incomplete ground and space shading
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15
assets/shaders/planet.fs
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15
assets/shaders/planet.fs
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@ -0,0 +1,15 @@
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precision mediump float;
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uniform float g;
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uniform float g2;
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uniform sampler2D texture0;
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varying vec3 c0;
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varying vec3 c1;
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varying vec2 vUV;
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void main (void) {
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vec3 diffuse = texture2D(texture0, vUV).xyz;
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gl_FragColor = vec4(c1, 1.0) + vec4(diffuse * c0, 1.0);
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}
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91
assets/shaders/planet.vs
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91
assets/shaders/planet.vs
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precision mediump float;
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attribute vec3 aVertexPosition;
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attribute vec3 aNormal;
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attribute vec2 aTexCoords;
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uniform vec3 v3CameraPosition; // The camera position
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uniform vec3 v3LightPosition; // The direction vector to the light source
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uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
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uniform float fCameraHeight; // The camera's current height
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uniform float fCameraHeight2; // fCameraHeight^2
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uniform float fOuterRadius; // The outer (atmosphere) radius
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uniform float fOuterRadius2; // fOuterRadius^2
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uniform float fInnerRadius; // The inner (planetary) radius
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uniform float fInnerRadius2; // fInnerRadius^2
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uniform float fKrESun; // Kr * ESun
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uniform float fKmESun; // Km * ESun
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uniform float fKr4PI; // Kr * 4 * PI
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uniform float fKm4PI; // Km * 4 * PI
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uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
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uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
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uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
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const int nSamples = 3;
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const float fSamples = 3.0;
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varying vec3 c0;
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varying vec3 c1;
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varying vec3 vNormal;
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varying vec2 vUV;
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uniform mat4 uModelMatrix;
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uniform mat4 uViewMatrix;
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uniform mat4 uProjectionMatrix;
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float scale(float fCos) {
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float x = 1.0 - fCos;
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return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
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}
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void main(void) {
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// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
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vec3 v3Ray = aVertexPosition - v3CameraPosition;
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float fFar = length(v3Ray);
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v3Ray /= fFar;
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// Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere)
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float B = 2.0 * dot(v3CameraPosition, v3Ray);
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float C = fCameraHeight2 - fOuterRadius2;
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float fDet = max(0.0, B*B - 4.0 * C);
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float fNear = 0.5 * (-B - sqrt(fDet));
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// Calculate the ray's starting position, then calculate its scattering offset
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vec3 v3Start = v3CameraPosition + v3Ray * fNear;
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fFar -= fNear;
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float fDepth = exp((fInnerRadius - fOuterRadius) / fScaleDepth);
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float fCameraAngle = dot(-v3Ray, aVertexPosition) / length(aVertexPosition);
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float fLightAngle = dot(v3LightPosition, aVertexPosition) / length(aVertexPosition);
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float fCameraScale = scale(fCameraAngle);
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float fLightScale = scale(fLightAngle);
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float fCameraOffset = fDepth*fCameraScale;
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float fTemp = (fLightScale + fCameraScale);
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// Initialize the scattering loop variables
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float fSampleLength = fFar / fSamples;
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float fScaledLength = fSampleLength * fScale;
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vec3 v3SampleRay = v3Ray * fSampleLength;
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vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
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// Now loop through the sample rays
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vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
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vec3 v3Attenuate;
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for(int i=0; i<nSamples; i++)
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{
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float fHeight = length(v3SamplePoint);
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float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
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float fScatter = fDepth*fTemp - fCameraOffset;
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v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
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v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
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v3SamplePoint += v3SampleRay;
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}
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// Calculate the attenuation factor for the ground
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c0 = v3Attenuate;
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c1 = v3FrontColor * (v3InvWavelength * fKrESun + fKmESun);
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gl_Position = uProjectionMatrix * uViewMatrix * uModelMatrix * vec4(aVertexPosition,1);
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vUV = aTexCoords;
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vNormal = aNormal;
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}
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@ -10,18 +10,15 @@ class Atmosphere extends MeshInstance {
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this.innerRadius = innerRadius
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this.wavelength = wavelength
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this.Kr = 0.0025
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this.Km = 0.0020
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this.Kr = 0.0020
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this.Km = 0.0010
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this.ESun = 20.0
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this.g = -0.950
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this.scaleDepth = 0.25
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this.mieScaleDepth = 0.1
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}
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draw (gl, shader, camera, sun, sky) {
