Prettified sun rise.
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2a2e89d445
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@ -13259,7 +13259,7 @@
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<rColour>1.0</rColour>
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<gColour>1.0</gColour>
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<bColour>0.9</bColour>
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<intensity>0.6</intensity>
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<intensity>0.7</intensity>
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</directionalLight>
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<terrain>
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@ -33,7 +33,7 @@ uniform int lightCount;
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uniform int maxShadowRenderCount;
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uniform vec3 directionalLightVector;
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uniform vec3 directionalColor;
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uniform float directionalIntensity;
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uniform float targetDirectionalIntensity;
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uniform vec3 lightSources[32];
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uniform vec3 lightColors[32];
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uniform float lightIntensities[32];
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@ -121,21 +121,25 @@ vec3 sunColor(float dot){
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return mix(directionalColor, vec3(fogColorRise), riseFactor);
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}
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float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord, float maxBias ) {
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float sunIntensity(float dot) {
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return targetDirectionalIntensity * sin(2*dot);
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}
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float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord, float maxBias, float intensity) {
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float visibility = 1.0;
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const float stretching = 650.0;
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float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0)));
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bias = clamp(bias, 0.0, maxBias);
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for (int i=0; i<4; i++) {
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visibility -= directionalIntensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/stretching, shadowCoord.z - bias)));
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visibility -= intensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/stretching, shadowCoord.z - bias)));
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}
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if (visibility == 1.0-(directionalIntensity/16)*4)
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if (visibility == 1.0-(intensity/16)*4)
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{
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visibility = 1.0-directionalIntensity;
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visibility = 1.0-intensity;
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}
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else if (visibility != 1.0) {
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for (int i=0; i<12; i++) {
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visibility -= directionalIntensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/stretching, shadowCoord.z - bias)));
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visibility -= intensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/stretching, shadowCoord.z - bias)));
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}
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}
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return visibility;
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@ -170,28 +174,29 @@ void main()
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if(length(directionalLightVector)>0.0f) {
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vec3 directionalVector = normalize(directionalLightVector);
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sunAngle = dot(vec3(0.0, 1.0, 0.0), directionalVector);
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if ( sunAngle > -0.6) {
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if ( sunAngle > 0.0) {
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float directionalVisibility = 1.0f;
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float directionalIntensity = sunIntensity(sunAngle);
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if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.2) {
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if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.2) {
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directionalVisibility = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0, 0.001);
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directionalVisibility = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0, 0.001, directionalIntensity);
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}
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else if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.0) {
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float directionalVisibility0 = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0, 0.001);
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float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002);
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float directionalVisibility0 = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0, 0.001, directionalIntensity);
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float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002, directionalIntensity);
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directionalVisibility = mix(directionalVisibility0, directionalVisibility1, distanceToBorder(shadowCoord0.xy) * 5);
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}
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else {
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directionalVisibility = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002);
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directionalVisibility = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002, directionalIntensity);
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}
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}
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else if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.0) {
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float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.01);
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float directionalVisibility2 = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.01);
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float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002, directionalIntensity);
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float directionalVisibility2 = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.01, directionalIntensity);
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directionalVisibility = mix(directionalVisibility1, directionalVisibility2, distanceToBorder(shadowCoord1.xy) * 5);
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}
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else {
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directionalVisibility = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.01);
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directionalVisibility = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.01, directionalIntensity);
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}
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diffuseColor += clamp(dot(normalize(vNormal), directionalVector)
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*diffuseFactor*directionalIntensity*sunColor(sunAngle), 0.0, 1.0)*directionalVisibility;
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@ -197,6 +197,14 @@ void Graphics::init(Level* level) {
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lightingShader->setUniform("fogColorRise", level->getFogColourRise());
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lightingShader->setUniform("fogColorNight", level->getFogColourNight());
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lightingShader->setUniform("ambientColor", level->getAmbientLight());
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if(level->getDirectionalLight()) {
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lightingShader->setUniform("directionalLightVector",
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level->getDirectionalLight()->getPosition());
