połączenie "atmosphere" z "master"

This commit is contained in:
K4RP4T 2024-02-04 20:36:52 +01:00
commit 656994eccb
6 changed files with 108 additions and 74 deletions

View File

@ -19,11 +19,11 @@ uniform vec3 lightColor;
uniform bool atmosphereCheck;
uniform float u_time;
uniform float cloudLight;
uniform float cloudIntensity;
uniform float cloudSpeed;
uniform float cloudLightness;
uniform float time;
uniform float cloudIntensity;
uniform float cloudMotion;
uniform float cloudBrightness;
in vec3 vecNormal;
in vec3 worldPos;
@ -109,13 +109,15 @@ vec3 toneMapping(vec3 color)
return mapped;
}
float random (in vec2 st) {
float random (in vec2 st)
{
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))*
43758.5453123);
}
float noise (in vec2 st) {
float noise (in vec2 st)
{
vec2 i = floor(st);
vec2 f = fract(st);
@ -133,7 +135,8 @@ float noise (in vec2 st) {
}
#define OCTAVES 6
float fbm (in vec2 st) {
float fbm (in vec2 st)
{
// Initial values
float value = 0.0;
float amplitude = .5;
@ -148,11 +151,12 @@ float fbm (in vec2 st) {
return value;
}
vec4 noiseColor() {
vec3 noiseColor()
{
vec2 st = vtc.xy;
vec2 mirroredSt = vec2(1.0 - st.x, st.y);
float timeOffset = u_time * cloudSpeed;
float timeOffset = time * cloudMotion;
st.x -= timeOffset;
mirroredSt.x += timeOffset; // Inverse direction for mirrored effect
@ -164,45 +168,47 @@ vec4 noiseColor() {
float blend = smoothstep(0.45, 0.55, st.x);
vec3 finalColor = mix(color, mirroredColor, blend);
vec4 noiseColor = vec4(finalColor, 1.0);
vec3 noiseColor = mix(color, mirroredColor, blend);
return noiseColor;
}
void main() {
void main()
{
vec3 normal = normalize(vecNormal);
vec3 viewDir = normalize(cameraPos - worldPos);
vec3 lightDir = normalize(lightPos - worldPos);
vec4 textureColor = texture2D(colorTexture, vtc);
float atmosphereDot = dot(normal, viewDir);
vec3 atmosphereColor = vec3(0.04, 0.2, 1.0);
vec3 textureColor = texture2D(colorTexture, vtc).rgb;
if (atmosphereCheck)
textureColor = mix(textureColor, vec4(atmosphereColor / atmosphereDot, 1.0), 0.1);
{
float atmosphereDot = dot(normal, viewDir);
vec3 atmosphereColor = vec3(0.0, 0.44, 1.0);
textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3));
}
float diffuse = max(0, dot(normal, lightDir));
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10;
vec3 toneMappedColor = toneMapping(vec3(textureColor) * distance);
vec3 toneMappedColor = toneMapping(textureColor * distance);
//gamma correction
toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
vec3 ambient = AMBIENT * toneMappedColor;
vec3 attenuatedLightColor = lightColor / pow(length(lightPos - worldPos), 2);
vec3 illumination;
illumination = ambient + PBRLight(lightDir, attenuatedLightColor, normal, viewDir, toneMappedColor);
vec3 illumination = ambient + PBRLight(lightDir, attenuatedLightColor, normal, viewDir, toneMappedColor);
//sun
illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor);
vec3 pbrColor = vec3(1.0) - exp(-illumination * exposition);
vec4 noiseColor = noiseColor() * min(1, AMBIENT + cloudLightness * diffuse) * vec4(lightColor, 0.0) / cloudLight;
vec3 finalColor = pbrColor;
vec3 mixedColor = mix(pbrColor.rgb, noiseColor.rgb, noiseColor.r);
if (atmosphereCheck)
{
vec3 noiseColor = noiseColor() * min(1, 20.0 * max(0.02, dot(normal, lightDir))) * lightColor * cloudBrightness;
finalColor = mix(pbrColor, noiseColor, noiseColor.r);
}
outColor = vec4(mixedColor, 1.0);
outColor = vec4(finalColor, 1.0);
}

View File

@ -27,16 +27,17 @@ void main()
vec3 normal = normalize(vecNormal);
vec3 viewDir = normalize(cameraPos - worldPos);
vec4 textureColor = texture2D(colorTexture, vtc);
float atmosphereDot = dot(normal, viewDir);
vec3 atmosphereColor = vec3(1.0, 0.04, 0.01);
vec3 textureColor = texture2D(colorTexture, vtc).rgb;
if (atmosphereCheck)
textureColor = mix(textureColor, vec4(atmosphereColor / atmosphereDot, 1.0), 0.25);
{
float atmosphereDot = dot(normal, viewDir);
vec3 atmosphereColor = vec3(1.0, 0.08, 0.02);
textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3));
}
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 25;
vec3 toneMappedColor = toneMapping(vec3(textureColor) * distance);
vec3 toneMappedColor = toneMapping(textureColor * distance);
//gamma correction
toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));

