armory/Sources/armory/renderpath/Nishita.hx

81 lines
2.4 KiB
Haxe

package armory.renderpath;
import kha.FastFloat;
import kha.graphics4.TextureFormat;
import kha.graphics4.Usage;
import iron.data.WorldData;
import armory.math.Helper;
class Nishita {
public static var data: NishitaData = null;
public static function recompute(world: WorldData) {
if (world == null || world.raw.sun_direction == null) return;
if (data == null) data = new NishitaData();
// TODO
data.recompute(1.0, 1.0, 1.0);
}
}
class NishitaData {
static inline var LUT_WIDTH = 16;
/** Maximum ray height as defined by Cycles **/
static inline var MAX_HEIGHT = 60000;
static inline var RAYLEIGH_SCALE = 8e3;
static inline var MIE_SCALE = 1.2e3;
public var optDepthLUT: kha.Image;
public function new() {}
function getOzoneDensity(height: FastFloat): FastFloat {
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);
}
/**
The RGBA texture layout looks as follows:
R = Rayleigh optical depth at height \in [0, 60000]
G = Mie optical depth at height \in [0, 60000]
B = Ozone optical depth at height \in [0, 60000]
A = Unused
**/
public function recompute(densityFacAir: FastFloat, densityFacDust: FastFloat, densityFacOzone: FastFloat) {
optDepthLUT = kha.Image.create(LUT_WIDTH, 1, TextureFormat.RGBA32, Usage.StaticUsage);
var textureData = optDepthLUT.lock();
for (i in 0...LUT_WIDTH) {
// Get the height for each LUT pixel i (in [-1, 1] range)
var height = (i / LUT_WIDTH) * 2 - 1;
// Use quadratic height for better horizon precision
// See https://sebh.github.io/publications/egsr2020.pdf (5.3)
height = 0.5 + 0.5 * Helper.sign(height) * Math.sqrt(Math.abs(height));
height *= MAX_HEIGHT; // Denormalize
// Make sure we use 32 bit floats
var optDepthRayleigh: FastFloat = Math.exp(-height / RAYLEIGH_SCALE) * densityFacAir;
var optDepthMie: FastFloat = Math.exp(-height / MIE_SCALE) * densityFacDust;
var optDepthOzone: FastFloat = getOzoneDensity(height) * densityFacOzone;
// 10 is the maximum density, so we divide by it to be able to use normalized values
textureData.set(i * 4 + 0, Std.int(optDepthRayleigh * 255 / 10));
textureData.set(i * 4 + 1, Std.int(optDepthMie * 255 / 10));
textureData.set(i * 4 + 2, Std.int(optDepthOzone * 255 / 10));
textureData.set(i * 4 + 3, 255); // Unused
}
optDepthLUT.unlock();
}
}