feat(5): Task 5

This commit is contained in:
Tibo De Peuter 2024-12-09 20:47:06 +01:00
parent 889663355c
commit 745dfdd586
Signed by: tdpeuter
GPG key ID: 38297DE43F75FFE2
4 changed files with 72 additions and 10 deletions

View file

@ -9,8 +9,32 @@
float perlin_noise( vec3 st)
{
/////////////////////////////////////////////////////////////////////////////
// Replace with your code
return 0;
// Replace with your code
vec3 i = floor(st);
vec3 f = fract(st);
// Corners of 3D cube
float n000 = dot(random_direction(i + vec3(0.0, 0.0, 0.0)), f - vec3(0.0, 0.0, 0.0));
float n100 = dot(random_direction(i + vec3(1.0, 0.0, 0.0)), f - vec3(1.0, 0.0, 0.0));
float n010 = dot(random_direction(i + vec3(0.0, 1.0, 0.0)), f - vec3(0.0, 1.0, 0.0));
float n110 = dot(random_direction(i + vec3(1.0, 1.0, 0.0)), f - vec3(1.0, 1.0, 0.0));
float n001 = dot(random_direction(i + vec3(0.0, 0.0, 1.0)), f - vec3(0.0, 0.0, 1.0));
float n101 = dot(random_direction(i + vec3(1.0, 0.0, 1.0)), f - vec3(1.0, 0.0, 1.0));
float n011 = dot(random_direction(i + vec3(0.0, 1.0, 1.0)), f - vec3(0.0, 1.0, 1.0));
float n111 = dot(random_direction(i + vec3(1.0, 1.0, 1.0)), f - vec3(1.0, 1.0, 1.0));
// Interpolate along x the corner values
float nx00 = mix(n000, n100, smooth_step(f.x));
float nx10 = mix(n010, n110, smooth_step(f.x));
float nx01 = mix(n001, n101, smooth_step(f.x));
float nx11 = mix(n011, n111, smooth_step(f.x));
// Interpolate the mixd values along y
float nxy0 = mix(nx00, nx10, smooth_step(f.y));
float nxy1 = mix(nx01, nx11, smooth_step(f.y));
// Interpolate along z
return mix(nxy0, nxy1, smooth_step(f.z));
/////////////////////////////////////////////////////////////////////////////
}

View file

@ -39,7 +39,36 @@ void main()
marble_noise = clamp(marble_noise,0,1);
/////////////////////////////////////////////////////////////////////////////
// Replace with your code
color = marble_noise * vec3(1,1,1);
// Replace with your code
// Exactly the same as 4_lit.fs, but multiply the base colors by 'marble_noise'
float r = 10.0;
float h = 8.0;
float f = 8.0;
float p = 1000.0;
float x = r * cos(2.0 * M_PI * animation_seconds / f);
float z = r * sin(2.0 * M_PI * animation_seconds / f);
vec3 light_pos = vec3(x, h, z);
// Calculate the light direction
vec3 l = normalize(light_pos - sphere_fs_in);
// Calculate the view direction
vec3 v = normalize(view_pos_fs_in.xyz - sphere_fs_in);
v = normalize(-view_pos_fs_in.xyz);
// Calculate the normal direction
vec3 n = normalize(normal_fs_in);
// Base colors
vec3 ka = vec3(0.1, 0.1, 0.1); // Ambient color
vec3 kd = is_moon ? vec3(0.5, 0.45, 0.5) : vec3(0.2, 0.3, 0.8); // Diffuse color
vec3 ks = vec3(1.0, 1.0, 1.0); // Specular color
// Apply the marble noise to the base colors
kd *= marble_noise;
// Compute the Blinn-Phong shading
color = blinn_phong(ka, kd, ks, p, n, v, l);
/////////////////////////////////////////////////////////////////////////////
}

View file

@ -9,7 +9,15 @@
vec3 random_direction( vec3 seed)
{
/////////////////////////////////////////////////////////////////////////////
// Replace with your code
return vec3(1,0,0);
// Replace with your code
// Poolcoordinaten
float theta = 2.0 * M_PI * random2(seed.xy).x;
float phi = acos(2.0 * random2(seed.yz).x - 1.0);
// Cartesische coordinaten
return vec3(
sin(phi) * cos(theta),
sin(phi) * sin(theta),
cos(phi)
);
/////////////////////////////////////////////////////////////////////////////
}

View file

@ -9,14 +9,15 @@
float smooth_step( float f)
{
/////////////////////////////////////////////////////////////////////////////
// Replace with your code
return f;
// Replace with your code
// Use the improved version
return 6 * pow(f, 5) - 15 * pow(f, 4) + 10 * pow(f, 3);
/////////////////////////////////////////////////////////////////////////////
}
vec3 smooth_step( vec3 f)
{
/////////////////////////////////////////////////////////////////////////////
// Replace with your code
return f;
// Replace with your code
return vec3(smooth_step(f.x), smooth_step(f.y), smooth_step(f.z));
/////////////////////////////////////////////////////////////////////////////
}