Atmosphere shader (from space only)
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@ -1,5 +1,27 @@
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precision mediump float;
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precision mediump float;
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void main() {
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uniform vec3 v3LightPosition;
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gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
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uniform float g;
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uniform float g2;
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varying vec3 v3Direction;
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varying vec3 c0;
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varying vec3 c1;
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// Calculates the Mie phase function
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float getMiePhase(float fCos, float fCos2, float g, float g2){
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return 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos2) / pow(1.0 + g2 - 2.0 * g * fCos, 1.5);
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}
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// Calculates the Rayleigh phase function
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float getRayleighPhase(float fCos2) {
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return 0.75 + 0.75 * fCos2;
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}
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void main (void) {
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float fCos = dot(v3LightPosition, v3Direction) / length(v3Direction);
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float fCos2 = fCos * fCos;
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vec3 color = getRayleighPhase(fCos2) * c0 +
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getMiePhase(fCos, fCos2, g, g2) * c1;
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gl_FragColor = vec4(color, 1.0);
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gl_FragColor.a = gl_FragColor.b;
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}
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}
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@ -1,12 +1,80 @@
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precision mediump float;
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precision mediump float;
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attribute vec3 aVertexPosition;
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attribute vec3 aVertexPosition;
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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 v3Direction;
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varying vec3 c0;
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varying vec3 c1;
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uniform mat4 uModelMatrix;
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uniform mat4 uModelMatrix;
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uniform mat4 uViewMatrix;
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uniform mat4 uViewMatrix;
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uniform mat4 uProjectionMatrix;
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uniform mat4 uProjectionMatrix;
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void main() {
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float scale(float fCos)
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gl_Position = uProjectionMatrix * uViewMatrix * uModelMatrix * vec4(aVertexPosition,1);
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{
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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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{
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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 fStartAngle = dot(v3Ray, v3Start) / fOuterRadius;
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float fStartDepth = exp(-1.0 / fScaleDepth);
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float fStartOffset = fStartDepth * scale(fStartAngle);
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//c0 = vec3(1.0, 0, 0) * fStartAngle;
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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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//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
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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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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 fLightAngle = dot(v3LightPosition, v3SamplePoint) / fHeight;
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float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;
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float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle)));
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vec3 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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// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
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gl_Position = uProjectionMatrix * uViewMatrix * uModelMatrix * vec4(aVertexPosition,1);
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c0 = v3FrontColor * (v3InvWavelength * fKrESun);
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c1 = v3FrontColor * fKmESun;
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v3Direction = v3CameraPosition - aVertexPosition;
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}
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}
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@ -1,28 +1,57 @@
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import { MeshInstance } from '../'
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import { MeshInstance } from '../'
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import Sphere from '../../mesh/geometry/sphere'
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import Sphere from '../../mesh/geometry/sphere'
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import { vec3 } from 'gl-matrix'
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import { vec3 } from 'gl-matrix'
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import { normalv3 } from '../../utility'
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import { subv3, normalv3 } from '../../utility'
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class Atmosphere extends MeshInstance {
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class Atmosphere extends MeshInstance {
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constructor (pos, innerRadius, outerRadius, scale, color) {
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constructor (pos, innerRadius, outerRadius, wavelength = [0.650, 0.570, 0.475]) {
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super(Sphere.new(outerRadius, 64, 64), pos)
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super(Sphere.new(outerRadius, 200, 200), pos)
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this.outerRadius = outerRadius
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this.outerRadius = outerRadius
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this.innerRadius = innerRadius
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this.innerRadius = innerRadius
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this.scale = scale
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this.wavelength = wavelength
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this.color = color
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this.Kr = 0.0025
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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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}
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draw (gl, shader, camera, sun, sky) {
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draw (gl, shader, camera, sun, sky) {
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// Set model transform matrix uniform
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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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gl.uniformMatrix4fv(shader.getUniformLocation(gl, 'uModelMatrix'), false, this.transform)
