diff --git a/demos/html5/template.html b/demos/html5/template.html index 0a0fcbe..659ba5c 100644 --- a/demos/html5/template.html +++ b/demos/html5/template.html @@ -104,7 +104,7 @@ canvas.height = window.innerHeight; window.addEventListener('resize', () => { - if (canvas.canResize) { + if (canvas.canResize && !window.isFullscreen) { canvas.width = window.innerWidth; canvas.height = window.innerHeight; } @@ -143,7 +143,19 @@ } else if (elem.msRequestFullscreen) { /* IE11 */ elem.msRequestFullscreen(); } + + // window.isFullscreen = 1; /* assume we have entered fullscreen mode. */ } + + function exitFullscreen() { + if (!document.webkitIsFullScreen && !document.mozFullScreen && !document.msFullscreenElement) + window.isFullscreen = 0; + } + + // document.addEventListener('fullscreenchange', exitFullscreen, false); + // document.addEventListener('mozfullscreenchange', exitFullscreen, false); + // document.addEventListener('MSFullscreenChange', exitFullscreen, false); + // document.addEventListener('webkitfullscreenchange', exitFullscreen, false); diff --git a/engine/art/shaders/fs_3_4_skybox_rayleigh.glsl b/engine/art/shaders/fs_3_4_skybox_rayleigh.glsl index f0ce359..8f09732 100644 --- a/engine/art/shaders/fs_3_4_skybox_rayleigh.glsl +++ b/engine/art/shaders/fs_3_4_skybox_rayleigh.glsl @@ -1,4 +1,13 @@ -uniform vec3 uSunPos;// = vec3( 0, 0.1, -1 ); // = [0, Math.cos(theta) * 0.3 + 0.2, -1]; +uniform vec3 uSunPos; +uniform vec3 uRayOrigin; +uniform float uSunIntensity; +uniform float uPlanetRadius; +uniform float uAtmosphereRadius; +uniform vec3 uRayleighScattering; +uniform float uMieScattering; +uniform float uRayleighScaleHeight; +uniform float uMieScaleHeight; +uniform float uMiePreferredDirection; in vec3 v_direction; @@ -10,17 +19,17 @@ vec3 atmosphere(vec3 r, vec3 r0, vec3 pSun, float iSun, float rPlanet, float rAt void main() { vec3 color = atmosphere( - normalize(v_direction), // normalized ray direction - vec3(0,6372e3,0), // ray origin - uSunPos, // position of the sun - 22.0, // intensity of the sun - 6371e3, // radius of the planet in meters - 6471e3, // radius of the atmosphere in meters - vec3(5.5e-6, 13.0e-6, 22.4e-6), // Rayleigh scattering coefficient - 21e-6, // Mie scattering coefficient - 8e3, // Rayleigh scale height - 1.2e3, // Mie scale height - 0.758 // Mie preferred scattering direction + normalize(v_direction), // normalized ray direction + uRayOrigin, // ray origin + uSunPos, // position of the sun + uSunIntensity, // intensity of the sun + uPlanetRadius, // radius of the planet in meters + uAtmosphereRadius, // radius of the atmosphere in meters + uRayleighScattering, // Rayleigh scattering coefficient + uMieScattering, // Mie scattering coefficient + uRayleighScaleHeight, // Rayleigh scale height + uMieScaleHeight, // Mie scale height + uMiePreferredDirection // Mie preferred scattering direction ); // Apply exposure. diff --git a/engine/joint/v4k.h b/engine/joint/v4k.h index 0b35d4b..182822d 100644 --- a/engine/joint/v4k.h +++ b/engine/joint/v4k.h @@ -341713,6 +341713,15 @@ skybox_t skybox(const char *asset, int flags) { // set up mie defaults shader_bind(sky.program); shader_vec3("uSunPos", vec3( 0, 0.1, -1 )); + shader_vec3("uRayOrigin", vec3(0.0, 6372000.0, 0.0)); + shader_float("uSunIntensity", 22.0); + shader_float("uPlanetRadius", 6371000.0); + shader_float("uAtmosphereRadius", 6471000.0); + shader_vec3("uRayleighScattering", vec3(5.5e-6, 13.0e-6, 22.4e-6)); + shader_float("uMieScattering", 21e-6); + shader_float("uRayleighScaleHeight", 8000.0); + shader_float("uMieScaleHeight", 1200.0); + shader_float("uMiePreferredDirection", 0.758); } return sky; diff --git a/engine/split/v4k_render.c b/engine/split/v4k_render.c index 728d34a..36bd292 100644 --- a/engine/split/v4k_render.c +++ b/engine/split/v4k_render.c @@ -2399,6 +2399,15 @@ skybox_t skybox(const char *asset, int flags) { // set up mie defaults shader_bind(sky.program); shader_vec3("uSunPos", vec3( 0, 0.1, -1 )); + shader_vec3("uRayOrigin", vec3(0.0, 6372000.0, 0.0)); + shader_float("uSunIntensity", 22.0); + shader_float("uPlanetRadius", 6371000.0); + shader_float("uAtmosphereRadius", 6471000.0); + shader_vec3("uRayleighScattering", vec3(5.5e-6, 13.0e-6, 22.4e-6)); + shader_float("uMieScattering", 21e-6); + shader_float("uRayleighScaleHeight", 8000.0); + shader_float("uMieScaleHeight", 1200.0); + shader_float("uMiePreferredDirection", 0.758); } return sky; diff --git a/engine/v4k.c b/engine/v4k.c index 2d73a23..fcd4a49 100644 --- a/engine/v4k.c +++ b/engine/v4k.c @@ -12623,6 +12623,15 @@ skybox_t skybox(const char *asset, int flags) { // set up mie defaults shader_bind(sky.program); shader_vec3("uSunPos", vec3( 0, 0.1, -1 )); + shader_vec3("uRayOrigin", vec3(0.0, 6372000.0, 0.0)); + shader_float("uSunIntensity", 22.0); + shader_float("uPlanetRadius", 6371000.0); + shader_float("uAtmosphereRadius", 6471000.0); + shader_vec3("uRayleighScattering", vec3(5.5e-6, 13.0e-6, 22.4e-6)); + shader_float("uMieScattering", 21e-6); + shader_float("uRayleighScaleHeight", 8000.0); + shader_float("uMieScaleHeight", 1200.0); + shader_float("uMiePreferredDirection", 0.758); } return sky;