Add fog events to the day-night cycle

master
Peder Bergebakken Sundt 2019-04-07 20:26:38 +02:00
parent d73da5b2a1
commit 349a7934c4
5 changed files with 38 additions and 21 deletions

9
res/models/sources Normal file
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@ -0,0 +1,9 @@
# Model Sources
Thanks!
https://sketchfab.com/3d-models/fur-tree-41fa3210e50944eaa489c148e5e2ccc7#download
https://sketchfab.com/3d-models/beetle-42c85b6e79b949eea51fd5d6c37a457f
https://sketchfab.com/3d-models/single-grass-52b3808c8a4f48188ff9a1217f2d84aa

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@ -165,7 +165,7 @@ void main() {
c.rgb += backlight_color * clamp((dot(normalize(vertex), nnormal) + backlight_strength) / backlight_strength, 0, 1);
float fog = linearDepth()/1500;
c.rgb = mix(c.rgb, fog_color, pow(fog,1.2)*fog_strength);
if (fog_strength > 0.05) c.rgb = mix(c.rgb, fog_color, pow(fog,1.2)*fog_strength);
color_out = c;
}

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@ -30,10 +30,6 @@ sf::SoundBuffer* buffer;
Gloom::Shader* current_shader = nullptr;
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
GLuint framebufferID = 0;
GLuint framebufferTextureID = 0;

