Implemented terrain texturing
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1475fd2101
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19 changed files with 1977 additions and 87 deletions
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@ -12,6 +12,8 @@ struct PointLight {
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layout(location = 0) out vec4 outColor;
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in vec4 gl_FragCoord;
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layout(location = 2) in vec3 Normal;
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layout(location = 3) in vec3 FragPos;
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layout(location = 4) in vec2 TexCoords;
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@ -35,14 +37,19 @@ layout(push_constant) uniform pc {
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int light_count;
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} pushConstants;
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vec3 calc_directional_light(vec3 normal, vec3 viewDir) {
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layout (set = 1, binding = 1) uniform sampler2D sand;
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layout (set = 1, binding = 2) uniform sampler2D grass;
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layout (set = 1, binding = 3) uniform sampler2D rock;
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vec3 calc_directional_light(vec3 normal, vec3 viewDir, vec3 diffuse) {
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vec3 lightDir = normalize(-directional_light.direction);
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float diff = max(dot(normal, lightDir), 0.0);
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vec3 diffuse = directional_light.diffuse * diff;
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return (directional_light.ambient + diffuse);
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vec3 ambient = directional_light.ambient * diffuse;
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vec3 d = directional_light.diffuse * diff * diffuse;
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return (ambient + d);
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}
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vec3 calc_point_light(int index, vec3 normal, vec3 fragPos, vec3 viewDir) {
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vec3 calc_point_light(int index, vec3 normal, vec3 fragPos, vec3 viewDir, vec3 diffuse) {
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float constant = point_lights.point_lights[index].data[0];
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float linear = point_lights.point_lights[index].data[1];
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float quadratic = point_lights.point_lights[index].data[2];
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@ -52,35 +59,43 @@ vec3 calc_point_light(int index, vec3 normal, vec3 fragPos, vec3 viewDir) {
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vec3 reflectDir = reflect(-lightDir, normal);
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float distance = length(point_lights.point_lights[index].position - fragPos);
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float attenuation = 1.0 / (constant + linear * distance + quadratic * (distance * distance));
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vec3 ambient = point_lights.point_lights[index].ambient;
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vec3 diffuse = point_lights.point_lights[index].diffuse * diff;
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vec3 ambient = point_lights.point_lights[index].ambient * diffuse;
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vec3 d = point_lights.point_lights[index].diffuse * diff * diffuse;
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ambient *= attenuation;
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diffuse *= attenuation;
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return (ambient + diffuse);
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d *= attenuation;
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return (ambient + d);
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}
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void main() {
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(viewPos.pos - FragPos);
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vec3 result = calc_directional_light(norm, viewDir);
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float height = FragPos.y;
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float sandWeight = 1.0 - smoothstep(0.0, 0.035, height);
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float grassWeight = smoothstep(0.035, 0.15, height) - smoothstep(0.25, 0.4, height);
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float rockWeight = smoothstep(0.25, 0.4, height);
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float total = sandWeight + grassWeight + rockWeight;
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sandWeight /= total;
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grassWeight /= total;
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rockWeight /= total;
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vec4 sandColor = texture(sand, TexCoords);
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vec4 grassColor = texture(grass, TexCoords);
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vec4 rockColor = texture(rock, TexCoords);
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vec4 finalColor = sandColor * sandWeight +
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grassColor * grassWeight +
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rockColor * rockWeight;
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vec3 result = calc_directional_light(norm, viewDir, vec3(finalColor));
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//vec3 result = vec3(0.0, 0.0, 0.0);
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for(int i = 0; i < pushConstants.light_count; i++)
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result += calc_point_light(i, norm, FragPos, viewDir);
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result += calc_point_light(i, norm, FragPos, viewDir, vec3(finalColor));
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vec3 tall = vec3(1.0, 0.0, 0.0);
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vec3 mid = vec3(0.0, 1.0, 0.0);
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vec3 water = vec3(0.0, 0.0, 1.0);
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vec3 color;
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if (FragPos.y < 0.05) {
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color = water;
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} else if (FragPos.y > 0.3) {
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color = tall;
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} else {
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color = mid;
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}
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outColor = vec4(color+result, 1.0);
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outColor = vec4(result, 1.0);
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//outColor = vec4(finalColor);
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}
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@ -1,5 +1,6 @@
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#version 450
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layout(location = 0) in vec3 vertPos;
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layout(location = 1) in vec3 normal;
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layout(location = 2) in vec2 uv;
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@ -19,17 +20,18 @@ layout(location = 4) out vec2 TexCoords;
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layout (set = 1, binding = 0) uniform sampler2D diffuseSampler;
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void main() {
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float texelSize = 1.0 / 200;
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float hL = texture(diffuseSampler, uv - vec2(texelSize, 0.0)).r;
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float hR = texture(diffuseSampler, uv + vec2(texelSize, 0.0)).r;
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float hD = texture(diffuseSampler, uv - vec2(0.0, texelSize)).r;
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float hU = texture(diffuseSampler, uv + vec2(0.0, texelSize)).r;
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float texelSize = 1.0 / (50*4);
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float hL = texture(diffuseSampler, uv - vec2(texelSize, 0.0)).r * 10;
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float hR = texture(diffuseSampler, uv + vec2(texelSize, 0.0)).r * 10;
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float hD = texture(diffuseSampler, uv - vec2(0.0, texelSize)).r * 10;
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float hU = texture(diffuseSampler, uv + vec2(0.0, texelSize)).r * 10;
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float dX = (hR - hL) * 15.0;
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float dY = (hU - hD) * 15.0;
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float y = texture(diffuseSampler, uv).x * 3;
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vec4 out_vec = proj.proj * view.view * vec4(vec3(vertPos.x, y, vertPos.z), 1.0);
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float y = texture(diffuseSampler, uv).x;
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vec4 out_vec = proj.proj * view.view * vec4(vec3(vertPos.x, y * 10, vertPos.z), 1.0);
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FragPos = vec3(vertPos.x, y, vertPos.z);
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Normal = normalize(vec3(-dX, -dY, 1.0));
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