Alternative parameters for clouds. Defaults in comments

This commit is contained in:
Maximilian Giller 2023-01-29 04:44:49 +01:00
parent dd92e85861
commit ffaaa7e814
2 changed files with 5 additions and 6 deletions

View file

@ -32,8 +32,7 @@ int main()
// scene.setBackgroundColor(Color(1, 0.79f, 0.62f) * 0.8f); // scene.setBackgroundColor(Color(1, 0.79f, 0.62f) * 0.8f);
// Add lights // Add lights
// Alternate direction Vector3d(1.0f, -0.5f, 1.0f) auto mainLight = std::make_shared<SunLight>(Vector3d(-1.0f, -0.5f, -1.0f), 1.0f, Color(1,1,1));
auto mainLight = std::make_shared<SunLight>(Vector3d(0, -1.0f, 0), 1.0f, Color(1,1,1));//Color(1, 0.79f, 0.62f));
scene.add(mainLight); scene.add(mainLight);
// scene.add(std::make_shared<AmbientLight>(0.3f)); // scene.add(std::make_shared<AmbientLight>(0.3f));
// auto light = std::make_shared<PointLight>(Vector3d(25.0f, 10.0f, 25.0f), 100.0f); // auto light = std::make_shared<PointLight>(Vector3d(25.0f, 10.0f, 25.0f), 100.0f);

View file

@ -19,12 +19,12 @@ struct CloudSettings
float darknessThreshold = .1f; // .1f float darknessThreshold = .1f; // .1f
float shadowIntensity = .6f; // .6f float shadowIntensity = .6f; // .6f
float shadowLightAbsorption = 1; // 1 float shadowLightAbsorption = 1; // 1
float lightAbsorptionTowardsLight = 0.3f; // .3f float lightAbsorptionTowardsLight = 0.1f; // .3f // How Bright should the clouds be? Lower is brighter
float lightAbsorptionThroughCloud = .8f; // .8f // How dark should the background be where the cloud is? Higher values mean darker background float lightAbsorptionThroughCloud = .8f; // .8f // How dark should the background be where the cloud is? Higher values mean darker background
float phaseA = .5f; // .5f float phaseA = .8f; // .5f
float phaseB = .3f; // .3f float phaseB = .4f; // .3f
float phaseOffset = .8f; // .8f float phaseOffset = .8f; // .8f
float phaseIntensity = 1.0f; // 1.0f float phaseIntensity = .1f; // 1.0f
float edgeFadeOffDistance = .5f; // .5f float edgeFadeOffDistance = .5f; // .5f
}; };