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// This code contains NVIDIA Confidential Information and is disclosed
// under the Mutual Non-Disclosure Agreement.
//
// Notice
// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
//
// NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
// expressly authorized by NVIDIA. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright � 2008- 2013 NVIDIA Corporation. All rights reserved.
//
// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
// rights in and to this software and related documentation and any modifications thereto.
// Any use, reproduction, disclosure or distribution of this software and related
// documentation without an express license agreement from NVIDIA Corporation is
// strictly prohibited.
//
#ifndef _ATMOSPHERIC_H
#define _ATMOSPHERIC_H
#include <DXUT.h>
//-----------------------------------------------------------------------------
// Mie + Raileigh atmospheric scattering code
// based on Sean O'Neil Accurate Atmospheric Scattering
// from GPU Gems 2
//-----------------------------------------------------------------------------
typedef struct
{
D3DXVECTOR3 RayleighColor;
D3DXVECTOR3 MieColor;
D3DXVECTOR3 Attenuation;
} AtmosphereColorsType;
float scale(float fCos, float fScaleDepth);
float atmospheric_depth(D3DXVECTOR3 position, D3DXVECTOR3 dir);
AtmosphereColorsType CalculateAtmosphericScattering(D3DXVECTOR3 EyeVec, D3DXVECTOR3 VecToLight, float LightIntensity);
#endif // _ATMOSPHERIC_H
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