końcowa wersja chmur wraz z parametrami do zmiany
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@ -20,13 +20,13 @@ uniform float roughness; //pbr
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uniform float exposition; //pbr
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uniform float u_time;
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uniform float cloudLight;
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uniform float cloudIntensity;
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uniform float cloudSpeed;
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in vec3 vecNormal;
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in vec3 worldPos;
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in vec3 vecNormalClouds;
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in vec3 worldPosClouds;
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in vec2 vtc;
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in vec2 vtcNoise;
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out vec4 outColor;
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@ -149,29 +149,22 @@ float fbm (in vec2 st) {
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return value;
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}
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vec4 noiseColor(float time) {
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float cloudIntensity = 15.0;
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vec4 noiseColor() {
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vec2 st = vtc.xy;
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vec2 mirroredSt = vec2(1.0 - st.x, st.y);
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// Adjust animation to be boundary-aware
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float timeOffset = time * 0.07;
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float timeOffset = u_time * cloudSpeed;
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st.x -= timeOffset;
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mirroredSt.x += timeOffset; // Inverse direction for mirrored effect
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// Ensure wrapping or clamping based on your texture coordinates' expectations
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st.x = fract(st.x);
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mirroredSt.x = fract(mirroredSt.x);
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// Calculate cloud patterns
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vec3 color = vec3(fbm(st * cloudIntensity));
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vec3 mirroredColor = vec3(fbm(mirroredSt * cloudIntensity));
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// Dynamic gradient based on X coordinate, ensuring smooth transition
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float blend = smoothstep(0.45, 0.55, st.x); // Adjust these values as needed
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float blend = smoothstep(0.45, 0.55, st.x);
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// Blend based on the dynamic gradient
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vec3 finalColor = mix(color, mirroredColor, blend);
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vec4 noiseColor = vec4(finalColor, 1.0);
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@ -182,19 +175,17 @@ vec4 noiseColor(float time) {
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void main() {
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vec3 normal = normalize(vecNormal);
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vec3 normalClouds = normalize(vecNormalClouds);
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vec3 viewDir = normalize(cameraPos - worldPos);
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vec3 lightDir = normalize(lightPos - worldPos);
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vec3 lightDirClouds = normalize(lightPos - worldPosClouds);
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vec4 textureColor = texture2D(colorTexture, vtc);
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float diffuse = max(0, dot(normal, lightDir));
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//float diffuseClouds = max(0, dot(normalClouds, lightDir));
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 300;
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vec3 toneMappedColor = toneMapping(vec3(textureColor) * min(1, AMBIENT + diffuse) * distance);
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//gamma correction
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//toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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@ -208,11 +199,9 @@ void main() {
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textureColor = vec4(vec3(1.0) - exp(-illumination * exposition), 1);
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vec4 noiseColor = noiseColor(u_time) * min(1, AMBIENT + diffuse);
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vec4 noiseColor = noiseColor() * min(1, AMBIENT + diffuse) * vec4(lightColor, 0.0) / cloudLight;
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vec3 mixedColor = mix(textureColor.rgb, noiseColor.rgb, noiseColor.r);
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//outColor = vec4(mixedColor, 1.0);
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outColor = vec4(mixedColor * min(1, AMBIENT + diffuse), 1.0);
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}
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@ -9,16 +9,10 @@ layout(location = 4) in vec3 vertexBitangent;
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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uniform mat4 noiseTransformation;
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uniform mat4 noiseMatrix;
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out vec3 vecNormal;
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out vec3 worldPos;
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out vec3 vecNormalClouds;
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out vec3 worldPosClouds;
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out vec2 vtc;
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out vec2 vtcNoise;
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uniform vec3 lightPos;
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uniform vec3 cameraPos;
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@ -33,13 +27,9 @@ void main()
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worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz;
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vecNormal = (modelMatrix * vec4(vertexNormal, 0)).xyz;
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worldPosClouds = (noiseMatrix * vec4(vertexPosition, 1)).xyz;
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vecNormalClouds = (noiseMatrix * vec4(vertexNormal, 0)).xyz;
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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vtc = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
