增加大气渲染范例

This commit is contained in:
hyzboy 2019-06-21 12:06:57 +08:00
parent 90826198a7
commit 8461f31b1a
5 changed files with 332 additions and 2 deletions

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@ -0,0 +1,160 @@
// 8.大气渲染
// 画一个球纯粹使用shader计算出颜色
#include"VulkanAppFramework.h"
#include<hgl/filesystem/FileSystem.h>
#include<hgl/graph/InlineGeometry.h>
#include<hgl/graph/SceneDB.h>
#include<hgl/graph/RenderableInstance.h>
#include<hgl/graph/RenderList.h>
using namespace hgl;
using namespace hgl::graph;
constexpr uint32_t SCREEN_WIDTH=128;
constexpr uint32_t SCREEN_HEIGHT=128;
struct AtomsphereData
{
alignas(16) Vector3f position;
float intensity;
float scattering_direction;
};//
class TestApp:public CameraAppFramework
{
private:
SceneNode render_root;
RenderList render_list;
vulkan::Material * material =nullptr;
vulkan::DescriptorSets * descriptor_sets =nullptr;
vulkan::Renderable *ro_sphere;
vulkan::Pipeline *pipeline_solid =nullptr;
vulkan::Buffer * ubo_atomsphere =nullptr;
AtomsphereData atomsphere_data;
private:
bool InitMaterial()
{
material=shader_manage->CreateMaterial(OS_TEXT("Atomsphere.vert.spv"),
OS_TEXT("Atomsphere.frag.spv"));
if(!material)
return(false);
descriptor_sets=material->CreateDescriptorSets();
db->Add(material);
db->Add(descriptor_sets);
return(true);
}
void CreateRenderObject()
{
ro_sphere=CreateRenderableSphere(db,material,16);
}
bool InitAtomsphereUBO(vulkan::DescriptorSets *desc_set,uint bindpoint)
{
atomsphere_data.position.Set(0,0.1f,-1.0f);
atomsphere_data.intensity=22.0f;
atomsphere_data.scattering_direction=0.758f;
ubo_atomsphere=db->CreateUBO(sizeof(AtomsphereData),&atomsphere_data);
if(!ubo_atomsphere)
return(false);
return desc_set->BindUBO(bindpoint,*ubo_atomsphere);
}
bool InitUBO()
{
if(!InitCameraUBO(descriptor_sets,material->GetUBO("world")))
return(false);
if(!InitAtomsphereUBO(descriptor_sets,material->GetUBO("sun")))
return(false);
descriptor_sets->Update();
return(true);
}
bool InitPipeline()
{
vulkan::PipelineCreater *pipeline_creater=new vulkan::PipelineCreater(device,material,device->GetRenderPass(),device->GetExtent());
pipeline_creater->SetDepthTest(true);
pipeline_creater->SetDepthWrite(true);
pipeline_creater->SetCullMode(VK_CULL_MODE_NONE);
pipeline_creater->Set(PRIM_TRIANGLES);
pipeline_solid=pipeline_creater->Create();
if(!pipeline_solid)
return(false);
db->Add(pipeline_solid);
delete pipeline_creater;
return(true);
}
bool InitScene()
{
render_root.Add(db->CreateRenderableInstance(pipeline_solid,descriptor_sets,ro_sphere),scale(1000));
render_root.RefreshMatrix();
render_root.ExpendToList(&render_list);
return(true);
}
public:
bool Init()
{
if(!CameraAppFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
return(false);
if(!InitMaterial())
return(false);
CreateRenderObject();
if(!InitUBO())
return(false);
if(!InitPipeline())
return(false);
if(!InitScene())
return(false);
return(true);
}
void BuildCommandBuffer(uint32_t index) override
{
render_root.RefreshMatrix();
render_list.Clear();
render_root.ExpendToList(&render_list);
VulkanApplicationFramework::BuildCommandBuffer(index,&render_list);
}
};//class TestApp:public CameraAppFramework
int main(int,char **)
{
TestApp app;
if(!app.Init())
return(-1);
while(app.Run());
return 0;
}

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@ -15,4 +15,6 @@ target_link_libraries(6.LoadModel assimp)
CreateProject(7.InlineGeometryScene InlineGeometryScene.cpp)
CreateProject(8.RenderToColor RenderToColor.cpp TGATexture.cpp)
CreateProject(8.Atomsphere Atomsphere.cpp)
CreateProject(9.RenderToColor RenderToColor.cpp TGATexture.cpp)

