sun_noise #10

Merged
s473581 merged 4 commits from sun_noise into master 2024-02-07 20:28:06 +01:00
4 changed files with 113 additions and 8 deletions

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@ -115,7 +115,7 @@ vec3 toneMapping(vec3 color)
float random (in vec2 st) float random (in vec2 st)
{ {
return fract(sin(dot(st.xy, return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))* vec2(32.9898,128.233)))*
43758.5453123); 43758.5453123);
} }

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@ -9,6 +9,8 @@ uniform vec3 cameraPos;
uniform bool atmosphereCheck; uniform bool atmosphereCheck;
uniform float time;
in vec3 vecNormal; in vec3 vecNormal;
in vec3 worldPos; in vec3 worldPos;
in vec2 vtc; in vec2 vtc;
@ -17,6 +19,8 @@ in vec2 vtc;
uniform sampler2D colorTexture; uniform sampler2D colorTexture;
vec4 noiseColor;
vec3 toneMapping(vec3 color) vec3 toneMapping(vec3 color)
{ {
float exposure = 0.06; float exposure = 0.06;
@ -24,6 +28,76 @@ vec3 toneMapping(vec3 color)
return mapped; return mapped;
} }
float random (in vec2 _st) {
return fract(sin(dot(_st.xy,
vec2(-0.550,0.430)))*
43758.5453123);
}
float noise (in vec2 _st) {
vec2 i = floor(_st);
vec2 f = fract(_st);
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
#define NUM_OCTAVES 5
float fbm ( in vec2 _st) {
float v = 0.0;
float a = 0.5;
vec2 shift = vec2(100.0);
mat2 rot = mat2(cos(0.5), sin(0.5),
-sin(0.5), cos(0.5));
for (int i = 0; i < NUM_OCTAVES; ++i) {
v += a * noise(_st);
_st = rot * _st * 2.0 + shift;
a *= 0.75;
}
return v;
}
vec4 noiseTexture(float time) {
vec2 st = vtc.xy * 9.;
vec3 color = vec3(0.0);
vec2 q = vec2(0.);
q.x = fbm(st + 0.0 * time);
q.y = fbm(st + vec2(1.0));
vec2 r = vec2(0.);
r.x = fbm(st + 1.0 * q + vec2(1.7, 9.2) + 0.15 * time);
r.y = fbm(st + 1.0 * q + vec2(8.3, 2.8) + 0.12 * time);
float f = fbm(st+r);
color = mix(vec3(0.667,0.640,0.088),
vec3(0.667,0.520,0.134),
clamp((f*f)*4.640,0.712,0.056));
color = mix(color,
vec3(0.165,0.111,0.036),
clamp(length(q),0.072,0.408));
color = mix(color,
vec3(1.000,0.306,0.143),
clamp(length(r.x),0.0,1.0));
noiseColor = vec4((f*f*f+1.384*f*f+1.044*f)*color,1.);
return noiseColor;
}
void main() void main()
{ {
vec3 normal = normalize(vecNormal); vec3 normal = normalize(vecNormal);
@ -35,11 +109,15 @@ void main()
{ {
float atmosphereDot = dot(normal, viewDir); float atmosphereDot = dot(normal, viewDir);
vec3 atmosphereColor = vec3(1.0, 0.08, 0.02); vec3 atmosphereColor = vec3(1.0, 0.08, 0.02);
textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3)); textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 2));
} }
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 25; vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 15;
vec3 toneMappedColor = toneMapping(textureColor * distance);
vec4 textureNoise = noiseTexture(time);
vec3 mixedTexture = mix(textureColor, textureNoise.rgb, 0.45f);
vec3 toneMappedColor = toneMapping(mixedTexture * distance);
//gamma correction //gamma correction
toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2)); toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
vec3 finalColor = toneMappedColor * lightColor * 0.2f; vec3 finalColor = toneMappedColor * lightColor * 0.2f;

