This commit is contained in:
Emmanuel BENOîT 2017-10-05 09:07:37 +02:00
parent d5d56b094c
commit 3e6e9e1ba8
6 changed files with 29 additions and 13 deletions

1
TODO
View file

@ -1,5 +1,4 @@
Rendering:
* "Fog"
* Improved light sources
* Secondary rays
* Shadows

View file

@ -50,6 +50,7 @@ void T_Raymarcher::render( )
U_NEAR_PLANE = 5 ,
U_LIGHT_DIR = 6 ,
U_RAYMARCHER = 7 ,
U_FOG = 8 ,
};
const auto id( program_.program( E_ShaderType::FRAGMENT ) );
@ -66,6 +67,8 @@ void T_Raymarcher::render( )
glProgramUniform4f( id , U_RAYMARCHER , rmIterations , rmStep ,
rmEpsilon , rmMaxDist );
glProgramUniform1f( id , U_FOG , fog );
glDrawArrays( GL_TRIANGLE_STRIP , 0 , 4 );
PEND( );
@ -75,16 +78,15 @@ void T_Raymarcher::makeUI( )
{
camera_.makeUI( );
if ( !ImGui::CollapsingHeader( "Raymarcher" ) ) {
return;
}
ImGui::DragInt( "Iterations" , &rmIterations , .1 , 1 , 512 );
ImGui::DragFloat( "Step" , &rmStep , .005 , .1 , 2 );
if ( ImGui::CollapsingHeader( "Raymarcher" ) ) {
ImGui::DragInt( "Iterations" , &rmIterations , .01 , 1 , 512 );
ImGui::DragFloat( "Step" , &rmStep , .00005 , .1 , 2 );
ImGui::DragFloat( "Max. dist." , &rmMaxDist , .1f ,
0.01 , 1000.0 , "%.2f" );
if ( ImGui::DragFloat( "Epsilon" , &epsLog , .01f ,
-10 , -0.5 , "10 ^ %.2f" ) ) {
rmEpsilon = pow( 10 , epsLog );
}
ImGui::DragFloat( "Fog" , &fog , .000001 , 0 , 1 , "%.5f" );
}
}

View file

@ -37,5 +37,6 @@ struct T_Raymarcher
float rmStep = 1.2;
float rmEpsilon = .001;
float rmMaxDist = 250;
float fog = .00015;
float epsLog = log( rmEpsilon ) / log( 10 );
};

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@ -8,6 +8,7 @@ layout( location = 4 ) uniform vec3 u_CamUp;
layout( location = 5 ) uniform float u_NearPlane;
layout( location = 6 ) uniform vec3 u_LightDir;
layout( location = 7 ) uniform vec4 u_Render;
layout( location = 8 ) uniform float u_FogAttenuation;
layout( location = 0 ) out vec3 o_Color;
layout( location = 1 ) out float o_Z;

10
shaders/lib/fog.glsl Normal file
View file

@ -0,0 +1,10 @@
//! type library
vec3 FOG_Apply(
in vec3 color ,
in float dist ,
in float attenuation ,
in vec3 background )
{
return mix( background , color , exp( - dist * dist * attenuation ) );
}

View file

@ -4,6 +4,7 @@
//! include chunks/raymarcher.glsl
//! include lib/shading-pbr.glsl
//! include lib/shading-blinnphong.glsl
//! include lib/fog.glsl
T_BPMaterial BPMaterials[1] = {
@ -64,8 +65,9 @@ void main( )
int( u_Render.x ) , u_Render.y ,
u_Render.z , .001 , u_Render.w );
vec3 hitPos = u_CamPos + rayDir * r.x;
const vec3 background = vec3( .01 );
vec3 bc = vec3( 0 );
vec3 bc = background;
if ( r.y >= 0. ) {
const int midx = int( r.y );
const vec3 normal = RM_GetNormal( hitPos );
@ -85,6 +87,7 @@ void main( )
if ( glowidx >= 0 ) {
bc += Glow[ glowidx ];
}
bc = FOG_Apply( bc , r.x , u_FogAttenuation , background );
}
o_Color = bc;