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// Set model transform matrix uniform
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gl.uniformMatrix4fv(shader.getUniformLocation(gl, 'uModelMatrix'), false, this.transform)
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setUniforms (gl, shader, camera, sun) {
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const camHeight = vec3.length(subv3(camera.pos, this.pos))
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const invWavelength = [1 / Math.pow(this.wavelength[0], 4), 1 / Math.pow(this.wavelength[1], 4), 1 / Math.pow(this.wavelength[2], 4)]
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gl.uniform3fv(shader.getUniformLocation(gl, 'v3CameraPosition'), camera.pos)
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@ -42,6 +39,12 @@ class Atmosphere extends MeshInstance {
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gl.uniform1f(shader.getUniformLocation(gl, 'fScaleOverScaleDepth'), 1 / (this.outerRadius - this.innerRadius) / this.scaleDepth)
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gl.uniform1f(shader.getUniformLocation(gl, 'g'), this.g)
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gl.uniform1f(shader.getUniformLocation(gl, 'g2'), this.g * this.g)
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}
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draw (gl, shader, camera, sun) {
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// Set model transform matrix uniform
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gl.uniformMatrix4fv(shader.getUniformLocation(gl, 'uModelMatrix'), false, this.transform)
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this.setUniforms(gl, shader, camera, sun)
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// Draw the mesh
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gl.enable(gl.BLEND)
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@ -53,6 +56,11 @@ class Atmosphere extends MeshInstance {
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this.mesh.postdraw(gl, shader)
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gl.disable(gl.BLEND)
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gl.cullFace(gl.BACK)
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}
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setupPlanetShader (gl, shader, camera, sun) {
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this.setUniforms(gl, shader, camera, sun)
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}
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}
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@ -219,6 +219,39 @@ class CubePlanet {
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this.faces[i].draw(gl, shader)
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}
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}
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prepare (gl, shader) {
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if (!this.material) return
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this.material.apply(gl, shader)
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}
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static drawPlanetAtmosphere (gl, planet, atmosphere, camera, sun, atmosShader, planetShader, surfaceShader, surfaceEnvironment) {
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const height = vec3.length(subv3(camera.pos, atmosphere.pos))
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// Render the atmosphere
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atmosShader.use(gl)
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camera.draw(gl, atmosShader)
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atmosphere.draw(gl, atmosShader, camera, sun)
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if (height > atmosphere.innerRadius + (atmosphere.outerRadius - atmosphere.innerRadius) / 3) {
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// Draw the planet from space
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// TODO: maybe separate atmosphere from space and ground shaders?
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planetShader.use(gl)
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camera.draw(gl, planetShader)
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atmosphere.setupPlanetShader(gl, planetShader, camera, sun)
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planet.prepare(gl, planetShader)
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planet.draw(gl, planetShader)
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} else {
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// Draw the planet within the atmosphere
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surfaceShader.use(gl)
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surfaceEnvironment.draw(gl, surfaceShader)
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camera.draw(gl, surfaceShader)
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planet.prepare(gl, surfaceShader)
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planet.draw(gl, surfaceShader)
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}
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}
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}
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export { CubePlanet, CubeFace, PlanetGenerator }
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21
src/index.js
21
src/index.js
@ -30,6 +30,7 @@ async function pipeline () {
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const terrainShader = await game.shaders.createShaderFromFiles(game.gl, 'terrain', false)
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const skyboxShader = await game.shaders.createShaderFromFiles(game.gl, 'skybox', false)
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const atmosShader = await game.shaders.createShaderFromFiles(game.gl, 'atmosphere', false)
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const planetShader = await game.shaders.createShaderFromFiles(game.gl, 'planet', false)
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entity.setRotation([0.0, 0.0, -90.0])
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@ -97,6 +98,7 @@ async function pipeline () {
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// Planet test
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const planet = new CubePlanet([0.0, 0.0, 0.0], new PlanetGenerator(16, 1000, hmap))
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const atmosphere = new Atmosphere([0.0, 0.0, 0.0], 1000, 1025, [0.650, 0.570, 0.475])
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planet.material = material
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// Update function for camera and terrain
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let fpsTimer = 0
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@ -157,28 +159,21 @@ async function pipeline () {
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game.prepare()
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// Draw the skybox
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//skyboxShader.use(gl)
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//skybox.draw(gl, skyboxShader, cam)
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// skyboxShader.use(gl)
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// skybox.draw(gl, skyboxShader, cam)
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// Use terrain shader
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terrainShader.use(gl)
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// terrainShader.use(gl)
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// Set environment variables in shader
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env.draw(gl, terrainShader)
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// env.draw(gl, terrainShader)
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// Set the viewport uniforms
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cam.draw(gl, terrainShader)
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// cam.draw(gl, terrainShader)
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// Draw terrain
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// terrain.draw(gl, terrainShader)
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// entity.draw(gl, terrainShader)
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// block.draw(gl, terrainShader)
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material.apply(gl, terrainShader)
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planet.draw(gl, terrainShader)
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atmosShader.use(gl)
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cam.draw(gl, atmosShader)
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atmosphere.draw(gl, atmosShader, cam, env.sun, true)
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CubePlanet.drawPlanetAtmosphere(gl, planet, atmosphere, cam, env.sun, atmosShader, planetShader, terrainShader, env)
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}
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// Render function for the triangle
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