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const camHeight = vec3.length(subv3(camera.pos, this.pos))
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gl.uniform3fv(shader.getUniformLocation(gl, 'v3CameraPosition'), camera.pos)
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gl.uniform3fv(shader.getUniformLocation(gl, 'v3LightPosition'), normalv3(sun.pos.slice()))
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gl.uniform3f(shader.getUniformLocation(gl, 'v3InvWavelength'), 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.uniform1f(shader.getUniformLocation(gl, 'fCameraHeight'), camHeight)
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gl.uniform1f(shader.getUniformLocation(gl, 'fCameraHeight2'), camHeight * camHeight)
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gl.uniform1f(shader.getUniformLocation(gl, 'fInnerRadius'), this.innerRadius)
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gl.uniform1f(shader.getUniformLocation(gl, 'fInnerRadius2'), this.innerRadius * this.innerRadius)
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gl.uniform1f(shader.getUniformLocation(gl, 'fOuterRadius'), this.outerRadius)
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gl.uniform1f(shader.getUniformLocation(gl, 'fOuterRadius2'), this.outerRadius * this.outerRadius)
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gl.uniform1f(shader.getUniformLocation(gl, 'fKrESun'), this.Kr * this.ESun)
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gl.uniform1f(shader.getUniformLocation(gl, 'fKmESun'), this.Km * this.ESun)
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gl.uniform1f(shader.getUniformLocation(gl, 'fKr4PI'), this.Kr * 4 * Math.PI)
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gl.uniform1f(shader.getUniformLocation(gl, 'fKm4PI'), this.Km * 4 * Math.PI)
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gl.uniform1f(shader.getUniformLocation(gl, 'fScale'), 1 / (this.outerRadius - this.innerRadius))
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gl.uniform1f(shader.getUniformLocation(gl, 'fScaleDepth'), this.scaleDepth)
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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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// Draw the mesh
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// Draw the mesh
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gl.disable(gl.CULL_FACE)
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gl.enable(gl.BLEND)
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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gl.cullFace(gl.FRONT)
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this.mesh.prepare(gl, shader)
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this.mesh.prepare(gl, shader)
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this.mesh.draw(gl, shader)
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this.mesh.draw(gl, shader)
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this.mesh.postdraw(gl, shader)
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this.mesh.postdraw(gl, shader)
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gl.enable(gl.CULL_FACE)
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gl.cullFace(gl.BACK)
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gl.disable(gl.BLEND)
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}
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}
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}
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}
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// Normalize and multiply by radius to create a spherical mesh
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// Normalize and multiply by radius to create a spherical mesh
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const normal = normalv3(vertex)
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const normal = normalv3(vertex)
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const pos = mulv3(normal, (this.generator.noise.getNoise3D(this.level + 1, normal[0], normal[1], normal[2]) * 2 + radius))
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const pos = mulv3(normal, (this.generator.noise.getNoise3D(this.level + 1, normal[0], normal[1], normal[2]) + radius))
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vertices[vertexPointer * 3] = pos[0]
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vertices[vertexPointer * 3] = pos[0]
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vertices[vertexPointer * 3 + 1] = pos[1]
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vertices[vertexPointer * 3 + 1] = pos[1]
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this.fogEnd = 0
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this.fogEnd = 0
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this.fogColor = [0.8, 0.8, 0.8]
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this.fogColor = [0.8, 0.8, 0.8]
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this.sun = new Light([0.0, 1000.0, -2000.0], [1.0, 1.0, 1.0])
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this.sun = new Light([0.0, 10000.0, -20000.0], [1.0, 1.0, 1.0])
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this.lights = [this.sun]
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this.lights = [this.sun]
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this.maxEnvironmentLights = ENV_MAX_LIGHTS
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this.maxEnvironmentLights = ENV_MAX_LIGHTS
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import { Mesh } from '..'
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import { Mesh } from '..'
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import Screen from '../../screen'
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import Screen from '../../screen'
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import { normalv3 } from '../../utility'
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class Sphere extends Mesh {
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class Sphere extends Mesh {
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static new (radius, rings, sectors) {
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static new (radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) {
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const R = 1.0 / (rings - 1)
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radius = radius || 1
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const S = 1.0 / (sectors - 1)
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widthSegments = Math.max(3, Math.floor(widthSegments) || 8)
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heightSegments = Math.max(2, Math.floor(heightSegments) || 6)
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phiStart = phiStart !== undefined ? phiStart : 0
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phiLength = phiLength !== undefined ? phiLength : Math.PI * 2
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thetaStart = thetaStart !== undefined ? thetaStart : 0
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thetaLength = thetaLength !== undefined ? thetaLength : Math.PI
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const thetaEnd = Math.min(thetaStart + thetaLength, Math.PI)
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let ix
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let iy
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let index = 0
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const grid = []
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// buffers
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const indices = []
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const vertices = []
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const vertices = []
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const normals = []
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const normals = []
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const textureCoords = []
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const uvs = []
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const indices = []
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for (let r = 0, vertexPointer = 0; r < rings; r++) {
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// generate vertices, normals and uvs
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for (let s = 0; s < sectors; s++, vertexPointer++) {