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@ -28,7 +28,7 @@ Core::Shader_Loader shaderLoader;
Core::RenderContext sphereContext; Core::RenderContext sphereContext;
Core::RenderContext cubeContext; Core::RenderContext cubeContext;
const char* const planetTexPaths[] = { "./textures/planets/earth.jpg", "./textures/planets/mercury.png", "./textures/planets/venus.jpg", "./textures/planets/mars.jpg", const char* const planetTexPaths[] = { "./textures/planets/mercury.png", "./textures/planets/venus.jpg", "./textures/planets/earth.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/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/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", "./textures/planets/savannah.png", "./textures/planets/alpine.png", "./textures/planets/ceres.jpg", "./textures/planets/eris.jpg", "./textures/planets/haumea.jpg",
@ -42,7 +42,7 @@ float planetRot = 0.f;
float planetRough = 0.5f; float planetRough = 0.5f;
float planetMetal = 0.5f; float planetMetal = 0.5f;
const char* const sunTexPaths[] = { "./textures/suns/sol.jpg", "./textures/suns/orange.jpg", "./textures/suns/lava.png", "./textures/suns/star.png", "./textures/suns/sun.jpg" }; const char* const sunTexPaths[] = { "./textures/suns/lava.png", "./textures/suns/sol.jpg", "./textures/suns/orange.jpg", "./textures/suns/star.png", "./textures/suns/sun.jpg" };
int sunTexIndex = 20; int sunTexIndex = 20;
GLuint sunTex; GLuint sunTex;
@ -292,6 +292,7 @@ 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, "atmosphereCheck"), atmosphereCheck); glUniform1i(glGetUniformLocation(programSun, "atmosphereCheck"), atmosphereCheck);
glUniform1f(glGetUniformLocation(programSun, "time"), glfwGetTime());
Core::DrawContext(context); Core::DrawContext(context);
glUseProgram(0); glUseProgram(0);
@ -360,8 +361,9 @@ void renderScene(GLFWwindow* window) {
//rysowanie słońca //rysowanie słońca
glm::mat4 sunScale = glm::scale(glm::vec3(sunSize)); glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
glm::mat4 sunTranslate = glm::translate(sunPos); glm::mat4 sunTranslate = glm::translate(sunPos);
glm::mat4 sunRotate = glm::rotate(180.f, glm::vec3(0, 1, 0));
drawSun(sphereContext, sunTranslate * sunScale, sunTex); drawSun(sphereContext, sunTranslate * sunRotate * sunScale, sunTex);
//rysowanie skyboxa //rysowanie skyboxa
skyBoxPos = cameraPos; skyBoxPos = cameraPos;
@ -420,7 +422,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
if (key == GLFW_KEY_P && action == GLFW_PRESS) if (key == GLFW_KEY_P && action == GLFW_PRESS)
lightingCheck = !lightingCheck; lightingCheck = !lightingCheck;
if (key == GLFW_KEY_B && action == GLFW_PRESS) { if (key == GLFW_KEY_M && action == GLFW_PRESS) {
blur_count++; blur_count++;
if (blur_count > 5) if (blur_count > 5)
blur_count = 1; blur_count = 1;

25
grk/grk-planet-editor.sln Normal file
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@ -0,0 +1,25 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.4.33213.308
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Planeta", "cw 6\grk-cw6.vcxproj", "{3952C396-B1C6-44CD-96DD-C1AC15D32978}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x86 = Debug|x86
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{3952C396-B1C6-44CD-96DD-C1AC15D32978}.Debug|x86.ActiveCfg = Debug|Win32
{3952C396-B1C6-44CD-96DD-C1AC15D32978}.Debug|x86.Build.0 = Debug|Win32
{3952C396-B1C6-44CD-96DD-C1AC15D32978}.Release|x86.ActiveCfg = Release|Win32
{3952C396-B1C6-44CD-96DD-C1AC15D32978}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {AED787C0-0952-4701-A56F-36AB5A5F246A}
EndGlobalSection
EndGlobal