dodanie przełączania tonemappingu
This commit is contained in:
parent
1fcde042d9
commit
77f42acbeb
@ -3,14 +3,14 @@ Pos=60,60
|
|||||||
Size=400,400
|
Size=400,400
|
||||||
|
|
||||||
[Window][Planet]
|
[Window][Planet]
|
||||||
Pos=1,170
|
Pos=1,195
|
||||||
Size=327,229
|
Size=327,227
|
||||||
|
|
||||||
[Window][Sun]
|
[Window][Sun]
|
||||||
Pos=1,400
|
Pos=1,424
|
||||||
Size=327,121
|
Size=327,122
|
||||||
|
|
||||||
[Window][General]
|
[Window][General]
|
||||||
Pos=1,0
|
Pos=1,0
|
||||||
Size=327,169
|
Size=327,193
|
||||||
|
|
||||||
|
@ -21,6 +21,7 @@ uniform vec3 lightPos;
|
|||||||
uniform vec3 lightColor;
|
uniform vec3 lightColor;
|
||||||
|
|
||||||
uniform bool atmosphereCheck;
|
uniform bool atmosphereCheck;
|
||||||
|
uniform bool toneMappingCheck;
|
||||||
|
|
||||||
uniform float time;
|
uniform float time;
|
||||||
|
|
||||||
@ -191,10 +192,17 @@ void main()
|
|||||||
textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3));
|
textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
vec3 toneMappedColor;
|
||||||
|
|
||||||
|
if (toneMappingCheck)
|
||||||
|
{
|
||||||
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10;
|
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10;
|
||||||
vec3 toneMappedColor = toneMapping(textureColor * distance);
|
toneMappedColor = toneMapping(textureColor * distance);
|
||||||
//gamma correction
|
//gamma correction
|
||||||
toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
|
toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
toneMappedColor = textureColor;
|
||||||
|
|
||||||
vec3 ambient = AMBIENT * toneMappedColor;
|
vec3 ambient = AMBIENT * toneMappedColor;
|
||||||
vec3 attenuatedLightColor = lightColor / pow(length(lightPos - worldPos), 2);
|
vec3 attenuatedLightColor = lightColor / pow(length(lightPos - worldPos), 2);
|
||||||
|
@ -8,6 +8,7 @@ uniform vec3 lightColor;
|
|||||||
uniform vec3 cameraPos;
|
uniform vec3 cameraPos;
|
||||||
|
|
||||||
uniform bool glowCheck;
|
uniform bool glowCheck;
|
||||||
|
uniform bool toneMappingCheck;
|
||||||
|
|
||||||
uniform float time;
|
uniform float time;
|
||||||
|
|
||||||
@ -120,10 +121,18 @@ void main()
|
|||||||
else
|
else
|
||||||
mixedColor = textureColor * lightColor * 0.2f;
|
mixedColor = textureColor * lightColor * 0.2f;
|
||||||
|
|
||||||
|
vec3 toneMappedColor;
|
||||||
|
|
||||||
|
if (toneMappingCheck)
|
||||||
|
{
|
||||||
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 100;
|
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 100;
|
||||||
vec3 toneMappedColor = toneMapping(mixedColor * distance);
|
toneMappedColor = toneMapping(mixedColor * distance);
|
||||||
//gamma correction
|
//gamma correction
|
||||||
toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
|
toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
toneMappedColor = mixedColor;
|
||||||
|
|
||||||
vec3 finalColor = toneMappedColor;
|
vec3 finalColor = toneMappedColor;
|
||||||
|
|
||||||
float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
|
float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
|
||||||
|
@ -15,6 +15,7 @@ uniform vec3 lightColor;
|
|||||||
uniform vec3 cameraPos;
|
uniform vec3 cameraPos;
|
||||||
|
|
||||||
uniform bool atmosphereCheck;
|
uniform bool atmosphereCheck;
|
||||||
|
uniform bool toneMappingCheck;
|
||||||
|
|
||||||
uniform float time;
|
uniform float time;
|
||||||
|
|
||||||
@ -113,19 +114,27 @@ void main()
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec3 diffuseColor = textureColor * min(1, AMBIENT + diffuse);
|
vec3 diffuseColor = textureColor * min(1, AMBIENT + diffuse);
|
||||||
|
vec3 toneMappedColor;
|
||||||
|
|
||||||
|
if (toneMappingCheck)
|
||||||
|
{
|
||||||
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 1000;
|
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 1000;
|
||||||
vec3 toneMappedColor = toneMapping(diffuseColor * distance);
|
toneMappedColor = toneMapping(diffuseColor * distance);
|
||||||
//gamma correction
|
//gamma correction
|
||||||
toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
|
toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
toneMappedColor = diffuseColor;
|
||||||
|
|
||||||
vec3 finalColor = toneMappedColor;
|
vec3 finalColor;
|
||||||
|
|
||||||
if (atmosphereCheck)
|
if (atmosphereCheck)
|
||||||
{
|
{
|
||||||
vec3 noiseColor = noiseColor() * min(1, 20.0 * max(0.02, dot(normal, lightDir))) * lightColor * cloudBrightness;
|
