the two intersection points,
which might be equal.
**/
function raySphereIntersection(rayOrigin: Vec3, rayDirection: Vec3, sphereRadius: Float): Vec2 {
// Algorithm is described here: https://en.wikipedia.org/wiki/Line%E2%80%93sphere_intersection
var a = rayDirection.dot(rayDirection);
var b = 2.0 * rayDirection.dot(rayOrigin);
var c = rayOrigin.dot(rayOrigin) - (sphereRadius * sphereRadius);
var d = (b * b) - 4.0 * a * c;
// Ray does not intersect the sphere
if (d < 0.0) return new Vec2(1e5, -1e5);
return new Vec2(
(-b - Math.sqrt(d)) / (2.0 * a),
(-b + Math.sqrt(d)) / (2.0 * a)
);
}
/**
Computes the LUT texture for the given density values.
@param density 3D vector of air density, dust density, ozone density
**/
public function computeLUT(density: Vec3) {
var imageData = new haxe.io.Float32Array(lutHeightSteps * lutAngleSteps * 4);
for (x in 0...lutHeightSteps) {
var height = (x / (lutHeightSteps - 1));
// Use quadratic height for better horizon precision
height *= height;
height *= radiusAtmo * 1000; // Denormalize height
for (y in 0...lutAngleSteps) {
var sunTheta = y / (lutAngleSteps - 1) * 2 - 1;
// Improve horizon precision
// See https://sebh.github.io/publications/egsr2020.pdf (5.3)
sunTheta = Helper.sign(sunTheta) * sunTheta * sunTheta;
sunTheta = sunTheta * Math.PI / 2 + Math.PI / 2; // Denormalize
var jODepth = sampleSecondaryRay(height, sunTheta, density);
var pixelIndex = (x + y * lutHeightSteps) * 4;
imageData[pixelIndex + 0] = jODepth.x;
imageData[pixelIndex + 1] = jODepth.y;
imageData[pixelIndex + 2] = jODepth.z;
imageData[pixelIndex + 3] = 1.0; // Unused
}
}
lut = kha.Image.fromBytes(imageData.view.buffer, lutHeightSteps, lutAngleSteps, TextureFormat.RGBA128, Usage.StaticUsage);
}
/**
Calculates the integral for the secondary ray.
**/
public function sampleSecondaryRay(height: FastFloat, sunTheta: FastFloat, density: Vec3): Vec3 {
var radiusPlanetMeters = radiusPlanet * 1000;
// Reconstruct values from the shader
var iPos = new Vec3(0, 0, height + radiusPlanetMeters);
var pSun = new Vec3(0.0, Math.sin(sunTheta), Math.cos(sunTheta)).normalize();
var jTime: FastFloat = 0.0;
// We compute the ray-sphere intersection in km to allow larger
// atmosphere radii (radius is squared inside raySphereIntersection())
var jStepSize: FastFloat = raySphereIntersection(iPos.clone().mult(0.001), pSun, radiusAtmo).y / jSteps;
jStepSize *= 1000; // convert back to m
// Optical depth accumulators for the secondary ray (Rayleigh, Mie, ozone)
var jODepth = new Vec3();
for (i in 0...jSteps) {
// Calculate the secondary ray sample position and height
var jPos = iPos.clone().add(pSun.clone().mult(jTime + jStepSize * 0.5));
var jHeight = jPos.length() - radiusPlanetMeters;
// Accumulate optical depth
var optDepthRayleigh = Math.exp(-jHeight / rayleighScale) * density.x;
var optDepthMie = Math.exp(-jHeight / mieScale) * density.y;
var optDepthOzone = getOzoneDensity(jHeight) * density.z;
jODepth.addf(optDepthRayleigh, optDepthMie, optDepthOzone);
jTime += jStepSize;
}
jODepth.mult(jStepSize);
// Precalculate a part of the secondary attenuation.
// For one variable (e.g. x) in the vector, the formula is as follows:
//
// attn.x = exp(-(coeffX * (firstOpticalDepth.x + secondOpticalDepth.x)))
//
// We can split that up via:
//
// attn.x = exp(-(coeffX * firstOpticalDepth.x + coeffX * secondOpticalDepth.x))
// = exp(-(coeffX * firstOpticalDepth.x)) * exp(-(coeffX * secondOpticalDepth.x))
//
// The first factor of the resulting multiplication is calculated in the
// shader, but we can already precalculate the second one. As a side
// effect this keeps the range of the LUT values small because we don't
// store the optical depth but the attenuation.
var jAttenuation = new Vec3();
var mie = mieCoeff * jODepth.y;
jAttenuation.addf(mie, mie, mie);
jAttenuation.add(rayleighCoeff.clone().mult(jODepth.x));
jAttenuation.add(ozoneCoeff.clone().mult(jODepth.z));
jAttenuation.exp(jAttenuation.mult(-1));
return jAttenuation;
}
}
/**
This class precomputes the full sky radiance LUT
Unlike the single scattering model matching Blenders implementation.
**/
class MultipleScatteringData {
public var lut: kha.Image;
public var sunBottom: Vec3;
public var sunTop: Vec3;
public var earthIntersectionAngle: FastFloat;
public static var lutWidth = 256;
public static var lutHeight = 128;
static var transmittanceResX = 256;
static var transmittanceResY = 64;
var transmittanceLUT: haxe.io.Float32Array;
static var transmittanceSteps = 64;
static var inScatteringSteps = 64;
// Atmosphere constants sky_multiple_scattering.cpp
static var EARTH_RADIUS = 6371.0;
static var ATMOSPHERE_THICKNESS = 100.0;
