From 8b2749c7e314a8f9f70ebe60eb5315135dfa069a Mon Sep 17 00:00:00 2001 From: sasankasa Date: Sun, 4 Feb 2024 12:42:23 +0100 Subject: [PATCH] =?UTF-8?q?ko=C5=84cowa=20wersja=20chmur=20wraz=20z=20para?= =?UTF-8?q?metrami=20do=20zmiany?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- grk/cw 6/shaders/shader_pbr.frag | 29 ++++++++---------------- grk/cw 6/shaders/shader_pbr.vert | 10 -------- grk/cw 6/src/Planet.hpp | 39 ++++++++++---------------------- 3 files changed, 21 insertions(+), 57 deletions(-) diff --git a/grk/cw 6/shaders/shader_pbr.frag b/grk/cw 6/shaders/shader_pbr.frag index b85595d..8db6dba 100644 --- a/grk/cw 6/shaders/shader_pbr.frag +++ b/grk/cw 6/shaders/shader_pbr.frag @@ -20,13 +20,13 @@ uniform float roughness; //pbr uniform float exposition; //pbr uniform float u_time; +uniform float cloudLight; +uniform float cloudIntensity; +uniform float cloudSpeed; in vec3 vecNormal; in vec3 worldPos; -in vec3 vecNormalClouds; -in vec3 worldPosClouds; in vec2 vtc; -in vec2 vtcNoise; out vec4 outColor; @@ -149,29 +149,22 @@ float fbm (in vec2 st) { return value; } -vec4 noiseColor(float time) { - float cloudIntensity = 15.0; - +vec4 noiseColor() { vec2 st = vtc.xy; vec2 mirroredSt = vec2(1.0 - st.x, st.y); - - // Adjust animation to be boundary-aware - float timeOffset = time * 0.07; + + float timeOffset = u_time * cloudSpeed; st.x -= timeOffset; mirroredSt.x += timeOffset; // Inverse direction for mirrored effect - // Ensure wrapping or clamping based on your texture coordinates' expectations st.x = fract(st.x); mirroredSt.x = fract(mirroredSt.x); - // Calculate cloud patterns vec3 color = vec3(fbm(st * cloudIntensity)); vec3 mirroredColor = vec3(fbm(mirroredSt * cloudIntensity)); - // Dynamic gradient based on X coordinate, ensuring smooth transition - float blend = smoothstep(0.45, 0.55, st.x); // Adjust these values as needed + float blend = smoothstep(0.45, 0.55, st.x); - // Blend based on the dynamic gradient vec3 finalColor = mix(color, mirroredColor, blend); vec4 noiseColor = vec4(finalColor, 1.0); @@ -182,19 +175,17 @@ vec4 noiseColor(float time) { void main() { vec3 normal = normalize(vecNormal); - vec3 normalClouds = normalize(vecNormalClouds); vec3 viewDir = normalize(cameraPos - worldPos); vec3 lightDir = normalize(lightPos - worldPos); - vec3 lightDirClouds = normalize(lightPos - worldPosClouds); vec4 textureColor = texture2D(colorTexture, vtc); float diffuse = max(0, dot(normal, lightDir)); - //float diffuseClouds = max(0, dot(normalClouds, lightDir)); vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 300; vec3 toneMappedColor = toneMapping(vec3(textureColor) * min(1, AMBIENT + diffuse) * distance); + //gamma correction //toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2)); @@ -208,11 +199,9 @@ void main() { textureColor = vec4(vec3(1.0) - exp(-illumination * exposition), 1); - vec4 noiseColor = noiseColor(u_time) * min(1, AMBIENT + diffuse); + vec4 noiseColor = noiseColor() * min(1, AMBIENT + diffuse) * vec4(lightColor, 0.0) / cloudLight; vec3 mixedColor = mix(textureColor.rgb, noiseColor.rgb, noiseColor.r); - //outColor = vec4(mixedColor, 1.0); - outColor = vec4(mixedColor * min(1, AMBIENT + diffuse), 1.0); } diff --git a/grk/cw 6/shaders/shader_pbr.vert b/grk/cw 6/shaders/shader_pbr.vert index f8bd549..390db26 100644 --- a/grk/cw 6/shaders/shader_pbr.vert +++ b/grk/cw 6/shaders/shader_pbr.vert @@ -9,16 +9,10 @@ layout(location = 4) in vec3 vertexBitangent; uniform mat4 transformation; uniform mat4 modelMatrix; -uniform mat4 noiseTransformation; -uniform mat4 noiseMatrix; - out vec3 vecNormal; out vec3 worldPos; -out vec3 vecNormalClouds; -out vec3 worldPosClouds; out vec2 vtc; -out vec2 vtcNoise; uniform vec3 lightPos; uniform vec3 cameraPos; @@ -32,14 +26,10 @@ void main() { worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz; vecNormal = (modelMatrix * vec4(vertexNormal, 0)).xyz; - - worldPosClouds = (noiseMatrix * vec4(vertexPosition, 1)).xyz; - vecNormalClouds = (noiseMatrix * vec4(vertexNormal, 0)).xyz; gl_Position = transformation * vec4(vertexPosition, 1.0); vtc = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y); - vtcNoise = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y); vec3 w_tangent = normalize(mat3(modelMatrix) * vertexTangent); vec3 w_bitangent = normalize(mat3(modelMatrix) * vertexBitangent); diff --git a/grk/cw 6/src/Planet.hpp b/grk/cw 6/src/Planet.hpp index 738532e..2f3f577 100644 --- a/grk/cw 6/src/Planet.hpp +++ b/grk/cw 6/src/Planet.hpp @@ -73,6 +73,10 @@ int HDR_HEIGHT = 1024; float lightPower = 10.f; glm::vec3 lightColor = glm::vec3(lightPower, lightPower, lightPower); +float cloudLight = 20.f; +float cloudIntensity = 15.f; +float cloudSpeed = 0.07f; + glm::mat4 createCameraMatrix() { glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f))); glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir)); @@ -189,16 +193,13 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint text glUseProgram(0); } -void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::mat4 noiseMatrix, GLuint texture, float roughness, float metallic, float time) { +void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, float roughness, float metallic) { glUseProgram(programPbr); Core::SetActiveTexture(texture, "colorTexture", programPbr, 0); glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix(); glm::mat4 transformation = viewProjectionMatrix * modelMatrix; - glm::mat4 noiseTransformation = viewProjectionMatrix * noiseMatrix; glUniformMatrix4fv(glGetUniformLocation(programPbr, "transformation"), 1, GL_FALSE, (float*)&transformation); - glUniformMatrix4fv(glGetUniformLocation(programPbr, "noiseTransformation"), 1, GL_FALSE, (float*)&transformation); glUniformMatrix4fv(glGetUniformLocation(programPbr, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix); - glUniformMatrix4fv(glGetUniformLocation(programPbr, "noiseMatrix"), 1, GL_FALSE, (float*)&noiseMatrix); glUniform1f(glGetUniformLocation(programPbr, "exposition"), lightPower); @@ -212,27 +213,17 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::mat 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, "cloudIntensity"), cloudIntensity); + glUniform1f(glGetUniformLocation(programPbr, "cloudSpeed"), cloudSpeed); Core::DrawContext(context); glUseProgram(0); } -void drawObjectNoise(Core::RenderContext& context, glm::mat4 modelMatrix, float time) { - - - glUseProgram(programNoise); - glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix(); - glm::mat4 transformation = viewProjectionMatrix * modelMatrix; - glUniformMatrix4fv(glGetUniformLocation(programNoise, "transformation"), 1, GL_FALSE, (float*)&transformation); - glUniformMatrix4fv(glGetUniformLocation(programNoise, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix); - glUniform1f(glGetUniformLocation(programNoise, "u_time"), time); - - Core::DrawContext(context); - glUseProgram(0); -} - - void renderScene(GLFWwindow* window) { glClearColor(0.5f, 0.0f, 0.25f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); @@ -244,13 +235,9 @@ void renderScene(GLFWwindow* window) { glm::mat4 planetTranslate = glm::translate(planetPos); glm::mat4 planetMatrix = planetTranslate * planetRotate * planetScale; - glm::mat4 noiseMatrix = planetTranslate * planetScale; - glm::mat4 cloudScale = glm::scale(glm::vec3(planetSize * 1.05f)); - - //drawPlanet(sphereContext, planetTranslate * planetRotate * planetScale, planetTex); - drawObjectPBR(sphereContext, planetMatrix, noiseMatrix, planetTex, planetRough, planetMetal, time); - //drawObjectNoise(sphereContext, planetTranslate * planetRotate * cloudScale, time); + //rysowanie planety + drawObjectPBR(sphereContext, planetMatrix, planetTex, planetRough, planetMetal); //rysowanie słońca glm::mat4 sunScale = glm::scale(glm::vec3(sunSize)); @@ -299,7 +286,6 @@ void init(GLFWwindow* window) { programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag"); programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag"); programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag"); - programNoise = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_noise.frag"); loadModelToContext("./models/sphere.obj", sphereContext); loadModelToContext("./models/cube.obj", cubeContext); @@ -316,7 +302,6 @@ void shutdown(GLFWwindow* window) { shaderLoader.DeleteProgram(programPbr); shaderLoader.DeleteProgram(programSun); shaderLoader.DeleteProgram(programSkyBox); - shaderLoader.DeleteProgram(programNoise); } //obsluga wejscia