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significant work on procedural sky

This commit is contained in:
Sky Johnson 2025-09-09 18:26:31 -05:00
parent 6ff828a167
commit bc2d9eefab
3 changed files with 163 additions and 12 deletions

View File

@ -17,10 +17,20 @@ uniform vec3 zenithColor;
uniform vec3 sunDirection; uniform vec3 sunDirection;
uniform vec3 sunColor; uniform vec3 sunColor;
uniform float sunIntensity; uniform float sunIntensity;
uniform vec3 moonDirection;
uniform vec3 moonColor;
uniform float moonIntensity;
uniform float moonPhase;
uniform float starsIntensity;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;
// Simple hash function for stars
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
void main() void main()
{ {
// Normalize the world position to get direction from center // Normalize the world position to get direction from center
@ -32,18 +42,46 @@ void main()
// Interpolate between horizon and zenith colors // Interpolate between horizon and zenith colors
vec3 skyColor = mix(horizonColor, zenithColor, gradientFactor); vec3 skyColor = mix(horizonColor, zenithColor, gradientFactor);
// Add stars (only visible at night)
if (starsIntensity > 0.01 && direction.y > -0.1) { // Don't render stars below horizon
// Create a simple star field using noise
vec2 starCoord = direction.xz * 30.0; // Less dense grid
// Two layers of stars for depth (reduced from 3)
for (int i = 0; i < 2; i++) {
vec2 gridPos = floor(starCoord * (1.0 + float(i) * 0.3));
vec2 gridFract = fract(starCoord * (1.0 + float(i) * 0.3));
float starRandom = hash(gridPos + vec2(float(i) * 13.0, float(i) * 17.0));
// Much fewer stars (higher threshold)
if (starRandom > 0.985 + float(i) * 0.005) {
float starBrightness = hash(gridPos + vec2(37.0, 73.0));
// Circular star points
vec2 starCenter = vec2(0.5);
float dist = length(gridFract - starCenter);
if (dist < 0.05) { // Slightly larger star points
float starAlpha = pow(1.0 - dist / 0.05, 1.5) * starsIntensity;
starAlpha *= (0.4 + starBrightness * 0.6); // Vary brightness
skyColor = mix(skyColor, vec3(0.95, 0.95, 1.0), starAlpha);
}
}
}
}
vec3 color = skyColor;
// Calculate sun contribution // Calculate sun contribution
vec3 sunDir = normalize(sunDirection); vec3 sunDir = normalize(sunDirection);
float sunDot = dot(direction, sunDir); float sunDot = dot(direction, sunDir);
// Sun rendering
vec3 color = skyColor;
// Only render sun if it's above horizon and has intensity // Only render sun if it's above horizon and has intensity
if (sunDir.y > 0.0 && sunIntensity > 0.1) { if (sunDir.y > 0.0 && sunIntensity > 0.1) {
// Sun disc with soft edges // Sun disc with soft edges - much smaller
float sunSize = 0.99; // Smaller value = larger sun float sunSize = 0.9985; // Much smaller sun (closer to 1.0 = smaller)
float sunEdge = 0.98; float sunEdge = 0.997;
if (sunDot > sunSize) { if (sunDot > sunSize) {
// Bright sun core // Bright sun core
@ -51,13 +89,39 @@ void main()
} else if (sunDot > sunEdge) { } else if (sunDot > sunEdge) {
// Soft edge // Soft edge
float edge = smoothstep(sunEdge, sunSize, sunDot); float edge = smoothstep(sunEdge, sunSize, sunDot);
color = mix(skyColor, sunColor, edge); color = mix(color, sunColor, edge);
} }
// Sun glow // Sun glow - tighter radius
if (sunDot > 0.85) { if (sunDot > 0.94) {
float glow = pow(max(0.0, (sunDot - 0.85) / 0.15), 2.0) * sunIntensity; float glow = pow(max(0.0, (sunDot - 0.94) / 0.06), 2.0) * sunIntensity;
color = mix(color, sunColor, glow * 0.5); color = mix(color, sunColor, glow * 0.4);
}
}
// Calculate moon contribution
vec3 moonDir = normalize(moonDirection);
float moonDot = dot(direction, moonDir);
// Only render moon if it's above horizon
if (moonDir.y > 0.0 && moonIntensity > 0.1) {
// Moon disc - 15% smaller than before
float moonSize = 0.9992; // Much smaller than sun (sun is 0.9985)
float moonEdge = 0.999;
if (moonDot > moonSize) {
// Simple moon disc (simplified for smaller size)
color = mix(color, moonColor, moonIntensity);
} else if (moonDot > moonEdge) {
// Soft moon edge
float edge = smoothstep(moonEdge, moonSize, moonDot);
color = mix(color, moonColor * 0.8, edge * moonIntensity);
}
// Subtle moon glow - even tighter for smaller moon
if (moonDot > 0.98) {
float glow = pow(max(0.0, (moonDot - 0.98) / 0.02), 2.0) * moonIntensity;
color = mix(color, moonColor, glow * 0.1);
} }
} }

