Added new screenshots to show off imgui. As well as a quick delve into the blinn function to add the inverse square law

master
MitchellHansen 7 years ago
parent 6a3eaa04f7
commit ec65ef7741

Binary file not shown.

Before

Width:  |  Height:  |  Size: 380 KiB

After

Width:  |  Height:  |  Size: 1.7 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 839 KiB

After

Width:  |  Height:  |  Size: 1.4 MiB

@ -1,4 +1,12 @@
float DistanceBetweenPoints(float3 a, float3 b) {
return sqrt(pow(a.x - b.x, 2) + pow(a.y - b.y, 2) + pow(a.z - b.z, 2));
}
float Distance(float3 a) {
return sqrt(pow(a.x, 2) + pow(a.y, 2) + pow(a.z, 2));
}
// Naive incident ray light
float4 white_light(float4 input, float3 light, int3 mask) {
@ -22,17 +30,19 @@ float4 white_light(float4 input, float3 light, int3 mask) {
float4 view_light(float4 in_color, float3 light, float4 light_color, float3 view, int3 mask) {
float d = Distance(light) / 100.0f;
d *= d;
float diffuse = max(dot(normalize(convert_float3(mask)), normalize(light)), 0.0f);
in_color += diffuse * 0.2f * light_color; //(float4)(1.0f, 1.0f, 0.0f, 1.0f);
in_color += diffuse * light_color * 0.5f / d;
if (dot(light, normalize(convert_float3(mask))) > 0.0f)
{
float3 halfwayVector = normalize(normalize(light) + normalize(view));
float specTmp = max(dot(normalize(convert_float3(mask)), halfwayVector), 0.0f);
in_color += pow(specTmp, 1.0f) * 0.5f * light_color;//(float4)(1.0f, 1.0f, 0.0f, 0.0f);
in_color += pow(specTmp, 8.0f) * light_color * 0.5f / d;
}
//in_color += 0.02;
return in_color;
}
@ -46,9 +56,7 @@ int rand(int* seed) // 1 <= *seed < m
return(*seed);
}
float DistanceBetweenPoints(float3 a, float3 b) {
return sqrt(pow(a.x - b.x, 2) + pow(a.y - b.y, 2) + pow(a.z - b.z, 2));
}
// =================================== Boolean ray intersection ============================
// =========================================================================================
@ -230,6 +238,8 @@ __kernel void raycaster(
// If we hit a voxel
int index = voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z));
int voxel_data = map[index];
if (all(voxel == convert_int3((float3)(lights[4], lights[5], lights[6]-3))))
voxel_data = 1;
if (voxel_data != 0) {
@ -307,16 +317,16 @@ __kernel void raycaster(
// just a plain color for the voxel color
if (voxel_data == 6) {
voxel_color = (float4)(0.0f, 0.239f, 0.419f, 0.3f);
voxel_color = (float4)(0.0f, 0.239f, 0.419f, 0.0f);
}
else if (voxel_data == 5) {
float2 tile_size = convert_float2(*atlas_dim / *tile_dim);
voxel_color = read_imagef(texture_atlas, convert_int2(tile_face_position * tile_size) + convert_int2((float2)(3, 0) * tile_size));
voxel_color.w = 0.3f;
voxel_color.w = 0.0f;
//voxel_color = (float4)(0.25, 0.52, 0.30, 0.1);
}
else if (voxel_data == 1) {
voxel_color = (float4)(0.929f, 0.957f, 0.027f, 0.3f);
voxel_color = (float4)(0.929f, 0.957f, 0.027f, 0.0f);
}
//else {
// voxel_color = (float4)(1.0f, 0.0f, 0.0f, 0.0f);

@ -179,6 +179,7 @@ int main() {
fps_counter fps;
float light_color[4] = { 0, 0, 0, 0 };
float light_pos[4] = { 100, 100, 30 };
while (window.isOpen()) {
@ -263,6 +264,10 @@ int main() {
handle->set_rgbi(light);
}
if (ImGui::SliderFloat4("Position", light_pos, 0, MAP_X)) {
sf::Vector3f light(light_pos[0], light_pos[1], light_pos[2]);
handle->set_position(light);
}
ImGui::End();

Loading…
Cancel
Save