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Prep work for procedural stars & stuff
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02510790c3
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1b44c220a7
5 changed files with 88 additions and 4 deletions
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@ -65,10 +65,10 @@ void ViewFrustum::setProjection(const glm::mat4& projection) {
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_farClip = -_corners[BOTTOM_LEFT_FAR].z;
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_aspectRatio = (_corners[TOP_RIGHT_NEAR].x - _corners[BOTTOM_LEFT_NEAR].x) /
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(_corners[TOP_RIGHT_NEAR].y - _corners[BOTTOM_LEFT_NEAR].y);
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vec4 top = _inverseProjection * vec4(0, 1, -1, 1);
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top /= top.w;
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static const vec3 center(0, 0, -1);
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_fieldOfView = glm::degrees(2.0f * abs(glm::angle(center, glm::normalize(vec3(top)))));
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glm::vec4 top = _inverseProjection * vec4(0, 1, -1, 1);
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top /= top.w;
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_fieldOfView = abs(glm::degrees(2.0f * abs(glm::angle(vec3(0, 0, -1), glm::normalize(vec3(top))))));
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}
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// ViewFrustum::calculateViewFrustum()
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@ -1185,6 +1185,11 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, co
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batch.draw(gpu::QUADS, 4, 0);
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}
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void GeometryCache::renderUnitCube(gpu::Batch& batch) {
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static const glm::vec4 color(1);
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renderSolidCube(batch, 1, color);
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}
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void GeometryCache::renderUnitQuad(const glm::vec4& color, int id) {
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gpu::Batch batch;
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renderUnitQuad(batch, color, id);
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@ -155,6 +155,7 @@ public:
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void renderBevelCornersRect(int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id = UNKNOWN_ID);
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void renderBevelCornersRect(gpu::Batch& batch, int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id = UNKNOWN_ID);
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void renderUnitCube(gpu::Batch& batch);
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void renderUnitQuad(const glm::vec4& color = glm::vec4(1), int id = UNKNOWN_ID);
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void renderUnitQuad(gpu::Batch& batch, const glm::vec4& color = glm::vec4(1), int id = UNKNOWN_ID);
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@ -16,6 +16,7 @@
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<$declareStandardTransform()$>
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varying vec3 varPosition;
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varying vec3 varNormal;
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varying vec2 varTexcoord;
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varying vec4 varColor;
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@ -30,4 +31,5 @@ void main(void) {
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<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
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<$transformModelToEyeDir(cam, obj, gl_Normal, varNormal)$>
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varNormal = normalize(varNormal);
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varPosition = gl_Vertex.xyz;
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}
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76
libraries/render-utils/src/stars.slf
Normal file
76
libraries/render-utils/src/stars.slf
Normal file
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@ -0,0 +1,76 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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// stars.frag
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// fragment shader
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//
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// Created by Bradley Austin Davis on 2015/06/19
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varying vec2 varTexcoord;
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varying vec3 varNomral;
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varying vec3 varPosition;
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const int star_iterations = 14;
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const float time_scale = 0.2;
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const vec3 col_star = vec3( 1.0, 0.7, 0.5 );
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float hash( float n ) { return fract(sin(n)*123.456789); }
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vec2 rotate( in vec2 uv, float a)
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{
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float c = cos( a );
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float s = sin( a );
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return vec2( c * uv.x - s * uv.y, s * uv.x + c * uv.y );
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}
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float noise( in vec3 p )
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{
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vec3 fl = floor( p );
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vec3 fr = fract( p );
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fr = fr * fr * ( 3.0 - 2.0 * fr );
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float n = fl.x + fl.y * 157.0 + 113.0 * fl.z;
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return mix( mix( mix( hash( n + 0.0), hash( n + 1.0 ), fr.x ),
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mix( hash( n + 157.0), hash( n + 158.0 ), fr.x ), fr.y ),
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mix( mix( hash( n + 113.0), hash( n + 114.0 ), fr.x ),
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mix( hash( n + 270.0), hash( n + 271.0 ), fr.x ), fr.y ), fr.z );
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}
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float fbm( in vec2 p, float t )
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{
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float f;
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f = 0.5000 * noise( vec3( p, t ) ); p *= 2.1;
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f += 0.2500 * noise( vec3( p, t ) ); p *= 2.2;
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f += 0.1250 * noise( vec3( p, t ) ); p *= 2.3;
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f += 0.0625 * noise( vec3( p, t ) );
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return f;
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}
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vec3 doBackgroundStars( in vec3 dir )
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{
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vec3 n = abs( dir );
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vec2 uv = ( n.x > n.y && n.x > n.z ) ? dir.yz / dir.x:
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( n.y > n.x && n.y > n.z ) ? dir.zx / dir.y:
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dir.xy / dir.z;
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float f = 0.0;
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for( int i = 0 ; i < star_iterations; ++i )
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{
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uv = rotate( 1.07 * uv + vec2( 0.7 ), 0.5 );
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float t = 10. * uv.x * uv.y;
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vec2 u = cos( 100. * uv ) * fbm( 10. * uv, 0.0 );
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f += smoothstep( 0.5, 0.55, u.x * u.y ) * ( 0.25 * sin( t ) + 0.75 );
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}
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return f * col_star;
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}
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void main(void) {
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vec3 c = doBackgroundStars( normalize(varPosition) );
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c = pow( c, vec3( 0.4545 ) );
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gl_FragColor = vec4( c, 1.0 );
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}
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