View File

@ -13,11 +13,11 @@ uniform vec3 cameraPos;
uniform bool atmosphereCheck;
uniform float u_time;
uniform float cloudLight;
uniform float cloudIntensity;
uniform float cloudSpeed;
uniform float cloudLightness;
uniform float time;
uniform float cloudIntensity;
uniform float cloudMotion;
uniform float cloudBrightness;
in vec3 vecNormal;
in vec3 worldPos;
@ -71,11 +71,11 @@ float fbm (in vec2 st) {
return value;
}
vec4 noiseColor() {
vec3 noiseColor() {
vec2 st = vtc.xy;
vec2 mirroredSt = vec2(1.0 - st.x, st.y);
float timeOffset = u_time * cloudSpeed;
float timeOffset = time * cloudMotion;
st.x -= timeOffset;
mirroredSt.x += timeOffset; // Inverse direction for mirrored effect
@ -87,9 +87,7 @@ vec4 noiseColor() {
float blend = smoothstep(0.45, 0.55, st.x);
vec3 finalColor = mix(color, mirroredColor, blend);
vec4 noiseColor = vec4(finalColor, 1.0);
vec3 noiseColor = mix(color, mirroredColor, blend);
return noiseColor;
}
@ -102,22 +100,29 @@ void main()
float diffuse = max(0, dot(normal, lightDir));
vec4 textureColor = texture2D(colorTexture, vtc);
float atmosphereDot = dot(normal, viewDir);
vec3 atmosphereColor = vec3(0.04, 0.2, 1.0);
vec3 textureColor = texture2D(colorTexture, vtc).rgb;
if (atmosphereCheck)
textureColor = mix(textureColor, vec4(atmosphereColor / atmosphereDot, 1.0), 0.05);
{
float atmosphereDot = dot(normal, viewDir);
vec3 atmosphereColor = vec3(0.0, 0.44, 1.0);
textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3));
}
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10000;
vec3 toneMappedColor = toneMapping(vec3(textureColor) * min(1, AMBIENT + diffuse) * distance);
vec3 diffuseColor = textureColor * min(1, AMBIENT + diffuse);
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 1000;
vec3 toneMappedColor = toneMapping(diffuseColor * distance);
//gamma correction
//toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
vec4 noiseColor = noiseColor() * min(1, AMBIENT + cloudLightness) * vec4(lightColor, 0.0) / cloudLight;
vec3 finalColor = toneMappedColor;
vec3 mixedColor = mix(toneMappedColor.rgb, noiseColor.rgb, noiseColor.r);
if (atmosphereCheck)
{
vec3 noiseColor = noiseColor() * min(1, 20.0 * max(0.02, dot(normal, lightDir))) * lightColor * cloudBrightness;
finalColor = mix(toneMappedColor, noiseColor, noiseColor.r);
}
outColor = vec4(mixedColor, 1.0);
outColor = vec4(finalColor, 1.0);
}

