ulepszenia atmosfery i chmur, dodanie interakcji z chmurami, zmiana tekstury ziemi
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@ -19,11 +19,11 @@ uniform vec3 lightColor;
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uniform bool atmosphereCheck;
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uniform float u_time;
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uniform float cloudLight;
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uniform float time;
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uniform float cloudIntensity;
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uniform float cloudSpeed;
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uniform float cloudLightness;
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uniform float cloudMotion;
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uniform float cloudBrightness;
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in vec3 vecNormal;
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in vec3 worldPos;
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@ -109,13 +109,15 @@ vec3 toneMapping(vec3 color)
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return mapped;
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}
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float random (in vec2 st) {
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float random (in vec2 st)
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{
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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}
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float noise (in vec2 st) {
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float noise (in vec2 st)
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{
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vec2 i = floor(st);
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vec2 f = fract(st);
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@ -133,7 +135,8 @@ float noise (in vec2 st) {
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}
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#define OCTAVES 6
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float fbm (in vec2 st) {
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float fbm (in vec2 st)
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{
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// Initial values
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float value = 0.0;
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float amplitude = .5;
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@ -148,11 +151,12 @@ float fbm (in vec2 st) {
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return value;
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}
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vec4 noiseColor() {
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vec3 noiseColor()
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{
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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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float timeOffset = u_time * cloudSpeed;
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float timeOffset = time * cloudMotion;
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st.x -= timeOffset;
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mirroredSt.x += timeOffset; // Inverse direction for mirrored effect
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@ -164,45 +168,47 @@ vec4 noiseColor() {
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float blend = smoothstep(0.45, 0.55, st.x);
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vec3 finalColor = mix(color, mirroredColor, blend);
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vec4 noiseColor = vec4(finalColor, 1.0);
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vec3 noiseColor = mix(color, mirroredColor, blend);
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return noiseColor;
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}
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void main() {
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void main()
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{
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vec3 normal = normalize(vecNormal);
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vec3 viewDir = normalize(cameraPos - worldPos);
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vec3 lightDir = normalize(lightPos - worldPos);
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vec4 textureColor = texture2D(colorTexture, vtc);
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float atmosphereDot = dot(normal, viewDir);
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vec3 atmosphereColor = vec3(0.04, 0.2, 1.0);
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vec3 textureColor = texture2D(colorTexture, vtc).rgb;
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if (atmosphereCheck)
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textureColor = mix(textureColor, vec4(atmosphereColor / atmosphereDot, 1.0), 0.1);
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{
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float atmosphereDot = dot(normal, viewDir);
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vec3 atmosphereColor = vec3(0.0, 0.44, 1.0);
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textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3));
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}
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float diffuse = max(0, dot(normal, lightDir));
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10;
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vec3 toneMappedColor = toneMapping(vec3(textureColor) * distance);
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vec3 toneMappedColor = toneMapping(textureColor * distance);
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//gamma correction
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toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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vec3 ambient = AMBIENT * toneMappedColor;
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vec3 attenuatedLightColor = lightColor / pow(length(lightPos - worldPos), 2);
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vec3 illumination;
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illumination = ambient + PBRLight(lightDir, attenuatedLightColor, normal, viewDir, toneMappedColor);
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vec3 illumination = ambient + PBRLight(lightDir, attenuatedLightColor, normal, viewDir, toneMappedColor);
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//sun
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illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor);
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vec3 pbrColor = vec3(1.0) - exp(-illumination * exposition);
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vec4 noiseColor = noiseColor() * min(1, AMBIENT + cloudLightness * diffuse) * vec4(lightColor, 0.0) / cloudLight;
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vec3 finalColor = pbrColor;
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vec3 mixedColor = mix(pbrColor.rgb, noiseColor.rgb, noiseColor.r);
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if (atmosphereCheck)
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{
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vec3 noiseColor = noiseColor() * min(1, 20.0 * max(0.02, dot(normal, lightDir))) * lightColor * cloudBrightness;
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finalColor = mix(pbrColor, noiseColor, noiseColor.r);
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}
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outColor = vec4(mixedColor, 1.0);
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outColor = vec4(finalColor, 1.0);
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}
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@ -27,16 +27,17 @@ void main()
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vec3 normal = normalize(vecNormal);
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vec3 viewDir = normalize(cameraPos - worldPos);
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vec4 textureColor = texture2D(colorTexture, vtc);
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float atmosphereDot = dot(normal, viewDir);
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vec3 atmosphereColor = vec3(1.0, 0.04, 0.01);
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vec3 textureColor = texture2D(colorTexture, vtc).rgb;