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for (iy = 0; iy <= heightSegments; iy++) {
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const y = Math.sin(Math.PI / 2 + Math.PI * r * R)
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const verticesRow = []
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const x = Math.cos(2 * Math.PI * s * S) * Math.sin(Math.PI * r * R)
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const v = iy / heightSegments
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const z = Math.sin(2 * Math.PI * s * S) * Math.sin(Math.PI * r * R)
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vertices[vertexPointer * 3] = x * radius
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// special case for the poles
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vertices[vertexPointer * 3 + 1] = y * radius
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let uOffset = 0
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vertices[vertexPointer * 3 + 2] = z * radius
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normals[vertexPointer * 3] = x
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if (iy === 0 && thetaStart === 0) {
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normals[vertexPointer * 3 + 1] = y
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uOffset = 0.5 / widthSegments
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normals[vertexPointer * 3 + 2] = z
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} else if (iy === heightSegments && thetaEnd === Math.PI) {
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textureCoords[vertexPointer * 2] = s * S
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uOffset = -0.5 / widthSegments
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textureCoords[vertexPointer * 2 + 1] = r * R
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}
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for (ix = 0; ix <= widthSegments; ix++) {
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const u = ix / widthSegments
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// vertex
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const x = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength)
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const y = radius * Math.cos(thetaStart + v * thetaLength)
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const z = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength)
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vertices.push(x, y, z)
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// normal
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const normal = normalv3([x, y, z])
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normals.push(normal[0], normal[1], normal[2])
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// uv
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uvs.push(u + uOffset, 1 - v)
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verticesRow.push(index++)
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}
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grid.push(verticesRow)
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}
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// indices
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for (iy = 0; iy < heightSegments; iy++) {
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for (ix = 0; ix < widthSegments; ix++) {
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const a = grid[iy][ix + 1]
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const b = grid[iy][ix]
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const c = grid[iy + 1][ix]
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const d = grid[iy + 1][ix + 1]
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if (iy !== 0 || thetaStart > 0) indices.push(a, b, d)
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if (iy !== heightSegments - 1 || thetaEnd < Math.PI) indices.push(b, c, d)
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}
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}
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}
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}
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for (let r = 0, pointer = 0; r < rings - 1; r++) {
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return Mesh.construct(Screen.gl, vertices, indices, uvs, normals)
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for (let s = 0; s < sectors - 1; s++) {
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const topLeft = r * sectors + s
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const topRight = topLeft + 1
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const bottomLeft = (r + 1) * sectors + s
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const bottomRight = bottomLeft + 1
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indices[pointer++] = bottomLeft
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indices[pointer++] = topLeft
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indices[pointer++] = topRight
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indices[pointer++] = topRight
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indices[pointer++] = bottomRight
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indices[pointer++] = bottomLeft
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}
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}
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return Mesh.construct(Screen.gl, vertices, indices, textureCoords, normals)
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}
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}
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}
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}
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14
src/index.js
14
src/index.js
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const entity = await loadMesh(game.gl, 'test')
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const entity = await loadMesh(game.gl, 'test')
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const terrainShader = await game.shaders.createShaderFromFiles(game.gl, 'terrain', false)
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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 skyboxShader = await game.shaders.createShaderFromFiles(game.gl, 'skybox', false)
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// let atmosShader = await game.shaders.createShaderFromFiles(game.gl, 'atmosphere', false)
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const atmosShader = await game.shaders.createShaderFromFiles(game.gl, 'atmosphere', false)
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entity.setRotation([0.0, 0.0, -90.0])
|
entity.setRotation([0.0, 0.0, -90.0])
|
||||||
|
|
||||||
@ -96,7 +96,7 @@ async function pipeline () {
|
|||||||
|
|
||||||
// Planet test
|
// Planet test
|
||||||
const planet = new CubePlanet([0.0, 0.0, 0.0], new PlanetGenerator(16, 1000, hmap))
|
const planet = new CubePlanet([0.0, 0.0, 0.0], new PlanetGenerator(16, 1000, hmap))
|
||||||
// let atmosphere = new Atmosphere([0.0, 0.0, 0.0], 1000, 1025, 1, [0.0, 0.0, 1.0])
|
const atmosphere = new Atmosphere([0.0, 0.0, 0.0], 1000, 1025, [0.650, 0.570, 0.475])
|
||||||
|
|
||||||
// Update function for camera and terrain
|
// Update function for camera and terrain
|
||||||
let fpsTimer = 0
|
let fpsTimer = 0
|
||||||
@ -157,8 +157,8 @@ async function pipeline () {
|
|||||||
game.prepare()
|
game.prepare()
|
||||||
|
|
||||||
// Draw the skybox
|
// Draw the skybox
|
||||||
skyboxShader.use(gl)
|
//skyboxShader.use(gl)
|
||||||
skybox.draw(gl, skyboxShader, cam)
|
//skybox.draw(gl, skyboxShader, cam)
|
||||||
|
|
||||||
// Use terrain shader
|
// Use terrain shader
|
||||||
terrainShader.use(gl)
|
terrainShader.use(gl)
|
||||||
@ -176,9 +176,9 @@ async function pipeline () {
|
|||||||
material.apply(gl, terrainShader)
|
material.apply(gl, terrainShader)
|
||||||
planet.draw(gl, terrainShader)
|
planet.draw(gl, terrainShader)
|
||||||
|
|
||||||
// atmosShader.use(gl)
|
atmosShader.use(gl)
|
||||||
// cam.draw(gl, atmosShader)
|
cam.draw(gl, atmosShader)
|
||||||
// atmosphere.draw(gl, atmosShader, cam, env.sun, true)
|
atmosphere.draw(gl, atmosShader, cam, env.sun, true)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Render function for the triangle
|
// Render function for the triangle
|
||||||
|
Loading…
Reference in New Issue
Block a user