/// <summary> /// Creates texture data from a bitmap /// </summary> public static unsafe Texture2dData CreateTextureDataFromBitmap( Bitmap bmp ) { Texture2dData data = new Texture2dData( ); TextureFormat format = GetCompatibleTextureFormatFromBitmap( ref bmp ); BitmapData bmpData = LockEntireBitmap( bmp ); data.Create( bmp.Width, bmp.Height, format ); fixed ( byte* dstBytes = data.Bytes ) { MsvCrt.memcpy( dstBytes, ( void* )bmpData.Scan0, data.Bytes.Length ); } return data; }
/// <summary> /// Creates texture data from the currently bound texture /// </summary> public static Texture2dData[] CreateTextureDataFromTexture( int target, TextureFormat format ) { int width; int height; int level = 0; List< Texture2dData > textureDataList = new List< Texture2dData >( ); do { width = GetTextureLevelParameterInt32( target, level, Gl.GL_TEXTURE_WIDTH ); height = GetTextureLevelParameterInt32( target, level, Gl.GL_TEXTURE_HEIGHT ); GraphicsLog.Verbose( "Creating texture data from level {0} ({1}x{2}) {3} texture", level, width, height, format ); // Get texture memory int bytesPerPixel = TextureFormatInfo.GetSizeInBytes( format ); TextureInfo info = CheckTextureFormat( format ); byte[] textureMemory = new byte[ width * height * bytesPerPixel ]; Gl.glGetTexImage( Gl.GL_TEXTURE_2D, level, info.GlFormat, info.GlType, textureMemory ); Texture2dData textureData = new Texture2dData( ); textureData.Create( width, height, format, textureMemory ); textureDataList.Add( textureData ); ++level; } while ( ( width > 1 ) && ( height > 1 ) ); return textureDataList.ToArray( ); }
/// <summary> /// Loads 2d texture data from the specified stream /// </summary> private static Texture2dData[] Load2dTextureData( BinaryReader reader, TextureFileFormatVersion1.Header header ) { Texture2dData[] textureDataArray = new Texture2dData[ header.TextureDataEntries ]; for ( int textureDataCount = 0; textureDataCount < header.TextureDataEntries; ++textureDataCount ) { TextureFileFormatVersion1.Group textureGroup = TextureFileFormatVersion1.Group.Read( reader ); if ( textureGroup.GroupId != GroupIdentifier.Texture2dDataGroup ) { throw new FileLoadException( "Expected texture group" ); } int width = reader.ReadInt32( ); int height = reader.ReadInt32( ); Texture2dData texData = new Texture2dData( ); texData.Create( width, height, header.Format ); reader.Read( texData.Bytes, 0, texData.Bytes.Length ); textureDataArray[ textureDataCount ] = texData; } return textureDataArray; }
// // Discrepancies in atmospheric modelling papers: // - HG: // - Neilsen: HG(t,g) = (1-g2)/(4pi(1 + g2 - 2cos(t))^1.5) // - Wolfram: HG(t,g) = (1-g2)/(1 + g2 - 2.g.cos(t))^1.5 // - O'Neil (adapted HG): HG(t,g) = 3(1-g2)/2(2+g2) . (1+t2)/(1+g2 - 2gt)^1.5 // - O'Neil and Wolfram work well. Neilsen doesn't (denominator can evalute to < 0 before raising to 3/2 power) // - Scattering coefficients: (# is wavelength) // - Neilsen Rayleigh coefficient: 8pi^2(n2-1)^2/3N#^4 // - Neilsen Mie coefficient: 0.434c.pi.4pi^2/#^2K // - K=non-wavelength dependent fudge factor for Bm: ~0.67 // - c=concentration factor(0.6544T-0.6510).10e-16 (T=turbidity. ~555nm) // // // // // Realtime rendering of atmospheric scattering for flight simulators: // http://www2.imm.dtu.dk/pubdb/views/edoc_download.php/2554/pdf/imm2554.pdf // // Display of The Earth Taking into Account Atmospheric Scattering: (Nishita) // http://nis-lab.is.s.u-tokyo.ac.jp/~nis/abs_sig.html#sig93 // // Implementation of Nishita's paper: // http://www.gamedev.net/reference/articles/article2093.asp // // A practical analytical model of daylight: // http://www.cs.utah.edu/vissim/papers/sunsky/sunsky.pdf // // Discussion about atmospheric shaders: // http://www.gamedev.net/community/forums/topic.asp?topic_id=335023 // // Paper that this model is based on: // http://www.vis.uni-stuttgart.de/~schafhts/HomePage/pubs/wscg07-schafhitzel.pdf // // Heyney-Greenstein on Mathworld: // http://scienceworld.wolfram.com/physics/Heyney-GreensteinPhaseFunction.html // /// <summary> /// Builds a 3D lookup texture /// </summary> /// <param name="model">The atmosphere model</param> /// <param name="parameters">Parameters for the build process</param> /// <param name="progress">Optional progress object</param> /// <returns>Returns a 3d texture data. Returns null if cancel was flagged in the progress object</returns> public unsafe AtmosphereBuildOutputs Build( AtmosphereBuildModel model, AtmosphereBuildParameters parameters, AtmosphereBuildProgress progress ) { Texture2dData opticalDepthTexture = new Texture2dData( ); Texture3dData scatteringTexture = new Texture3dData( ); scatteringTexture.Create( parameters.ViewAngleSamples, parameters.SunAngleSamples, parameters.HeightSamples, TextureFormat.R8G8B8A8 ); SetupModelAndParameters( parameters, model ); progress = progress ?? new AtmosphereBuildProgress( ); fixed ( byte* voxels = scatteringTexture.Bytes ) { if ( !BuildScatteringTexture( parameters, voxels, progress ) ) { return null; } } if ( progress.Cancel ) { return null; } opticalDepthTexture.Create( parameters.OpticalDepthResolution, parameters.OpticalDepthResolution, TextureFormat.R8G8B8 ); fixed ( byte* pixels = opticalDepthTexture.Bytes ) { if ( !BuildOpticalDepthTexture( parameters, pixels, progress ) ) { return null; } } return new AtmosphereBuildOutputs( scatteringTexture, opticalDepthTexture ); }