static var ATMOSPHERE_RADIUS = 6471.0; // EARTH_RADIUS + ATMOSPHERE_THICKNESS
static var PHASE_ISOTROPIC = 1.0 / (4.0 * Math.PI);
static var RAYLEIGH_PHASE_SCALE = (3.0 / 16.0) * (1.0 / Math.PI);
static var G = 0.8;
static var SQR_G = 0.64;
static var GROUND_ALBEDO: Array<Float> = [0.3, 0.3, 0.3, 0.3];
// Spectral data sampled at 630, 560, 490, 430 nm
static var SUN_SPECTRAL_IRRADIANCE: Array<Float> = [1.679, 1.828, 1.986, 1.307];
static var MOLECULAR_SCATTERING_COEFFICIENT_BASE: Array<Float> = [6.605e-3, 1.067e-2, 1.842e-2, 3.156e-2];
static var OZONE_ABSORPTION_CROSS_SECTION: Array<Float> = [3.472e-25, 3.914e-25, 1.349e-25, 11.03e-27];
static var OZONE_MEAN_DOBSON = 334.5;
static var AEROSOL_ABSORPTION_CROSS_SECTION: Array<Float> = [2.8722e-24, 4.6168e-24, 7.9706e-24, 1.3578e-23];
static var AEROSOL_SCATTERING_CROSS_SECTION: Array<Float> = [1.5908e-22, 1.7711e-22, 2.0942e-22, 2.4033e-22];
static var AEROSOL_BASE_DENSITY = 1.3681e20;
static var AEROSOL_BACKGROUND_DENSITY = 2e6;
static var AEROSOL_HEIGHT_SCALE = 0.73;
static var SPECTRAL_XYZ: Array<Array<Float>> = [
[53.386917738564668023, 22.981337506691024754, 0.0],
[43.904844466369358263, 71.347795700053393866, 0.102506867965741307],
[1.6137278251608962005, 18.422960591455485011, 31.742921188390805758],
[20.762668673810577145, 2.3614213523314368527, 110.48009643252140334]
];
var airDensity: Float = 1.0;
var aerosolDensity: Float = 1.0;
var ozoneDensity: Float = 1.0;
public function new() {
sunBottom = new Vec3();
sunTop = new Vec3();
earthIntersectionAngle = 0.0;
transmittanceLUT = new haxe.io.Float32Array(transmittanceResY * transmittanceResX * 4);
}
static inline function exp4(a: Array<Float>): Array<Float> {
return [Math.exp(a[0]), Math.exp(a[1]), Math.exp(a[2]), Math.exp(a[3])];
}
static inline function scale4(a: Array<Float>, s: Float): Array<Float> {
return [a[0] * s, a[1] * s, a[2] * s, a[3] * s];
}
static inline function add4(a: Array<Float>, b: Array<Float>): Array<Float> {
return [a[0] + b[0], a[1] + b[1], a[2] + b[2], a[3] + b[3]];
}
static inline function mult4(a: Array<Float>, b: Array<Float>): Array<Float> {
return [a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3]];
}
static inline function div4(a: Array<Float>, b: Array<Float>): Array<Float> {
return [a[0] / b[0], a[1] / b[1], a[2] / b[2], a[3] / b[3]];
}
static inline function max4(a: Array<Float>, b: Float): Array<Float> {
return [Math.max(a[0], b), Math.max(a[1], b), Math.max(a[2], b), Math.max(a[3], b)];
}
static inline function mix4(a: Array<Float>, b: Array<Float>, t: Float): Array<Float> {
return [a[0] + t * (b[0] - a[0]), a[1] + t * (b[1] - a[1]), a[2] + t * (b[2] - a[2]), a[3] + t * (b[3] - a[3])];
}
// Atmospheric functions
function getMolecularScatteringCoefficient(h: Float): Array<Float> {
// MOLECULAR_SCATTERING_COEFFICIENT_BASE * exp(-0.07771971 * h^1.16364243)
var f = Math.exp(-0.07771971 * Math.pow(h, 1.16364243));
return scale4(MOLECULAR_SCATTERING_COEFFICIENT_BASE, f);
}
function getMolecularAbsorptionCoefficient(h: Float): Array<Float> {
var logH = Math.log(Math.max(h, 1e-4));
var density = 3.78547397e20 * Math.exp(-(logH - 3.22261) * (logH - 3.22261) * 5.55555555 - logH);
var result: Array<Float> = [];
for (i in 0...4) {
result[i] = OZONE_ABSORPTION_CROSS_SECTION[i] * OZONE_MEAN_DOBSON * density;
}
return result;
}
function getAerosolDensity(h: Float): Float {
var division = AEROSOL_BACKGROUND_DENSITY / AEROSOL_BASE_DENSITY;
return AEROSOL_BASE_DENSITY * (Math.exp(-h / AEROSOL_HEIGHT_SCALE) + division);
}
function getAtmosphereCollisionCoefficients(h: Float): {
aerosolAbs: Array<Float>, aerosolSca: Array<Float>, molAbs: Array<Float>, molSca: Array<Float>
} {
var localAerosolDensity = getAerosolDensity(h) * aerosolDensity;
var aerosolAbs = scale4(AEROSOL_ABSORPTION_CROSS_SECTION, localAerosolDensity);
var aerosolSca = scale4(AEROSOL_SCATTERING_CROSS_SECTION, localAerosolDensity);
var molAbs = scale4(getMolecularAbsorptionCoefficient(h), ozoneDensity);
var molSca = scale4(getMolecularScatteringCoefficient(h), airDensity);
return { aerosolAbs: aerosolAbs, aerosolSca: aerosolSca, molAbs: molAbs, molSca: molSca };
}
function molecularPhaseFunction(cosTheta: Float): Float {
return RAYLEIGH_PHASE_SCALE * (1.0 + cosTheta * cosTheta);
}
function aerosolPhaseFunction(cosTheta: Float): Float {
var den = 1.0 + SQR_G + 2.0 * G * cosTheta;
return PHASE_ISOTROPIC * (1.0 - SQR_G) / (den * Math.sqrt(den));
}
// nearest positive intersection distance, or -1 if no intersection
function raySphereIntersection(pos: Vec3, dir: Vec3, radius: Float): Float {
var b = pos.dot(dir);
