Fog
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d5d56b094c
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3e6e9e1ba8
6 changed files with 29 additions and 13 deletions
1
TODO
1
TODO
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@ -1,5 +1,4 @@
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Rendering:
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* "Fog"
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* Improved light sources
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* Secondary rays
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* Shadows
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@ -50,6 +50,7 @@ void T_Raymarcher::render( )
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U_NEAR_PLANE = 5 ,
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U_LIGHT_DIR = 6 ,
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U_RAYMARCHER = 7 ,
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U_FOG = 8 ,
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};
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const auto id( program_.program( E_ShaderType::FRAGMENT ) );
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@ -66,6 +67,8 @@ void T_Raymarcher::render( )
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glProgramUniform4f( id , U_RAYMARCHER , rmIterations , rmStep ,
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rmEpsilon , rmMaxDist );
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glProgramUniform1f( id , U_FOG , fog );
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glDrawArrays( GL_TRIANGLE_STRIP , 0 , 4 );
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PEND( );
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@ -75,16 +78,15 @@ void T_Raymarcher::makeUI( )
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{
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camera_.makeUI( );
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if ( !ImGui::CollapsingHeader( "Raymarcher" ) ) {
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return;
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}
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ImGui::DragInt( "Iterations" , &rmIterations , .1 , 1 , 512 );
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ImGui::DragFloat( "Step" , &rmStep , .005 , .1 , 2 );
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ImGui::DragFloat( "Max. dist." , &rmMaxDist , .1f ,
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0.01 , 1000.0 , "%.2f" );
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if ( ImGui::DragFloat( "Epsilon" , &epsLog , .01f ,
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-10 , -0.5 , "10 ^ %.2f" ) ) {
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rmEpsilon = pow( 10 , epsLog );
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if ( ImGui::CollapsingHeader( "Raymarcher" ) ) {
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ImGui::DragInt( "Iterations" , &rmIterations , .01 , 1 , 512 );
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ImGui::DragFloat( "Step" , &rmStep , .00005 , .1 , 2 );
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ImGui::DragFloat( "Max. dist." , &rmMaxDist , .1f ,
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0.01 , 1000.0 , "%.2f" );
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if ( ImGui::DragFloat( "Epsilon" , &epsLog , .01f ,
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-10 , -0.5 , "10 ^ %.2f" ) ) {
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rmEpsilon = pow( 10 , epsLog );
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}
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ImGui::DragFloat( "Fog" , &fog , .000001 , 0 , 1 , "%.5f" );
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}
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}
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@ -37,5 +37,6 @@ struct T_Raymarcher
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float rmStep = 1.2;
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float rmEpsilon = .001;
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float rmMaxDist = 250;
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float fog = .00015;
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float epsLog = log( rmEpsilon ) / log( 10 );
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};
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@ -8,6 +8,7 @@ layout( location = 4 ) uniform vec3 u_CamUp;
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layout( location = 5 ) uniform float u_NearPlane;
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layout( location = 6 ) uniform vec3 u_LightDir;
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layout( location = 7 ) uniform vec4 u_Render;
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layout( location = 8 ) uniform float u_FogAttenuation;
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layout( location = 0 ) out vec3 o_Color;
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layout( location = 1 ) out float o_Z;
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10
shaders/lib/fog.glsl
Normal file
10
shaders/lib/fog.glsl
Normal file
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@ -0,0 +1,10 @@
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//! type library
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vec3 FOG_Apply(
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in vec3 color ,
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in float dist ,
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in float attenuation ,
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in vec3 background )
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{
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return mix( background , color , exp( - dist * dist * attenuation ) );
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}
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@ -4,6 +4,7 @@
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//! include chunks/raymarcher.glsl
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//! include lib/shading-pbr.glsl
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//! include lib/shading-blinnphong.glsl
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//! include lib/fog.glsl
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T_BPMaterial BPMaterials[1] = {
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@ -64,8 +65,9 @@ void main( )
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int( u_Render.x ) , u_Render.y ,
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u_Render.z , .001 , u_Render.w );
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vec3 hitPos = u_CamPos + rayDir * r.x;
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const vec3 background = vec3( .01 );
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vec3 bc = vec3( 0 );
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vec3 bc = background;
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if ( r.y >= 0. ) {
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const int midx = int( r.y );
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const vec3 normal = RM_GetNormal( hitPos );
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@ -85,6 +87,7 @@ void main( )
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if ( glowidx >= 0 ) {
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bc += Glow[ glowidx ];
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}
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bc = FOG_Apply( bc , r.x , u_FogAttenuation , background );
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}
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o_Color = bc;
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