View File

@ -24,7 +24,7 @@ Core::Shader_Loader shaderLoader;
Core::RenderContext sphereContext;
Core::RenderContext cubeContext;
const char* const planetTexPaths[] = { "./textures/planets/earth.png", "./textures/planets/mercury.png", "./textures/planets/venus.jpg", "./textures/planets/mars.jpg",
const char* const planetTexPaths[] = { "./textures/planets/earth.jpg", "./textures/planets/mercury.png", "./textures/planets/venus.jpg", "./textures/planets/mars.jpg",
"./textures/planets/jupiter.jpg", "./textures/planets/saturn.jpg", "./textures/planets/uranus.jpg", "./textures/planets/neptune.jpg", "./textures/planets/icy.png",
"./textures/planets/volcanic.png", "./textures/planets/desert.png", "./textures/planets/tropical.png", "./textures/planets/toxic.jpg", "./textures/planets/swamp.png",
"./textures/planets/savannah.png", "./textures/planets/alpine.png", "./textures/planets/ceres.jpg", "./textures/planets/eris.jpg", "./textures/planets/haumea.jpg",
@ -74,10 +74,9 @@ int HDR_HEIGHT = 1024;
float lightPower = 8.f;
glm::vec3 lightColor = glm::vec3(lightPower, lightPower, lightPower);
float cloudLight = 20.f;
float cloudIntensity = 15.f;
float cloudSpeed = 0.07f;
float cloudLightness = 30.f;
float cloudMotion = 0.f;
float cloudBrightness = 0.08f;
glm::mat4 createCameraMatrix() {
glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));
@ -102,7 +101,7 @@ glm::mat4 createPerspectiveMatrix() {
float n = 0.01f;
float f = 200.f;
float fov = 105.f;
float PI = 3.14159265359f;
float PI = 3.14159f;
float S = 1 / (tan((fov / 2) * (PI / 180)));
perspectiveMatrix = glm::mat4({
@ -170,12 +169,12 @@ void drawPlanetTex(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
float time = glfwGetTime();
glUniform1f(glGetUniformLocation(programTex, "u_time"), time);
glUniform1f(glGetUniformLocation(programTex, "cloudLight"), cloudLight);
glUniform1f(glGetUniformLocation(programTex, "time"), glfwGetTime());
glUniform1f(glGetUniformLocation(programTex, "cloudIntensity"), cloudIntensity);
glUniform1f(glGetUniformLocation(programTex, "cloudSpeed"), cloudSpeed);
glUniform1f(glGetUniformLocation(programTex, "cloudLightness"), cloudLightness);
glUniform1f(glGetUniformLocation(programTex, "cloudMotion"), cloudMotion);
glUniform1f(glGetUniformLocation(programTex, "cloudBrightness"), cloudBrightness);
glUniform1i(glGetUniformLocation(programTex, "atmosphereCheck"), atmosphereCheck);
Core::DrawContext(context);
@ -202,12 +201,11 @@ void drawPlanetPbr(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
glUniform3f(glGetUniformLocation(programPbr, "lightPos"), sunPos.x, sunPos.y, sunPos.z);
glUniform3f(glGetUniformLocation(programPbr, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
float time = glfwGetTime();
glUniform1f(glGetUniformLocation(programPbr, "u_time"), time);
glUniform1f(glGetUniformLocation(programPbr, "cloudLight"), cloudLight);
glUniform1f(glGetUniformLocation(programPbr, "time"), glfwGetTime());
glUniform1f(glGetUniformLocation(programPbr, "cloudIntensity"), cloudIntensity);
glUniform1f(glGetUniformLocation(programPbr, "cloudSpeed"), cloudSpeed);
glUniform1f(glGetUniformLocation(programPbr, "cloudLightness"), cloudLightness);
glUniform1f(glGetUniformLocation(programPbr, "cloudMotion"), cloudMotion);
glUniform1f(glGetUniformLocation(programPbr, "cloudBrightness"), cloudBrightness);
glUniform1i(glGetUniformLocation(programPbr, "atmosphereCheck"), atmosphereCheck);
@ -346,15 +344,15 @@ void processInput(GLFWwindow* window)
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS && planetSize < 0.01f)
planetSize += sizeSpeed;
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS && planetSize > 0.001f)
else if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS && planetSize > 0.001f)
planetSize -= sizeSpeed;
//obrót planety
float rotationSpeed = 0.0025f;
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS && planetRot < 1.f)
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS && planetRot < 1.5f)
planetRot += rotationSpeed;
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS && planetRot > -1.f)
else if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS && planetRot > -1.5f)
planetRot -= rotationSpeed;
//jasność
@ -362,7 +360,7 @@ void processInput(GLFWwindow* window)
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS && lightPower < 16.f)
lightPower += powerSpeed;
if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS && lightPower > 2.f)
else if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS && lightPower > 2.f)
lightPower -= powerSpeed;
lightColor = glm::vec3(lightPower, lightPower, lightPower);
@ -372,7 +370,7 @@ void processInput(GLFWwindow* window)
if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS && planetRough < 1.f)
planetRough += roughSpeed;
if (glfwGetKey(window, GLFW_KEY_4) == GLFW_PRESS && planetRough > 0.f)
else if (glfwGetKey(window, GLFW_KEY_4) == GLFW_PRESS && planetRough > 0.f)
planetRough -= roughSpeed;
//metaliczność
@ -380,8 +378,32 @@ void processInput(GLFWwindow* window)
if (glfwGetKey(window, GLFW_KEY_5) == GLFW_PRESS && planetMetal < 1.f)
planetMetal += metalSpeed;
if (glfwGetKey(window, GLFW_KEY_6) == GLFW_PRESS && planetMetal > 0.f)
else if (glfwGetKey(window, GLFW_KEY_6) == GLFW_PRESS && planetMetal > 0.f)
planetMetal -= metalSpeed;
//natężenie chmur
float intensitySpeed = 0.1f;
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS && cloudIntensity < 100.f)
cloudIntensity += intensitySpeed;
else if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS && cloudIntensity > 0.f)
cloudIntensity -= intensitySpeed;
//ruch chmur
float motionSpeed = 0.0025f;
if (glfwGetKey(window, GLFW_KEY_V) == GLFW_PRESS && cloudMotion < 1.5f)
cloudMotion += motionSpeed;
else if (glfwGetKey(window, GLFW_KEY_C) == GLFW_PRESS && cloudMotion > -1.5f)
cloudMotion -= motionSpeed;
//jasność chmur
float brightnessSpeed = 0.0005f;
if (glfwGetKey(window, GLFW_KEY_N) == GLFW_PRESS && cloudBrightness < 0.16f)
cloudBrightness += brightnessSpeed;
else if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS && cloudBrightness > 0.02f)
cloudBrightness -= brightnessSpeed;
}
void init(GLFWwindow* window) {

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