mirror of
https://github.com/lubosz/overte.git
synced 2025-04-23 23:33:48 +02:00
first cut at atmospheres in batch (doesn't work)
This commit is contained in:
parent
03409fa7d8
commit
167e7d1377
9 changed files with 217 additions and 46 deletions
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@ -3255,6 +3255,9 @@ namespace render {
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template <> const Item::Bound payloadGetBound(const BackgroundRenderData::Pointer& stuff) { return Item::Bound(); }
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template <> void payloadRender(const BackgroundRenderData::Pointer& background, RenderArgs* args) {
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Q_ASSERT(args->_batch);
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gpu::Batch& batch = *args->_batch;
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// Background rendering decision
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auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
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auto skybox = model::SkyboxPointer();
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@ -3322,7 +3325,11 @@ namespace render {
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PerformanceTimer perfTimer("atmosphere");
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... atmosphere...");
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background->_environment->renderAtmospheres(*(args->_viewFrustum));
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//gpu::Batch batch;
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background->_environment->renderAtmospheres(batch, *(args->_viewFrustum));
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//gpu::GLBackend::renderBatch(batch, true);
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//glUseProgram(0);
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}
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}
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@ -3333,7 +3340,6 @@ namespace render {
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if (skybox) {
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gpu::Batch batch;
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model::Skybox::render(batch, *(Application::getInstance()->getDisplayViewFrustum()), *skybox);
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gpu::GLBackend::renderBatch(batch, true);
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glUseProgram(0);
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}
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@ -28,6 +28,11 @@
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#include "Environment.h"
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#include "../../build/libraries/model/SkyFromSpace_vert.h"
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#include "../../build/libraries/model/SkyFromSpace_frag.h"
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#include "../../build/libraries/model/SkyFromAtmosphere_vert.h"
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#include "../../build/libraries/model/SkyFromAtmosphere_frag.h"
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uint qHash(const HifiSockAddr& sockAddr) {
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if (sockAddr.getAddress().isNull()) {
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return 0; // shouldn't happen, but if it does, zero is a perfectly valid hash
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@ -56,6 +61,15 @@ void Environment::init() {
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_skyFromAtmosphereProgram = createSkyProgram("Atmosphere", _skyFromAtmosphereUniformLocations);
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_skyFromSpaceProgram = createSkyProgram("Space", _skyFromSpaceUniformLocations);
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qDebug() << "line:" << __LINE__;
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setupAtmosphereProgram(SkyFromSpace_vert, SkyFromSpace_frag, _newSkyFromSpaceProgram, _newSkyFromSpaceUniformLocations);
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qDebug() << "line:" << __LINE__;
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setupAtmosphereProgram(SkyFromAtmosphere_vert, SkyFromAtmosphere_frag, _newSkyFromAtmosphereProgram, _newSkyFromAtmosphereUniformLocations);
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qDebug() << "line:" << __LINE__;
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// start off with a default-constructed environment data
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_data[HifiSockAddr()][0];
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@ -63,22 +77,84 @@ void Environment::init() {
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_initialized = true;
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}
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void Environment::setupAtmosphereProgram(const char* vertSource, const char* fragSource, gpu::PipelinePointer& pipelineProgram, int* locations) {
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auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(vertSource)));
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auto PS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(fragSource)));
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gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS));
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gpu::Shader::BindingSet slotBindings;
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setCullMode(gpu::State::CULL_NONE);
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state->setDepthTest(false);
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state->setBlendFunction(true,gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
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pipelineProgram = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
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locations[CAMERA_POS_LOCATION] = program->getUniforms().findLocation("v3CameraPos");
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locations[LIGHT_POS_LOCATION] = program->getUniforms().findLocation("v3LightPos");
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locations[INV_WAVELENGTH_LOCATION] = program->getUniforms().findLocation("v3InvWavelength");
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locations[CAMERA_HEIGHT2_LOCATION] = program->getUniforms().findLocation("fCameraHeight2");
