Improved wind effect for vegetation

This commit is contained in:
Sam 2017-03-12 21:35:48 +01:00
parent b8e3de0161
commit 97670ed23c
5 changed files with 21 additions and 9 deletions

View File

@ -20,13 +20,16 @@ out vec2 uv;
void main()
{
vec3 test = sin(windDir * (Position.y* 0.5)) * 0.5;
test += cos(windDir) * 0.7;
mat4 new_model_matrix = ModelMatrix;
mat4 new_inverse_model_matrix = InverseModelMatrix;
new_model_matrix[3].xyz += windDir * Color.r;
new_model_matrix[3].xyz += test * Color.r;
// FIXME doesn't seem to make too much difference in pass 2, because this
// affects "nor" which is later only * 0.1 by scattering
new_inverse_model_matrix[3].xyz -= windDir * Color.r;
new_inverse_model_matrix[3].xyz -= test * Color.r;
mat4 ModelViewProjectionMatrix = ProjectionViewMatrix * new_model_matrix;
mat4 TransposeInverseModelView = transpose(InverseViewMatrix * new_inverse_model_matrix);

View File

@ -41,8 +41,10 @@ flat out sampler2D thirdhandle;
void main()
{
mat4 ModelMatrix = getWorldMatrix(Origin + windDir * Color.r, Orientation, Scale);
mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin + windDir * Color.r, Orientation, Scale) * InverseViewMatrix);
vec3 test = sin(windDir * (Position.y* 0.5)) * 0.5;
test += cos(windDir) * 0.7;
mat4 ModelMatrix = getWorldMatrix(Origin + test * Color.r, Orientation, Scale);
mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin + test * Color.r, Orientation, Scale) * InverseViewMatrix);
gl_Position = ProjectionViewMatrix * ModelMatrix * vec4(Position, 1.);
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
uv = Texcoord;

View File

@ -40,17 +40,20 @@ flat out uvec2 hdle;
void main(void)
{
vec3 test = sin(windDir * (Position.y* 0.5)) * 0.5;
test += cos(windDir) * 0.7;
mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
#ifdef VSLayer
gl_Layer = layer;
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + test * Color.r, 1.);
uv = Texcoord;
#ifdef Use_Bindless_Texture
handle = Handle;
#endif
#else
layerId = layer;
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + test * Color.r, 1.);
tc = Texcoord;
#ifdef Use_Bindless_Texture
hdle = Handle;

View File

@ -21,13 +21,17 @@ out int layerId;
void main(void)
{
vec3 test = sin(windDir * (Position.y* 0.5)) * 0.5;
test += cos(windDir) * 0.7;
#ifdef VSLayer
gl_Layer = layer;
uv = Texcoord;
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + test * Color.r, 1.);
#else
layerId = layer;
tc = Texcoord;
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + test * Color.r, 1.);
#endif
}

View File

@ -337,7 +337,7 @@ core::vector3df getWindDir()
const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
GrassShaderProvider *gsp =
(GrassShaderProvider *)Shaders::getCallback(ES_GRASS);
return (gsp->getSpeed() * cos(time)) * vector3df(1., 0., 0.);
return (gsp->getSpeed() * time * vector3df(1., 0., 0.));
} // getWindDir
// ----------------------------------------------------------------------------