vec3 noiseColor = noiseColor() * min(1, 20.0 * max(0.02, dot(normal, lightDir))) * lightColor * cloudBrightness;
|
||||||
finalColor = mix(toneMappedColor, noiseColor, noiseColor.r);
|
finalColor = mix(toneMappedColor, noiseColor, noiseColor.r);
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
finalColor = toneMappedColor;
|
||||||
|
|
||||||
float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
|
float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
|
||||||
|
|
||||||
|
@ -65,6 +65,7 @@ bool glowCheck = false;
|
|||||||
bool atmosphereCheck = false;
|
bool atmosphereCheck = false;
|
||||||
bool lightingCheck = false;
|
bool lightingCheck = false;
|
||||||
bool skyBoxCheck = false;
|
bool skyBoxCheck = false;
|
||||||
|
bool toneMappingCheck = false;
|
||||||
|
|
||||||
const char* skyBoxPaths[] = { "./textures/skybox/space_rt.png", "./textures/skybox/space_lf.png", "./textures/skybox/space_up.png", "./textures/skybox/space_dn.png",
|
const char* skyBoxPaths[] = { "./textures/skybox/space_rt.png", "./textures/skybox/space_lf.png", "./textures/skybox/space_up.png", "./textures/skybox/space_dn.png",
|
||||||
"./textures/skybox/space_bk.png", "./textures/skybox/space_ft.png" };
|
"./textures/skybox/space_bk.png", "./textures/skybox/space_ft.png" };
|
||||||
@ -177,7 +178,9 @@ void showGUI() {
|
|||||||
|
|
||||||
if (ImGui::Begin("General"))
|
if (ImGui::Begin("General"))
|
||||||
{
|
{
|
||||||
ImGui::Checkbox("SkyBox", &skyBoxCheck);
|
ImGui::Checkbox("Sky Box", &skyBoxCheck);
|
||||||
|
ImGui::Checkbox("Tone Mapping", &toneMappingCheck);
|
||||||
|
ImGui::SliderInt("Bloom Level", &blur_count, 1, 5, "%d", ImGuiSliderFlags_AlwaysClamp);
|
||||||
ImGui::Checkbox("Lighting Model: ", &lightingCheck);
|
ImGui::Checkbox("Lighting Model: ", &lightingCheck);
|
||||||
ImGui::SameLine();
|
ImGui::SameLine();
|
||||||
|
|
||||||
@ -191,8 +194,6 @@ void showGUI() {
|
|||||||
|
|
||||||
ImGui::SliderFloat("Exposure", &lightPower, 1.0f, 20.0f, "%.3f", ImGuiSliderFlags_AlwaysClamp);
|
ImGui::SliderFloat("Exposure", &lightPower, 1.0f, 20.0f, "%.3f", ImGuiSliderFlags_AlwaysClamp);
|
||||||
|
|
||||||
ImGui::SliderInt("Bloom Level", &blur_count, 1, 5, "%d", ImGuiSliderFlags_AlwaysClamp);
|
|
||||||
|
|
||||||
}ImGui::End();
|
}ImGui::End();
|
||||||
|
|
||||||
if(ImGui::Begin("Planet"))
|
if(ImGui::Begin("Planet"))
|
||||||
@ -343,6 +344,7 @@ void drawPlanetTex(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
|
|||||||
glUniform1f(glGetUniformLocation(programTex, "cloudBrightness"), cloudBrightness);
|
glUniform1f(glGetUniformLocation(programTex, "cloudBrightness"), cloudBrightness);
|
||||||
|
|
||||||
glUniform1i(glGetUniformLocation(programTex, "atmosphereCheck"), atmosphereCheck);
|
glUniform1i(glGetUniformLocation(programTex, "atmosphereCheck"), atmosphereCheck);
|
||||||
|
glUniform1i(glGetUniformLocation(programTex, "toneMappingCheck"), toneMappingCheck);
|
||||||
|
|
||||||
Core::DrawContext(context);
|
Core::DrawContext(context);
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
@ -375,6 +377,7 @@ void drawPlanetPbr(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
|
|||||||
glUniform1f(glGetUniformLocation(programPbr, "cloudBrightness"), cloudBrightness);
|
glUniform1f(glGetUniformLocation(programPbr, "cloudBrightness"), cloudBrightness);
|
||||||
|
|
||||||
glUniform1i(glGetUniformLocation(programPbr, "atmosphereCheck"), atmosphereCheck);
|
glUniform1i(glGetUniformLocation(programPbr, "atmosphereCheck"), atmosphereCheck);
|
||||||
|
glUniform1i(glGetUniformLocation(programPbr, "toneMappingCheck"), toneMappingCheck);
|
||||||
|
|
||||||
Core::DrawContext(context);
|
Core::DrawContext(context);
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
@ -393,9 +396,11 @@ void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture
|
|||||||
|
|
||||||
glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
|
glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
|
||||||
|
|
||||||
glUniform1i(glGetUniformLocation(programSun, "glowCheck"), glowCheck);
|
|
||||||
glUniform1f(glGetUniformLocation(programSun, "time"), glfwGetTime());
|
glUniform1f(glGetUniformLocation(programSun, "time"), glfwGetTime());
|
||||||
|
|
||||||
|
glUniform1i(glGetUniformLocation(programSun, "glowCheck"), glowCheck);
|
||||||
|
glUniform1i(glGetUniformLocation(programSun, "toneMappingCheck"), toneMappingCheck);
|
||||||
|
|
||||||
Core::DrawContext(context);
|
Core::DrawContext(context);
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user