var c = pos.dot(pos) - radius * radius;
if (c > 0.0 && b > 0.0) return -1.0;
var d = b * b - c;
if (d < 0.0) return -1.0;
if (d >= b * b) return -b + Math.sqrt(d);
return -b - Math.sqrt(d);
}
function sunDirection(cosTheta: Float): Vec3 {
// Place sun at azimuth=0 in the atan(dir.x, dir.y) convention
// Blender uses (-sqrt(1-cos²θ), 0, cosθ) but our azimuth convention
// requires (0, sqrt(1-cos²θ), cosθ) for the sun to be at azimuth=0
return new Vec3(0.0, Math.sqrt(1.0 - cosTheta * cosTheta), cosTheta);
}
function spectralToXYZ(L: Array<Float>): Vec3 {
var x = 0.0, y = 0.0, z = 0.0;
for (i in 0...4) {
x += SPECTRAL_XYZ[i][0] * L[i];
y += SPECTRAL_XYZ[i][1] * L[i];
z += SPECTRAL_XYZ[i][2] * L[i];
}
return new Vec3(x, y, z);
}
function getTransmittance(cosTheta: Float, normalizedAltitude: Float): Array<Float> {
var sunDir = sunDirection(cosTheta);
var distToCenter = EARTH_RADIUS + (ATMOSPHERE_RADIUS - EARTH_RADIUS) * normalizedAltitude;
var rayOrigin = new Vec3(0.0, 0.0, distToCenter);
var tD = raySphereIntersection(rayOrigin, sunDir, ATMOSPHERE_RADIUS);
var tStep = tD / transmittanceSteps;
var result: Array<Float> = [0.0, 0.0, 0.0, 0.0];
for (step in 0...transmittanceSteps) {
var t = (step + 0.5) * tStep;
var xT = rayOrigin.clone().add(sunDir.clone().mult(t));
var altitude = Math.max(xT.length() - EARTH_RADIUS, 0.0);
var coeffs = getAtmosphereCollisionCoefficients(altitude);
var extinction = add4(add4(coeffs.aerosolAbs, coeffs.aerosolSca), add4(coeffs.molAbs, coeffs.molSca));
result = add4(result, scale4(extinction, tStep));
}
return exp4(scale4(result, -1.0));
}
function precomputeTransmittanceLUT() {
for (y in 0...transmittanceResY) {
for (x in 0...transmittanceResX) {
var u = x / (transmittanceResX - 1);
var v = y / (transmittanceResY - 1);
var t = getTransmittance(u * 2.0 - 1.0, v);
var idx = (y * transmittanceResX + x) * 4;
transmittanceLUT[idx] = t[0];
transmittanceLUT[idx + 1] = t[1];
transmittanceLUT[idx + 2] = t[2];
transmittanceLUT[idx + 3] = t[3];
}
}
}
function lookupTransmittance(cosTheta: Float, normalizedAltitude: Float): Array<Float> {
var u = Math.max(0.0, Math.min(1.0, cosTheta * 0.5 + 0.5));
var v = Math.max(0.0, Math.min(1.0, normalizedAltitude));
var fx = u * (transmittanceResX - 1);
var fy = v * (transmittanceResY - 1);
var x1 = Std.int(fx);
var y1 = Std.int(fy);
var x2 = Std.int(Math.min(x1 + 1, transmittanceResX - 1));
var y2 = Std.int(Math.min(y1 + 1, transmittanceResY - 1));
var dxF = fx - x1;
var dyF = fy - y1;
function getPixel(px: Int, py: Int): Array<Float> {
var idx = (py * transmittanceResX + px) * 4;
return [transmittanceLUT[idx], transmittanceLUT[idx + 1], transmittanceLUT[idx + 2], transmittanceLUT[idx + 3]];
}
var bottom = mix4(getPixel(x1, y1), getPixel(x2, y1), dxF);
var top = mix4(getPixel(x1, y2), getPixel(x2, y2), dxF);
return mix4(bottom, top, dyF);
}
function lookupTransmittanceAtGround(cosTheta: Float): Array<Float> {
var u = Math.max(0.0, Math.min(1.0, cosTheta * 0.5 + 0.5));
var fx = u * (transmittanceResX - 1);
var x1 = Std.int(fx);
var x2 = Std.int(Math.min(x1 + 1, transmittanceResX - 1));
var dxF = fx - x1;
var y = 0;
function getPixel(px: Int): Array<Float> {
var idx = (y * transmittanceResX + px) * 4;
return [transmittanceLUT[idx], transmittanceLUT[idx + 1], transmittanceLUT[idx + 2], transmittanceLUT[idx + 3]];
}
return mix4(getPixel(x1), getPixel(x2), dxF);
}
function lookupTransmittanceToSun(normalizedAltitude: Float): Array<Float> {
var v = Math.max(0.0, Math.min(1.0, normalizedAltitude));
var fy = v * (transmittanceResY - 1);
var y1 = Std.int(fy);
var y2 = Std.int(Math.min(y1 + 1, transmittanceResY - 1));
var dyF = fy - y1;
var x = transmittanceResX - 1;
function getPixel(py: Int): Array<Float> {
var idx = (py * transmittanceResX + x) * 4;
return [transmittanceLUT[idx], transmittanceLUT[idx + 1], transmittanceLUT[idx + 2], transmittanceLUT[idx + 3]];
}
return mix4(getPixel(y1), getPixel(y2), dyF);
}
// approximation
function lookupMultiscattering(cosTheta: Float, normalizedHeight: Float, d: Float): Array<Float> {
var omega = 2.0 * Math.PI * (1.0 - Math.sqrt(Math.max(0.0, 1.0 - (EARTH_RADIUS / d) * (EARTH_RADIUS / d))));
var tToGround = lookupTransmittanceAtGround(cosTheta);
var tGroundToSample = div4(lookupTransmittanceToSun(0.0), lookupTransmittanceToSun(normalizedHeight));
// 2nd order scattering from the ground
var lGround = scale4(mult4(mult4(mult4(scale4(GROUND_ALBEDO, 1.0 / Math.PI), tToGround), tGroundToSample), [cosTheta, cosTheta, cosTheta, cosTheta]), PHASE_ISOTROPIC * omega);
// Fit of Earth's multiple scattering from other points in the atmosphere
var msFactor = 1.0 / (1.0 + 5.0 * Math.exp(-17.92 * cosTheta));
