Finally fog is working

This commit is contained in:
Vladislav Khorev 2025-12-29 19:05:10 +03:00
parent 7287f4b619
commit 1af829bf49
15 changed files with 476 additions and 60 deletions

View File

@ -146,7 +146,10 @@ namespace ZL
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "./shaders/defaultAtmosphere.vertex", "./shaders/defaultAtmosphere.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultColor2", "./shaders/defaultColor_fog2.vertex", "./shaders/defaultColor_fog2_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultColorStones", "./shaders/defaultColor_fog_stones.vertex", "./shaders/defaultColor_fog_stones_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultColorBake", "./shaders/defaultColor_bake.vertex", "./shaders/defaultColor_bake_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetBake", "./shaders/planet_bake.vertex", "./shaders/planet_bake_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetStone", "./shaders/planet_stone.vertex", "./shaders/planet_stone_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetLand", "./shaders/planet_land.vertex", "./shaders/planet_land_desktop.fragment", CONST_ZIP_FILE);
#endif
cubemapTexture = std::make_shared<Texture>(
@ -664,6 +667,40 @@ namespace ZL
{
Environment::shipVelocity -= 50.f;
}
if (event.key.keysym.sym == SDLK_1)
{
planetObject.planetData.ZScale = 1000.f;
}
if (event.key.keysym.sym == SDLK_2)
{
planetObject.planetData.ZScale = 500.f;
}
if (event.key.keysym.sym == SDLK_3)
{
planetObject.planetData.ZScale = 250.f;
}
if (event.key.keysym.sym == SDLK_4)
{
planetObject.planetData.ZScale = 125.f;
}
if (event.key.keysym.sym == SDLK_5)
{
planetObject.planetData.ZScale = 65.f;
}
if (event.key.keysym.sym == SDLK_6)
{
planetObject.planetData.ZScale = 32.f;
}
if (event.key.keysym.sym == SDLK_7)
{
planetObject.planetData.ZScale = 16.f;
}
if (event.key.keysym.sym == SDLK_8)
{
planetObject.planetData.ZScale = 8.f;
}
}
}
render();

