Small fixes to opengl rendering
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parent
806ab74244
commit
742b93d3d9
14 changed files with 61 additions and 56 deletions
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@ -4,7 +4,7 @@
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ColorProfile::ColorProfile()
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{
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setToneMapping(TONE_MAPPING_UNCHARTED, 2.0);
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setToneMapping(TONE_MAPPING_UNCHARTED, 1.6);
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}
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ColorProfile::ColorProfile(ToneMappingOperator tonemapper, double exposure)
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@ -200,7 +200,7 @@ void Scenery::checkCameraAboveGround()
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{
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Vector3 camera_location = camera->getLocation();
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double terrain_height = terrain->getInterpolatedHeight(camera_location.x, camera_location.z, 1, 1) + 2.0;
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double water_height = terrain->getWaterHeight() + 1.0;
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double water_height = terrain->getWaterHeight() + 1.5;
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if (camera_location.y < water_height || camera_location.y < terrain_height)
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{
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double diff = ((water_height > terrain_height) ? water_height : terrain_height) - camera_location.y;
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@ -15,7 +15,8 @@ OpenGLRenderer::OpenGLRenderer(Scenery* scenery):
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functions = new OpenGLFunctions();
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shared_state = new OpenGLSharedState();
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shared_state->set("viewDistance", 20.0);
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shared_state->set("viewDistance", 300.0);
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shared_state->set("exposure", 1.6);
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skybox = new OpenGLSkybox(this);
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water = new OpenGLWater(this);
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@ -60,6 +61,8 @@ void OpenGLRenderer::initialize()
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prepare();
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disableClouds();
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skybox->initialize();
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skybox->updateScenery();
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@ -54,6 +54,7 @@ void OpenGLTerrain::initialize()
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program->addVertexSource("terrain");
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program->addFragmentSource("bruneton");
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program->addFragmentSource("tonemapping");
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program->addFragmentSource("fadeout");
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program->addFragmentSource("terrain");
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// Add terrain chunks
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@ -25,6 +25,7 @@ void OpenGLWater::initialize()
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program->addVertexSource("water");
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program->addFragmentSource("bruneton");
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program->addFragmentSource("tonemapping");
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program->addFragmentSource("fadeout");
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program->addFragmentSource("water");
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setVertex(0, -1.0f, 0.0f, -1.0f);
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@ -84,4 +84,5 @@ OTHER_FILES += \
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shaders/bruneton.frag \
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shaders/tonemapping.frag \
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shaders/terrain.frag \
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shaders/terrain.vert
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shaders/terrain.vert \
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shaders/fadeout.frag
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@ -2,7 +2,6 @@ const float GROUND_OFFSET = 0.5;
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const float Rg = 6360.0;
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const float Rt = 6420.0;
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const float RL = 6421.0;
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const float exposure = 0.4;
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const float ISun = 100.0;
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const float AVERAGE_GROUND_REFLECTANCE = 0.1;
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const float HR = 8.0;
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@ -90,7 +89,7 @@ vec4 _sunTransmittance(vec3 v, vec3 s, float r, float mu, float radius)
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{
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vec4 transmittance = r <= Rt ? _transmittanceWithShadow(r, mu) : vec4(1.0); /* T(x,xo) */
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float d = _limit(r, mu);
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radius *= (1.0 + 10.0 * d / Rt); /* Inflating due to lens effect near horizon */
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radius *= (1.0 + 25.0 * d / Rt); /* Inflating due to lens effect near horizon */
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float isun = step(cos(radius * M_PI / 180.0), dot(v, s)) * ISun; /* Lsun */
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transmittance.r *= isun;
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transmittance.g *= isun;
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@ -186,3 +185,27 @@ vec3 _getInscatterColor(inout vec3 x, inout float t, vec3 v, vec3 s, out float r
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}
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return result * ISun;
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}
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vec4 applyAerialPerspective(vec4 base)
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{
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float yoffset = GROUND_OFFSET - waterHeight;
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vec3 camera = vec3(cameraLocation.x, max(cameraLocation.y + yoffset, 0.0), cameraLocation.z);
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vec3 location = vec3(unprojected.x, max(unprojected.y + yoffset, 0.0), unprojected.z);
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vec3 x = vec3(0.0, Rg + camera.y * WORLD_SCALING, 0.0);
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vec3 v = normalize(location - camera);
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vec3 s = normalize(sunDirection * SUN_DISTANCE_SCALED - x);
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if (v.y == 0.0)
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{
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v.y = -0.000001;
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}
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float r = length(x);
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float mu = dot(x, v) / r;
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float t = length(location - camera) * WORLD_SCALING;
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vec3 attenuation;
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vec3 inscattering = _getInscatterColor(x, t, v, s, r, mu, attenuation);
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return base * vec4(attenuation, 0.0) + vec4(inscattering, 0.0);
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}
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8
src/render/opengl/shaders/fadeout.frag
Normal file
8
src/render/opengl/shaders/fadeout.frag
Normal file
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@ -0,0 +1,8 @@
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uniform float viewDistance;
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float distanceFadeout()
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{
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vec3 camera = vec3(cameraLocation.x, 0.0, cameraLocation.z);
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vec3 location = vec3(unprojected.x, 0.0, unprojected.z);
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return mix(1.0, 0.0, clamp((length(location - camera) - viewDistance * 0.8) / (viewDistance * 0.2), 0.0, 1.0));