View File

@ -12,6 +12,10 @@ Sky::Sky()
sun.intensity = 1.0f; sun.intensity = 1.0f;
sun.angle = 0.0f; sun.angle = 0.0f;
moon.intensity = 1.0f;
moon.phase = 0.5f; // Start with full moon
moon.color = {230, 230, 255, 255}; // Pale blue-white
createSkyDome(); createSkyDome();
updateColors(); updateColors();
@ -28,6 +32,11 @@ Sky::Sky()
sunDirectionLoc = GetShaderLocation(skyShader, "sunDirection"); sunDirectionLoc = GetShaderLocation(skyShader, "sunDirection");
sunColorLoc = GetShaderLocation(skyShader, "sunColor"); sunColorLoc = GetShaderLocation(skyShader, "sunColor");
sunIntensityLoc = GetShaderLocation(skyShader, "sunIntensity"); sunIntensityLoc = GetShaderLocation(skyShader, "sunIntensity");
moonDirectionLoc = GetShaderLocation(skyShader, "moonDirection");
moonColorLoc = GetShaderLocation(skyShader, "moonColor");
moonIntensityLoc = GetShaderLocation(skyShader, "moonIntensity");
moonPhaseLoc = GetShaderLocation(skyShader, "moonPhase");
starsIntensityLoc = GetShaderLocation(skyShader, "starsIntensity");
// Assign shader to sky model // Assign shader to sky model
skyModel.materials[0].shader = skyShader; skyModel.materials[0].shader = skyShader;
@ -62,6 +71,7 @@ void Sky::update(float) {
updateColors(); updateColors();
sun.updatePosition(timeOfDay); sun.updatePosition(timeOfDay);
moon.updatePosition(timeOfDay);
} }
void Sky::Sun::updatePosition(float timeOfDay) { void Sky::Sun::updatePosition(float timeOfDay) {
@ -90,6 +100,40 @@ void Sky::Sun::updatePosition(float timeOfDay) {
direction = Vector3Normalize(Vector3Scale(position, -1.0f)); direction = Vector3Normalize(Vector3Scale(position, -1.0f));
} }
void Sky::Moon::updatePosition(float timeOfDay) {
// Moon follows opposite schedule to sun
// Visible from 6 PM (0.75) to 6 AM (0.25)
// At midnight (0.0), moon is overhead
float adjustedTime = timeOfDay + 0.25f; // Shift so moon is overhead at midnight
if (adjustedTime > 1.0f) adjustedTime -= 1.0f;
// Only show moon during nighttime (6pm to 6am)
if (timeOfDay < 0.25f || timeOfDay > 0.75f) {
float nightProgress;
if (timeOfDay > 0.75f) {
nightProgress = (timeOfDay - 0.75f) / 0.5f; // 0 to 0.5 for evening
} else {
nightProgress = (timeOfDay + 0.25f) / 0.5f; // 0.5 to 1 for morning
}
float angle = nightProgress * PI; // 0 to PI (moonrise to moonset)
// Calculate moon position in an arc (same as sun but at night)
float moonX = cosf(angle) * 150.0f; // East to West
float moonY = sinf(angle) * 100.0f + 20.0f; // Height arc, minimum 20 units up
float moonZ = 0.0f;
position = {moonX, moonY, moonZ};
} else {
// Moon is below horizon during day
position = {0.0f, -100.0f, 0.0f};
}
// Direction is from moon to origin
direction = Vector3Normalize(Vector3Scale(position, -1.0f));
}
void Sky::updateColors() { void Sky::updateColors() {
float t = timeOfDay; float t = timeOfDay;
@ -185,8 +229,9 @@ void Sky::renderSkybox(const Camera3D& camera) {
rlTranslatef(camera.position.x, camera.position.y, camera.position.z); rlTranslatef(camera.position.x, camera.position.y, camera.position.z);
if (shaderLoaded) { if (shaderLoaded) {
// First make sure sun position is updated // First make sure sun and moon positions are updated
sun.updatePosition(timeOfDay); sun.updatePosition(timeOfDay);
moon.updatePosition(timeOfDay);