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@ -10,19 +10,41 @@ namespace ZL {
const Vector3f PlanetData::PLANET_CENTER_OFFSET = Vector3f{ 0.f, 0.f, 0.0f };
// --- Êîíñòàíòû äèàïàçîíîâ (ïåðåíåñåíû èç PlanetObject.cpp) ---
static constexpr float FAR_Z_NEAR = 2000.0f;
static constexpr float FAR_Z_FAR = 200000.0f;
static constexpr float TRANSITION_FAR_START = 3000.0f;
static constexpr float MIDDLE_Z_NEAR = 300.f;
static constexpr float MIDDLE_Z_FAR = 100000.f;
static constexpr float TRANSITION_MIDDLE_START = 500.f;
static constexpr float NEAR_Z_NEAR = 80.0f;
static constexpr float NEAR_Z_FAR = 20000.0f;
static constexpr float TRANSITION_NEAR_END = 100.f;
//static constexpr float SUPER_NEAR_Z_NEAR = 5.0f;
//static constexpr float SUPER_NEAR_Z_FAR = 15000.f;
static constexpr float SUPER_NEAR_Z_NEAR = 100.0f;
static constexpr float SUPER_NEAR_Z_FAR = 10000.0f;
static constexpr float TRANSITION_SUPER_NEAR_END = 30.f;
/*
static constexpr float FAR_Z_NEAR = 2000.0f;
static constexpr float FAR_Z_FAR = 200000.0f;
static constexpr float TRANSITION_FAR_START = 3000.0f;
static constexpr float MIDDLE_Z_NEAR = 500.f;
static constexpr float MIDDLE_Z_NEAR = 300.f;
static constexpr float MIDDLE_Z_FAR = 100000.f;
static constexpr float TRANSITION_MIDDLE_START = 500.f;
static constexpr float NEAR_Z_NEAR = 100.0f;
static constexpr float NEAR_Z_NEAR = 80.0f;
static constexpr float NEAR_Z_FAR = 20000.0f;
static constexpr float TRANSITION_NEAR_END = 100.f;
static constexpr float SUPER_NEAR_Z_NEAR = 5.0f;
static constexpr float SUPER_NEAR_Z_FAR = 5000.0f;
static constexpr float TRANSITION_SUPER_NEAR_END = 30.f;
*/
VertexID generateEdgeID(const VertexID& id1, const VertexID& id2) {
return id1 < id2 ? id1 + "_" + id2 : id2 + "_" + id1;
}
@ -56,7 +78,7 @@ namespace ZL {
void PlanetData::init() {
for (int i = 0; i < planetMeshLods.size(); i++) {
planetMeshLods[i] = generateSphere(i, 0);
planetMeshLods[i] = generateSphere(i, 0.025f);
planetMeshLods[i].Scale(PLANET_RADIUS);
planetMeshLods[i].Move(PLANET_CENTER_OFFSET);
}
@ -83,10 +105,50 @@ namespace ZL {
}
std::pair<float, float> PlanetData::calculateZRange(float dToPlanetSurface) {
float currentZNear;
float currentZFar;
float alpha;
if (dToPlanetSurface > 2000)
{
currentZNear = 1000;
currentZFar = currentZNear * 100;
}
else if (dToPlanetSurface > 1200)
{
currentZNear = 500;
currentZFar = currentZNear * 100;
}
else if (dToPlanetSurface > 650)
{
currentZNear = 250;
currentZFar = currentZNear * 100;
}
else if (dToPlanetSurface > 160)
{
currentZNear = 125;
currentZFar = currentZNear * 150;
}
else if (dToPlanetSurface > 100)
{
currentZNear = 65;
currentZFar = currentZNear * 170;
}
else if (dToPlanetSurface > 40)
{
currentZNear = 32;
currentZFar = 10000.f;
}
else
{
currentZNear = 16;
currentZFar = 5000.f;
}
/*
if (dToPlanetSurface >= TRANSITION_FAR_START) {
currentZNear = FAR_Z_NEAR;
currentZFar = FAR_Z_FAR;
@ -98,6 +160,7 @@ namespace ZL {
currentZNear = FAR_Z_NEAR * (1.0f - alpha) + MIDDLE_Z_NEAR * alpha;
currentZFar = FAR_Z_FAR * (1.0f - alpha) + MIDDLE_Z_FAR * alpha;
}
else if (dToPlanetSurface > TRANSITION_NEAR_END) {
const float transitionLength = TRANSITION_MIDDLE_START - TRANSITION_NEAR_END;
float normalizedDist = (dToPlanetSurface - TRANSITION_NEAR_END) / transitionLength;
@ -116,7 +179,7 @@ namespace ZL {
currentZNear = SUPER_NEAR_Z_NEAR;