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locations[OUTER_RADIUS_LOCATION] = program->getUniforms().findLocation("fOuterRadius");
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locations[OUTER_RADIUS2_LOCATION] = program->getUniforms().findLocation("fOuterRadius2");
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locations[INNER_RADIUS_LOCATION] = program->getUniforms().findLocation("fInnerRadius");
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locations[KR_ESUN_LOCATION] = program->getUniforms().findLocation("fKrESun");
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locations[KM_ESUN_LOCATION] = program->getUniforms().findLocation("fKmESun");
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locations[KR_4PI_LOCATION] = program->getUniforms().findLocation("fKr4PI");
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locations[KM_4PI_LOCATION] = program->getUniforms().findLocation("fKm4PI");
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locations[SCALE_LOCATION] = program->getUniforms().findLocation("fScale");
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locations[SCALE_DEPTH_LOCATION] = program->getUniforms().findLocation("fScaleDepth");
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locations[SCALE_OVER_SCALE_DEPTH_LOCATION] = program->getUniforms().findLocation("fScaleOverScaleDepth");
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locations[G_LOCATION] = program->getUniforms().findLocation("g");
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locations[G2_LOCATION] = program->getUniforms().findLocation("g2");
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/*
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program.addShaderFromSourceCode(QGLShader::Vertex, vertSource);
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program.addShaderFromSourceCode(QGLShader::Fragment, fragSource);
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program.link();
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program.bind();
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locations[CAMERA_POS_LOCATION] = program.uniformLocation("v3CameraPos");
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locations[LIGHT_POS_LOCATION] = program.uniformLocation("v3LightPos");
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locations[INV_WAVELENGTH_LOCATION] = program.uniformLocation("v3InvWavelength");
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locations[CAMERA_HEIGHT2_LOCATION] = program.uniformLocation("fCameraHeight2");
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locations[OUTER_RADIUS_LOCATION] = program.uniformLocation("fOuterRadius");
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locations[OUTER_RADIUS2_LOCATION] = program.uniformLocation("fOuterRadius2");
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locations[INNER_RADIUS_LOCATION] = program.uniformLocation("fInnerRadius");
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locations[KR_ESUN_LOCATION] = program.uniformLocation("fKrESun");
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locations[KM_ESUN_LOCATION] = program.uniformLocation("fKmESun");
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locations[KR_4PI_LOCATION] = program.uniformLocation("fKr4PI");
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locations[KM_4PI_LOCATION] = program.uniformLocation("fKm4PI");
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locations[SCALE_LOCATION] = program.uniformLocation("fScale");
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locations[SCALE_DEPTH_LOCATION] = program.uniformLocation("fScaleDepth");
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locations[SCALE_OVER_SCALE_DEPTH_LOCATION] = program.uniformLocation("fScaleOverScaleDepth");
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locations[G_LOCATION] = program.uniformLocation("g");
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locations[G2_LOCATION] = program.uniformLocation("g2");
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program.release();
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*/
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}
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void Environment::resetToDefault() {
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_data.clear();
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_data[HifiSockAddr()][0];
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}
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void Environment::renderAtmospheres(ViewFrustum& camera) {
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void Environment::renderAtmospheres(gpu::Batch& batch, ViewFrustum& camera) {
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// get the lock for the duration of the call
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QMutexLocker locker(&_mutex);
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if (_environmentIsOverridden) {
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renderAtmosphere(camera, _overrideData);
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renderAtmosphere(batch, camera, _overrideData);
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} else {
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foreach (const ServerData& serverData, _data) {
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// TODO: do something about EnvironmentData
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foreach (const EnvironmentData& environmentData, serverData) {
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renderAtmosphere(camera, environmentData);
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renderAtmosphere(batch, camera, environmentData);
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}
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}
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}
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@ -228,30 +304,39 @@ ProgramObject* Environment::createSkyProgram(const char* from, int* locations) {
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return program;
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}
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void Environment::renderAtmosphere(ViewFrustum& camera, const EnvironmentData& data) {
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void Environment::renderAtmosphere(gpu::Batch& batch, ViewFrustum& camera, const EnvironmentData& data) {
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glm::vec3 center = data.getAtmosphereCenter();
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glPushMatrix();
