Add support for fog into the scene shader

This commit is contained in:
Peder Bergebakken Sundt 2019-04-07 00:03:03 +02:00
parent ccdf4ab3c9
commit 95d6981461
2 changed files with 26 additions and 7 deletions

View File

@ -27,6 +27,9 @@ uniform vec3 specular_color;
uniform vec3 emissive_color; uniform vec3 emissive_color;
uniform vec3 backlight_color; uniform vec3 backlight_color;
uniform vec3 fog_color;
uniform float fog_strength;
uniform bool isIlluminated; uniform bool isIlluminated;
uniform bool isTextured; uniform bool isTextured;
uniform bool isVertexColored; uniform bool isVertexColored;
@ -138,7 +141,15 @@ vec3 phong(vec3 basecolor, vec3 nnormal) {
return basecolor + specular_color * specular_component; return basecolor + specular_color * specular_component;
} }
const float near = 0.1;
const float far = 5000.0;
float linearDepth() {
float z = gl_FragCoord.z * 2.0 - 1.0;
return (2.0 * near * far) / (far + near - z * (far - near));
}
void main() { void main() {
vec3 nnormal = get_nnormal(); // normalized normal vec3 nnormal = get_nnormal(); // normalized normal
vec4 c = vec4(vec3(1.0), opacity); vec4 c = vec4(vec3(1.0), opacity);
if (isVertexColored) c *= color; if (isVertexColored) c *= color;
@ -152,8 +163,9 @@ void main() {
} }
if (backlight_strength > 0.05) if (backlight_strength > 0.05)
c.rgb += backlight_color * clamp((dot(normalize(vertex), nnormal) + backlight_strength) / backlight_strength, 0, 1); c.rgb += backlight_color * clamp((dot(normalize(vertex), nnormal) + backlight_strength) / backlight_strength, 0, 1);
//c.rgb = diffuse_color;
//c.rgb = emissive_color; float fog = linearDepth()/1500;
//c.rgb = specular_color; c.rgb = mix(c.rgb, fog_color, pow(fog,1.2)*fog_strength);
color_out = c; color_out = c;
} }

View File

@ -30,6 +30,9 @@ sf::SoundBuffer* buffer;
Gloom::Shader* current_shader = nullptr; Gloom::Shader* current_shader = nullptr;
Gloom::Shader* prev_shader = nullptr; // The last shader to glDrawElements Gloom::Shader* prev_shader = nullptr; // The last shader to glDrawElements
// uniforms in the scene
vec3 fog_color = vec3(0);
float fog_strength = 0;
// the framebuffer we render the scene to before post-processing // the framebuffer we render the scene to before post-processing
GLuint framebufferID = 0; GLuint framebufferID = 0;
@ -246,14 +249,18 @@ void renderNode(SceneNode* node, Gloom::Shader* parent_shader, vector<NodeDistSh
case GEOMETRY: case GEOMETRY:
if (transparent_nodes!=nullptr && node->has_transparancy()) { if (transparent_nodes!=nullptr && node->has_transparancy()) {
// defer to sorted pass later on // defer to sorted pass later on
//transparent_nodes->emplace_back(node, s, glm::length(vec3(node->MVP[3])));
//transparent_nodes->push_back({node, s, glm::length(vec3(node->MVP[3]))});
transparent_nodes->emplace_back(node, s, glm::length(vec3(node->MVP*vec4(0,0,0,1)))); transparent_nodes->emplace_back(node, s, glm::length(vec3(node->MVP*vec4(0,0,0,1))));
//transparent_nodes->push_back({node, s, glm::length(vec3(node->MVP*vec4(0,0,0,1)))});
} }
else if(node->vertexArrayObjectID != -1) { else if(node->vertexArrayObjectID != -1) {
if (node->opacity <= 0.05) break; if (node->opacity <= 0.05) break;
// load uniforms
// load scene uniforms
if (shader_changed) { // guaranteed at start of every frame, due to post_shader
glUniform3fv(s->location("fog_color"), 1, glm::value_ptr(fog_color));
glUniform1f( s->location("fog_strength"), fog_strength);
}
// load material uniforms
um4fv(MVP); um4fv(MVP);
um4fv(MV); um4fv(MV);
um4fv(MVnormal); um4fv(MVnormal);