currentZFar = SUPER_NEAR_Z_FAR;
}
*/
return { currentZNear, currentZFar };
}
@ -145,6 +208,8 @@ namespace ZL {
return (shipLocalPosition.length() - PLANET_RADIUS);
}
float lowestDistance;
int tri_index = targetTriangles[0];
const auto& posData = planetMeshLods[currentLod].vertexData.PositionData;
@ -160,7 +225,39 @@ namespace ZL {
Vector3f P_proj = projectPointOnPlane(shipLocalPosition, A, B, C);
Vector3f P_closest = P_proj;
return (shipLocalPosition - P_closest).length();
lowestDistance = (shipLocalPosition - P_closest).length();
if (targetTriangles.size() <= 1)
{
return lowestDistance;
}
else
{
for (int i = 0; i < targetTriangles.size(); i++)
{
int tri_index = targetTriangles[i];
const auto& posData = planetMeshLods[currentLod].vertexData.PositionData;
size_t data_index = tri_index * 3;
if (data_index + 2 >= posData.size()) {
return (shipLocalPosition.length() - PLANET_RADIUS);
}
const Vector3f& A = posData[data_index];
const Vector3f& B = posData[data_index + 1];
const Vector3f& C = posData[data_index + 2];
Vector3f P_proj = projectPointOnPlane(shipLocalPosition, A, B, C);
Vector3f P_closest = P_proj;
if (lowestDistance < (shipLocalPosition - P_closest).length())
{
lowestDistance = (shipLocalPosition - P_closest).length();
}
}
return lowestDistance;
}
}
// --- Ðåàëèçàöèÿ getTrianglesUnderCamera (áûâøàÿ triangleUnderCamera) ---
@ -247,7 +344,7 @@ namespace ZL {
// Ïåðåíåñèòå èõ èç PlanetObject.cpp "êàê åñòü", äîáàâèâ êëàññ PlanetData:: ïåðåä èìåíåì.
// Óáåäèòåñü, ÷òî èñïîëüçóåòå perlin è planetMeshLods èç this.
std::vector<Triangle> PlanetData::subdivideTriangles(const std::vector<Triangle>& input) {
std::vector<Triangle> PlanetData::subdivideTriangles(const std::vector<Triangle>& input, float noiseCoeff) {
std::vector<Triangle> output;
for (const auto& t : input) {
@ -264,16 +361,20 @@ namespace ZL {
Vector3f m_bc = ((b + c) * 0.5f).normalized();
Vector3f m_ac = ((a + c) * 0.5f).normalized();
Vector3f pm_ab = m_ab * perlin.getSurfaceHeight(m_ab, noiseCoeff);
Vector3f pm_bc = m_bc * perlin.getSurfaceHeight(m_bc, noiseCoeff);
Vector3f pm_ac = m_ac * perlin.getSurfaceHeight(m_ac, noiseCoeff);
// 2. Âû÷èñëÿåì ID íîâûõ âåðøèí
VertexID id_mab = generateEdgeID(id_a, id_b);
VertexID id_mbc = generateEdgeID(id_b, id_c);
VertexID id_mac = generateEdgeID(id_a, id_c);
// 3. Ôîðìèðóåì 4 íîâûõ òðåóãîëüíèêà
output.emplace_back(Triangle{ {a, m_ab, m_ac}, {id_a, id_mab, id_mac} }); // 0
output.emplace_back(Triangle{ {m_ab, b, m_bc}, {id_mab, id_b, id_mbc} }); // 1
output.emplace_back(Triangle{ {m_ac, m_bc, c}, {id_mac, id_mbc, id_c} }); // 2
output.emplace_back(Triangle{ {m_ab, m_bc, m_ac}, {id_mab, id_mbc, id_mac} }); // 3
output.emplace_back(Triangle{ {a, pm_ab, pm_ac}, {id_a, id_mab, id_mac} }); // 0
output.emplace_back(Triangle{ {pm_ab, b, pm_bc}, {id_mab, id_b, id_mbc} }); // 1
output.emplace_back(Triangle{ {pm_ac, pm_bc, c}, {id_mac, id_mbc, id_c} }); // 2
output.emplace_back(Triangle{ {pm_ab, pm_bc, pm_ac}, {id_mab, id_mbc, id_mac} }); // 3
}
return output;
}
@ -403,7 +504,7 @@ namespace ZL {
// 3. Ðàçáèâàåì N ðàç (â subdivideTriangles ãåíåðèðóþòñÿ ID íîâûõ âåðøèí)
for (int i = 0; i < subdivisions; i++) {
geometry = subdivideTriangles(geometry);
geometry = subdivideTriangles(geometry, noiseCoeff);
}
// 4. Ãåíåðèðóåì PositionData, NormalData è VertexIDs