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glTranslatef(center.x, center.y, center.z);
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//glPushMatrix();
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//glTranslatef(center.x, center.y, center.z);
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Transform transform;
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transform.setTranslation(center);
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transform.setScale(1.0f);
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batch.setModelTransform(transform);
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glm::vec3 relativeCameraPos = camera.getPosition() - center;
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float height = glm::length(relativeCameraPos);
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// use the appropriate shader depending on whether we're inside or outside
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ProgramObject* program;
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//ProgramObject* program;
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int* locations;
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if (height < data.getAtmosphereOuterRadius()) {
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program = _skyFromAtmosphereProgram;
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locations = _skyFromAtmosphereUniformLocations;
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//program = &_newSkyFromAtmosphereProgram;
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batch.setPipeline(_newSkyFromAtmosphereProgram);
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locations = _newSkyFromAtmosphereUniformLocations;
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} else {
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program = _skyFromSpaceProgram;
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locations = _skyFromSpaceUniformLocations;
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//program = &_newSkyFromSpaceProgram;
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batch.setPipeline(_newSkyFromSpaceProgram);
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locations = _newSkyFromSpaceUniformLocations;
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}
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// the constants here are from Sean O'Neil's GPU Gems entry
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// (http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html), GameEngine.cpp
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program->bind();
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//program->bind();
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/*
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program->setUniform(locations[CAMERA_POS_LOCATION], relativeCameraPos);
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glm::vec3 lightDirection = glm::normalize(data.getSunLocation());
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program->setUniform(locations[LIGHT_POS_LOCATION], lightDirection);
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@ -273,15 +358,40 @@ void Environment::renderAtmosphere(ViewFrustum& camera, const EnvironmentData& d
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(1.0f / (data.getAtmosphereOuterRadius() - data.getAtmosphereInnerRadius())) / 0.25f);
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program->setUniformValue(locations[G_LOCATION], -0.990f);
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program->setUniformValue(locations[G2_LOCATION], -0.990f * -0.990f);
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*/
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glDepthMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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DependencyManager::get<GeometryCache>()->renderSphere(1.0f, 100, 50, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)); //Draw a unit sphere
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glDepthMask(GL_TRUE);
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batch._glUniform3fv(locations[CAMERA_POS_LOCATION], relativeCameraPos);
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glm::vec3 lightDirection = glm::normalize(data.getSunLocation());
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batch._glUniform3fv(locations[LIGHT_POS_LOCATION], lightDirection);
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batch._glUniform3f(locations[INV_WAVELENGTH_LOCATION],
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1 / powf(data.getScatteringWavelengths().r, 4.0f),
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1 / powf(data.getScatteringWavelengths().g, 4.0f),
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1 / powf(data.getScatteringWavelengths().b, 4.0f));
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batch._glUniform1f(locations[CAMERA_HEIGHT2_LOCATION], height * height);
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batch._glUniform1f(locations[OUTER_RADIUS_LOCATION], data.getAtmosphereOuterRadius());
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batch._glUniform1f(locations[OUTER_RADIUS2_LOCATION], data.getAtmosphereOuterRadius() * data.getAtmosphereOuterRadius());
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batch._glUniform1f(locations[INNER_RADIUS_LOCATION], data.getAtmosphereInnerRadius());
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batch._glUniform1f(locations[KR_ESUN_LOCATION], data.getRayleighScattering() * data.getSunBrightness());
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batch._glUniform1f(locations[KM_ESUN_LOCATION], data.getMieScattering() * data.getSunBrightness());
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batch._glUniform1f(locations[KR_4PI_LOCATION], data.getRayleighScattering() * 4.0f * PI);
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batch._glUniform1f(locations[KM_4PI_LOCATION], data.getMieScattering() * 4.0f * PI);
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batch._glUniform1f(locations[SCALE_LOCATION], 1.0f / (data.getAtmosphereOuterRadius() - data.getAtmosphereInnerRadius()));
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batch._glUniform1f(locations[SCALE_DEPTH_LOCATION], 0.25f);
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batch._glUniform1f(locations[SCALE_OVER_SCALE_DEPTH_LOCATION],
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(1.0f / (data.getAtmosphereOuterRadius() - data.getAtmosphereInnerRadius())) / 0.25f);
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batch._glUniform1f(locations[G_LOCATION], -0.990f);
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batch._glUniform1f(locations[G2_LOCATION], -0.990f * -0.990f);
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//glDepthMask(GL_FALSE);
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//glDisable(GL_DEPTH_TEST);
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//glDisable(GL_CULL_FACE);
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//glEnable(GL_BLEND);
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DependencyManager::get<GeometryCache>()->renderSphere(batch,1.0f, 100, 50, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)); //Draw a unit sphere
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//glDepthMask(GL_TRUE);
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program->release();
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//program->release();
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glPopMatrix();
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//glPopMatrix();
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}
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@ -16,6 +16,9 @@
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#include <QMutex>
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#include <HifiSockAddr.h>
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#include <gpu/Batch.h>
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#include <ProgramObject.h>
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#include "EnvironmentData.h"
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@ -29,7 +32,7 @@ public:
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void init();
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void resetToDefault();
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void renderAtmospheres(ViewFrustum& camera);
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void renderAtmospheres(gpu::Batch& batch, ViewFrustum& camera);
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void override(const EnvironmentData& overrideData) { _overrideData = overrideData; _environmentIsOverridden = true; }
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void endOverride() { _environmentIsOverridden = false; }
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@ -46,12 +49,12 @@ private:
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ProgramObject* createSkyProgram(const char* from, int* locations);
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void renderAtmosphere(ViewFrustum& camera, const EnvironmentData& data);
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void renderAtmosphere(gpu::Batch& batch, ViewFrustum& camera, const EnvironmentData& data);
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bool _initialized;
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ProgramObject* _skyFromAtmosphereProgram;
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ProgramObject* _skyFromSpaceProgram;
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enum {
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CAMERA_POS_LOCATION,
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LIGHT_POS_LOCATION,
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@ -74,6 +77,14 @@ private:
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int _skyFromAtmosphereUniformLocations[LOCATION_COUNT];
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int _skyFromSpaceUniformLocations[LOCATION_COUNT];
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void setupAtmosphereProgram(const char* vertSource, const char* fragSource, gpu::PipelinePointer& pipelineProgram, int* locations);
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gpu::PipelinePointer _newSkyFromAtmosphereProgram;
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gpu::PipelinePointer _newSkyFromSpaceProgram;
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int _newSkyFromAtmosphereUniformLocations[LOCATION_COUNT];
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int _newSkyFromSpaceUniformLocations[LOCATION_COUNT];
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typedef QHash<int, EnvironmentData> ServerData;
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@ -150,6 +150,7 @@ public:
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void _glUseProgram(GLuint program);
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void _glUniform1f(GLint location, GLfloat v0);
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void _glUniform2f(GLint location, GLfloat v0, GLfloat v1);
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void _glUniform3f(GLint location, GLfloat v0, GLfloat v1);
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void _glUniform4fv(GLint location, GLsizei count, const GLfloat* value);
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void _glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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@ -210,6 +211,7 @@ public:
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COMMAND_glUseProgram,
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COMMAND_glUniform1f,
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COMMAND_glUniform2f,
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COMMAND_glUniform3f,
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COMMAND_glUniform4fv,
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COMMAND_glUniformMatrix4fv,
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@ -61,6 +61,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
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(&::gpu::GLBackend::do_glUseProgram),
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(&::gpu::GLBackend::do_glUniform1f),
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(&::gpu::GLBackend::do_glUniform2f),
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(&::gpu::GLBackend::do_glUniform3f),
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(&::gpu::GLBackend::do_glUniform4fv),
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(&::gpu::GLBackend::do_glUniformMatrix4fv),
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@ -462,6 +463,7 @@ void Batch::_glUniform2f(GLint location, GLfloat v0, GLfloat v1) {
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DO_IT_NOW(_glUniform2f, 1);
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}
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void GLBackend::do_glUniform2f(Batch& batch, uint32 paramOffset) {
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if (_pipeline._program == 0) {
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// We should call updatePipeline() to bind the program but we are not doing that
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@ -475,6 +477,32 @@ void GLBackend::do_glUniform2f(Batch& batch, uint32 paramOffset) {
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(void) CHECK_GL_ERROR();
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}
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void Batch::_glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
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ADD_COMMAND_GL(glUniform3f);
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_params.push_back(v2);
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_params.push_back(v1);
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_params.push_back(v0);
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_params.push_back(location);
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DO_IT_NOW(_glUniform3f, 1);
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}
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void GLBackend::do_glUniform3f(Batch& batch, uint32 paramOffset) {
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if (_pipeline._program == 0) {
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// We should call updatePipeline() to bind the program but we are not doing that
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// because these uniform setters are deprecated and we don;t want to create side effect
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return;
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}
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glUniform3f(
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batch._params[paramOffset + 3]._int,
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batch._params[paramOffset + 2]._float,
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batch._params[paramOffset + 1]._float,
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batch._params[paramOffset + 0]._float);
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(void) CHECK_GL_ERROR();
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}
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void Batch::_glUniform4fv(GLint location, GLsizei count, const GLfloat* value) {
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ADD_COMMAND_GL(glUniform4fv);
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@ -51,7 +51,8 @@ uniform vec3 v3LightPos;
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uniform float g;
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uniform float g2;
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varying vec3 position;
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varying vec3 myPosition;
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float scale(float fCos)
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{
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@ -59,10 +60,11 @@ float scale(float fCos)
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return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
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}
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void main (void)
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{
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// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
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vec3 v3Pos = position;
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vec3 v3Pos = myPosition;
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vec3 v3Ray = v3Pos - v3CameraPos;
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float fFar = length(v3Ray);
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v3Ray /= fFar;
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@ -33,6 +33,9 @@
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// Copyright (c) 2004 Sean O'Neil
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//
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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uniform vec3 v3CameraPos; // The camera's current position
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uniform vec3 v3LightPos; // The direction vector to the light source
|
||||
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
|
||||
|
@ -50,19 +53,19 @@ uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
|
|||
const int nSamples = 2;
|
||||
const float fSamples = 2.0;
|
||||
|
||||
varying vec3 position;
|
||||
varying vec3 myPosition;
|
||||
|
||||
|
||||
float scale(float fCos)
|
||||
{
|
||||
float x = 1.0 - fCos;
|
||||
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
|
||||
position = gl_Vertex.xyz * fOuterRadius;
|
||||
myPosition = gl_Vertex.xyz * fOuterRadius;
|
||||
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0);
|
||||
//gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0);
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
vec4 v4pos = vec4(myPosition, 1.0);
|
||||
<$transformModelToClipPos(cam, obj, v4pos, gl_Position)$>
|
||||
}
|
||||
|
|
|
@ -53,7 +53,7 @@ uniform float g2;
|
|||
const int nSamples = 2;
|
||||
const float fSamples = 2.0;
|
||||
|
||||
varying vec3 position;
|
||||
varying vec3 myPosition;
|
||||
|
||||
float scale(float fCos)
|
||||
{
|
||||
|
@ -65,7 +65,7 @@ float scale(float fCos)
|
|||
void main (void)
|
||||
{
|
||||
// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
|
||||
vec3 v3Pos = position;
|
||||
vec3 v3Pos = myPosition;
|
||||
vec3 v3Ray = v3Pos - v3CameraPos;
|
||||
float fFar = length(v3Ray);
|
||||
v3Ray /= fFar;
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
#version 120
|
||||
|
||||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
|
||||
//
|
||||
|
@ -32,12 +33,20 @@
|
|||
// Copyright (c) 2004 Sean O'Neil
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
uniform float fOuterRadius; // The outer (atmosphere) radius
|
||||
|
||||
varying vec3 position;
|
||||
varying vec3 myPosition;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
position = gl_Vertex.xyz * fOuterRadius;
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0);
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
myPosition = gl_Vertex.xyz * fOuterRadius;
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
vec4 v4pos = vec4(myPosition, 1.0);
|
||||
<$transformModelToClipPos(cam, obj, v4pos, gl_Position)$>
|
||||
}
|
Loading…
Reference in a new issue