/*! * Atmosphere code: * * Copyright (c) 2000-2005, Sean O'Neil (s_p_oneil@hotmail.com) * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * Neither the name of the project nor the names of its contributors may be * used to endorse or promote products derived from this software without * specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * Modifications made by Analytical Graphics, Inc. */ // Atmosphere: // Code: http://sponeil.net/ // GPU Gems 2 Article: https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter16.html const float Kr = 0.0025; const float Km = 0.0015; const float ESun = 15.0; const float fKrESun = Kr * ESun; const float fKmESun = Km * ESun; const float fKr4PI = Kr * 4.0 * czm_pi; const float fKm4PI = Km * 4.0 * czm_pi; // Original: vec3(1.0 / pow(0.650, 4.0), 1.0 / pow(0.570, 4.0), 1.0 / pow(0.475, 4.0)); const vec3 v3InvWavelength = vec3(5.60204474633241, 9.473284437923038, 19.64380261047721); const float fScaleDepth = 0.25; struct AtmosphereColor { vec3 mie; vec3 rayleigh; }; const int nSamples = 2; const float fSamples = 2.0; float scale(float fCos) { float x = 1.0 - fCos; return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } AtmosphereColor computeGroundAtmosphereFromSpace(vec3 v3Pos, bool dynamicLighting, vec3 lightDirectionWC) { float fInnerRadius = czm_ellipsoidRadii.x; float fOuterRadius = czm_ellipsoidRadii.x * 1.025; float fOuterRadius2 = fOuterRadius * fOuterRadius; float fScale = 1.0 / (fOuterRadius - fInnerRadius); float fScaleOverScaleDepth = fScale / fScaleDepth; // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere) vec3 v3Ray = v3Pos - czm_viewerPositionWC; float fFar = length(v3Ray); v3Ray /= fFar; float fCameraHeight = length(czm_viewerPositionWC); float fCameraHeight2 = fCameraHeight * fCameraHeight; // This next line is an ANGLE workaround. It is equivalent to B = 2.0 * dot(czm_viewerPositionWC, v3Ray), // which is what it should be, but there are problems at the poles. float B = 2.0 * length(czm_viewerPositionWC) * dot(normalize(czm_viewerPositionWC), v3Ray); float C = fCameraHeight2 - fOuterRadius2; float fDet = max(0.0, B*B - 4.0 * C); float fNear = 0.5 * (-B - sqrt(fDet)); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = czm_viewerPositionWC + v3Ray * fNear; fFar -= fNear; float fDepth = exp((fInnerRadius - fOuterRadius) / fScaleDepth); // The light angle based on the scene's light source would be: // dot(lightDirectionWC, v3Pos) / length(v3Pos); // When we want the atmosphere to be uniform over the globe so it is set to 1.0. float fLightAngle = czm_branchFreeTernary(dynamicLighting, dot(lightDirectionWC, v3Pos) / length(v3Pos), 1.0); float fCameraAngle = dot(-v3Ray, v3Pos) / length(v3Pos); float fCameraScale = scale(fCameraAngle); float fLightScale = scale(fLightAngle); float fCameraOffset = fDepth*fCameraScale; float fTemp = (fLightScale + fCameraScale); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays vec3 v3FrontColor = vec3(0.0); vec3 v3Attenuate = vec3(0.0); for(int i=0; i