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@ -68,6 +68,8 @@ namespace ZL {
static const float PLANET_RADIUS;
static const Vector3f PLANET_CENTER_OFFSET;
float ZScale = 1000.f;
private:
PerlinNoise perlin;
PerlinNoise colorPerlin;
@ -80,7 +82,7 @@ namespace ZL {
std::map<Vector3f, VertexID> initialVertexMap;
// Âíóòðåííèå ìåòîäû ãåíåðàöèè
std::vector<Triangle> subdivideTriangles(const std::vector<Triangle>& inputTriangles);
std::vector<Triangle> subdivideTriangles(const std::vector<Triangle>& inputTriangles, float noiseCoeff);
Vector3f calculateSurfaceNormal(Vector3f p_sphere, float noiseCoeff);
LodLevel trianglesToVertices(const std::vector<Triangle>& triangles);
LodLevel generateSphere(int subdivisions, float noiseCoeff);

View File

@ -97,7 +97,7 @@ namespace ZL {
planetAtmosphereRenderStruct.RefreshVBO();
planetStones = CreateStoneGroupData(777, planetData.getLodLevel(lodIndex));
planetStones = CreateStoneGroupData(778, planetData.getLodLevel(lodIndex));
planetStones.inflate({ 0/*,1,2,3,4,5,6,7*/ });
planetStonesToBakeRenderStruct.AssignFrom(planetStones.mesh);
planetStonesToBakeRenderStruct.RefreshVBO();
@ -131,6 +131,12 @@ namespace ZL {
auto neighbors2 = planetData.findNeighbors(n, currentLod);
for (int n2 : neighbors2) {
if (used.insert(n2).second) newIndices.push_back(n2);
auto neighbors3 = planetData.findNeighbors(n, currentLod);
for (int n3 : neighbors3) {
if (used.insert(n3).second) newIndices.push_back(n3);
}
}
}
}
@ -172,15 +178,13 @@ namespace ZL {
}
void PlanetObject::bakeStoneTexture(Renderer& renderer) {
glViewport(0, 0, 512, 512);
glClearColor(224 / 255.f, 201 / 255.f, 167 / 255.f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
static const std::string defaultShaderName2 = "defaultColorBake";
static const std::string defaultShaderName2 = "planetBake";
static const std::string vPositionName = "vPosition";
static const std::string vTexCoordName = "vTexCoord";
static const std::string textureUniformName = "Texture";
@ -312,7 +316,7 @@ namespace ZL {
void PlanetObject::drawPlanet(Renderer& renderer)
{
static const std::string defaultShaderName = "defaultColorStones";
static const std::string defaultShaderName = "planetLand";
static const std::string vPositionName = "vPosition";
static const std::string vColorName = "vColor";
@ -336,7 +340,7 @@ namespace ZL {
auto zRange = planetData.calculateZRange(dist);
const float currentZNear = zRange.first;
const float currentZFar = zRange.second;
// 2. Применяем динамическую матрицу проекции
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
@ -344,12 +348,16 @@ namespace ZL {
renderer.PushMatrix();
renderer.LoadIdentity();
//renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
renderer.RotateMatrix(Environment::inverseShipMatrix);
//renderer.RotateMatrix(QuatToMatrix(QuatFromRotateAroundX(M_PI / 4.0)));
//renderer.RotateMatrix(QuatToMatrix(QuatFromRotateAroundY(-M_PI / 4.0)));
//Environment::shipPosition.v[0] = -1130;
//Environment::shipPosition.v[1] = 9693;
//Environment::shipPosition.v[2] = -20500;
renderer.TranslateMatrix(-Environment::shipPosition);
const Matrix4f viewMatrix = renderer.GetCurrentModelViewMatrix();
@ -374,6 +382,7 @@ namespace ZL {
*/
renderer.RenderUniform1i("Texture", 0);
Triangle tr = planetData.getLodLevel(planetData.getCurrentLodIndex()).triangles[0]; // Берем базовый треугольник
Matrix3f mr = GetRotationForTriangle(tr); // Та же матрица, что и при запекании
@ -381,13 +390,19 @@ namespace ZL {
renderer.RenderUniform3fv("uViewPos", &Environment::shipPosition.v[0]);
// Передаем матрицу вращения треугольника для перехода в Tangent Space
renderer.RenderUniformMatrix3fv("uTangentMatrix", false, &mr.m[0]);
renderer.RenderUniformMatrix3fv("uShipRotation", false, &Environment::inverseShipMatrix.m[0]);
renderer.RenderUniformMatrix4fv("ModelViewMatrix", false, &viewMatrix.m[0]);
