diff --git a/grk/cw 6/shaders/shader_pbr.frag b/grk/cw 6/shaders/shader_pbr.frag index f4fb47d..4f4e842 100644 --- a/grk/cw 6/shaders/shader_pbr.frag +++ b/grk/cw 6/shaders/shader_pbr.frag @@ -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); } diff --git a/grk/cw 6/shaders/shader_sun.frag b/grk/cw 6/shaders/shader_sun.frag index 238525b..eb72528 100644 --- a/grk/cw 6/shaders/shader_sun.frag +++ b/grk/cw 6/shaders/shader_sun.frag @@ -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)); diff --git a/grk/cw 6/shaders/shader_tex.frag b/grk/cw 6/shaders/shader_tex.frag index e5376a3..daac93c 100644 --- a/grk/cw 6/shaders/shader_tex.frag +++ b/grk/cw 6/shaders/shader_tex.frag @@ -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); } \ No newline at end of file diff --git a/grk/cw 6/src/Planet.hpp b/grk/cw 6/src/Planet.hpp index 2d3e683..4a514b2 100644 --- a/grk/cw 6/src/Planet.hpp +++ b/grk/cw 6/src/Planet.hpp @@ -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) { diff --git a/grk/cw 6/textures/planets/earth.jpg b/grk/cw 6/textures/planets/earth.jpg new file mode 100644 index 0000000..6cdcffe Binary files /dev/null and b/grk/cw 6/textures/planets/earth.jpg differ diff --git a/grk/cw 6/textures/planets/earth.png b/grk/cw 6/textures/planets/earth.png deleted file mode 100644 index 465f5d3..0000000 Binary files a/grk/cw 6/textures/planets/earth.png and /dev/null differ