From: Daniel Karbach Date: Wed, 18 Mar 2015 10:26:38 +0000 (+0100) Subject: added distance fog X-Git-Url: https://git.localhorst.tv/?a=commitdiff_plain;h=b368ecb2c0f34e27b1d3b97cceb218b554dee324;p=blank.git added distance fog --- diff --git a/src/chunk.cpp b/src/chunk.cpp index d298fb2..81c8698 100644 --- a/src/chunk.cpp +++ b/src/chunk.cpp @@ -462,8 +462,8 @@ ChunkLoader::ChunkLoader(const BlockTypeRegistry ®, const Generator &gen) , loaded() , to_generate() , to_free() -, load_dist(4) -, unload_dist(5) { +, load_dist(6) +, unload_dist(8) { } diff --git a/src/hud.cpp b/src/hud.cpp index 266b80a..0747cff 100644 --- a/src/hud.cpp +++ b/src/hud.cpp @@ -62,6 +62,8 @@ void HUD::Display(const Block &b) { void HUD::Render(DirectionalLighting &program) { if (block_visible) { program.SetLightDirection({ 1.0f, 3.0f, 5.0f }); + // disable distance fog + program.SetFogDensity(0.0f); GLContext::ClearDepthBuffer(); program.SetMVP(block_transform, view, projection); block.Draw(); diff --git a/src/shader.cpp b/src/shader.cpp index 43b3910..eb09b10 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -143,9 +143,11 @@ DirectionalLighting::DirectionalLighting() , 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" @@ -153,11 +155,14 @@ DirectionalLighting::DirectionalLighting() "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" @@ -166,16 +171,23 @@ DirectionalLighting::DirectionalLighting() 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(); @@ -185,9 +197,11 @@ DirectionalLighting::DirectionalLighting() } 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"); } @@ -201,8 +215,10 @@ void DirectionalLighting::Activate() { } 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]); } @@ -211,6 +227,11 @@ void DirectionalLighting::SetLightDirection(const glm::vec3 &dir) { 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; diff --git a/src/shader.hpp b/src/shader.hpp index ea5b844..f42d19b 100644 --- a/src/shader.hpp +++ b/src/shader.hpp @@ -69,6 +69,8 @@ public: void SetLightDirection(const glm::vec3 &); + void SetFogDensity(float); + void SetM(const glm::mat4 &m); void SetProjection(const glm::mat4 &p); void SetView(const glm::mat4 &v); @@ -85,14 +87,18 @@ private: glm::vec3 light_direction; glm::vec3 light_color; + float fog_density; + glm::mat4 projection; glm::mat4 view; glm::mat4 vp; GLuint m_handle; + GLuint mv_handle; GLuint mvp_handle; GLuint light_direction_handle; GLuint light_color_handle; + GLuint fog_density_handle; }; diff --git a/src/world.cpp b/src/world.cpp index 7ab7fe4..f0d96f8 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -198,6 +198,11 @@ void World::Update(int dt) { 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()) {