// Не забудьте масштаб эффекта (глубина камней)
renderer.RenderUniform1f("uHeightScale", 0.03f);
//renderer.RenderUniform1f("uHeightScale", 0.03f);
//renderer.RenderUniform1f("uHeightScale", -0.01f);
//renderer.RenderUniform1f("uHeightScale", 0.0f + x / 1000.f);
//renderer.RenderUniform1f("uHeightScale", 0.0f);
renderer.RenderUniform1f("uHeightScale", 0.0f);
renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);
renderer.RenderUniform1f("uCurrentZFar", currentZFar);
glBindTexture(GL_TEXTURE_2D, stoneMapFB->getTextureID());
renderer.DrawVertexRenderStruct(planetRenderStruct);
@ -396,7 +411,7 @@ namespace ZL {
renderer.PopMatrix();
renderer.PopProjectionMatrix();
//renderer.DisableVertexAttribArray(vTexCoord3Name);
renderer.DisableVertexAttribArray(vTexCoord2Name);
//renderer.DisableVertexAttribArray(vTexCoord2Name);
renderer.DisableVertexAttribArray(vTexCoordName);
renderer.DisableVertexAttribArray(vNormalName);
renderer.DisableVertexAttribArray("vTangent");
@ -412,7 +427,7 @@ namespace ZL {
void PlanetObject::drawStones(Renderer& renderer)
{
//static const std::string defaultShaderName = "defaultColor";
static const std::string defaultShaderName2 = "defaultColor2";
static const std::string defaultShaderName2 = "planetStone";
static const std::string vPositionName = "vPosition";
static const std::string vColorName = "vColor";
static const std::string vNormalName = "vNormal";
@ -467,13 +482,17 @@ namespace ZL {
renderer.RenderUniform3fv("uColor", &color2.v[0]);
renderer.RenderUniform3fv("uViewPos", &Environment::shipPosition.v[0]);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK); // Отсекаем задние грани
if (planetStonesRenderStruct.data.PositionData.size() > 0)
{
glBindTexture(GL_TEXTURE_2D, stoneTexture->getTexID());
renderer.DrawVertexRenderStruct(planetStonesRenderStruct);
CheckGlError();
}
glDisable(GL_CULL_FACE);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
@ -491,13 +510,11 @@ namespace ZL {
void PlanetObject::drawYellowZone(Renderer& renderer)
{
static const std::string defaultShaderName = "defaultColor";
static const std::string defaultShaderName2 = "defaultColor2";
static const std::string defaultShaderName = "planetLand";
static const std::string vPositionName = "vPosition";
static const std::string vColorName = "vColor";
static const std::string vNormalName = "vNormal";
static const std::string vTexCoordName = "vTexCoord";
//static const std::string vTexCoord3Name = "vTexCoord3";
static const std::string textureUniformName = "Texture";
float dist = planetData.distanceToPlanetSurface(Environment::shipPosition);
@ -510,12 +527,15 @@ namespace ZL {
if (planetRenderYellowStruct.data.PositionData.size() > 0)
{
renderer.shaderManager.PushShader(defaultShaderName2);
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vColorName);
renderer.EnableVertexAttribArray(vNormalName);
renderer.EnableVertexAttribArray("vTangent");
renderer.EnableVertexAttribArray("vBinormal");
renderer.EnableVertexAttribArray(vTexCoordName);
// 2. Применяем динамическую матрицу проекции
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
@ -533,6 +553,8 @@ namespace ZL {
renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);
renderer.RenderUniform1f("uCurrentZFar", currentZFar);
renderer.RenderUniform3fv("uViewPos", &Environment::shipPosition.v[0]);
Vector3f color2 = { 1.0, 1.0, 0.0 };
glBindTexture(GL_TEXTURE_2D, sandTexture->getTexID());
@ -546,7 +568,10 @@ namespace ZL {
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.DisableVertexAttribArray(vTexCoordName);
renderer.DisableVertexAttribArray(vNormalName);
renderer.DisableVertexAttribArray("vTangent");
renderer.DisableVertexAttribArray("vBinormal");
renderer.DisableVertexAttribArray(vColorName);
renderer.DisableVertexAttribArray(vPositionName);
renderer.shaderManager.PopShader();
CheckGlError();

