/// <summary> /// Builds a 3D lookup texture containing the scattering values for a parameterization of /// the view frame and sun position. /// </summary> /// <param name="parameters">Parameters for the build process</param> /// <param name="progress">Progress object</param> /// <param name="voxels">3d texture voxels</param> /// <returns>true if build completed (wasn't cancelled)</returns> private unsafe bool BuildScatteringTexture( AtmosphereBuildParameters parameters, byte* voxels, AtmosphereBuildProgress progress ) { float viewAngle = Constants.Pi; float viewAngleInc = Constants.Pi / ( parameters.ViewAngleSamples - 1 ); float heightRange = ( m_OuterRadius - m_InnerRadius ); float heightInc = ( heightRange * 0.9999f ) / ( parameters.HeightSamples - 1 ); // Push height range in slightly to allow simplification of sphere intersections float sunAngleInc = ( Constants.Pi ) / ( parameters.SunAngleSamples - 1 ); for ( int viewAngleSample = 0; viewAngleSample < parameters.ViewAngleSamples; ++viewAngleSample, viewAngle -= viewAngleInc ) { Vector3 viewDir = new Vector3( Functions.Sin( viewAngle ), Functions.Cos( viewAngle ), 0 ); float sunAngle = 0; for ( int sunAngleSample = 0; sunAngleSample < parameters.SunAngleSamples; ++sunAngleSample, sunAngle += sunAngleInc ) { Vector3 sunDir = new Vector3( Functions.Sin( sunAngle ), Functions.Cos( sunAngle ), 0 ); float height = m_InnerRadius; for ( int heightSample = 0; heightSample < parameters.HeightSamples; ++heightSample, height += heightInc ) { ComputeScattering( viewDir, sunDir, height, voxels ); voxels += 4; } } if ( progress != null ) { progress.OnSliceCompleted( viewAngleSample / ( float )( parameters.ViewAngleSamples - 1 ) ); if ( progress.Cancel ) { return false; } } } return true; }
/// <summary> /// Builds a 2D lookup texture containing optical depth for a paramerization of the view frame /// </summary> /// <param name="buildParams">Atmosphere build parameters</param> /// <param name="pixels">Atmosphere texture pixels</param> /// <param name="progress">Progress indicator</param> /// <returns>Returns true if the build completed (wasn't cancelled)</returns> private unsafe bool BuildOpticalDepthTexture( AtmosphereBuildParameters buildParams, byte* pixels, AtmosphereBuildProgress progress ) { // TODO: AP: Because we know that the view to pos angle range will never be > pi, can optimise this later int viewSamples = buildParams.OpticalDepthResolution; int heightSamples = buildParams.OpticalDepthResolution; float viewAngleInc = Constants.Pi / ( viewSamples - 1 ); float heightRange = ( m_OuterRadius - m_InnerRadius ); float heightInc = ( heightRange * 0.9999f ) / ( heightSamples - 1 ); // Push height range in slightly to allow simplification of sphere intersections float* rAccum = stackalloc float[ 3 ]; float* mAccum = stackalloc float[ 3 ]; float height = m_InnerRadius; for ( int heightSample = 0; heightSample < heightSamples; ++heightSample, height += heightInc ) { Point3 pos = new Point3( 0, height, 0 ); // Start the view angle at pi, and count down to 0. This is because it is quickest to address // the 2D texture using the dot of the view vector and the view position, saving a (1-th) operation float viewAngle = Constants.Pi; Point3 lastAtmInt = pos; for ( int viewSample = 0; viewSample < viewSamples; ++viewSample, viewAngle -= viewAngleInc ) { Vector3 viewDir = new Vector3( Functions.Sin( viewAngle ), Functions.Cos( viewAngle ), 0 ); // NOTE: If ray intersection fails, the previous intersection position is used... Point3 atmInt; // if ( !GetRayPlanetAndAtmosphereIntersection( pos, viewDir, out atmInt ) ) if ( !GetRayAtmosphereIntersection( pos, viewDir, out atmInt ) ) { atmInt = lastAtmInt; } else { lastAtmInt = atmInt; } Vector3 step = ( atmInt - pos ) / m_AttenuationSamples; rAccum[ 0 ] = rAccum[ 1 ] = rAccum[ 2 ] = 0; mAccum[ 0 ] = mAccum[ 1 ] = mAccum[ 2 ] = 0; CalculateOutScatter( pos, step, rAccum, mAccum ); // float oR = CalculateCombinedOutScatter( pos, step, m_RayleighCoefficients[ 0 ], m_MieCoefficients[ 0 ] ); // float oG = CalculateCombinedOutScatter( pos, step, m_RayleighCoefficients[ 1 ], m_MieCoefficients[ 1 ] ); // float oB = CalculateCombinedOutScatter( pos, step, m_RayleighCoefficients[ 2 ], m_MieCoefficients[ 2 ] ); float attR = ExtinctionCoefficient( rAccum[ 0 ], mAccum[ 0 ] ); float attG = ExtinctionCoefficient( rAccum[ 1 ], mAccum[ 1 ] ); float attB = ExtinctionCoefficient( rAccum[ 2 ], mAccum[ 2 ] ); pixels[ 2 ] = ( byte )( Utils.Clamp( attR, 0, 1 ) * 255.0f ); pixels[ 1 ] = ( byte )( Utils.Clamp( attG, 0, 1 ) * 255.0f ); pixels[ 0 ] = ( byte )( Utils.Clamp( attB, 0, 1 ) * 255.0f ); pixels += 3; } if ( progress != null ) { progress.OnSliceCompleted( heightSample / ( float )( heightSamples - 1 ) ); if ( progress.Cancel ) { return false; } } } return true; }