增加大气渲染范例
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example/Vulkan/Atomsphere.cpp
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example/Vulkan/Atomsphere.cpp
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// 8.大气渲染
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// 画一个球,纯粹使用shader计算出颜色
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#include"VulkanAppFramework.h"
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#include<hgl/filesystem/FileSystem.h>
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#include<hgl/graph/InlineGeometry.h>
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#include<hgl/graph/SceneDB.h>
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#include<hgl/graph/RenderableInstance.h>
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#include<hgl/graph/RenderList.h>
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using namespace hgl;
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using namespace hgl::graph;
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constexpr uint32_t SCREEN_WIDTH=128;
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constexpr uint32_t SCREEN_HEIGHT=128;
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struct AtomsphereData
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{
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alignas(16) Vector3f position;
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float intensity;
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float scattering_direction;
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};//
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class TestApp:public CameraAppFramework
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{
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private:
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SceneNode render_root;
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RenderList render_list;
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vulkan::Material * material =nullptr;
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vulkan::DescriptorSets * descriptor_sets =nullptr;
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vulkan::Renderable *ro_sphere;
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vulkan::Pipeline *pipeline_solid =nullptr;
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vulkan::Buffer * ubo_atomsphere =nullptr;
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AtomsphereData atomsphere_data;
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private:
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bool InitMaterial()
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{
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material=shader_manage->CreateMaterial(OS_TEXT("Atomsphere.vert.spv"),
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OS_TEXT("Atomsphere.frag.spv"));
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if(!material)
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return(false);
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descriptor_sets=material->CreateDescriptorSets();
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db->Add(material);
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db->Add(descriptor_sets);
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return(true);
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}
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void CreateRenderObject()
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{
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ro_sphere=CreateRenderableSphere(db,material,16);
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}
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bool InitAtomsphereUBO(vulkan::DescriptorSets *desc_set,uint bindpoint)
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{
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atomsphere_data.position.Set(0,0.1f,-1.0f);
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atomsphere_data.intensity=22.0f;
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atomsphere_data.scattering_direction=0.758f;
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ubo_atomsphere=db->CreateUBO(sizeof(AtomsphereData),&atomsphere_data);
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if(!ubo_atomsphere)
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return(false);
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return desc_set->BindUBO(bindpoint,*ubo_atomsphere);
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}
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bool InitUBO()
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{
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if(!InitCameraUBO(descriptor_sets,material->GetUBO("world")))
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return(false);
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if(!InitAtomsphereUBO(descriptor_sets,material->GetUBO("sun")))
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return(false);
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descriptor_sets->Update();
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return(true);
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}
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bool InitPipeline()
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{
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vulkan::PipelineCreater *pipeline_creater=new vulkan::PipelineCreater(device,material,device->GetRenderPass(),device->GetExtent());
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pipeline_creater->SetDepthTest(true);
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pipeline_creater->SetDepthWrite(true);
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pipeline_creater->SetCullMode(VK_CULL_MODE_NONE);
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pipeline_creater->Set(PRIM_TRIANGLES);
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pipeline_solid=pipeline_creater->Create();
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if(!pipeline_solid)
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return(false);
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db->Add(pipeline_solid);
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delete pipeline_creater;
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return(true);
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}
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bool InitScene()
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{
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render_root.Add(db->CreateRenderableInstance(pipeline_solid,descriptor_sets,ro_sphere),scale(1000));
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render_root.RefreshMatrix();
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render_root.ExpendToList(&render_list);
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return(true);
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}
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public:
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bool Init()
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{
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if(!CameraAppFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
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return(false);
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if(!InitMaterial())
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return(false);
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CreateRenderObject();
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if(!InitUBO())
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return(false);
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if(!InitPipeline())
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return(false);
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if(!InitScene())
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return(false);
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return(true);
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}
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void BuildCommandBuffer(uint32_t index) override
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{
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render_root.RefreshMatrix();
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render_list.Clear();
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render_root.ExpendToList(&render_list);
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VulkanApplicationFramework::BuildCommandBuffer(index,&render_list);
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}
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};//class TestApp:public CameraAppFramework
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int main(int,char **)
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{
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TestApp app;
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if(!app.Init())
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return(-1);
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while(app.Run());
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return 0;
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}
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@ -15,4 +15,6 @@ target_link_libraries(6.LoadModel assimp)
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CreateProject(7.InlineGeometryScene InlineGeometryScene.cpp)
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CreateProject(8.RenderToColor RenderToColor.cpp TGATexture.cpp)
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CreateProject(8.Atomsphere Atomsphere.cpp)
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CreateProject(9.RenderToColor RenderToColor.cpp TGATexture.cpp)
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141
res/shader/Atomsphere.frag
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res/shader/Atomsphere.frag
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#version 450 core
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#define PI 3.141592
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#define iSteps 16
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#define jSteps 8
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layout(location = 0) in vec4 FragmentVertex;
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layout(location = 0) out vec4 FragColor;
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layout(binding = 1) uniform AtomSphere
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{
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vec3 position;
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float intensity;
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float scattering_direction;
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}sun;
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vec2 rsi(vec3 r0, vec3 rd, float sr) {
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// ray-sphere intersection that assumes
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// the sphere is centered at the origin.
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// No intersection when result.x > result.y
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float a = dot(rd, rd);
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float b = 2.0 * dot(rd, r0);
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float c = dot(r0, r0) - (sr * sr);
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float d = (b*b) - 4.0*a*c;
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if (d < 0.0) return vec2(1e5,-1e5);
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return vec2(
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(-b - sqrt(d))/(2.0*a),
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(-b + sqrt(d))/(2.0*a)
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);
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}
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vec3 atmosphere(vec3 r, vec3 r0, vec3 pSun, float iSun, float rPlanet, float rAtmos, vec3 kRlh, float kMie, float shRlh, float shMie, float g)
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{
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// Normalize the sun and view directions.
