Fog
This commit is contained in:
parent
d5d56b094c
commit
3e6e9e1ba8
6 changed files with 29 additions and 13 deletions
1
TODO
1
TODO
|
@ -1,5 +1,4 @@
|
|||
Rendering:
|
||||
* "Fog"
|
||||
* Improved light sources
|
||||
* Secondary rays
|
||||
* Shadows
|
||||
|
|
|
@ -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" );
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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 );
|
||||
};
|
||||
|
|
|
@ -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
10
shaders/lib/fog.glsl
Normal 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 ) );
|
||||
}
|
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue