cloud version 1
This commit is contained in:
parent
27eb43b140
commit
45421d3e1d
@ -79,7 +79,7 @@ void main()
|
|||||||
outColor = vec4(vec3(n), 1);
|
outColor = vec4(vec3(n), 1);
|
||||||
}
|
}
|
||||||
*/
|
*/
|
||||||
|
/*
|
||||||
out vec4 outColor;
|
out vec4 outColor;
|
||||||
uniform float u_time;
|
uniform float u_time;
|
||||||
|
|
||||||
@ -156,6 +156,8 @@ void main() {
|
|||||||
|
|
||||||
outColor = vec4((f*f*f+.9*f*f+.9*f)*color,1.);
|
outColor = vec4((f*f*f+.9*f*f+.9*f)*color,1.);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
*/
|
||||||
/*
|
/*
|
||||||
uniform float u_time;
|
uniform float u_time;
|
||||||
out vec4 outColor;
|
out vec4 outColor;
|
||||||
|
@ -7,7 +7,7 @@ uniform sampler2D depthMap;
|
|||||||
|
|
||||||
uniform vec3 cameraPos;
|
uniform vec3 cameraPos;
|
||||||
|
|
||||||
uniform sampler2D colorTexture;
|
uniform sampler2D colorTexture; //planet texture
|
||||||
|
|
||||||
uniform vec3 sunDir;
|
uniform vec3 sunDir;
|
||||||
uniform vec3 sunColor;
|
uniform vec3 sunColor;
|
||||||
@ -15,10 +15,11 @@ uniform vec3 sunColor;
|
|||||||
uniform vec3 lightPos;
|
uniform vec3 lightPos;
|
||||||
uniform vec3 lightColor;
|
uniform vec3 lightColor;
|
||||||
|
|
||||||
uniform float metallic;
|
uniform float metallic; //pbr
|
||||||
uniform float roughness;
|
uniform float roughness; //pbr
|
||||||
|
uniform float exposition; //pbr
|
||||||
|
|
||||||
uniform float exposition;
|
uniform float u_time;
|
||||||
|
|
||||||
in vec3 vecNormal;
|
in vec3 vecNormal;
|
||||||
in vec3 worldPos;
|
in vec3 worldPos;
|
||||||
@ -30,6 +31,8 @@ in vec3 viewDirTS;
|
|||||||
in vec3 lightDirTS;
|
in vec3 lightDirTS;
|
||||||
in vec3 sunDirTS;
|
in vec3 sunDirTS;
|
||||||
|
|
||||||
|
vec4 textureColor;
|
||||||
|
|
||||||
float DistributionGGX(vec3 normal, vec3 H, float roughness)
|
float DistributionGGX(vec3 normal, vec3 H, float roughness)
|
||||||
{
|
{
|
||||||
float a = roughness * roughness;
|
float a = roughness * roughness;
|
||||||
@ -104,8 +107,71 @@ vec3 toneMapping(vec3 color)
|
|||||||
return mapped;
|
return mapped;
|
||||||
}
|
}
|
||||||
|
|
||||||
void main()
|
float random (in vec2 st) {
|
||||||
{
|
return fract(sin(dot(st.xy,
|
||||||
|
vec2(12.9898,78.233)))*
|
||||||
|
43758.5453123);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Based on Morgan McGuire @morgan3d
|
||||||
|
// https://www.shadertoy.com/view/4dS3Wd
|
||||||
|
float noise (in vec2 st) {
|
||||||
|
vec2 i = floor(st);
|
||||||
|
vec2 f = fract(st);
|
||||||
|
|
||||||
|
// Four corners in 2D of a tile
|
||||||
|
float a = random(i);
|
||||||
|
float b = random(i + vec2(1.0, 0.0));
|
||||||
|
float c = random(i + vec2(0.0, 1.0));
|
||||||
|
float d = random(i + vec2(1.0, 1.0));
|
||||||
|
|
||||||
|
vec2 u = f * f * (3.0 - 2.0 * f);
|
||||||
|
|
||||||
|
return mix(a, b, u.x) +
|
||||||
|
(c - a)* u.y * (1.0 - u.x) +
|
||||||
|
(d - b) * u.x * u.y;
|
||||||
|
}
|
||||||
|
|
||||||
|
#define OCTAVES 6
|
||||||
|
float fbm (in vec2 st) {
|
||||||
|
// Initial values
|
||||||
|
float value = 0.0;
|
||||||
|
float amplitude = .5;
|
||||||
|
float frequency = 0.;
|
||||||
|
//
|
||||||
|
// Loop of octaves
|
||||||
|
for (int i = 0; i < OCTAVES; i++) {
|
||||||
|
value += amplitude * noise(st);
|
||||||
|
st *= 2.;
|
||||||
|
amplitude *= .5;
|
||||||
|
}
|
||||||
|
return value;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 noiseColor() {
|
||||||
|
vec2 st = vtc;
|
||||||
|
float cloudIntensity = 15.0;
|
||||||
|
|
||||||
|
// Efekt lustrzanego odbicia
|
||||||
|
vec2 mirroredSt = vec2(1.0 - st.x, st.y);
|
||||||
|
vec3 mirroredColor = vec3(0.0);
|
||||||
|
mirroredColor += fbm(mirroredSt * cloudIntensity);
|
||||||
|
|
||||||
|
// Efekt oryginalny
|
||||||
|
vec3 color = vec3(0.0);
|
||||||
|
color += fbm(st * cloudIntensity);
|
||||||
|
|
||||||
|
// Dodaj gradientowe mieszanie miêdzy orygina³em a lustrzanym odbiciem
|
||||||
|
float gradient = smoothstep(0.45, 0.55, st.x);
|
||||||
|
vec3 finalColor = mix(color, mirroredColor, gradient);
|
||||||
|
|
||||||
|
vec4 noiseColor = vec4(finalColor, 1.0);
