small displacements

This commit is contained in:
connellpaxton 2024-02-05 13:53:37 -05:00
parent 82f0785cae
commit 7aa5d04e4e
6 changed files with 11 additions and 4 deletions

View File

@ -73,7 +73,8 @@ Terrain::Terrain(vk::PhysicalDevice phys_dev, vk::Device dev, Texture& tex) : ph
- moores_heights[0][2] - 2.0f * moores_heights[1][2] - moores_heights[2][2] - moores_heights[0][2] - 2.0f * moores_heights[1][2] - moores_heights[2][2]
); );
/* fill in missing component, first scalar scales bump */ /* fill in missing component, first scalar scales bump */
normal.y = 0.25 * glm::sqrt(1.0 -glm::dot(normal, normal)); normal.y = 0.25 * glm::sqrt(glm::abs(1.0 - normal.x*normal.x - normal.z*normal.z));
vertices[x + y * patch_size].norm = glm::normalize(normal * glm::vec3(2.0f, 1.0f, 2.0f)); vertices[x + y * patch_size].norm = glm::normalize(normal * glm::vec3(2.0f, 1.0f, 2.0f));
} }

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@ -92,7 +92,7 @@ void UI::newFrame() {
ImGui::Text("FPS: %f", info.fps); ImGui::Text("FPS: %f", info.fps);
ImGui::Text("Time: %f", info.time); ImGui::Text("Time: %f", info.time);
ImGui::Checkbox("Fly Camera", &info.flycam); ImGui::Checkbox("Fly Camera", &info.flycam);
ImGui::SliderFloat("Tessellation Factor", &info.tess_factor, 0.0, 20.0); ImGui::SliderFloat("Tessellation Factor", &info.tess_factor, 0.0, 100.0);
ImGui::SliderFloat("Edge Size", &info.tess_edge_size, 0.0, 40.0); ImGui::SliderFloat("Edge Size", &info.tess_edge_size, 0.0, 40.0);
ImGui::End(); ImGui::End();

View File

@ -18,5 +18,10 @@ layout (set = 0, binding = 0) uniform Matrices {
layout (set = 0, binding = 1) uniform sampler2D tex; layout (set = 0, binding = 1) uniform sampler2D tex;
void main() { void main() {
FragColor = vec4(1.0); vec3 light_pos = normalize(vec3(cos(time), sin(time), 0.0))*10.0;
vec3 L = normalize(light_pos-pos);
float r = length(light_pos-pos);
float t = clamp(dot(L, norm), 0.0, 1.0) * 20.0/(r*r);
FragColor = vec4(vec3(t * 0.8) + vec3(0.2, 0.0, 0.1), 1.0);
} }

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@ -23,6 +23,7 @@ layout (location = 0) out vec3 _norm;
layout (location = 1) out vec2 _texCoord; layout (location = 1) out vec2 _texCoord;
layout (location = 2) out vec3 _pos; layout (location = 2) out vec3 _pos;
void main() { void main() {
/* interpolation of UV coordinates */ /* interpolation of UV coordinates */
vec2 uv1 = mix(texCoord[0], texCoord[1], gl_TessCoord.x); vec2 uv1 = mix(texCoord[0], texCoord[1], gl_TessCoord.x);
@ -39,7 +40,7 @@ void main() {
vec4 pos2 = mix(gl_in[3].gl_Position, gl_in[2].gl_Position, gl_TessCoord.x); vec4 pos2 = mix(gl_in[3].gl_Position, gl_in[2].gl_Position, gl_TessCoord.x);
vec4 fpos = mix(pos1, pos2, gl_TessCoord.y); vec4 fpos = mix(pos1, pos2, gl_TessCoord.y);
fpos.y += 5.0 * textureLod(heightmap, _texCoord, 0.0).r; fpos.y += 5.0 * textureLod(heightmap, _texCoord, 0.0).r + cos(fpos.x*fpos.y);
_pos = fpos.xyz; _pos = fpos.xyz;
gl_Position = proj * view * fpos; gl_Position = proj * view * fpos;

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