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@ -21,7 +21,7 @@
namespace ZL {
class PlanetObject {
private:
public:
// Агрегация: логика и данные теперь здесь
PlanetData planetData;

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@ -11,6 +11,8 @@ namespace ZL {
char infoLog[CONST_INFOLOG_LENGTH];
int infoLogLength;
char infoLog2[CONST_INFOLOG_LENGTH];
int infoLogLength2;
int vertexShaderCompiled;
int fragmentShaderCompiled;
@ -37,7 +39,7 @@ namespace ZL {
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled);
glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength2, infoLog2);
if (!vertexShaderCompiled)

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@ -1,21 +0,0 @@
// Fragment Shader (Bake Stage)
varying vec2 TexCoord;
varying float vHeight;
varying vec3 vWorldNormal;
uniform sampler2D Texture; // Текстура камня (rock.png)
uniform vec3 uLightDir; // Направление света для базового затенения камней при запекании
void main()
{
vec4 stoneColor = texture2D(Texture, TexCoord);
// Простое Lambert-освещение, чтобы камни не были "плоскими" в текстуре
//float diff = max(dot(normalize(vWorldNormal), normalize(uLightDir)), 0.3);
float diff = 1.0;
// RGB - цвет камня с учетом света, A - нормализованная высота
gl_FragColor = vec4(stoneColor.rgb * diff, vHeight);
//gl_FragColor = vec4(vHeight, vHeight, vHeight, vHeight);
//gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
}

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@ -1,11 +1,9 @@
// Vertex Shader (Bake Stage)
attribute vec3 vPosition;
attribute vec2 vTexCoord;
attribute vec3 vNormal; // Нормаль самого камня (для освещения при запекании)
varying vec2 TexCoord;
varying float vHeight;
varying vec3 vWorldNormal;
// Данные о плоскости треугольника планеты
uniform vec3 uPlanePoint; // Любая вершина треугольника (например, tri.data[0])
@ -28,7 +26,6 @@ void main()
vHeight = clamp(distance / uMaxHeight, 0.0, 1.0);
TexCoord = vTexCoord;
vWorldNormal = vNormal;
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
}

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@ -0,0 +1,13 @@
varying vec2 TexCoord;
varying float vHeight;
uniform sampler2D Texture;
void main()
{
vec4 stoneColor = texture2D(Texture, TexCoord);
gl_FragColor = vec4(stoneColor.rgb, vHeight);
//gl_FragColor = vec4(vHeight, vHeight, vHeight, vHeight);
//gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
}

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@ -0,0 +1,33 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
attribute vec3 vNormal;
attribute vec3 vTangent; // Новые атрибуты
attribute vec3 vBinormal;
varying vec2 TexCoord;
varying vec3 vViewDirTangent;
//varying float realDist;
varying vec3 worldPosition;
uniform mat4 ProjectionModelViewMatrix;
uniform mat4 ModelViewMatrix;
uniform vec3 uViewPos;
void main() {
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
TexCoord = vTexCoord;
vec3 viewDirWorld = normalize(uViewPos - vPosition);
// Строим матрицу перехода из атрибутов
// Так как базис ортонормирован, TBN^-1 == TBN_transpose
vViewDirTangent = vec3(
dot(viewDirWorld, vTangent),
dot(viewDirWorld, vBinormal),
dot(viewDirWorld, vNormal)
);
vec4 viewPosition = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
worldPosition = vPosition;
}