|
||||||
|
|
||||||
|
return noiseColor;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void main() {
|
||||||
vec3 normal = normalize(vecNormal);
|
vec3 normal = normalize(vecNormal);
|
||||||
|
|
||||||
vec3 viewDir = normalize(cameraPos - worldPos);
|
vec3 viewDir = normalize(cameraPos - worldPos);
|
||||||
@ -128,5 +194,11 @@ void main()
|
|||||||
//sun
|
//sun
|
||||||
illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor);
|
illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor);
|
||||||
|
|
||||||
outColor = vec4(vec3(1.0) - exp(-illumination * exposition), 1);
|
textureColor = vec4(vec3(1.0) - exp(-illumination * exposition), 1);
|
||||||
|
|
||||||
|
vec4 noiseColor = noiseColor();
|
||||||
|
|
||||||
|
vec3 mixedColor = mix(textureColor.rgb, noiseColor.rgb, noiseColor.r);
|
||||||
|
|
||||||
|
outColor = vec4(mixedColor * min(1, AMBIENT + diffuse), 1.0);
|
||||||
}
|
}
|
||||||
|
@ -232,7 +232,7 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint text
|
|||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, float roughness, float metallic) {
|
void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, float roughness, float metallic, float time) {
|
||||||
glUseProgram(programPbr);
|
glUseProgram(programPbr);
|
||||||
Core::SetActiveTexture(texture, "colorTexture", programPbr, 0);
|
Core::SetActiveTexture(texture, "colorTexture", programPbr, 0);
|
||||||
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
|
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
|
||||||
@ -252,6 +252,7 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
|
|||||||
|
|
||||||
glUniform3f(glGetUniformLocation(programPbr, "lightPos"), sunPos.x, sunPos.y, sunPos.z);
|
glUniform3f(glGetUniformLocation(programPbr, "lightPos"), sunPos.x, sunPos.y, sunPos.z);
|
||||||
glUniform3f(glGetUniformLocation(programPbr, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
|
glUniform3f(glGetUniformLocation(programPbr, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
|
||||||
|
glUniform1f(glGetUniformLocation(programNoise, "u_time"), time);
|
||||||
|
|
||||||
Core::DrawContext(context);
|
Core::DrawContext(context);
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
@ -285,8 +286,8 @@ void renderScene(GLFWwindow* window) {
|
|||||||
glm::mat4 cloudScale = glm::scale(glm::vec3(planetSize * 1.05f));
|
glm::mat4 cloudScale = glm::scale(glm::vec3(planetSize * 1.05f));
|
||||||
|
|
||||||
//drawPlanet(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);
|
//drawPlanet(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);
|
||||||
drawObjectPBR(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal);
|
drawObjectPBR(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal, time);
|
||||||
drawObjectNoise(sphereContext, planetTranslate * planetRotate * cloudScale, time);
|
//drawObjectNoise(sphereContext, planetTranslate * planetRotate * cloudScale, time);
|
||||||
|
|
||||||
//rysowanie słońca
|
//rysowanie słońca
|
||||||
glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
|
glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
|
||||||
@ -335,7 +336,7 @@ void init(GLFWwindow* window) {
|
|||||||
programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
|
programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
|
||||||
programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
|
programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
|
||||||
programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
|
programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
|
||||||
programNoise = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_noise.frag");
|
//programNoise = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_noise.frag");
|
||||||
|
|
||||||
loadModelToContext("./models/sphere.obj", sphereContext);
|
loadModelToContext("./models/sphere.obj", sphereContext);
|
||||||
loadModelToContext("./models/cube.obj", cubeContext);
|
loadModelToContext("./models/cube.obj", cubeContext);
|
||||||
|
Loading…
Reference in New Issue
Block a user