From bbd21944fae06f134625b2f5595c3aab36c3aa9e Mon Sep 17 00:00:00 2001 From: Mikko Rasa Date: Wed, 18 Nov 2015 20:53:43 +0200 Subject: [PATCH] Support fog in lighting and shaders --- source/lighting.cpp | 35 ++++++++++++++++++++++++++++++++++- source/lighting.h | 12 ++++++++++++ source/programbuilder.cpp | 16 +++++++++++++--- source/programbuilder.h | 2 ++ 4 files changed, 61 insertions(+), 4 deletions(-) diff --git a/source/lighting.cpp b/source/lighting.cpp index a927d622..5cda4f4c 100644 --- a/source/lighting.cpp +++ b/source/lighting.cpp @@ -1,4 +1,5 @@ #include +#include #include #include "error.h" #include "light.h" @@ -15,7 +16,9 @@ namespace GL { Lighting::Lighting(): ambient(0.2), sky_direction(0, 0, 1), - horizon_angle(Geometry::Angle::zero()) + horizon_angle(Geometry::Angle::zero()), + fog_color(0.0f, 0.0f, 0.0f, 0.0f), + fog_density(0.0f) { } void Lighting::set_ambient(const Color &a) @@ -38,6 +41,24 @@ void Lighting::set_horizon_angle(const Geometry::Angle &a) horizon_angle = a; } +void Lighting::set_fog_color(const Color &c) +{ + fog_color = c; +} + +void Lighting::set_fog_density(float d) +{ + if(d<0) + throw invalid_argument("Lighting::set_fog_density"); + + fog_density = d; +} + +void Lighting::set_fog_half_distance(float d) +{ + set_fog_density(-log(pow(0.5, 1.0/d))); +} + void Lighting::attach(unsigned i, const Light &l) { if(i>=lights.size()) @@ -69,6 +90,8 @@ void Lighting::update_shader_data(ProgramData &shdata, const Matrix &view_matrix shdata.uniform("sky_color", sky_color); shdata.uniform("eye_sky_dir", view_matrix.block<3, 3>(0, 0)*sky_direction); shdata.uniform("horizon_limit", horizon_angle.radians()); + shdata.uniform("fog_color", fog_color); + shdata.uniform("fog_density", fog_density); for(unsigned i=0; ibind_to(i); + + if(fog_density) + { + enable(GL_FOG); + glFogi(GL_FOG_MODE, GL_EXP); + glFogf(GL_FOG_DENSITY, fog_density); + glFogfv(GL_FOG_COLOR, &fog_color.r); + } } void Lighting::unbind() @@ -102,6 +133,8 @@ void Lighting::unbind() Light::unbind_from(i); disable(GL_LIGHTING); + if(old->fog_density) + disable(GL_FOG); } } // namespace GL diff --git a/source/lighting.h b/source/lighting.h index 8b3feb5f..931d06d3 100644 --- a/source/lighting.h +++ b/source/lighting.h @@ -24,6 +24,8 @@ private: Color sky_color; Vector3 sky_direction; Geometry::Angle horizon_angle; + Color fog_color; + float fog_density; std::vector lights; public: @@ -45,6 +47,16 @@ public: Has no effect without shaders. */ void set_horizon_angle(const Geometry::Angle &); + /** Sets the fog color, which is blended into distant surfaces. */ + void set_fog_color(const Color &); + + /** Sets the density of the fog. Zero means no fog. */ + void set_fog_density(float); + + /** Sets the density of the fog so that the blending factor at the given + distance is 50%. */ + void set_fog_half_distance(float); + /** Attaches a light source. If the attachment index is greater than LightUnit::get_n_units, the Lighting can't be bound for legacy mode. */ void attach(unsigned, const Light &); diff --git a/source/programbuilder.cpp b/source/programbuilder.cpp index de1fb160..18255b95 100644 --- a/source/programbuilder.cpp +++ b/source/programbuilder.cpp @@ -45,9 +45,13 @@ anything that might need them. */ const ProgramBuilder::VariableDefinition ProgramBuilder::standard_variables[] = { { FRAGMENT, "gl_FragColor", "vec4", "frag_color", 0 }, - { FRAGMENT, "frag_color", "vec4", "basic_color", "!e!l" }, - { FRAGMENT, "frag_color", "vec4", "vec4(rgb_surface, surface_alpha)", "!el" }, - { FRAGMENT, "frag_color", "vec4", "vec4(rgb_surface+rgb_reflection, surface_alpha)", "e" }, + { FRAGMENT, "frag_color", "vec4", "incoming_color", "!f" }, + { FRAGMENT, "frag_color", "vec4", "vec4(mix(fog_color.rgb, incoming_color.rgb, fog_value), incoming_color.a)", "f" }, + { FRAGMENT, "fog_value", "float", "exp(-fog_coord*fog_density)", 0 }, + + { FRAGMENT, "incoming_color", "vec4", "basic_color", "!e!l" }, + { FRAGMENT, "incoming_color", "vec4", "vec4(rgb_surface, surface_alpha)", "!el" }, + { FRAGMENT, "incoming_color", "vec4", "vec4(rgb_surface+rgb_reflection, surface_alpha)", "e" }, { FRAGMENT, "rgb_reflection", "vec3", "reflect_sample.rgb*reflectivity", 0 }, { FRAGMENT, "reflect_sample", "vec4", "textureCube(environment, env_reflect_dir)", 0 }, @@ -106,6 +110,7 @@ const ProgramBuilder::VariableDefinition ProgramBuilder::standard_variables[] = { FRAGMENT, "diffuse_sample", "vec4", "texture2D(diffusemap, texture_coord)", 0 }, { VERTEX, "gl_Position", "vec4", "projection_matrix*eye_vertex", 0 }, + { VERTEX, "fog_coord", "float", "-eye_vertex.z", 0 }, { VERTEX, "shd_vertex", "vec3", "(shd_eye_matrix*eye_vertex).xyz", 0 }, { VERTEX, "tbn_sky_dir", "vec3", "eye_sky_dir*eye_tbn_matrix", "n" }, { VERTEX, "tbn_light_dir[i]", "vec3", "eye_light_dir[i]*eye_tbn_matrix", 0 }, @@ -143,6 +148,8 @@ const ProgramBuilder::VariableDefinition ProgramBuilder::standard_variables[] = { UNIFORM, "Lighting::sky_color", "vec4", 0, 0 }, { UNIFORM, "Lighting::eye_sky_dir", "vec3", 0, 0 }, { UNIFORM, "Lighting::horizon_limit", "float", 0, 0 }, + { UNIFORM, "Lighting::fog_color", "vec4", "gl_Fog.color", 0 }, + { UNIFORM, "Lighting::fog_density", "float", "gl_Fog.density", 0 }, { UNIFORM, "Material::material", "MaterialParameters", "gl_FrontMaterial", 0 }, { TYPE, "LightSourceParameters", "struct { vec4 position; vec4 diffuse; vec4 specular; }", "gl_LightSourceParameters", 0 }, @@ -748,6 +755,8 @@ string ProgramBuilder::StandardFeatures::create_flags() const if(normalmap) flags += 'n'; } + if(fog) + flags += 'f'; if(shadow) flags += 's'; if(reflection) @@ -1078,6 +1087,7 @@ ProgramBuilder::StandardFeatures::Loader::Loader(StandardFeatures &f): DataFile::ObjectLoader(f) { add("custom", &StandardFeatures::custom); + add("fog", &StandardFeatures::fog); add("lighting", &StandardFeatures::lighting); add("material", &StandardFeatures::material); add("max_lights", &StandardFeatures::max_lights); diff --git a/source/programbuilder.h b/source/programbuilder.h index 56fd5e80..ecd006d5 100644 --- a/source/programbuilder.h +++ b/source/programbuilder.h @@ -82,6 +82,8 @@ public: /** Use a skylight component for ambient lighting. */ bool skylight; + bool fog; + /** Use a specular lighting component. */ bool specular; -- 2.43.0