var lMs = scale4([0.217, 0.347, 0.594, 1.0], 0.02 * msFactor);
return add4(lMs, lGround);
}
function getInscattering(sunDir: Vec3, rayOrigin: Vec3, rayDir: Vec3, tD: Float): Array<Float> {
var cosTheta = rayDir.clone().mult(-1.0).dot(sunDir);
var molPhase = molecularPhaseFunction(cosTheta);
var aerPhase = aerosolPhaseFunction(cosTheta);
var dt = tD / inScatteringSteps;
var lInscattering: Array<Float> = [0.0, 0.0, 0.0, 0.0];
var transmittance: Array<Float> = [1.0, 1.0, 1.0, 1.0];
for (i in 0...inScatteringSteps) {
var t = (i + 0.5) * dt;
var xT = rayOrigin.clone().add(rayDir.clone().mult(t));
var distToCenter = xT.length();
var zenithDir = xT.clone().mult(1.0 / distToCenter);
var altitude = Math.max(distToCenter - EARTH_RADIUS, 0.0);
var normalizedAltitude = altitude / ATMOSPHERE_THICKNESS;
var sampleCosTheta = zenithDir.dot(sunDir);
var coeffs = getAtmosphereCollisionCoefficients(altitude);
var extinction = add4(add4(coeffs.aerosolAbs, coeffs.aerosolSca), add4(coeffs.molAbs, coeffs.molSca));
var tToSun = lookupTransmittance(sampleCosTheta, normalizedAltitude);
var ms = lookupMultiscattering(sampleCosTheta, normalizedAltitude, distToCenter);
// S = SUN_SPECTRAL_IRRADIANCE * (molSca * (molPhase * tToSun + ms) + aerSca * (aerPhase * tToSun + ms))
var s: Array<Float> = [0.0, 0.0, 0.0, 0.0];
for (w in 0...4) {
var molTerm = coeffs.molSca[w] * (molPhase * tToSun[w] + ms[w]);
var aerTerm = coeffs.aerosolSca[w] * (aerPhase * tToSun[w] + ms[w]);
s[w] = SUN_SPECTRAL_IRRADIANCE[w] * (molTerm + aerTerm);
}
var stepTransmittance = exp4(scale4(extinction, -dt));
var cutExt = max4(extinction, 1e-7);
var sInt: Array<Float> = [];
for (w in 0...4) {
sInt[w] = (s[w] - s[w] * stepTransmittance[w]) / cutExt[w];
}
lInscattering = add4(lInscattering, mult4(transmittance, sInt));
transmittance = mult4(transmittance, stepTransmittance);
}
return lInscattering;
}
function computeEarthAngle(altitude: Float): Float {
return Math.PI / 2.0 - Math.asin(EARTH_RADIUS / (EARTH_RADIUS + altitude / 1000.0));
}
function precomputeSun(sunElevation: Float, angularDiameter: Float, altitude: Float): { bottom: Vec3, top: Vec3 } {
var halfAngular = angularDiameter / 2.0;
var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(halfAngular));
var normalizedAltitude = altitude / ATMOSPHERE_THICKNESS;
function getSunXYZ(elevation: Float): Vec3 {
var sunZenithCosAngle = Math.cos(Math.PI / 2.0 - elevation);
var tToSun = getTransmittance(sunZenithCosAngle, normalizedAltitude);
var spectrum: Array<Float> = [];
for (w in 0...4) {
spectrum[w] = SUN_SPECTRAL_IRRADIANCE[w] * tToSun[w] / solidAngle;
}
return spectralToXYZ(spectrum);
}
var bottom = getSunXYZ(sunElevation - halfAngular);
var top = getSunXYZ(sunElevation + halfAngular);
return { bottom: bottom, top: top };
}
public function compute(sunElevation: Float, sunRotation: Float, sunSize: Float,
sunIntensity: Float, altitude: Float, sunDisc: Bool, density: Vec3) {
airDensity = density.x;
aerosolDensity = density.y;
ozoneDensity = density.z;
precomputeTransmittanceLUT();
var altKm = Math.max(1.0, Math.min(99999.0, altitude)) / 1000.0;
var sunZenithCosAngle = Math.cos(Math.PI / 2.0 - sunElevation);
var sunDir = sunDirection(sunZenithCosAngle);
var rayOrigin = new Vec3(0.0, 0.0, EARTH_RADIUS + altKm);
earthIntersectionAngle = computeEarthAngle(altitude);
var imageData = new haxe.io.Float32Array(lutWidth * lutHeight * 4);
for (y in 0...lutHeight) {
var uvY = (y + 0.5) / lutHeight;
var l = uvY * 2.0 - 1.0;
var elevation = (l < 0 ? -1.0 : 1.0) * l * l * Math.PI / 2.0;
var cosEl = Math.cos(elevation);
var sinEl = Math.sin(elevation);
for (x in 0...lutWidth) {
var uvX = (x + 0.5) / lutWidth;
var azimuth = 2.0 * Math.PI * uvX;
// atan(dir.x, dir.y) convention
var rayDir = new Vec3(
Math.sin(azimuth) * cosEl,
Math.cos(azimuth) * cosEl,
sinEl
).normalize();
var atmosDist = raySphereIntersection(rayOrigin, rayDir, ATMOSPHERE_RADIUS);
var groundDist = raySphereIntersection(rayOrigin, rayDir, EARTH_RADIUS);
var tD = (groundDist < 0.0) ? atmosDist : groundDist;
var radiance = getInscattering(sunDir, rayOrigin, rayDir, tD);
var xyz = spectralToXYZ(radiance);
var pixelIndex = (x + y * lutWidth) * 4;
imageData[pixelIndex + 0] = xyz.x;
imageData[pixelIndex + 1] = xyz.y;
imageData[pixelIndex + 2] = xyz.z;
imageData[pixelIndex + 3] = 1.0;
}
}
lut = kha.Image.fromBytes(imageData.view.buffer, lutWidth, lutHeight, TextureFormat.RGBA128, Usage.StaticUsage);
if (sunDisc) {
var sunData = precomputeSun(sunElevation, sunSize, altKm);
sunBottom = sunData.bottom;
sunTop = sunData.top;
} else {
sunBottom.set(0, 0, 0);
sunTop.set(0, 0, 0);
}
}
}