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@ -0,0 +1,90 @@
varying vec2 TexCoord;
varying vec3 vViewDirTangent;
uniform sampler2D Texture;
uniform float uHeightScale;
uniform float uDistanceToPlanetSurface;
uniform float uCurrentZFar;
//varying float realDist;
varying vec3 worldPosition;
uniform vec3 uViewPos;
const vec4 FOG_COLOR = vec4(0.0, 0.5, 1.0, 1.0); // Синий туман
void main() {
vec3 viewDir = normalize(vViewDirTangent);
// Получаем высоту из альфа-канала запеченной текстуры
float height = texture2D(Texture, TexCoord).a;
// Смещение. Знак минус используется, если мы хотим "вдавить" камни
// Деление на viewDir.z помогает избежать сильных искажений под углом
//vec2 p = viewDir.xy * (height * uHeightScale) / viewDir.z;
vec2 p = vec2(viewDir.x, -viewDir.y) * (height * uHeightScale);
//vec2 p = vec2(0,0);
vec2 finalTexCoord = TexCoord + p;
float realDist = distance(worldPosition, uViewPos);
vec4 finalColor = texture2D(Texture, finalTexCoord);
float fogFactor;
if (uDistanceToPlanetSurface > 1000)
{
gl_FragColor = vec4(finalColor.rgb, 1.0);
}
else if (uDistanceToPlanetSurface > 100)
{
float t = clamp((uDistanceToPlanetSurface - 100) / 900.0, 0.0, 1.0); // 1 upstairs, 0 downstairs
fogFactor = clamp((realDist - 2400) / (300.0*(1 + 10*t)), 0.0, 1.0);
gl_FragColor = mix(vec4(finalColor.rgb, 1.0), FOG_COLOR, fogFactor*(1.0 - t));
}
else if (uDistanceToPlanetSurface > 40)
{
//From 100 to 40:
//(1000 < realDist < 1800)
float t = clamp((uDistanceToPlanetSurface - 40) / 60.0, 0.0, 1.0); // 1 upstairs, 0 downstairs
fogFactor = clamp((realDist - 2400) / 300.0, 0.0, 1.0); // old fog factor
float fogFactor2 = clamp((realDist - 1000) / 800.0, 0.0, 1.0);
gl_FragColor = mix(vec4(finalColor.rgb, 1.0), FOG_COLOR, max(fogFactor, fogFactor2*(1.0 - t)));
}
else
{
fogFactor = clamp((realDist - 1000) / (800.0), 0.0, 1.0);
gl_FragColor = mix(vec4(finalColor.rgb, 1.0), FOG_COLOR, fogFactor);
}
/*
if (realDist < 500)
{
gl_FragColor = vec4(0.5, 0.0, 0.0, 1.0);
}
else if (realDist < 1000)
{
gl_FragColor = vec4(1.0, 0.2, 0.0, 1.0);
}
else if (realDist < 1800)
{
gl_FragColor = vec4(1.0, 0.7, 0.0, 1.0);
}
else if (realDist < 2400)
{
gl_FragColor = vec4(1.0, 0.7, 0.5, 1.0);
}
else if (realDist < 2700)
{
gl_FragColor = vec4(1.0, 0.7, 1.0, 1.0);
}
else
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}*/
}

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varying vec2 TexCoord;
varying vec3 vViewDirTangent; // Тот самый вектор из VS
void main() {
// 1. Нормализуем входящий вектор
vec3 v = normalize(vViewDirTangent);
// 2. Преобразуем компоненты из [-1, 1] в [0, 1] для визуализации
// X -> Red, Y -> Green, Z -> Blue
vec3 debugColor = v * 0.5 + 0.5;
gl_FragColor = vec4(debugColor, 1.0);
}

