Prettified sun rise.

This commit is contained in:
Faerbit 2015-03-21 21:46:58 +01:00
parent 2a2e89d445
commit 3de85042d0
5 changed files with 48 additions and 35 deletions

View File

@ -13259,7 +13259,7 @@
<rColour>1.0</rColour>
<gColour>1.0</gColour>
<bColour>0.9</bColour>
<intensity>0.6</intensity>
<intensity>0.7</intensity>
</directionalLight>
<terrain>

View File

@ -33,7 +33,7 @@ uniform int lightCount;
uniform int maxShadowRenderCount;
uniform vec3 directionalLightVector;
uniform vec3 directionalColor;
uniform float directionalIntensity;
uniform float targetDirectionalIntensity;
uniform vec3 lightSources[32];
uniform vec3 lightColors[32];
uniform float lightIntensities[32];
@ -121,21 +121,25 @@ vec3 sunColor(float dot){
return mix(directionalColor, vec3(fogColorRise), riseFactor);
}
float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord, float maxBias ) {
float sunIntensity(float dot) {
return targetDirectionalIntensity * sin(2*dot);
}
float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord, float maxBias, float intensity) {
float visibility = 1.0;
const float stretching = 650.0;
float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0)));
bias = clamp(bias, 0.0, maxBias);
for (int i=0; i<4; i++) {
visibility -= directionalIntensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/stretching, shadowCoord.z - bias)));
visibility -= intensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/stretching, shadowCoord.z - bias)));
}
if (visibility == 1.0-(directionalIntensity/16)*4)
if (visibility == 1.0-(intensity/16)*4)
{
visibility = 1.0-directionalIntensity;
visibility = 1.0-intensity;
}
else if (visibility != 1.0) {
for (int i=0; i<12; i++) {
visibility -= directionalIntensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/stretching, shadowCoord.z - bias)));
visibility -= intensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/stretching, shadowCoord.z - bias)));
}
}
return visibility;
@ -170,28 +174,29 @@ void main()
if(length(directionalLightVector)>0.0f) {
vec3 directionalVector = normalize(directionalLightVector);
sunAngle = dot(vec3(0.0, 1.0, 0.0), directionalVector);
if ( sunAngle > -0.6) {
if ( sunAngle > 0.0) {
float directionalVisibility = 1.0f;
float directionalIntensity = sunIntensity(sunAngle);
if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.2) {
if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.2) {
directionalVisibility = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0, 0.001);
directionalVisibility = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0, 0.001, directionalIntensity);
}
else if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.0) {
float directionalVisibility0 = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0, 0.001);
float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002);
float directionalVisibility0 = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0, 0.001, directionalIntensity);
float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002, directionalIntensity);
directionalVisibility = mix(directionalVisibility0, directionalVisibility1, distanceToBorder(shadowCoord0.xy) * 5);
}
else {
directionalVisibility = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002);
directionalVisibility = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002, directionalIntensity);
}
}
else if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.0) {
float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.01);
float directionalVisibility2 = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.01);
float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002, directionalIntensity);
float directionalVisibility2 = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.01, directionalIntensity);
directionalVisibility = mix(directionalVisibility1, directionalVisibility2, distanceToBorder(shadowCoord1.xy) * 5);
}
else {
directionalVisibility = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.01);
directionalVisibility = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.01, directionalIntensity);
}
diffuseColor += clamp(dot(normalize(vNormal), directionalVector)
*diffuseFactor*directionalIntensity*sunColor(sunAngle), 0.0, 1.0)*directionalVisibility;