View File

@ -3817,7 +3817,13 @@ class LeenkxExporter:
out_world['sun_direction'] = list(world.lnx_envtex_sun_direction)
out_world['turbidity'] = world.lnx_envtex_turbidity
out_world['ground_albedo'] = world.lnx_envtex_ground_albedo
out_world['nishita_density'] = list(world.lnx_nishita_density)
out_world['sky_density'] = list(world.lnx_sky_density)
out_world['sky_sun_elevation'] = world.lnx_sky_sun_elevation
out_world['sky_sun_rotation'] = world.lnx_sky_sun_rotation
out_world['sky_sun_size'] = world.lnx_sky_sun_size
out_world['sky_sun_intensity'] = world.lnx_sky_sun_intensity
out_world['sky_altitude'] = world.lnx_sky_altitude
out_world['sky_sun_disc'] = world.lnx_sky_sun_disc
disable_hdr = world.lnx_envtex_name.endswith('.jpg')

View File

@ -1,12 +0,0 @@
from lnx.logicnode.lnx_nodes import *
class GetHosekWilkiePropertiesNode(LnxLogicTreeNode):
"""Gets the HosekWilkie properties."""
bl_idname = 'LNGetHosekWilkiePropertiesNode'
bl_label = 'Get HosekWilkie Properties'
lnx_version = 1
def lnx_init(self, context):
self.add_output('LnxFloatSocket', 'Turbidity')
self.add_output('LnxFloatSocket', 'Ground Albedo')
self.add_output('LnxVectorSocket', 'Sun Direction')

View File

@ -1,14 +0,0 @@
from lnx.logicnode.lnx_nodes import *
class GetNishitaPropertiesNode(LnxLogicTreeNode):
"""Gets the Nishita properties."""
bl_idname = 'LNGetNishitaPropertiesNode'
bl_label = 'Get Nishita Properties'
lnx_version = 1
def lnx_init(self, context):
self.add_output('LnxFloatSocket', 'Air')
self.add_output('LnxFloatSocket', 'Dust')
self.add_output('LnxFloatSocket', 'Ozone')
self.add_output('LnxVectorSocket', 'Sun Direction')

View File

@ -0,0 +1,11 @@
from lnx.logicnode.lnx_nodes import *
class GetWorldColorNode(LnxLogicTreeNode):
"""Gets the background color of the active world."""
bl_idname = 'LNGetWorldColorNode'
bl_label = 'Get World Color'
lnx_version = 1
def lnx_init(self, context):
self.add_output('LnxColorSocket', 'Color')

