, light_color(0.9f, 0.9f, 0.9f)
, vp(1.0f)
, m_handle(0)
+, mv_handle(0)
, mvp_handle(0)
, light_direction_handle(0)
-, light_color_handle(0) {
+, light_color_handle(0)
+, fog_density_handle(0) {
program.LoadShader(
GL_VERTEX_SHADER,
"#version 330 core\n"
"layout(location = 1) in vec3 vtx_color;\n"
"layout(location = 2) in vec3 vtx_normal;\n"
"uniform mat4 M;\n"
+ "uniform mat4 MV;\n"
"uniform mat4 MVP;\n"
"out vec3 frag_color;\n"
+ "out vec3 vtx_viewspace;\n"
"out vec3 normal;\n"
"void main() {\n"
"gl_Position = MVP * vec4(vtx_position, 1);\n"
+ "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n"
"normal = (M * vec4(vtx_normal, 0)).xyz;\n"
"frag_color = vtx_color;\n"
"}\n"
GL_FRAGMENT_SHADER,
"#version 330 core\n"
"in vec3 frag_color;\n"
+ "in vec3 vtx_viewspace;\n"
"in vec3 normal;\n"
"uniform vec3 light_direction;\n"
"uniform vec3 light_color;\n"
+ "uniform float fog_density;\n"
"out vec3 color;\n"
"void main() {\n"
"vec3 ambient = vec3(0.1, 0.1, 0.1) * frag_color;\n"
+ // this should be the same as the clear color, otherwise looks really weird
+ "vec3 fog_color = vec3(0, 0, 0);\n"
+ "float e = 2.718281828;\n"
"vec3 n = normalize(normal);\n"
"vec3 l = normalize(light_direction);\n"
"float cos_theta = clamp(dot(n, l), 0, 1);\n"
- "color = ambient + frag_color * light_color * cos_theta;\n"
+ "vec3 reflect_color = ambient + frag_color * light_color * cos_theta;\n"
+ "float value = pow(e, -pow(fog_density * length(vtx_viewspace), 5));"
+ "color = mix(fog_color, reflect_color, value);\n"
"}\n"
);
program.Link();
}
m_handle = program.UniformLocation("M");
+ mv_handle = program.UniformLocation("MV");
mvp_handle = program.UniformLocation("MVP");
light_direction_handle = program.UniformLocation("light_direction");
light_color_handle = program.UniformLocation("light_color");
+ fog_density_handle = program.UniformLocation("fog_density");
}
}
void DirectionalLighting::SetM(const glm::mat4 &m) {
+ glm::mat4 mv(view * m);
glm::mat4 mvp(vp * m);
glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
+ glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
}
glUniform3f(light_direction_handle, light_direction.x, light_direction.y, light_direction.z);
}
+void DirectionalLighting::SetFogDensity(float f) {
+ fog_density = f;
+ glUniform1f(fog_density_handle, fog_density);
+}
+
void DirectionalLighting::SetProjection(const glm::mat4 &p) {
projection = p;
vp = p * view;
void World::Render(DirectionalLighting &program) {
program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
+ // fade out reaches 1/e (0.3679) at 1/fog_density,
+ // gets less than 0.01 at e/(2 * fog_density)
+ // I chose 0.011 because it yields 91 and 124 for those, so
+ // slightly less than 6 and 8 chunks
+ program.SetFogDensity(0.011f);
program.SetView(glm::inverse(player->Transform(player->ChunkCoords())));
for (Chunk &chunk : chunks.Loaded()) {