141
res/shader/Atomsphere.frag Normal file
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#version 450 core
#define PI 3.141592
#define iSteps 16
#define jSteps 8
layout(location = 0) in vec4 FragmentVertex;
layout(location = 0) out vec4 FragColor;
layout(binding = 1) uniform AtomSphere
{
vec3 position;
float intensity;
float scattering_direction;
}sun;
vec2 rsi(vec3 r0, vec3 rd, float sr) {
// ray-sphere intersection that assumes
// the sphere is centered at the origin.
// No intersection when result.x > result.y
float a = dot(rd, rd);
float b = 2.0 * dot(rd, r0);
float c = dot(r0, r0) - (sr * sr);
float d = (b*b) - 4.0*a*c;
if (d < 0.0) return vec2(1e5,-1e5);
return vec2(
(-b - sqrt(d))/(2.0*a),
(-b + sqrt(d))/(2.0*a)
);
}
vec3 atmosphere(vec3 r, vec3 r0, vec3 pSun, float iSun, float rPlanet, float rAtmos, vec3 kRlh, float kMie, float shRlh, float shMie, float g)
{
// Normalize the sun and view directions.
pSun = normalize(pSun);
r = normalize(r);
// Calculate the step size of the primary ray.
vec2 p = rsi(r0, r, rAtmos);
if (p.x > p.y) return vec3(0,0,0);
p.y = min(p.y, rsi(r0, r, rPlanet).x);
float iStepSize = (p.y - p.x) / float(iSteps);
// Initialize the primary ray time.
float iTime = 0.0;
// Initialize accumulators for Rayleigh and Mie scattering.
vec3 totalRlh = vec3(0,0,0);
vec3 totalMie = vec3(0,0,0);
// Initialize optical depth accumulators for the primary ray.
float iOdRlh = 0.0;
float iOdMie = 0.0;
// Calculate the Rayleigh and Mie phases.
float mu = dot(r, pSun);
float mumu = mu * mu;
float gg = g * g;
float pRlh = 3.0 / (16.0 * PI) * (1.0 + mumu);
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));
// Sample the primary ray.
for (int i = 0; i < iSteps; i++) {
// Calculate the primary ray sample position.
vec3 iPos = r0 + r * (iTime + iStepSize * 0.5);
// Calculate the height of the sample.
float iHeight = length(iPos) - rPlanet;
// Calculate the optical depth of the Rayleigh and Mie scattering for this step.
float odStepRlh = exp(-iHeight / shRlh) * iStepSize;
float odStepMie = exp(-iHeight / shMie) * iStepSize;
// Accumulate optical depth.
iOdRlh += odStepRlh;
iOdMie += odStepMie;
// Calculate the step size of the secondary ray.
float jStepSize = rsi(iPos, pSun, rAtmos).y / float(jSteps);
// Initialize the secondary ray time.
float jTime = 0.0;
// Initialize optical depth accumulators for the secondary ray.
float jOdRlh = 0.0;
float jOdMie = 0.0;
// Sample the secondary ray.
for (int j = 0; j < jSteps; j++) {
// Calculate the secondary ray sample position.
vec3 jPos = iPos + pSun * (jTime + jStepSize * 0.5);
// Calculate the height of the sample.
float jHeight = length(jPos) - rPlanet;
// Accumulate the optical depth.
jOdRlh += exp(-jHeight / shRlh) * jStepSize;
jOdMie += exp(-jHeight / shMie) * jStepSize;
// Increment the secondary ray time.
jTime += jStepSize;
}
// Calculate attenuation.
vec3 attn = exp(-(kMie * (iOdMie + jOdMie) + kRlh * (iOdRlh + jOdRlh)));
// Accumulate scattering.
totalRlh += odStepRlh * attn;
totalMie += odStepMie * attn;
// Increment the primary ray time.
iTime += iStepSize;
}
// Calculate and return the final color.
return iSun * (pRlh * kRlh * totalRlh + pMie * kMie * totalMie);
}
void main()
{
vec3 nrd=vec3(.x,-FragmentVertex.y,FragmentVertex.z); //vulkan coord to opengl(shader from opengl sample)
vec3 color=atmosphere(
nrd, // normalized ray direction
vec3(0,6372e3,0), // ray origin
sun.position, // position of the sun
sun.intensity, // intensity of the sun
6371e3, // radius of the planet in meters
6471e3, // radius of the atmosphere in meters
vec3(5.5e-6, 13.0e-6, 22.4e-6), // Rayleigh scattering coefficient
21e-6, // Mie scattering coefficient
8e3, // Rayleigh scale height
1.2e3, // Mie scale height
sun.scattering_direction // Mie preferred scattering direction
);
FragColor=vec4(1.0-exp(-color),1);
}

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#version 450 core
layout(location = 0) in vec3 Vertex;
layout(binding = 0) uniform WorldMatrix
{
mat4 two_dim;
mat4 projection;
mat4 modelview;
mat4 mvp;
mat3 normal;
} world;
layout(push_constant) uniform Consts {
mat4 local_to_world;
} pc;
layout(location = 0) out vec4 FragmentVertex;
void main()
{
FragmentVertex=vec4(Vertex,1.0)*pc.local_to_world*world.mvp;
gl_Position=FragmentVertex;
}

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@ -10,4 +10,7 @@ glslangValidator -V -o PositionColor3D.vert.spv PositionColor3D.vert
glslangValidator -V -o OnlyPosition3D.vert.spv OnlyPosition3D.vert
glslangValidator -V -o c_gbuffer.vert.spv c_gbuffer.vert
glslangValidator -V -o c_gbuffer.frag.spv c_gbuffer.frag
glslangValidator -V -o c_gbuffer.frag.spv c_gbuffer.frag
glslangValidator -V -o Atomsphere.vert.spv Atomsphere.vert
glslangValidator -V -o Atomsphere.frag.spv Atomsphere.frag