significant work on procedural sky
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6ff828a167
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@ -17,10 +17,20 @@ uniform vec3 zenithColor;
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uniform vec3 sunDirection;
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uniform vec3 sunColor;
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uniform float sunIntensity;
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uniform vec3 moonDirection;
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uniform vec3 moonColor;
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uniform float moonIntensity;
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uniform float moonPhase;
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uniform float starsIntensity;
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// Output fragment color
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out vec4 finalColor;
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// Simple hash function for stars
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float hash(vec2 p) {
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
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}
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void main()
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{
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// Normalize the world position to get direction from center
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@ -32,18 +42,46 @@ void main()
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// Interpolate between horizon and zenith colors
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vec3 skyColor = mix(horizonColor, zenithColor, gradientFactor);
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// Add stars (only visible at night)
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if (starsIntensity > 0.01 && direction.y > -0.1) { // Don't render stars below horizon
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// Create a simple star field using noise
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vec2 starCoord = direction.xz * 30.0; // Less dense grid
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// Two layers of stars for depth (reduced from 3)
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for (int i = 0; i < 2; i++) {
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vec2 gridPos = floor(starCoord * (1.0 + float(i) * 0.3));
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vec2 gridFract = fract(starCoord * (1.0 + float(i) * 0.3));
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float starRandom = hash(gridPos + vec2(float(i) * 13.0, float(i) * 17.0));
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// Much fewer stars (higher threshold)
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if (starRandom > 0.985 + float(i) * 0.005) {
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float starBrightness = hash(gridPos + vec2(37.0, 73.0));
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// Circular star points
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vec2 starCenter = vec2(0.5);
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float dist = length(gridFract - starCenter);
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if (dist < 0.05) { // Slightly larger star points
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float starAlpha = pow(1.0 - dist / 0.05, 1.5) * starsIntensity;
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starAlpha *= (0.4 + starBrightness * 0.6); // Vary brightness
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skyColor = mix(skyColor, vec3(0.95, 0.95, 1.0), starAlpha);
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}
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}
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}
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}
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vec3 color = skyColor;
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// Calculate sun contribution
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vec3 sunDir = normalize(sunDirection);
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float sunDot = dot(direction, sunDir);
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// Sun rendering
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vec3 color = skyColor;
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// Only render sun if it's above horizon and has intensity
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if (sunDir.y > 0.0 && sunIntensity > 0.1) {
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// Sun disc with soft edges
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float sunSize = 0.99; // Smaller value = larger sun
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float sunEdge = 0.98;
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// Sun disc with soft edges - much smaller
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float sunSize = 0.9985; // Much smaller sun (closer to 1.0 = smaller)
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float sunEdge = 0.997;
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if (sunDot > sunSize) {
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// Bright sun core
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@ -51,13 +89,39 @@ void main()
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} else if (sunDot > sunEdge) {
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// Soft edge
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float edge = smoothstep(sunEdge, sunSize, sunDot);
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color = mix(skyColor, sunColor, edge);
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color = mix(color, sunColor, edge);
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}
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// Sun glow
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if (sunDot > 0.85) {
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float glow = pow(max(0.0, (sunDot - 0.85) / 0.15), 2.0) * sunIntensity;
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color = mix(color, sunColor, glow * 0.5);
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// Sun glow - tighter radius
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if (sunDot > 0.94) {
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float glow = pow(max(0.0, (sunDot - 0.94) / 0.06), 2.0) * sunIntensity;
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color = mix(color, sunColor, glow * 0.4);
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}
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}
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// Calculate moon contribution
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vec3 moonDir = normalize(moonDirection);
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float moonDot = dot(direction, moonDir);
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// Only render moon if it's above horizon
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if (moonDir.y > 0.0 && moonIntensity > 0.1) {
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// Moon disc - 15% smaller than before
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float moonSize = 0.9992; // Much smaller than sun (sun is 0.9985)
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float moonEdge = 0.999;
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if (moonDot > moonSize) {
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// Simple moon disc (simplified for smaller size)
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color = mix(color, moonColor, moonIntensity);
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} else if (moonDot > moonEdge) {
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// Soft moon edge
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float edge = smoothstep(moonEdge, moonSize, moonDot);
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color = mix(color, moonColor * 0.8, edge * moonIntensity);
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}
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// Subtle moon glow - even tighter for smaller moon
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if (moonDot > 0.98) {
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float glow = pow(max(0.0, (moonDot - 0.98) / 0.02), 2.0) * moonIntensity;
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color = mix(color, moonColor, glow * 0.1);
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}
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}
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@ -12,6 +12,10 @@ Sky::Sky()
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sun.intensity = 1.0f;
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sun.angle = 0.0f;
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moon.intensity = 1.0f;
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moon.phase = 0.5f; // Start with full moon
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moon.color = {230, 230, 255, 255}; // Pale blue-white
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createSkyDome();
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updateColors();
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@ -28,6 +32,11 @@ Sky::Sky()
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sunDirectionLoc = GetShaderLocation(skyShader, "sunDirection");
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sunColorLoc = GetShaderLocation(skyShader, "sunColor");
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sunIntensityLoc = GetShaderLocation(skyShader, "sunIntensity");
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moonDirectionLoc = GetShaderLocation(skyShader, "moonDirection");
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moonColorLoc = GetShaderLocation(skyShader, "moonColor");
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moonIntensityLoc = GetShaderLocation(skyShader, "moonIntensity");
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moonPhaseLoc = GetShaderLocation(skyShader, "moonPhase");
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starsIntensityLoc = GetShaderLocation(skyShader, "starsIntensity");
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// Assign shader to sky model