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varying vec2 TexCoord;
varying vec3 vViewDirTangent;
uniform sampler2D Texture; // Нам нужен только Alpha канал (высота)
uniform float uHeightScale;
void main() {
vec3 viewDir = normalize(vViewDirTangent);
float height = texture2D(Texture, TexCoord).a;
// Рассчитываем вектор смещения P
//vec2 p = viewDir.xy * (height * uHeightScale) / viewDir.z;
//vec2 p = vec2(viewDir.y, -viewDir.x) * (height * uHeightScale);
//vec2 p = viewDir.xy * (height * uHeightScale);
vec2 p = vec2(viewDir.x, -viewDir.y) * (height * uHeightScale);
vec2 finalTexCoord = TexCoord + p;
// 1. Визуализация сетки по смещенным координатам
// Если сетка кривая или ломается на стыках — значит T, B, N векторы не сошлись
vec2 grid = fract(finalTexCoord * 20.0); // 20 ячеек сетки
float line = (step(0.9, grid.x) + step(0.9, grid.y));
// 2. Визуализация вектора смещения через цвет
// Красный = смещение по U, Зеленый = смещение по V
vec3 offsetColor = vec3(p * 10.0 + 0.5, 0.0); // Умножаем на 10 для видимости
vec3 finalColor = mix(offsetColor, vec3(1.0), line); // Накладываем сетку поверх цвета
// 3. Подмешиваем карту высот, чтобы видеть "объемы"
gl_FragColor = vec4(finalColor * height, 1.0);
}

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// Вершинный шейдер (Vertex Shader)
attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 TexCoord;
varying float viewZ;
varying vec3 pos;
varying vec3 worldPosition;
uniform mat4 ProjectionModelViewMatrix;
uniform mat4 ModelViewMatrix;
void main()
{
// Преобразование позиции в пространство вида (View Space)
vec4 viewPosition = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
// Сохраняем отрицательную Z-координату. В OpenGL Z-координата (глубина)
// в пространстве вида обычно отрицательна, но для расчета тумана
// удобнее использовать положительное значение.
viewZ = -viewPosition.z;
pos = vPosition.xyz;
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
TexCoord = vTexCoord;
worldPosition = vPosition;
}

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// ---Фрагментный шейдер (Fragment Shader)
varying vec2 TexCoord;
varying float viewZ;
varying vec3 pos;
uniform sampler2D Texture;
uniform float uDistanceToPlanetSurface;
uniform float uCurrentZFar;
// Константы для тумана:
//const vec4 FOG_COLOR = vec4(0.0, 0.3, 0.3, 1.0); // Синий туман
const vec4 FOG_COLOR = vec4(0.0, 0.5, 1.0, 1.0); // Синий туман
varying vec3 worldPosition;
uniform vec3 uViewPos;
void main()
{
vec4 textureColor = texture2D(Texture, TexCoord);
vec3 finalColor = textureColor.rgb;
float realDist = distance(worldPosition, uViewPos);
float fogFactor;
if (uDistanceToPlanetSurface > 1000)
{
gl_FragColor = vec4(finalColor.rgb, 1.0);
}
else if (uDistanceToPlanetSurface > 100)
{
float t = clamp((uDistanceToPlanetSurface - 100) / 900.0, 0.0, 1.0); // 1 upstairs, 0 downstairs
fogFactor = clamp((realDist - 2400) / (300.0*(1 + 10*t)), 0.0, 1.0);
gl_FragColor = mix(vec4(finalColor.rgb, 1.0), FOG_COLOR, fogFactor*(1.0 - t));
}
else if (uDistanceToPlanetSurface > 40)
{
//From 100 to 40:
//(1000 < realDist < 1800)
float t = clamp((uDistanceToPlanetSurface - 40) / 60.0, 0.0, 1.0); // 1 upstairs, 0 downstairs
fogFactor = clamp((realDist - 2400) / 300.0, 0.0, 1.0); // old fog factor
float fogFactor2 = clamp((realDist - 1000) / 800.0, 0.0, 1.0);
gl_FragColor = mix(vec4(finalColor.rgb, 1.0), FOG_COLOR, max(fogFactor, fogFactor2*(1.0 - t)));
}
else
{
fogFactor = clamp((realDist - 1000) / (800.0), 0.0, 1.0);
gl_FragColor = mix(vec4(finalColor.rgb, 1.0), FOG_COLOR, fogFactor);
}
}