// Update shader uniforms // Update shader uniforms
Vector3 horizonColorVec = { Vector3 horizonColorVec = {
@ -204,6 +249,11 @@ void Sky::renderSkybox(const Camera3D& camera) {
sun.color.g / 255.0f, sun.color.g / 255.0f,
sun.color.b / 255.0f sun.color.b / 255.0f
}; };
Vector3 moonColorVec = {
moon.color.r / 255.0f,
moon.color.g / 255.0f,
moon.color.b / 255.0f
};
// Normalize sun direction (make sure it's valid) // Normalize sun direction (make sure it's valid)
Vector3 sunDir = {0, 1, 0}; // Default up if sun position is invalid Vector3 sunDir = {0, 1, 0}; // Default up if sun position is invalid
@ -211,6 +261,22 @@ void Sky::renderSkybox(const Camera3D& camera) {
sunDir = Vector3Normalize(sun.position); sunDir = Vector3Normalize(sun.position);
} }
// Normalize moon direction
Vector3 moonDir = {0, -1, 0}; // Default down if moon position is invalid
if (Vector3Length(moon.position) > 0.001f) {
moonDir = Vector3Normalize(moon.position);
}
// Calculate stars intensity based on time of day (visible at night)
float starsIntensity = 0.0f;
if (timeOfDay < 0.2f || timeOfDay > 0.8f) {
// Full intensity at midnight
if (timeOfDay > 0.5f) {
starsIntensity = (timeOfDay - 0.8f) / 0.2f;
} else {
starsIntensity = 1.0f - (timeOfDay / 0.2f);
}
}
// Set shader uniforms // Set shader uniforms
SetShaderValue(skyShader, horizonColorLoc, &horizonColorVec, SHADER_UNIFORM_VEC3); SetShaderValue(skyShader, horizonColorLoc, &horizonColorVec, SHADER_UNIFORM_VEC3);
@ -218,6 +284,11 @@ void Sky::renderSkybox(const Camera3D& camera) {
SetShaderValue(skyShader, sunDirectionLoc, &sunDir, SHADER_UNIFORM_VEC3); SetShaderValue(skyShader, sunDirectionLoc, &sunDir, SHADER_UNIFORM_VEC3);
SetShaderValue(skyShader, sunColorLoc, &sunColorVec, SHADER_UNIFORM_VEC3); SetShaderValue(skyShader, sunColorLoc, &sunColorVec, SHADER_UNIFORM_VEC3);
SetShaderValue(skyShader, sunIntensityLoc, &sun.intensity, SHADER_UNIFORM_FLOAT); SetShaderValue(skyShader, sunIntensityLoc, &sun.intensity, SHADER_UNIFORM_FLOAT);
SetShaderValue(skyShader, moonDirectionLoc, &moonDir, SHADER_UNIFORM_VEC3);
SetShaderValue(skyShader, moonColorLoc, &moonColorVec, SHADER_UNIFORM_VEC3);
SetShaderValue(skyShader, moonIntensityLoc, &moon.intensity, SHADER_UNIFORM_FLOAT);
SetShaderValue(skyShader, moonPhaseLoc, &moon.phase, SHADER_UNIFORM_FLOAT);
SetShaderValue(skyShader, starsIntensityLoc, &starsIntensity, SHADER_UNIFORM_FLOAT);
// Draw the sky dome with shader // Draw the sky dome with shader
DrawModel(skyModel, {0, 0, 0}, 1.0f, WHITE); DrawModel(skyModel, {0, 0, 0}, 1.0f, WHITE);

View File

@ -16,7 +16,18 @@ private:
Vector3 getLightDirection() const { return direction; } Vector3 getLightDirection() const { return direction; }
}; };
struct Moon {
Vector3 position;
Vector3 direction;
Color color;
float intensity;
float phase; // 0 = new moon, 0.5 = full moon, 1 = new moon
void updatePosition(float timeOfDay);
};
Sun sun; Sun sun;
Moon moon;
Color horizonColor; Color horizonColor;
Color zenithColor; Color zenithColor;
Color fogColor; Color fogColor;
@ -34,6 +45,11 @@ private:
int sunDirectionLoc; int sunDirectionLoc;
int sunColorLoc; int sunColorLoc;
int sunIntensityLoc; int sunIntensityLoc;
int moonDirectionLoc;
int moonColorLoc;
int moonIntensityLoc;
int moonPhaseLoc;
int starsIntensityLoc;
public: public:
Sky(); Sky();