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skyModel.materials[0].shader = skyShader;
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@ -62,6 +71,7 @@ void Sky::update(float) {
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updateColors();
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sun.updatePosition(timeOfDay);
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moon.updatePosition(timeOfDay);
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}
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void Sky::Sun::updatePosition(float timeOfDay) {
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@ -90,6 +100,40 @@ void Sky::Sun::updatePosition(float timeOfDay) {
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direction = Vector3Normalize(Vector3Scale(position, -1.0f));
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}
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void Sky::Moon::updatePosition(float timeOfDay) {
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// Moon follows opposite schedule to sun
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// Visible from 6 PM (0.75) to 6 AM (0.25)
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// At midnight (0.0), moon is overhead
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float adjustedTime = timeOfDay + 0.25f; // Shift so moon is overhead at midnight
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if (adjustedTime > 1.0f) adjustedTime -= 1.0f;
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// Only show moon during nighttime (6pm to 6am)
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if (timeOfDay < 0.25f || timeOfDay > 0.75f) {
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float nightProgress;
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if (timeOfDay > 0.75f) {
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nightProgress = (timeOfDay - 0.75f) / 0.5f; // 0 to 0.5 for evening
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} else {
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nightProgress = (timeOfDay + 0.25f) / 0.5f; // 0.5 to 1 for morning
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}
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float angle = nightProgress * PI; // 0 to PI (moonrise to moonset)
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// Calculate moon position in an arc (same as sun but at night)
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float moonX = cosf(angle) * 150.0f; // East to West
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float moonY = sinf(angle) * 100.0f + 20.0f; // Height arc, minimum 20 units up
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float moonZ = 0.0f;
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position = {moonX, moonY, moonZ};
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} else {
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// Moon is below horizon during day
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position = {0.0f, -100.0f, 0.0f};
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}
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// Direction is from moon to origin
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direction = Vector3Normalize(Vector3Scale(position, -1.0f));
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}
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void Sky::updateColors() {
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float t = timeOfDay;
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@ -185,8 +229,9 @@ void Sky::renderSkybox(const Camera3D& camera) {
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rlTranslatef(camera.position.x, camera.position.y, camera.position.z);
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if (shaderLoaded) {
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// First make sure sun position is updated
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// First make sure sun and moon positions are updated
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sun.updatePosition(timeOfDay);
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moon.updatePosition(timeOfDay);
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// Update shader uniforms
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Vector3 horizonColorVec = {
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@ -204,6 +249,11 @@ void Sky::renderSkybox(const Camera3D& camera) {
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sun.color.g / 255.0f,
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sun.color.b / 255.0f
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};
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Vector3 moonColorVec = {
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moon.color.r / 255.0f,
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moon.color.g / 255.0f,
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moon.color.b / 255.0f
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};
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// Normalize sun direction (make sure it's valid)
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Vector3 sunDir = {0, 1, 0}; // Default up if sun position is invalid
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@ -211,6 +261,22 @@ void Sky::renderSkybox(const Camera3D& camera) {
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sunDir = Vector3Normalize(sun.position);
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}
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// Normalize moon direction
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Vector3 moonDir = {0, -1, 0}; // Default down if moon position is invalid
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if (Vector3Length(moon.position) > 0.001f) {
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moonDir = Vector3Normalize(moon.position);
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}
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// Calculate stars intensity based on time of day (visible at night)
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float starsIntensity = 0.0f;
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if (timeOfDay < 0.2f || timeOfDay > 0.8f) {
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// Full intensity at midnight
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if (timeOfDay > 0.5f) {
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starsIntensity = (timeOfDay - 0.8f) / 0.2f;
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} else {
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starsIntensity = 1.0f - (timeOfDay / 0.2f);
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}
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}
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// Set shader uniforms
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SetShaderValue(skyShader, horizonColorLoc, &horizonColorVec, SHADER_UNIFORM_VEC3);
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@ -218,6 +284,11 @@ void Sky::renderSkybox(const Camera3D& camera) {
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SetShaderValue(skyShader, sunDirectionLoc, &sunDir, SHADER_UNIFORM_VEC3);
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SetShaderValue(skyShader, sunColorLoc, &sunColorVec, SHADER_UNIFORM_VEC3);
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SetShaderValue(skyShader, sunIntensityLoc, &sun.intensity, SHADER_UNIFORM_FLOAT);
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SetShaderValue(skyShader, moonDirectionLoc, &moonDir, SHADER_UNIFORM_VEC3);
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SetShaderValue(skyShader, moonColorLoc, &moonColorVec, SHADER_UNIFORM_VEC3);
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SetShaderValue(skyShader, moonIntensityLoc, &moon.intensity, SHADER_UNIFORM_FLOAT);
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SetShaderValue(skyShader, moonPhaseLoc, &moon.phase, SHADER_UNIFORM_FLOAT);
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SetShaderValue(skyShader, starsIntensityLoc, &starsIntensity, SHADER_UNIFORM_FLOAT);
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// Draw the sky dome with shader
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DrawModel(skyModel, {0, 0, 0}, 1.0f, WHITE);
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@ -16,7 +16,18 @@ private:
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Vector3 getLightDirection() const { return direction; }
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};
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struct Moon {
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Vector3 position;
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Vector3 direction;
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Color color;
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float intensity;
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float phase; // 0 = new moon, 0.5 = full moon, 1 = new moon
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void updatePosition(float timeOfDay);
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};
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Sun sun;
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Moon moon;
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Color horizonColor;
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Color zenithColor;
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Color fogColor;
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@ -34,6 +45,11 @@ private:
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int sunDirectionLoc;
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int sunColorLoc;
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int sunIntensityLoc;
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int moonDirectionLoc;
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int moonColorLoc;
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int moonIntensityLoc;
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int moonPhaseLoc;
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int starsIntensityLoc;
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public:
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Sky();
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