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@ -30,6 +30,9 @@ vec3 cameraPosition = vec3(420, -120, 190);
vec3 cameraLookAt = vec3(460, 220, 0);
vec3 cameraUpward = vec3(0, 0, 1);
vec3 fog_color = vec3(1.0);
float fog_strength = 0;
const size_t N_GRASS = 150;
const size_t N_TREES = 30;
const size_t DISPLACEMENT = 30;
@ -252,19 +255,20 @@ void step_scene(double timeDelta) {
// time of day events
{
struct seq_t { double t; vec3 light_c; vec3 bg_c; bool has_headlights; };
struct seq_t { double t; vec3 light_c; vec3 bg_c; bool has_headlights; vec3 fog_c; float fog; };
static const vector<seq_t> sequence = {
{ 0, vec3(0.2 , 0.2 , 0.7), vec3(0.05, 0.1 , 0.15), 1}, // night
{ 9, vec3(0.4 , 0.4 , 0.8), vec3(0.15, 0.15, 0.35), 1}, // dusk
{10, vec3(1.0 , 0.6 , 0.4), vec3(0.8 , 0.4 , 0.2 ), 1}, // sunrise
{11, vec3(0.9 , 0.7 , 0.5), vec3(0.8 , 0.6 , 0.2 ), 1}, // sunrise2
{12, vec3(0.85, 0.85, 0.9), vec3(0.3 , 0.5 , 0.8 ), 0}, // morning
{18, vec3(1.0 , 1.0 , 1.0), vec3(0.35, 0.6 , 0.9 ), 0}, // noon
{24, vec3(0.7 , 0.9 , 1.0), vec3(0.3 , 0.5 , 0.8 ), 0}, // evening
{25, vec3(0.9 , 0.7 , 0.5), vec3(0.8 , 0.6 , 0.2 ), 0}, // sundown
{26, vec3(1.0 , 0.6 , 0.4), vec3(0.8 , 0.4 , 0.2 ), 1}, // sunset
{27, vec3(0.5 , 0.5 , 0.8), vec3(0.35, 0.15, 0.35), 1}, // dusk
{36, vec3(0.2 , 0.2 , 0.7), vec3(0.05, 0.1 , 0.15), 1}, // night
{ 0, vec3(0.2 , 0.2 , 0.7), vec3(0.05, 0.1 , 0.15), 1, vec3(0.2 , 0.2 , 0.7), 0.0}, // night
{ 1, vec3(0.2 , 0.2 , 0.7), vec3(0.05, 0.1 , 0.15), 1, vec3(0.2 , 0.2 , 0.7), 0.6}, // night
{ 9, vec3(0.4 , 0.4 , 0.8), vec3(0.15, 0.15, 0.35), 1, vec3(0.5 , 0.5 , 0.8), 0.7}, // dusk
{10, vec3(1.0 , 0.6 , 0.4), vec3(0.8 , 0.4 , 0.2 ), 1, vec3(1.0 , 0.7 , 0.6), 0.8}, // sunrise
{11, vec3(0.9 , 0.7 , 0.5), vec3(0.8 , 0.6 , 0.2 ), 1, vec3(1.0 , 0.85, 0.7), 0.9}, // sunrise2
{12, vec3(0.85, 0.85, 0.9), vec3(0.3 , 0.5 , 0.8 ), 0, vec3(0.85, 0.85, 0.9), 0.8}, // morning
{18, vec3(1.0 , 1.0 , 1.0), vec3(0.35, 0.6 , 0.9 ), 0, vec3(1.0 , 1.0 , 1.0), 0.0}, // noon
{24, vec3(0.7 , 0.9 , 1.0), vec3(0.3 , 0.5 , 0.8 ), 0, vec3(1.0 , 1.0 , 1.0), 0.0}, // evening
{25, vec3(0.9 , 0.7 , 0.5), vec3(0.8 , 0.6 , 0.2 ), 0, vec3(1.0 , 1.0 , 1.0), 0.0}, // sundown
{26, vec3(1.0 , 0.6 , 0.4), vec3(0.8 , 0.4 , 0.2 ), 1, vec3(1.0 , 1.0 , 1.0), 0.0}, // sunset
{27, vec3(0.5 , 0.5 , 0.8), vec3(0.35, 0.15, 0.35), 1, vec3(1.0 , 1.0 , 1.0), 0.0}, // dusk
{36, vec3(0.2 , 0.2 , 0.7), vec3(0.05, 0.1 , 0.15), 1, vec3(1.0 , 1.0 , 1.0), 0.0}, // night
};
assert(sequence.front().light_c == sequence.back().light_c);
assert(sequence.front().bg_c == sequence.back().bg_c);
@ -272,15 +276,20 @@ void step_scene(double timeDelta) {
static const size_t seq_size = sequence.size();
static size_t /*current*/ seq_pos = 0;
double t = fmod(timeAcc, t_max);
double t = fmod(timeAcc+34, t_max);
while (sequence[(seq_pos+1) % seq_size].t < t || sequence[seq_pos].t > t)
seq_pos = (seq_pos+1) % seq_size;
const seq_t& seq_a = sequence[seq_pos];
const seq_t& seq_b = sequence[(seq_pos+1) % seq_size];
double /*interpolation */f/*actor*/ = (t - seq_a.t) / (seq_b.t - seq_a.t);
lightNode[0]->light_color = vec3(seq_a.light_c * (1-f) + seq_b.light_c * f);
vec3 bg_color = vec3(seq_a.bg_c * (1-f) + seq_b.bg_c * f);
double /*interpolation */f/*actor*/ = (t - seq_a.t) / (seq_b.t - seq_a.t);
lightNode[0]->light_color = seq_a.light_c * (1-f) + seq_b.light_c * f;
vec3 bg_color = seq_a.bg_c * (1-f) + seq_b.bg_c * f;
fog_color = seq_a.fog_c * (1-f) + seq_b.fog_c * f;
fog_strength = seq_a.fog * (1-f) + seq_b.fog * f;
bg_color = glm::mix(bg_color, fog_color, fog_strength);
glClearColor(bg_color.r, bg_color.g, bg_color.b, 1.0f);
/*interpolation */f/*actor*/ = t/t_max;

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@ -9,6 +9,9 @@ extern SceneNode* rootNode;
extern SceneNode* hudNode;
extern SceneNode* lightNode[N_LIGHTS];
extern vec3 fog_color;
extern float fog_strength;
extern glm::vec3 cameraPosition;
extern glm::vec3 cameraLookAt;
extern glm::vec3 cameraUpward;