added fog

This commit is contained in:
koziej97 2022-02-10 19:18:32 +01:00
parent 846eff8b11
commit 410c62baa9
12 changed files with 48 additions and 8 deletions

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@ -39,6 +39,8 @@
<None Include="shaders\shader_color.vert" /> <None Include="shaders\shader_color.vert" />
<None Include="shaders\shader_tex.frag" /> <None Include="shaders\shader_tex.frag" />
<None Include="shaders\shader_tex.vert" /> <None Include="shaders\shader_tex.vert" />
<None Include="shaders\skybox.frag" />
<None Include="shaders\skybox.vert" />
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{10701B86-9B0B-46A1-85DA-6238CBCC507B}</ProjectGuid> <ProjectGuid>{10701B86-9B0B-46A1-85DA-6238CBCC507B}</ProjectGuid>

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@ -97,5 +97,11 @@
<None Include="shaders\shader_tex.vert"> <None Include="shaders\shader_tex.vert">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\skybox.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\skybox.vert">
<Filter>Shader Files</Filter>
</None>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@ -6,11 +6,27 @@ uniform vec3 lightDir;
in vec3 interpNormal; in vec3 interpNormal;
in vec2 interpTexCoord; in vec2 interpTexCoord;
float near = 00.01f;
float far = 100.0f;
float linearizeDepth(float depth)
{
return (2.0 * near * far) / (far + near - (depth * 2.0 - 1.0) * (far - near));
}
float logisticDepth(float depth, float steepness, float offset)
{
float zVal = linearizeDepth(depth);
return (1 / (1 + exp(-steepness * (zVal - offset))));
}
void main() void main()
{ {
vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y); // Poprawka dla tekstur Ziemi, ktore bez tego wyswietlaja sie 'do gory nogami' vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y); // Poprawka dla tekstur Ziemi, ktore bez tego wyswietlaja sie 'do gory nogami'
vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb; vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb;
vec3 normal = normalize(interpNormal); vec3 normal = normalize(interpNormal);
float diffuse = max(dot(normal, -lightDir), 0.0); float diffuse = max(dot(normal, -lightDir), 0.0);
gl_FragColor = vec4(color * diffuse, 1.0); float depth = logisticDepth(gl_FragCoord.z, 0.5f, 4.0f);
} gl_FragColor = vec4(color * diffuse, 1.0) * (1.0f - depth) + vec4(depth * vec3(5.0f/255.0f, 35.0f/255.0f, 95.0f/255.0f), 1.0f);
}

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@ -6,7 +6,23 @@ in vec3 texCoords;
uniform samplerCube skybox; uniform samplerCube skybox;
float near = 00.01f;
float far = 10.f;
float linearizeDepth(float depth)
{
return (2.0 * near * far) / (far + near - (depth * 2.0 - 1.0) * (far - near));
}
float logisticDepth(float depth, float steepness, float offset)
{
float zVal = linearizeDepth(depth);
return (1 / (1 + exp(-steepness * (zVal - offset))));
}
void main() void main()
{ {
FragColor = texture(skybox, texCoords); float depth = logisticDepth(gl_FragCoord.z, 0.5f, 4.0f);
FragColor = texture(skybox, texCoords) * (1.0f - depth) + vec4(depth * vec3(5.0f/255.0f, 35.0f/255.0f, 95.0f/255.0f), 1.0f);
} }

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@ -365,12 +365,12 @@ void renderScene()
} }
// narysuj teren z pliku terenu // narysuj teren z pliku terenu
drawObjectTexture(terrainContext, glm::translate(glm::vec3(0, -20, 0)) * glm::rotate(glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(1.5f)), textureGround); //drawObjectTexture(terrainContext, glm::translate(glm::vec3(0, -20, 0)) * glm::rotate(glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(1.5f)), textureGround);
drawObjectTexture(terrainContext, glm::translate(glm::vec3(130, -20, 0)) * glm::rotate(glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(1.5f)), textureGround); //drawObjectTexture(terrainContext, glm::translate(glm::vec3(130, -20, 0)) * glm::rotate(glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(1.5f)), textureGround);
drawObjectTexture(terrainContext, glm::translate(glm::vec3(-130, -20, 0)) * glm::rotate(glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(1.5f)), textureGround); //drawObjectTexture(terrainContext, glm::translate(glm::vec3(-130, -20, 0)) * glm::rotate(glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(1.5f)), textureGround);
// narysuj p³ask¹ powierzchniê // narysuj p³ask¹ powierzchniê
//drawPlaneTexture(planeContext, glm::rotate(glm::radians(120.f), glm::vec3(1.f, 1.f, 1.f)), textureGround); drawPlaneTexture(planeContext, glm::rotate(glm::radians(120.f), glm::vec3(1.f, 1.f, 1.f)), textureGround);
// rysowanie skyboxa // rysowanie skyboxa
drawObjectSkybox(skyboxContext); drawObjectSkybox(skyboxContext);
@ -441,7 +441,7 @@ void init()
textureFish = Core::LoadTexture("textures/TropicalFish01.jpg"); textureFish = Core::LoadTexture("textures/TropicalFish01.jpg");
textureBubble = Core::LoadTexture("textures/bubble.png"); textureBubble = Core::LoadTexture("textures/bubble.png");
textureShip = Core::LoadTexture("textures/txt-subm-1.jpg"); textureShip = Core::LoadTexture("textures/txt-subm-1.jpg");
textureGround = Core::LoadTexture("textures/terrain.jpg"); textureGround = Core::LoadTexture("textures/ground.jpg");
// SKYBOX // SKYBOX
// Create VAO, VBO, and EBO for the skybox // Create VAO, VBO, and EBO for the skybox