Begin with Nishita LUT implementation for better performance
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@ -19,6 +19,9 @@
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#ifndef _SKY_GLSL_
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#define _SKY_GLSL_
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// OpenGl ES doesn't support 1D textures so we use a 1 px height sampler2D here...
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uniform sampler2D nishitaLUT;
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#define PI 3.141592
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#define nishita_iSteps 16
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@ -46,6 +49,8 @@
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// Values from [Hill: 60]
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#define sun_limb_darkening_col vec3(0.397, 0.503, 0.652)
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#define heightToLUT(h) (textureLod(nishitaLUT, vec2(clamp(h * (1 / 60000.0), 0.0, 1.0), 0.0), 0.0).xyz * 10.0)
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/* Approximates the density of ozone for a given sample height. Values taken from Cycles code. */
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float nishita_density_ozone(const float height) {
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return (height < 10000.0 || height >= 40000.0) ? 0.0 : (height < 25000.0 ? (height - 10000.0) / 15000.0 : -((height - 40000.0) / 15000.0));
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@ -108,8 +113,9 @@ vec3 nishita_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const floa
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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 / nishita_rayleigh_scale) * density.x * iStepSize;
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float odStepMie = exp(-iHeight / nishita_mie_scale) * density.y * iStepSize;
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vec3 iLookup = heightToLUT(iHeight);
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float odStepRlh = iLookup.x * iStepSize;
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float odStepMie = iLookup.y * iStepSize;
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// Accumulate optical depth.
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iOdRlh += odStepRlh;
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@ -134,11 +140,8 @@ vec3 nishita_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const floa
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float jHeight = length(jPos) - rPlanet;
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// Accumulate the optical depth.
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jODepth += vec3(
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exp(-jHeight / nishita_rayleigh_scale) * density.x * jStepSize,
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exp(-jHeight / nishita_mie_scale) * density.y * jStepSize,
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nishita_density_ozone(jHeight) * density.z * jStepSize
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);
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vec3 jLookup = heightToLUT(jHeight);
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jODepth += jLookup * jStepSize;
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// Increment the secondary ray time.
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jTime += jStepSize;
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@ -72,4 +72,13 @@ class Helper {
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if (value <= leftMin) return rightMin;
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return map(value, leftMin, leftMax, rightMin, rightMax);
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}
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/**
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Return the sign of the given value represented as `1.0` (positive value)
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or `-1.0` (negative value). The sign of `0` is `0`.
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**/
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public static inline function sign(value: Float): Float {
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if (value == 0) return 0;
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return (value < 0) ? -1.0 : 1.0;
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}
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}
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@ -19,8 +19,12 @@ class Uniforms {
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}
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public static function textureLink(object: Object, mat: MaterialData, link: String): kha.Image {
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if (link == "_nishitaLUT") {
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if (armory.renderpath.Nishita.data == null) armory.renderpath.Nishita.recompute(Scene.active.world);
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return armory.renderpath.Nishita.data.optDepthLUT;
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}
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#if arm_ltc
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if (link == "_ltcMat") {
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else if (link == "_ltcMat") {
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if (armory.data.ConstData.ltcMatTex == null) armory.data.ConstData.initLTC();
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return armory.data.ConstData.ltcMatTex;
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}
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@ -0,0 +1,80 @@
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package armory.renderpath;
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import kha.FastFloat;
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import kha.graphics4.TextureFormat;
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import kha.graphics4.Usage;
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import iron.data.WorldData;
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import armory.math.Helper;
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class Nishita {
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public static var data: NishitaData = null;
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public static function recompute(world: WorldData) {
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if (world == null || world.raw.sun_direction == null) return;
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if (data == null) data = new NishitaData();
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// TODO
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data.recompute(1.0, 1.0, 1.0);
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}
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}
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class NishitaData {
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static inline var LUT_WIDTH = 16;
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/** Maximum ray height as defined by Cycles **/
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static inline var MAX_HEIGHT = 60000;
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static inline var RAYLEIGH_SCALE = 8e3;
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static inline var MIE_SCALE = 1.2e3;
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public var optDepthLUT: kha.Image;
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public function new() {}
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function getOzoneDensity(height: FastFloat): FastFloat {
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if (height < 10000.0 || height >= 40000.0) {
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return 0.0;
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}
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if (height < 25000.0) {
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return (height - 10000.0) / 15000.0;
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}
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return -((height - 40000.0) / 15000.0);
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}
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/**
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The RGBA texture layout looks as follows:
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R = Rayleigh optical depth at height \in [0, 60000]
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G = Mie optical depth at height \in [0, 60000]
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B = Ozone optical depth at height \in [0, 60000]
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A = Unused
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**/
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public function recompute(densityFacAir: FastFloat, densityFacDust: FastFloat, densityFacOzone: FastFloat) {
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optDepthLUT = kha.Image.create(LUT_WIDTH, 1, TextureFormat.RGBA32, Usage.StaticUsage);
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var textureData = optDepthLUT.lock();
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for (i in 0...LUT_WIDTH) {
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// Get the height for each LUT pixel i (in [-1, 1] range)
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var height = (i / LUT_WIDTH) * 2 - 1;
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// Use quadratic height for better horizon precision
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// See https://sebh.github.io/publications/egsr2020.pdf (5.3)
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height = 0.5 + 0.5 * Helper.sign(height) * Math.sqrt(Math.abs(height));
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height *= MAX_HEIGHT; // Denormalize
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// Make sure we use 32 bit floats
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var optDepthRayleigh: FastFloat = Math.exp(-height / RAYLEIGH_SCALE) * densityFacAir;
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var optDepthMie: FastFloat = Math.exp(-height / MIE_SCALE) * densityFacDust;
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var optDepthOzone: FastFloat = getOzoneDensity(height) * densityFacOzone;
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// 10 is the maximum density, so we divide by it to be able to use normalized values
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textureData.set(i * 4 + 0, Std.int(optDepthRayleigh * 255 / 10));
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textureData.set(i * 4 + 1, Std.int(optDepthMie * 255 / 10));
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textureData.set(i * 4 + 2, Std.int(optDepthOzone * 255 / 10));
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textureData.set(i * 4 + 3, 255); // Unused
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}
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optDepthLUT.unlock();
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}
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}
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