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if (atmosphereCheck)
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textureColor = mix(textureColor, vec4(atmosphereColor / atmosphereDot, 1.0), 0.25);
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{
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float atmosphereDot = dot(normal, viewDir);
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vec3 atmosphereColor = vec3(1.0, 0.08, 0.02);
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textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3));
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}
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 25;
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vec3 toneMappedColor = toneMapping(vec3(textureColor) * distance);
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vec3 toneMappedColor = toneMapping(textureColor * distance);
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//gamma correction
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toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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@ -13,11 +13,11 @@ uniform vec3 cameraPos;
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uniform bool atmosphereCheck;
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uniform float u_time;
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uniform float cloudLight;
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uniform float time;
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uniform float cloudIntensity;
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uniform float cloudSpeed;
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uniform float cloudLightness;
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uniform float cloudMotion;
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uniform float cloudBrightness;
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in vec3 vecNormal;
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in vec3 worldPos;
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@ -71,11 +71,11 @@ float fbm (in vec2 st) {
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return value;
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}
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vec4 noiseColor() {
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vec3 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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float timeOffset = u_time * cloudSpeed;
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float timeOffset = time * cloudMotion;
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st.x -= timeOffset;
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mirroredSt.x += timeOffset; // Inverse direction for mirrored effect
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@ -87,9 +87,7 @@ vec4 noiseColor() {
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float blend = smoothstep(0.45, 0.55, st.x);
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vec3 finalColor = mix(color, mirroredColor, blend);
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vec4 noiseColor = vec4(finalColor, 1.0);
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vec3 noiseColor = mix(color, mirroredColor, blend);
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return noiseColor;
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}
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@ -102,22 +100,29 @@ void main()
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float diffuse = max(0, dot(normal, lightDir));
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vec4 textureColor = texture2D(colorTexture, vtc);
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float atmosphereDot = dot(normal, viewDir);
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vec3 atmosphereColor = vec3(0.04, 0.2, 1.0);
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vec3 textureColor = texture2D(colorTexture, vtc).rgb;
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if (atmosphereCheck)
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textureColor = mix(textureColor, vec4(atmosphereColor / atmosphereDot, 1.0), 0.05);
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{
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float atmosphereDot = dot(normal, viewDir);
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vec3 atmosphereColor = vec3(0.0, 0.44, 1.0);
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textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3));
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}
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10000;
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vec3 toneMappedColor = toneMapping(vec3(textureColor) * min(1, AMBIENT + diffuse) * distance);
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vec3 diffuseColor = textureColor * min(1, AMBIENT + diffuse);
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 1000;
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vec3 toneMappedColor = toneMapping(diffuseColor * distance);
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//gamma correction
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//toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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vec4 noiseColor = noiseColor() * min(1, AMBIENT + cloudLightness) * vec4(lightColor, 0.0) / cloudLight;
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vec3 finalColor = toneMappedColor;
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vec3 mixedColor = mix(toneMappedColor.rgb, noiseColor.rgb, noiseColor.r);
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if (atmosphereCheck)
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{
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vec3 noiseColor = noiseColor() * min(1, 20.0 * max(0.02, dot(normal, lightDir))) * lightColor * cloudBrightness;
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finalColor = mix(toneMappedColor, noiseColor, noiseColor.r);
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}
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outColor = vec4(mixedColor, 1.0);
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outColor = vec4(finalColor, 1.0);
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}
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@ -24,7 +24,7 @@ Core::Shader_Loader shaderLoader;
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Core::RenderContext sphereContext;
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Core::RenderContext cubeContext;
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const char* const planetTexPaths[] = { "./textures/planets/earth.png", "./textures/planets/mercury.png", "./textures/planets/venus.jpg", "./textures/planets/mars.jpg",
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const char* const planetTexPaths[] = { "./textures/planets/earth.jpg", "./textures/planets/mercury.png", "./textures/planets/venus.jpg", "./textures/planets/mars.jpg",
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"./textures/planets/jupiter.jpg", "./textures/planets/saturn.jpg", "./textures/planets/uranus.jpg", "./textures/planets/neptune.jpg", "./textures/planets/icy.png",
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"./textures/planets/volcanic.png", "./textures/planets/desert.png", "./textures/planets/tropical.png", "./textures/planets/toxic.jpg", "./textures/planets/swamp.png",
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"./textures/planets/savannah.png", "./textures/planets/alpine.png", "./textures/planets/ceres.jpg", "./textures/planets/eris.jpg", "./textures/planets/haumea.jpg",
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@ -74,10 +74,9 @@ int HDR_HEIGHT = 1024;
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float lightPower = 8.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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float cloudLightness = 30.f;
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float cloudMotion = 0.f;
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float cloudBrightness = 0.08f;
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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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@ -102,7 +101,7 @@ glm::mat4 createPerspectiveMatrix() {
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float n = 0.01f;
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float f = 200.f;
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float fov = 105.f;
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float PI = 3.14159265359f;