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vtcNoise = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
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vec3 w_tangent = normalize(mat3(modelMatrix) * vertexTangent);
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vec3 w_bitangent = normalize(mat3(modelMatrix) * vertexBitangent);
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@ -73,6 +73,10 @@ int HDR_HEIGHT = 1024;
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float lightPower = 10.f;
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glm::vec3 lightColor = glm::vec3(lightPower, lightPower, lightPower);
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float cloudLight = 20.f;
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float cloudIntensity = 15.f;
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float cloudSpeed = 0.07f;
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glm::mat4 createCameraMatrix() {
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glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir));
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@ -189,16 +193,13 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint text
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glUseProgram(0);
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}
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::mat4 noiseMatrix, GLuint texture, float roughness, float metallic, float time) {
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, float roughness, float metallic) {
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glUseProgram(programPbr);
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Core::SetActiveTexture(texture, "colorTexture", programPbr, 0);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glm::mat4 noiseTransformation = viewProjectionMatrix * noiseMatrix;
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glUniformMatrix4fv(glGetUniformLocation(programPbr, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programPbr, "noiseTransformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programPbr, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniformMatrix4fv(glGetUniformLocation(programPbr, "noiseMatrix"), 1, GL_FALSE, (float*)&noiseMatrix);
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glUniform1f(glGetUniformLocation(programPbr, "exposition"), lightPower);
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@ -212,27 +213,17 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::mat
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glUniform3f(glGetUniformLocation(programPbr, "lightPos"), sunPos.x, sunPos.y, sunPos.z);
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glUniform3f(glGetUniformLocation(programPbr, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
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float time = glfwGetTime();
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glUniform1f(glGetUniformLocation(programPbr, "u_time"), time);
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glUniform1f(glGetUniformLocation(programPbr, "cloudLight"), cloudLight);
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glUniform1f(glGetUniformLocation(programPbr, "cloudIntensity"), cloudIntensity);
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glUniform1f(glGetUniformLocation(programPbr, "cloudSpeed"), cloudSpeed);
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Core::DrawContext(context);
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glUseProgram(0);
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}
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void drawObjectNoise(Core::RenderContext& context, glm::mat4 modelMatrix, float time) {
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glUseProgram(programNoise);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(programNoise, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programNoise, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniform1f(glGetUniformLocation(programNoise, "u_time"), time);
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Core::DrawContext(context);
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glUseProgram(0);
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}
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void renderScene(GLFWwindow* window) {
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glClearColor(0.5f, 0.0f, 0.25f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -244,13 +235,9 @@ void renderScene(GLFWwindow* window) {
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glm::mat4 planetTranslate = glm::translate(planetPos);
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glm::mat4 planetMatrix = planetTranslate * planetRotate * planetScale;
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glm::mat4 noiseMatrix = planetTranslate * planetScale;
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glm::mat4 cloudScale = glm::scale(glm::vec3(planetSize * 1.05f));
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//drawPlanet(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);
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drawObjectPBR(sphereContext, planetMatrix, noiseMatrix, planetTex, planetRough, planetMetal, time);
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//drawObjectNoise(sphereContext, planetTranslate * planetRotate * cloudScale, time);
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//rysowanie planety
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drawObjectPBR(sphereContext, planetMatrix, planetTex, planetRough, planetMetal);
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//rysowanie słońca
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glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
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@ -299,7 +286,6 @@ void init(GLFWwindow* window) {
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programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
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programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
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programNoise = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_noise.frag");
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loadModelToContext("./models/sphere.obj", sphereContext);
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loadModelToContext("./models/cube.obj", cubeContext);
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@ -316,7 +302,6 @@ void shutdown(GLFWwindow* window) {
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shaderLoader.DeleteProgram(programPbr);
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shaderLoader.DeleteProgram(programSun);
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shaderLoader.DeleteProgram(programSkyBox);
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shaderLoader.DeleteProgram(programNoise);
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}
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//obsluga wejscia
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