View File

@ -0,0 +1,51 @@
from lnx.logicnode.lnx_nodes import *
class GetWorldSkyNode(LnxLogicTreeNode):
"""Gets the sky properties for the selected sky model."""
bl_idname = 'LNGetWorldSkyNode'
bl_label = 'Get World Sky'
lnx_version = 1
legacy = 'Nishita ' if bpy.app.version < (5, 0, 0) else ''
def update_inputs(self, context):
while len(self.outputs) > 0:
self.outputs.remove(self.outputs[0])
if self.property0 == 'hosek':
self.add_output('LnxFloatSocket', 'Turbidity')
self.add_output('LnxFloatSocket', 'Ground Albedo')
self.add_output('LnxVectorSocket', 'Sun Direction')
elif self.property0 == 'single':
self.add_output('LnxFloatSocket', 'Air')
self.add_output('LnxFloatSocket', 'Dust')
self.add_output('LnxFloatSocket', 'Ozone')
self.add_output('LnxFloatSocket', 'Altitude')
self.add_output('LnxVectorSocket', 'Sun Direction')
elif self.property0 == 'multi':
self.add_output('LnxFloatSocket', 'Air')
self.add_output('LnxFloatSocket', 'Dust')
self.add_output('LnxFloatSocket', 'Ozone')
self.add_output('LnxFloatSocket', 'Sun Elevation')
self.add_output('LnxFloatSocket', 'Sun Rotation')
self.add_output('LnxFloatSocket', 'Sun Size')
self.add_output('LnxFloatSocket', 'Sun Intensity')
self.add_output('LnxFloatSocket', 'Altitude')
self.add_output('LnxIntSocket', 'Sun Disc')
self.add_output('LnxVectorSocket', 'Sun Direction')
property0: HaxeEnumProperty(
'property0',
items=[('hosek', 'Hosek Wilkie', 'Hosek-Wilkie / Preetham sky model'),
('single', f'{legacy}Single Scattering', 'Single scattering sky model'),
('multi', f'{legacy}Multiple Scattering', 'Multiple scattering sky model')],
name='', default='single', update=update_inputs)
def lnx_init(self, context):
self.add_output('LnxFloatSocket', 'Air')
self.add_output('LnxFloatSocket', 'Dust')
self.add_output('LnxFloatSocket', 'Ozone')
self.add_output('LnxFloatSocket', 'Altitude')
self.add_output('LnxVectorSocket', 'Sun Direction')
def draw_buttons(self, context, layout):
layout.prop(self, 'property0')

View File

@ -0,0 +1,12 @@
from lnx.logicnode.lnx_nodes import *
class GetWorldTextureNode(LnxLogicTreeNode):
"""Gets the texture properties of the active world (strength, envmap)."""
bl_idname = 'LNGetWorldTextureNode'
bl_label = 'Get World Texture'
lnx_version = 1
def lnx_init(self, context):
self.add_output('LnxFloatSocket', 'Strength')
self.add_output('LnxStringSocket', 'Envmap')

View File

@ -1,38 +0,0 @@
from lnx.logicnode.lnx_nodes import *
class SetHosekWilkiePropertiesNode(LnxLogicTreeNode):
"""Sets the HosekWilkie properties."""
bl_idname = 'LNSetHosekWilkiePropertiesNode'
bl_label = 'Set HosekWilkie Properties'
lnx_version = 1
def remove_extra_inputs(self, context):
while len(self.inputs) > 1:
self.inputs.remove(self.inputs[-1])
if self.property0 == 'Turbidity/Ground Albedo':
self.add_input('LnxFloatSocket', 'Turbidity')
self.add_input('LnxFloatSocket', 'Ground Albedo')
if self.property0 == 'Turbidity':
self.add_input('LnxFloatSocket', 'Turbidity')
if self.property0 == 'Ground Albedo':
self.add_input('LnxFloatSocket', 'Ground Albedo')
if self.property0 == 'Sun Direction':
self.add_input('LnxVectorSocket', 'Sun Direction')
property0: HaxeEnumProperty(
'property0',
items = [('Turbidity/Ground Albedo', 'Turbidity/Ground Albedo', 'Turbidity, Ground Albedo'),
('Turbidity', 'Turbidity', 'Turbidity'),
('Ground Albedo', 'Ground Albedo', 'Ground Albedo'),
('Sun Direction', 'Sun Direction', 'Sun Direction')],
name='', default='Turbidity/Ground Albedo', update=remove_extra_inputs)
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxFloatSocket', 'Turbidity')
self.add_input('LnxFloatSocket', 'Ground_Albedo')
self.add_output('LnxNodeSocketAction', 'Out')
def draw_buttons(self, context, layout):
layout.prop(self, 'property0')

View File

@ -1,43 +0,0 @@
from lnx.logicnode.lnx_nodes import *
class SetNishitaPropertiesNode(LnxLogicTreeNode):
"""Sets the Nishita properties"""
bl_idname = 'LNSetNishitaPropertiesNode'
bl_label = 'Set Nishita Properties'
lnx_version = 1
def remove_extra_inputs(self, context):
while len(self.inputs) > 1:
self.inputs.remove(self.inputs[-1])
if self.property0 == 'Density':
self.add_input('LnxFloatSocket', 'Air')
self.add_input('LnxFloatSocket', 'Dust')
self.add_input('LnxFloatSocket', 'Ozone')
if self.property0 == 'Air':
self.add_input('LnxFloatSocket', 'Air')
if self.property0 == 'Dust':
self.add_input('LnxFloatSocket', 'Dust')
if self.property0 == 'Ozone':
self.add_input('LnxFloatSocket', 'Ozone')
if self.property0 == 'Sun Direction':
self.add_input('LnxVectorSocket', 'Sun Direction')
property0: HaxeEnumProperty(
'property0',
items = [('Density', 'Density', 'Air, Dust, Ozone'),
('Air', 'Air', 'Air'),
('Dust', 'Dust', 'Dust'),
('Ozone', 'Ozone', 'Ozone'),
('Sun Direction', 'Sun Direction', 'Sun Direction')],
name='', default='Density', update=remove_extra_inputs)
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxFloatSocket', 'Air')
self.add_input('LnxFloatSocket', 'Dust')
self.add_input('LnxFloatSocket', 'Ozone')
self.add_output('LnxNodeSocketAction', 'Out')
def draw_buttons(self, context, layout):
layout.prop(self, 'property0')

