Made use of the night texture. Now blends to night texture if the sun vector is pointing down.

This commit is contained in:
Faerbit 2015-03-04 21:50:47 +01:00
parent 3e86b70778
commit fa8ba1335e
2 changed files with 20 additions and 5 deletions

View File

@ -7,24 +7,36 @@ in vec4 sunPosition;
out vec4 oColor; out vec4 oColor;
uniform sampler2D uTexture; uniform sampler2D uTexture;
uniform sampler2D nightTexture;
uniform float farPlane; uniform float farPlane;
uniform vec4 fogColor; uniform vec4 fogColor;
uniform vec3 cameraCenter; uniform vec3 cameraCenter;
uniform vec3 sunColor; uniform vec3 sunColor;
uniform vec3 directionalVector;
const float sunSize = 40.0; const float sunSize = 40.0;
void main() { void main() {
vec4 textureColor = vec4(0.0, 0.0, 0.0, 1.0);
float sunAngle = -dot(normalize(directionalVector), vec3(0.0, 1.0, 0.0));
vec4 dayColor = texture(uTexture, vTexCoord);
if (sunAngle >= 0.0) {
textureColor = mix(dayColor, texture(nightTexture, vTexCoord), sunAngle);
textureColor = mix(vec4(0.0, 0.0, 0.0, 1.0), textureColor, 1.0 - sunAngle);
}
else {
textureColor = dayColor;
}
float distanceToSun = length(sunPosition - fragPosition); float distanceToSun = length(sunPosition - fragPosition);
float distanceCameraCenter = distance(cameraCenter, vec3(fragPosition)); float distanceCameraCenter = distance(cameraCenter, vec3(fragPosition));
float fogFactor = clamp((1.0 - ((farPlane - 35.0) -distanceCameraCenter)/30.0), 0.0, 1.0); float fogFactor = clamp((1.0 - ((farPlane - 35.0) -distanceCameraCenter)/30.0), 0.0, 1.0);
fogFactor *= clamp((1.0-((fragPosition.y-40.0)/30.0)), 0.0, 1.0); fogFactor *= clamp((1.0-((fragPosition.y-40.0)/30.0)), 0.0, 1.0);
if (distanceToSun < sunSize) { if (distanceToSun < sunSize) {
float sunIntensity = clamp(0.3*exp(1/(distanceToSun/sunSize))-exp(1.0)*0.3, 0.0, 1.0); float sunIntensity = clamp(0.3*exp(1/(distanceToSun/sunSize))-exp(1.0)*0.3, 0.0, 1.0);
vec4 color = mix(vec4(texture(uTexture, vTexCoord)), vec4(sunColor, sunIntensity), sunIntensity); vec4 color = mix(textureColor, vec4(sunColor, sunIntensity), sunIntensity);
oColor = mix(color, fogColor, fogFactor); oColor = mix(color, fogColor, fogFactor);
} }
else { else {
oColor = mix(texture(uTexture, vTexCoord), fogColor, fogFactor); oColor = mix(textureColor, fogColor, fogFactor);
} }
} }

View File

@ -95,8 +95,8 @@ void Graphics::init(Level* level) {
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &number_of_texture_units); glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &number_of_texture_units);
printf("Your graphics card supports %d texture units.\n", number_of_texture_units); printf("Your graphics card supports %d texture units.\n", number_of_texture_units);
// Exit if we need more texture units // Exit if we need more texture units
if (number_of_texture_units < 15) { if (number_of_texture_units < 16) {
printf("You need at least 15 texture units to run this application. Exiting\n"); printf("You need at least 16 texture units to run this application. Exiting\n");
exit(-1); exit(-1);
} }
@ -162,10 +162,13 @@ void Graphics::init(Level* level) {
framebuffer_light->validate(); framebuffer_light->validate();
flamePostShader->use(); flamePostShader->use();
flamePostShader->setTexture("light_fbo", light_fbo_color_texture, 15); flamePostShader->setTexture("light_fbo", light_fbo_color_texture, 14);
flamePostShader->setUniform("windowSizeX", int(windowSize.x)); flamePostShader->setUniform("windowSizeX", int(windowSize.x));
flamePostShader->setUniform("windowSizeY", int(windowSize.y)); flamePostShader->setUniform("windowSizeY", int(windowSize.y));
skydomeShader->use();
skydomeShader->setTexture("nightTexture", level->getSkydome()->getNightTexture()->getReference(), 15);
updateClosestLights(); updateClosestLights();
} }