Add fog with basic shader

This commit is contained in:
MrKBear 2022-02-14 20:24:55 +08:00
parent 817223c151
commit 9a8deef6ae
4 changed files with 48 additions and 5 deletions

View File

@ -54,6 +54,9 @@ class Axis extends GLContextObject{
shader.radius([this.r, this.r, this.r]);
shader.position(this.pos);
shader.fogColor(this.renderer.fogColor);
shader.fogDensity(this.renderer.fogDensity);
// 绘制 X 轴
shader.color([1, 0, 0]);
this.gl.drawArrays(this.gl.LINES, 0, 2);

View File

@ -50,7 +50,7 @@ class BaseCube extends GLContextObject{
/**
*
*/
public color = [.5, .5, .5];
public color = [1, 1, 1];
/**
*
@ -79,6 +79,9 @@ class BaseCube extends GLContextObject{
// 指定颜色
shader.color(this.color);
shader.fogColor(this.renderer.fogColor);
shader.fogDensity(this.renderer.fogDensity);
// 开始绘制
this.gl.drawElements(this.gl.LINES, 24, this.gl.UNSIGNED_SHORT, 0);
}

View File

@ -12,7 +12,9 @@ interface IBasicsShaderUniform {
uRadius: ObjectData,
uMvp: ObjectData,
uPosition: ObjectData,
uColor: ObjectData
uColor: ObjectData,
uFogColor: ObjectData,
uFogDensity: ObjectData
}
/**
@ -31,8 +33,11 @@ class BasicsShader extends GLShader<IBasicsShaderAttribute, IBasicsShaderUniform
uniform mat4 uMvp;
uniform vec3 uPosition;
varying vec3 vPosition;
void main(){
gl_Position = uMvp * vec4(aPosition * uRadius + uPosition, 1.);
vPosition = gl_Position.xyz;
}
`;
@ -40,10 +45,18 @@ class BasicsShader extends GLShader<IBasicsShaderAttribute, IBasicsShaderUniform
const fragment = `
precision lowp float;
uniform vec3 uFogColor;
uniform vec3 uColor;
uniform vec3 uFogDensity;
varying vec3 vPosition;
void main(){
gl_FragColor = vec4(uColor, 1.);
float disClamp = clamp(vPosition.z, uFogDensity.y, uFogDensity.z);
float disNormal = (disClamp - uFogDensity.y) / (uFogDensity.z - uFogDensity.y);
float vFogPower = clamp(disNormal * uFogDensity.x, 0., 1.);
gl_FragColor = vec4(mix(uColor, uFogColor, vFogPower), 1.);
}
`;
@ -92,4 +105,22 @@ class BasicsShader extends GLShader<IBasicsShaderAttribute, IBasicsShaderUniform
this.uniformLocate("uColor"), rgb
);
}
/**
*
*/
public fogColor(rgb: ObjectData) {
this.gl.uniform3fv(
this.uniformLocate("uFogColor"), rgb
)
}
/**
*
*/
public fogDensity(rgb: ObjectData) {
this.gl.uniform3fv(
this.uniformLocate("uFogDensity"), rgb
)
}
}

View File

@ -47,9 +47,10 @@ class ClassicRenderer extends BasicRenderer<{}, IClassicRendererParams> {
});
const cubeRadius = 2**.5;
const farFogLine = 2.5;
this.fogDensity = [
this.fogDensity[0], this.camera.eye[2] - cubeRadius,
this.camera.eye[2] + cubeRadius + 4
this.camera.eye[2] + cubeRadius + farFogLine
];
this.canvas.on("mousewheel", () => {
@ -57,12 +58,17 @@ class ClassicRenderer extends BasicRenderer<{}, IClassicRendererParams> {
let dist = this.camera.eyeDist;
this.fogDensity = [
this.fogDensity[0], dist - cubeRadius,
dist + cubeRadius + 4
dist + cubeRadius + farFogLine
];
});
// 运行
this.run();
// 测试数据传递
// setInterval(() => {
// this.basicGroup.upLoadData(new Array(100 * 3).fill(0).map(() => (Math.random() - .5) * 2));
// }, 500);
}
loop(t: number): void {