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float PI = 3.14159f;
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float S = 1 / (tan((fov / 2) * (PI / 180)));
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perspectiveMatrix = glm::mat4({
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@ -170,12 +169,12 @@ void drawPlanetTex(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
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glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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float time = glfwGetTime();
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glUniform1f(glGetUniformLocation(programTex, "u_time"), time);
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glUniform1f(glGetUniformLocation(programTex, "cloudLight"), cloudLight);
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glUniform1f(glGetUniformLocation(programTex, "time"), glfwGetTime());
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glUniform1f(glGetUniformLocation(programTex, "cloudIntensity"), cloudIntensity);
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glUniform1f(glGetUniformLocation(programTex, "cloudSpeed"), cloudSpeed);
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glUniform1f(glGetUniformLocation(programTex, "cloudLightness"), cloudLightness);
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glUniform1f(glGetUniformLocation(programTex, "cloudMotion"), cloudMotion);
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glUniform1f(glGetUniformLocation(programTex, "cloudBrightness"), cloudBrightness);
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glUniform1i(glGetUniformLocation(programTex, "atmosphereCheck"), atmosphereCheck);
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Core::DrawContext(context);
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@ -202,12 +201,11 @@ void drawPlanetPbr(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
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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, "time"), glfwGetTime());
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glUniform1f(glGetUniformLocation(programPbr, "cloudIntensity"), cloudIntensity);
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glUniform1f(glGetUniformLocation(programPbr, "cloudSpeed"), cloudSpeed);
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glUniform1f(glGetUniformLocation(programPbr, "cloudLightness"), cloudLightness);
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glUniform1f(glGetUniformLocation(programPbr, "cloudMotion"), cloudMotion);
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glUniform1f(glGetUniformLocation(programPbr, "cloudBrightness"), cloudBrightness);
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glUniform1i(glGetUniformLocation(programPbr, "atmosphereCheck"), atmosphereCheck);
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@ -346,15 +344,15 @@ void processInput(GLFWwindow* window)
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if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS && planetSize < 0.01f)
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planetSize += sizeSpeed;
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if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS && planetSize > 0.001f)
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else if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS && planetSize > 0.001f)
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planetSize -= sizeSpeed;
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//obrót planety
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float rotationSpeed = 0.0025f;
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if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS && planetRot < 1.f)
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if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS && planetRot < 1.5f)
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planetRot += rotationSpeed;
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if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS && planetRot > -1.f)
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else if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS && planetRot > -1.5f)
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planetRot -= rotationSpeed;
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//jasność
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@ -362,7 +360,7 @@ void processInput(GLFWwindow* window)
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if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS && lightPower < 16.f)
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lightPower += powerSpeed;
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if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS && lightPower > 2.f)
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else if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS && lightPower > 2.f)
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lightPower -= powerSpeed;
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lightColor = glm::vec3(lightPower, lightPower, lightPower);
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@ -372,7 +370,7 @@ void processInput(GLFWwindow* window)
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if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS && planetRough < 1.f)
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planetRough += roughSpeed;
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if (glfwGetKey(window, GLFW_KEY_4) == GLFW_PRESS && planetRough > 0.f)
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else if (glfwGetKey(window, GLFW_KEY_4) == GLFW_PRESS && planetRough > 0.f)
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planetRough -= roughSpeed;
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//metaliczność
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@ -380,8 +378,32 @@ void processInput(GLFWwindow* window)
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if (glfwGetKey(window, GLFW_KEY_5) == GLFW_PRESS && planetMetal < 1.f)
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planetMetal += metalSpeed;
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if (glfwGetKey(window, GLFW_KEY_6) == GLFW_PRESS && planetMetal > 0.f)
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else if (glfwGetKey(window, GLFW_KEY_6) == GLFW_PRESS && planetMetal > 0.f)
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planetMetal -= metalSpeed;
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//natężenie chmur
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float intensitySpeed = 0.1f;
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if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS && cloudIntensity < 100.f)
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cloudIntensity += intensitySpeed;
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else if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS && cloudIntensity > 0.f)
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cloudIntensity -= intensitySpeed;
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//ruch chmur
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float motionSpeed = 0.0025f;
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if (glfwGetKey(window, GLFW_KEY_V) == GLFW_PRESS && cloudMotion < 1.5f)
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cloudMotion += motionSpeed;
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else if (glfwGetKey(window, GLFW_KEY_C) == GLFW_PRESS && cloudMotion > -1.5f)
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cloudMotion -= motionSpeed;
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//jasność chmur
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float brightnessSpeed = 0.0005f;
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if (glfwGetKey(window, GLFW_KEY_N) == GLFW_PRESS && cloudBrightness < 0.16f)
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cloudBrightness += brightnessSpeed;
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else if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS && cloudBrightness > 0.02f)
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cloudBrightness -= brightnessSpeed;
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}
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void init(GLFWwindow* window) {
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grk/cw 6/textures/planets/earth.jpg
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grk/cw 6/textures/planets/earth.jpg
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