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pSun = normalize(pSun);
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r = normalize(r);
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// Calculate the step size of the primary ray.
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vec2 p = rsi(r0, r, rAtmos);
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if (p.x > p.y) return vec3(0,0,0);
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p.y = min(p.y, rsi(r0, r, rPlanet).x);
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float iStepSize = (p.y - p.x) / float(iSteps);
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// Initialize the primary ray time.
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float iTime = 0.0;
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// Initialize accumulators for Rayleigh and Mie scattering.
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vec3 totalRlh = vec3(0,0,0);
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vec3 totalMie = vec3(0,0,0);
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// Initialize optical depth accumulators for the primary ray.
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float iOdRlh = 0.0;
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float iOdMie = 0.0;
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// Calculate the Rayleigh and Mie phases.
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float mu = dot(r, pSun);
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float mumu = mu * mu;
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float gg = g * g;
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float pRlh = 3.0 / (16.0 * PI) * (1.0 + mumu);
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float pMie = 3.0 / (8.0 * PI) * ((1.0 - gg) * (mumu + 1.0)) / (pow(1.0 + gg - 2.0 * mu * g, 1.5) * (2.0 + gg));
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// Sample the primary ray.
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for (int i = 0; i < iSteps; i++) {
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// Calculate the primary ray sample position.
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vec3 iPos = r0 + r * (iTime + iStepSize * 0.5);
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// Calculate the height of the sample.
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float iHeight = length(iPos) - rPlanet;
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// Calculate the optical depth of the Rayleigh and Mie scattering for this step.
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float odStepRlh = exp(-iHeight / shRlh) * iStepSize;
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float odStepMie = exp(-iHeight / shMie) * iStepSize;
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// Accumulate optical depth.
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iOdRlh += odStepRlh;
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iOdMie += odStepMie;
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// Calculate the step size of the secondary ray.
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float jStepSize = rsi(iPos, pSun, rAtmos).y / float(jSteps);
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// Initialize the secondary ray time.
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float jTime = 0.0;
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// Initialize optical depth accumulators for the secondary ray.
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float jOdRlh = 0.0;
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float jOdMie = 0.0;
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// Sample the secondary ray.
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for (int j = 0; j < jSteps; j++) {
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// Calculate the secondary ray sample position.
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vec3 jPos = iPos + pSun * (jTime + jStepSize * 0.5);
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// Calculate the height of the sample.
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float jHeight = length(jPos) - rPlanet;
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// Accumulate the optical depth.
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jOdRlh += exp(-jHeight / shRlh) * jStepSize;
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jOdMie += exp(-jHeight / shMie) * jStepSize;
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// Increment the secondary ray time.
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jTime += jStepSize;
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}
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// Calculate attenuation.
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vec3 attn = exp(-(kMie * (iOdMie + jOdMie) + kRlh * (iOdRlh + jOdRlh)));
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// Accumulate scattering.
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totalRlh += odStepRlh * attn;
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totalMie += odStepMie * attn;
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// Increment the primary ray time.
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iTime += iStepSize;
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}
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// Calculate and return the final color.
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return iSun * (pRlh * kRlh * totalRlh + pMie * kMie * totalMie);
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}
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void main()
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{
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vec3 nrd=vec3(.x,-FragmentVertex.y,FragmentVertex.z); //vulkan coord to opengl(shader from opengl sample)
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vec3 color=atmosphere(
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nrd, // normalized ray direction
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vec3(0,6372e3,0), // ray origin
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sun.position, // position of the sun
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sun.intensity, // intensity of the sun
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6371e3, // radius of the planet in meters
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6471e3, // radius of the atmosphere in meters
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vec3(5.5e-6, 13.0e-6, 22.4e-6), // Rayleigh scattering coefficient
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21e-6, // Mie scattering coefficient
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8e3, // Rayleigh scale height
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1.2e3, // Mie scale height
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sun.scattering_direction // Mie preferred scattering direction
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);
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FragColor=vec4(1.0-exp(-color),1);
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}
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res/shader/Atomsphere.vert
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res/shader/Atomsphere.vert
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#version 450 core
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layout(location = 0) in vec3 Vertex;
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layout(binding = 0) uniform WorldMatrix
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{
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mat4 two_dim;
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mat4 projection;
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mat4 modelview;
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mat4 mvp;
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mat3 normal;
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} world;
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layout(push_constant) uniform Consts {
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mat4 local_to_world;
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} pc;
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layout(location = 0) out vec4 FragmentVertex;
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void main()
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{
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FragmentVertex=vec4(Vertex,1.0)*pc.local_to_world*world.mvp;
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gl_Position=FragmentVertex;
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}
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@ -10,4 +10,7 @@ glslangValidator -V -o PositionColor3D.vert.spv PositionColor3D.vert
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glslangValidator -V -o OnlyPosition3D.vert.spv OnlyPosition3D.vert
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glslangValidator -V -o c_gbuffer.vert.spv c_gbuffer.vert
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glslangValidator -V -o c_gbuffer.frag.spv c_gbuffer.frag
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glslangValidator -V -o c_gbuffer.frag.spv c_gbuffer.frag
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glslangValidator -V -o Atomsphere.vert.spv Atomsphere.vert
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glslangValidator -V -o Atomsphere.frag.spv Atomsphere.frag
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