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6 changed files with 18 additions and 58 deletions

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@ -31,13 +31,14 @@ void main()
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 = (view * vec4(vec3(x, h, z), 1.0)).xyz;
vec3 light_pos = vec3(x, h, z);
// Calculate the light direction
vec3 l = normalize(light_pos - view_pos_fs_in.xyz);
vec3 l = normalize(light_pos - sphere_fs_in);
// Calculate the view direction
vec3 v = normalize(-view_pos_fs_in.xyz);
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);

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@ -48,13 +48,14 @@ void main()
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 = (view * vec4(vec3(x, h, z), 1.0)).xyz;
vec3 light_pos = vec3(x, h, z);
// Calculate the light direction
vec3 l = normalize(light_pos - view_pos_fs_in.xyz);
vec3 l = normalize(light_pos - sphere_fs_in);
// Calculate the view direction
vec3 v = normalize(-view_pos_fs_in.xyz);
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);

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@ -11,9 +11,8 @@ vec3 random_direction( vec3 seed)
/////////////////////////////////////////////////////////////////////////////
// Replace with your code
// Poolcoordinaten
vec2 rand = random2(seed);
float theta = 2.0 * M_PI * rand.x;
float phi = acos(2.0 * rand.y - 1.0);
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),

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@ -25,43 +25,7 @@ void main()
float terrain_color = clamp(1+5*b,0,1);
/////////////////////////////////////////////////////////////////////////////
// Replace with your code
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 = (view * vec4(vec3(x, h, z), 1.0)).xyz;
// Calculate the light direction
vec3 l = normalize(light_pos - view_pos_fs_in.xyz);
// Calculate the view direction
vec3 v = normalize(-view_pos_fs_in.xyz);
// Calculate the normal direction
/* I calculate bumps etc. in the space that has not yet have applied model and view conversion. */
vec3 T, B;
tangent(s, T, B);
// Apply the bump map
vec3 pos = sphere_fs_in;
float eps = 0.0001;
vec3 n = cross(
(bump_position(is_moon, pos + eps * T) - bump_position(is_moon, pos)) / eps,
(bump_position(is_moon, pos + eps * B) - bump_position(is_moon, pos)) / eps);
/* Convert the normal to the view space */
n = (view * model(is_moon, animation_seconds) * vec4(n, 0.0)).xyz;
n = normalize(n);
// 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
// Compute the Blinn-Phong shading
color = blinn_phong(ka, kd * terrain_color, ks, p, n, v, l);
// Replace with your code
color = terrain_color * vec3(1,1,1);
/////////////////////////////////////////////////////////////////////////////
}

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@ -14,8 +14,7 @@
vec3 bump_position(bool is_moon , vec3 s)
{
/////////////////////////////////////////////////////////////////////////////
// Replace with your code
/* p' = p + bump * n but on a unit sphere object */
return s + bump_height(is_moon, s) * s;
// Replace with your code
return s;
/////////////////////////////////////////////////////////////////////////////
}

View file

@ -6,16 +6,12 @@
// N 3D unit normal vector
// Outputs:
// T 3D unit tangent vector
// B 3D unit bitangent vectors
// B 3D unit bitangent vector
void tangent(in vec3 N, out vec3 T, out vec3 B)
{
/////////////////////////////////////////////////////////////////////////////
// Replace with your code
// Calculate a vector that is perpendicular to N
vec3 doesnotmatter = abs(N.y) < 0.999 ? vec3(0,1,0) : vec3(1,0,0);
T = normalize(cross(doesnotmatter, N));
// Now T is perpendicular to N
// Take B as the cross product of N and T, to make it perpendicular to both
B = cross(N, T);
// Replace with your code
T = vec3(1,0,0);
B = vec3(0,1,0);
/////////////////////////////////////////////////////////////////////////////
}