View File

@ -197,6 +197,14 @@ void Graphics::init(Level* level) {
lightingShader->setUniform("fogColorRise", level->getFogColourRise());
lightingShader->setUniform("fogColorNight", level->getFogColourNight());
lightingShader->setUniform("ambientColor", level->getAmbientLight());
if(level->getDirectionalLight()) {
lightingShader->setUniform("directionalLightVector",
level->getDirectionalLight()->getPosition());
lightingShader->setUniform("directionalColor",
level->getDirectionalLight()->getColour());
lightingShader->setUniform("targetDirectionalIntensity",
level->getDirectionalLight()->getIntensity());
}
level->sortObjects(Material::getAllTextures()->size());
#ifdef SAXUM_DEBUG
@ -379,7 +387,7 @@ void Graphics::render(double time)
glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
std::vector<glm::mat4> viewMatrixVector = std::vector<glm::mat4>();
viewMatrixVector.push_back(viewMatrix);
level->render(depthCubeShader, false, &depthViewProjectionMatrix_face, &viewMatrixVector);
level->render(depthCubeShader, false, 1, &depthViewProjectionMatrix_face, &viewMatrixVector);
if (!framebuffer_cube->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
}
@ -397,7 +405,7 @@ void Graphics::render(double time)
for (unsigned int i = 0; i<framebuffer_directional.size(); i++) {
framebuffer_directional.at(i)->bind();
glClear(GL_DEPTH_BUFFER_BIT);
if (sunAngle > -0.6f) {
if (sunAngle > 0.0f) {
float projection_size = 0.0f;
switch(i) {
case 0:
@ -412,7 +420,7 @@ void Graphics::render(double time)
}
depthViewProjectionMatrices.at(i) = glm::ortho<float>(-projection_size, projection_size, -projection_size, projection_size, -farPlane/1.5f, farPlane/1.5f) *
glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
level->render(depthShader, false, &depthViewProjectionMatrices.at(i));
level->render(depthShader, false, -1, &depthViewProjectionMatrices.at(i));
if (!framebuffer_directional.at(i)->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
}
@ -481,6 +489,10 @@ void Graphics::render(double time)
// set fog Parameters
lightingShader->setUniform("cameraCenter", level->getCameraCenter()->getPosition());
if(level->getDirectionalLight()) {
lightingShader->setUniform("directionalLightVector",
level->getDirectionalLight()->getPosition());
}
// set Material Parameters
lightingShader->setUniform("camera", level->getPhysics()->getCameraPosition());
@ -655,14 +667,6 @@ void Graphics::updateLights() {
sizeof(lightIntensities), (GLfloat*) lightIntensities);
}
// set directional Light
if(level->getDirectionalLight()) {
lightingShader->setUniform("directionalLightVector",
level->getDirectionalLight()->getPosition());
lightingShader->setUniform("directionalColor",
level->getDirectionalLight()->getColour());
lightingShader->setUniform("directionalIntensity",
level->getDirectionalLight()->getIntensity());
}
bool isFlame[closestLights.size()];
closestFlames = std::vector<Flame*>();
for (unsigned int i = 0; i<closestLights.size(); i++) {

View File

@ -52,17 +52,20 @@ void Level::load() {
this->camera = Camera(glm::vec2(-0.8f, 0.0f), 3.0f);
}
void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
glm::mat4* viewProjectionMatrix, std::vector<glm::mat4>* shadowVPs) {
void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
int chunkRenderDistance, glm::mat4* viewProjectionMatrix,
std::vector<glm::mat4>* shadowVPs) {
int renderDistance = 0;
if ((int)farPlane % chunkSize == 0) {
renderDistance = (((int)skydomeSize)+chunkSize/2)/chunkSize;
if (chunkRenderDistance < 0) {
if ((int)farPlane % chunkSize == 0) {
renderDistance = (((int)skydomeSize)+chunkSize/2)/chunkSize;
}
else {
renderDistance = ((((int)skydomeSize)+chunkSize/2)/chunkSize) + 1;
}
}
else {
renderDistance = ((((int)skydomeSize)+chunkSize/2)/chunkSize) + 1;
}
if(!lightingPass) {
renderDistance = 1;
renderDistance = chunkRenderDistance;
}
int xPosition = ((int)cameraCenter->getPosition().x + (terrain.getHeightmapWidth()/2))/chunkSize;
int zPosition = ((int)cameraCenter->getPosition().z + (terrain.getHeightmapHeight()/2))/chunkSize;

View File

@ -33,7 +33,8 @@ class Level {
void update(float runTimeSinceLastUpdate, float runTime, glm::vec2 mouseDelta,
KeyboardState* keyboardState);
void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
glm::mat4* viewProjectionMatrix, std::vector<glm::mat4>* shadowVPs=0);
int chunkRenderDistance, glm::mat4* viewProjectionMatrix,
std::vector<glm::mat4>* shadowVPs=0);
glm::vec3 getAmbientLight();
Light* getDirectionalLight();
std::vector<Light>* getLights();