View File

@ -0,0 +1,14 @@
from lnx.logicnode.lnx_nodes import *
class SetWorldColorNode(LnxLogicTreeNode):
"""Sets the background color of the active world."""
bl_idname = 'LNSetWorldColorNode'
bl_label = 'Set World Color'
lnx_version = 1
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxColorSocket', 'Color', default_value=[0.0, 0.0, 0.0, 1.0])
self.add_output('LnxNodeSocketAction', 'Out')

View File

@ -0,0 +1,54 @@
from lnx.logicnode.lnx_nodes import *
class SetWorldSkyNode(LnxLogicTreeNode):
"""Sets the sky properties for the selected sky model."""
bl_idname = 'LNSetWorldSkyNode'
bl_label = 'Set World Sky'
lnx_version = 1
legacy = 'Nishita ' if bpy.app.version < (5, 0, 0) else ''
def update_inputs(self, context):
while len(self.inputs) > 1:
self.inputs.remove(self.inputs[-1])
if self.property0 == 'hosek':
self.add_input('LnxFloatSocket', 'Turbidity', default_value=1.0)
self.add_input('LnxFloatSocket', 'Ground Albedo', default_value=0.0)
self.add_input('LnxVectorSocket', 'Sun Direction', default_value=[0.0, 0.0, 1.0])
elif self.property0 == 'single':
self.add_input('LnxFloatSocket', 'Air', default_value=1.0)
self.add_input('LnxFloatSocket', 'Dust', default_value=1.0)
self.add_input('LnxFloatSocket', 'Ozone', default_value=1.0)
self.add_input('LnxFloatSocket', 'Altitude', default_value=1.0)
self.add_input('LnxVectorSocket', 'Sun Direction', default_value=[0.0, 0.0, 1.0])
elif self.property0 == 'multi':
self.add_input('LnxFloatSocket', 'Air', default_value=1.0)
self.add_input('LnxFloatSocket', 'Dust', default_value=1.0)
self.add_input('LnxFloatSocket', 'Ozone', default_value=1.0)
self.add_input('LnxFloatSocket', 'Sun Elevation', default_value=0.0)
self.add_input('LnxFloatSocket', 'Sun Rotation', default_value=0.0)
self.add_input('LnxFloatSocket', 'Sun Size', default_value=0.545)
self.add_input('LnxFloatSocket', 'Sun Intensity', default_value=1.0)
self.add_input('LnxFloatSocket', 'Altitude', default_value=1.0)
self.add_input('LnxBoolSocket', 'Sun Disc', default_value=True)
self.add_input('LnxVectorSocket', 'Sun Direction', default_value=[0.0, 0.0, 1.0])
property0: HaxeEnumProperty(
'property0',
items=[('hosek', 'Hosek Wilkie', 'Hosek-Wilkie / Preetham sky model'),
('single', f'{legacy}Single Scattering', 'Single scattering sky model'),
('multi', f'{legacy}Multiple Scattering', 'Multiple scattering sky model')],
name='', default='single', update=update_inputs)
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxFloatSocket', 'Air', default_value=1.0)
self.add_input('LnxFloatSocket', 'Dust', default_value=1.0)
self.add_input('LnxFloatSocket', 'Ozone', default_value=1.0)
self.add_input('LnxFloatSocket', 'Altitude', default_value=1.0)
self.add_input('LnxVectorSocket', 'Sun Direction', default_value=[0.0, 0.0, 1.0])
self.add_output('LnxNodeSocketAction', 'Out')
def draw_buttons(self, context, layout):
layout.prop(self, 'property0')

View File

@ -0,0 +1,15 @@
from lnx.logicnode.lnx_nodes import *
class SetWorldTextureNode(LnxLogicTreeNode):
"""Sets the texture properties of the active world (strength, envmap)."""
bl_idname = 'LNSetWorldTextureNode'
bl_label = 'Set World Texture'
lnx_version = 1
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxFloatSocket', 'Strength', default_value=1.0)
self.add_input('LnxStringSocket', 'Envmap')
self.add_output('LnxNodeSocketAction', 'Out')

View File

@ -370,7 +370,7 @@ def frag_write_clouds(world: bpy.types.World, frag: Shader):
func_cloud_radiance = 'float cloudRadiance(vec3 p, vec3 dir) {\n'
if '_EnvSky' in world.world_defs:
# Nishita sky
# Single scattering sky
if 'vec3 sunDir' in frag.uniforms:
func_cloud_radiance += '\tvec3 sun_dir = sunDir;\n'
# Hosek
@ -413,7 +413,7 @@ def frag_write_clouds(world: bpy.types.World, frag: Shader):
if world.lnx_darken_clouds:
func_trace_clouds += '\t// Darken clouds when the sun is low\n'
if '_EnvSky' in world.world_defs:
# Nishita sky
# Single scattering sky
if 'vec3 sunDir' in frag.uniforms:
func_trace_clouds += '\tC *= smoothstep(-0.02, 0.25, sunDir.z);\n'
# Hosek

View File

@ -328,12 +328,13 @@ def parse_tex_sky(node: bpy.types.ShaderNodeTexSky, out_socket: bpy.types.NodeSo
state.world.world_defs += '_EnvSky'
if node.sky_type == 'PREETHAM' or node.sky_type == 'HOSEK_WILKIE':
if node.sky_type == 'PREETHAM':
log.info('Info: Preetham sky model is not supported, using Hosek Wilkie sky model instead')
return parse_sky_hosekwilkie(node, state)
elif node.sky_type == 'NISHITA':
return parse_sky_nishita(node, state)
elif node.sky_type == 'NISHITA' or node.sky_type == 'SINGLE_SCATTERING':
return parse_sky_single_scattering(node, state)
elif node.sky_type == 'MULTIPLE_SCATTERING':
return parse_sky_multiple_scattering(node, state)
else:
log.error(f'Unsupported sky model: {node.sky_type}!')
@ -397,18 +398,20 @@ def parse_sky_hosekwilkie(node: bpy.types.ShaderNodeTexSky, state: ParserState)
return 'Z * hosekWilkie(cos_theta, gamma_val, cos_gamma) * envmapStrength;'
def parse_sky_nishita(node: bpy.types.ShaderNodeTexSky, state: ParserState) -> vec3str:
def parse_sky_single_scattering(node: bpy.types.ShaderNodeTexSky, state: ParserState) -> vec3str:
curshader = state.curshader
curshader.add_include('std/sky.glsl')
curshader.add_uniform('vec3 sunDir', link='_sunDirection')
curshader.add_uniform('sampler2D nishitaLUT', link='_nishitaLUT', included=True,
curshader.add_uniform('sampler2D singleScatterLUT', link='_singleScatterLUT', included=True,
tex_addr_u='clamp', tex_addr_v='clamp')
curshader.add_uniform('vec2 nishitaDensity', link='_nishitaDensity', included=True)
curshader.add_uniform('vec2 skyDensity', link='_skyDensity', included=True)
planet_radius = 6360e3 # Earth radius used in Blender
ray_origin_z = planet_radius + node.altitude
state.world.lnx_nishita_density = [node.air_density, node.dust_density, node.ozone_density]
dust_density = node.aerosol_density if bpy.app.version >= (5, 0, 0) else node.dust_density
state.world.lnx_sky_density = [node.air_density, dust_density, node.ozone_density]
state.world.lnx_envtex_sun_direction = [node.sun_direction[0], node.sun_direction[1], node.sun_direction[2]]
sun = ''
if node.sun_disc:
@ -428,7 +431,29 @@ def parse_sky_nishita(node: bpy.types.ShaderNodeTexSky, state: ParserState) -> v
size = math.cos(theta)
sun = f'* sun_disk(pos, sunDir, {size}, {node.sun_intensity})'
return f'nishita_atmosphere(pos, vec3(0, 0, {ray_origin_z}), sunDir, {planet_radius}){sun}'
return f'single_scatter_atmosphere(pos, vec3(0, 0, {ray_origin_z}), sunDir, {planet_radius}){sun}'
def parse_sky_multiple_scattering(node: bpy.types.ShaderNodeTexSky, state: ParserState) -> vec3str:
curshader = state.curshader
curshader.add_include('std/sky.glsl')
curshader.add_uniform('vec3 sunDir', link='_sunDirection')
curshader.add_uniform('sampler2D multiScatterLUT', link='_multiScatterLUT', included=True, tex_addr_u='repeat', tex_addr_v='clamp')
curshader.add_uniform('vec4 multiScatterParams', link='_multiScatterParams', included=True)
curshader.add_uniform('vec4 multiScatterSunBottom', link='_multiScatterSunBottom', included=True)
curshader.add_uniform('vec3 multiScatterSunTop', link='_multiScatterSunTop', included=True)
dust_density = node.aerosol_density if bpy.app.version >= (5, 0, 0) else node.dust_density
state.world.lnx_sky_density = [node.air_density, dust_density, node.ozone_density]
state.world.lnx_sky_sun_elevation = node.sun_elevation
state.world.lnx_sky_sun_rotation = node.sun_rotation
state.world.lnx_sky_sun_size = node.sun_size
state.world.lnx_sky_sun_intensity = node.sun_intensity if node.sun_disc else 0.0
state.world.lnx_sky_altitude = node.altitude
state.world.lnx_sky_sun_disc = 1 if node.sun_disc else 0
state.world.lnx_envtex_sun_direction = [node.sun_direction[0], node.sun_direction[1], node.sun_direction[2]]
return f'multi_scatter_atmosphere(pos)'
def parse_tex_environment(node: bpy.types.ShaderNodeTexEnvironment, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:

View File

@ -464,7 +464,13 @@ def init_properties():
bpy.types.World.lnx_envtex_sun_direction = FloatVectorProperty(name="Sun Direction", size=3, default=[0,0,0])
bpy.types.World.lnx_envtex_turbidity = FloatProperty(name="Turbidity", default=1.0)
bpy.types.World.lnx_envtex_ground_albedo = FloatProperty(name="Ground Albedo", default=0.0)
bpy.types.World.lnx_nishita_density = FloatVectorProperty(name="Nishita Density", size=3, default=[1, 1, 1])
bpy.types.World.lnx_sky_density = FloatVectorProperty(name="Sky Density", size=3, default=[1, 1, 1])
bpy.types.World.lnx_sky_sun_elevation = FloatProperty(name="Sky Sun Elevation", default=0.0)
bpy.types.World.lnx_sky_sun_rotation = FloatProperty(name="Sky Sun Rotation", default=0.0)
bpy.types.World.lnx_sky_sun_size = FloatProperty(name="Sky Sun Size", default=0.545)
bpy.types.World.lnx_sky_sun_intensity = FloatProperty(name="Sky Sun Intensity", default=1.0)
bpy.types.World.lnx_sky_altitude = FloatProperty(name="Sky Altitude", default=0.0)
bpy.types.World.lnx_sky_sun_disc = IntProperty(name="Sky Sun Disc", default=1)
bpy.types.Material.lnx_cast_shadow = BoolProperty(name="Cast Shadow", default=True)
bpy.types.Material.lnx_receive_shadow = BoolProperty(name="Receive Shadow", description="Requires forward render path", default=True)
bpy.types.Material.lnx_depth_write = BoolProperty(name="Write Depth", description="Allow this material to write to the depth buffer", default=True)