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}
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@ -8,5 +8,6 @@
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<file>tonemapping.frag</file>
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<file>terrain.frag</file>
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<file>terrain.vert</file>
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<file>fadeout.frag</file>
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</qresource>
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</RCC>
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@ -15,5 +15,5 @@ void main(void)
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vec3 attenuation;
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vec3 inscattering = _getInscatterColor(x, t, v, s, r, mu, attenuation);
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gl_FragColor = _toneMappingUncharted(sunTransmittance + vec4(inscattering, 0.0), 2.0);
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gl_FragColor = applyToneMapping(sunTransmittance + vec4(inscattering, 0.0));
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}
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@ -1,33 +1,13 @@
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uniform sampler2D groundTexture;
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varying vec2 texcoord;
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uniform float viewDistance;
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void main(void)
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{
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gl_FragColor = texture2D(groundTexture, texcoord);
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float yoffset = GROUND_OFFSET - waterHeight;
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vec3 camera = vec3(cameraLocation.x, max(cameraLocation.y + yoffset, 0.0), cameraLocation.z);
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vec3 location = vec3(unprojected.x, max(unprojected.y + yoffset, 0.0), unprojected.z);
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vec3 x = vec3(0.0, Rg + camera.y * WORLD_SCALING, 0.0);
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vec3 v = normalize(location - camera);
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vec3 s = normalize(sunDirection * SUN_DISTANCE_SCALED - x);
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gl_FragColor = applyAerialPerspective(gl_FragColor);
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if (v.y == 0.0)
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{
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v.y = -0.000001;
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}
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gl_FragColor = applyToneMapping(gl_FragColor);
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float r = length(x);
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float mu = dot(x, v) / r;
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float t = length(location - camera) * WORLD_SCALING;
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vec3 attenuation;
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vec3 inscattering = _getInscatterColor(x, t, v, s, r, mu, attenuation);
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gl_FragColor = gl_FragColor * vec4(attenuation, 0.0) + vec4(inscattering, 0.0);
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gl_FragColor = _toneMappingUncharted(gl_FragColor, 2.0);
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gl_FragColor.a = mix(1.0, 0.0, clamp((t - viewDistance * 0.8) / (viewDistance * 0.2), 0.0, 1.0));
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gl_FragColor.a = distanceFadeout();
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}
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@ -1,3 +1,5 @@
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uniform float exposure;
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float _uncharted2Tonemap(float x)
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{
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float A = 0.15;
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@ -10,7 +12,12 @@ float _uncharted2Tonemap(float x)
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return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
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}
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vec4 _toneMappingUncharted(vec4 color, float exposure)
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vec4 applyToneMapping(vec4 color)
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{
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return vec4(((color * exposure) / (1.0 + color * exposure)).rgb, 1.0);
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}
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/*vec4 applyToneMapping(vec4 color)
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{
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float W = 11.2;
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float white_scale = 1.0 / _uncharted2Tonemap(W);
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@ -22,4 +29,4 @@ vec4 _toneMappingUncharted(vec4 color, float exposure)
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result.a = 1.0;
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return result;
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}
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}*/
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@ -1,32 +1,12 @@
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uniform vec4 waterColor;
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uniform float viewDistance;
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void main(void)
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{
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gl_FragColor = waterColor;
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float yoffset = GROUND_OFFSET - waterHeight;
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vec3 camera = vec3(cameraLocation.x, max(cameraLocation.y + yoffset, 0.0), cameraLocation.z);
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vec3 location = vec3(unprojected.x, max(unprojected.y + yoffset, 0.0), unprojected.z);
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vec3 x = vec3(0.0, Rg + camera.y * WORLD_SCALING, 0.0);
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vec3 v = normalize(location - camera);
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vec3 s = normalize(sunDirection * SUN_DISTANCE_SCALED - x);
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gl_FragColor = applyAerialPerspective(gl_FragColor);
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if (v.y == 0.0)
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{
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v.y = -0.000001;
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}
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gl_FragColor = applyToneMapping(gl_FragColor);
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float r = length(x);
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float mu = dot(x, v) / r;
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float t = length(location - camera) * WORLD_SCALING;
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vec3 attenuation;
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vec3 inscattering = _getInscatterColor(x, t, v, s, r, mu, attenuation);
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gl_FragColor = gl_FragColor * vec4(attenuation, 0.0) + vec4(inscattering, 0.0);
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gl_FragColor = _toneMappingUncharted(gl_FragColor, 2.0);
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gl_FragColor.a = mix(1.0, 0.0, clamp((t - viewDistance * 0.8) / (viewDistance * 0.2), 0.0, 1.0));
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gl_FragColor.a = distanceFadeout();
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}
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@ -934,7 +934,7 @@ static Color _sunColor(Vector3 v, Vector3 s, double r, double mu, double radius)
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{
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Color transmittance = r <= Rt ? _transmittanceWithShadow(r, mu) : COLOR_WHITE; /* T(x,xo) */
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double d = _limit(r, mu);
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radius *= (1.0 + 10.0 * d / Rt); /* Inflating due to lens effect near horizon */
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radius *= (1.0 + 25.0 * d / Rt); /* Inflating due to lens effect near horizon */
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double isun = step(cos(radius * M_PI / 180.0), v.dotProduct(s)) * ISun; /* Lsun */
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transmittance.r *= isun;
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transmittance.g *= isun;
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