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lightingShader->setUniform("directionalColor",
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level->getDirectionalLight()->getColour());
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lightingShader->setUniform("targetDirectionalIntensity",
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level->getDirectionalLight()->getIntensity());
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}
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level->sortObjects(Material::getAllTextures()->size());
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#ifdef SAXUM_DEBUG
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@ -379,7 +387,7 @@ void Graphics::render(double time)
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glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
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std::vector<glm::mat4> viewMatrixVector = std::vector<glm::mat4>();
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viewMatrixVector.push_back(viewMatrix);
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level->render(depthCubeShader, false, &depthViewProjectionMatrix_face, &viewMatrixVector);
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level->render(depthCubeShader, false, 1, &depthViewProjectionMatrix_face, &viewMatrixVector);
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if (!framebuffer_cube->isFrameBufferObjectComplete()) {
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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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}
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@ -397,7 +405,7 @@ void Graphics::render(double time)
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for (unsigned int i = 0; i<framebuffer_directional.size(); i++) {
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framebuffer_directional.at(i)->bind();
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glClear(GL_DEPTH_BUFFER_BIT);
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if (sunAngle > -0.6f) {
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if (sunAngle > 0.0f) {
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float projection_size = 0.0f;
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switch(i) {
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case 0:
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@ -412,7 +420,7 @@ void Graphics::render(double time)
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}
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depthViewProjectionMatrices.at(i) = glm::ortho<float>(-projection_size, projection_size, -projection_size, projection_size, -farPlane/1.5f, farPlane/1.5f) *
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glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
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level->render(depthShader, false, &depthViewProjectionMatrices.at(i));
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level->render(depthShader, false, -1, &depthViewProjectionMatrices.at(i));
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if (!framebuffer_directional.at(i)->isFrameBufferObjectComplete()) {
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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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}
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@ -481,6 +489,10 @@ void Graphics::render(double time)
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// set fog Parameters
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lightingShader->setUniform("cameraCenter", level->getCameraCenter()->getPosition());
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if(level->getDirectionalLight()) {
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lightingShader->setUniform("directionalLightVector",
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level->getDirectionalLight()->getPosition());
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}
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// set Material Parameters
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lightingShader->setUniform("camera", level->getPhysics()->getCameraPosition());
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@ -655,14 +667,6 @@ void Graphics::updateLights() {
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sizeof(lightIntensities), (GLfloat*) lightIntensities);
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}
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// set directional Light
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if(level->getDirectionalLight()) {
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lightingShader->setUniform("directionalLightVector",
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level->getDirectionalLight()->getPosition());
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lightingShader->setUniform("directionalColor",
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level->getDirectionalLight()->getColour());
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lightingShader->setUniform("directionalIntensity",
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level->getDirectionalLight()->getIntensity());
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}
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bool isFlame[closestLights.size()];
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closestFlames = std::vector<Flame*>();
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for (unsigned int i = 0; i<closestLights.size(); i++) {
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@ -52,17 +52,20 @@ void Level::load() {
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this->camera = Camera(glm::vec2(-0.8f, 0.0f), 3.0f);
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}
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void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
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glm::mat4* viewProjectionMatrix, std::vector<glm::mat4>* shadowVPs) {
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void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
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int chunkRenderDistance, glm::mat4* viewProjectionMatrix,
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std::vector<glm::mat4>* shadowVPs) {
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int renderDistance = 0;
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if ((int)farPlane % chunkSize == 0) {
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renderDistance = (((int)skydomeSize)+chunkSize/2)/chunkSize;
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if (chunkRenderDistance < 0) {
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if ((int)farPlane % chunkSize == 0) {
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renderDistance = (((int)skydomeSize)+chunkSize/2)/chunkSize;
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}
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else {
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renderDistance = ((((int)skydomeSize)+chunkSize/2)/chunkSize) + 1;
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}
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}
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else {
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renderDistance = ((((int)skydomeSize)+chunkSize/2)/chunkSize) + 1;
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}
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if(!lightingPass) {
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renderDistance = 1;
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renderDistance = chunkRenderDistance;
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}
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int xPosition = ((int)cameraCenter->getPosition().x + (terrain.getHeightmapWidth()/2))/chunkSize;
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int zPosition = ((int)cameraCenter->getPosition().z + (terrain.getHeightmapHeight()/2))/chunkSize;
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@ -33,7 +33,8 @@ class Level {
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void update(float runTimeSinceLastUpdate, float runTime, glm::vec2 mouseDelta,
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KeyboardState* keyboardState);
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void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
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glm::mat4* viewProjectionMatrix, std::vector<glm::mat4>* shadowVPs=0);
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int chunkRenderDistance, glm::mat4* viewProjectionMatrix,
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std::vector<glm::mat4>* shadowVPs=0);
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glm::vec3 getAmbientLight();
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Light* getDirectionalLight();
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std::vector<Light>* getLights();
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