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https://github.com/MihailRis/voxelcore.git
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fix constant naming
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parent
34cb2bfdd5
commit
3a78d5f334
2 changed files with 16 additions and 16 deletions
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@ -13,9 +13,9 @@ const glm::vec3 BlocksRenderer::SUN_VECTOR(0.528265f, 0.833149f, -0.163704f);
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const float DIRECTIONAL_LIGHT_FACTOR = 0.3f;
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namespace {
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static constexpr float kChunkCenterBias = 0.5f;
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static constexpr float kAoNormalPush = 0.75f;
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static constexpr float kFaceOffsetEps = 1e-3f;
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static constexpr float K_CHUNK_CENTER_BIAS = 0.5f;
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static constexpr float K_AO_NORMAL_PUSH = 0.75f;
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static constexpr float K_FACE_OFFSET_EPS = 1e-3f;
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static inline void expand_aabb_point(AABB& aabb, bool& init, const glm::vec3& p) {
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if (!init) { aabb.a = aabb.b = p; init = true; } else { aabb.addPoint(p); }
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@ -134,7 +134,7 @@ void BlocksRenderer::face(
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auto X = axisX * w;
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auto Y = axisY * h;
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auto Z = axisZ * d;
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float s = kChunkCenterBias;
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float s = K_CHUNK_CENTER_BIAS;
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auto p0 = coord + (-X - Y + Z) * s;
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auto p1 = coord + ( X - Y + Z) * s;
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auto p2 = coord + ( X + Y + Z) * s;
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@ -184,7 +184,7 @@ void BlocksRenderer::faceAO(
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return;
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}
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float s = kChunkCenterBias;
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float s = K_CHUNK_CENTER_BIAS;
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if (lights) {
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const auto nZ = glm::normalize(Z);
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float d = apply_directional_factor(glm::dot(nZ, SUN_VECTOR));
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@ -194,7 +194,7 @@ void BlocksRenderer::faceAO(
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auto axisZ = nZ;
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glm::vec4 tint(d);
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const float nh = kAoNormalPush; // push AO sample a bit farther along normal
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const float nh = K_AO_NORMAL_PUSH; // push AO sample a bit farther along normal
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auto p0 = coord + (-X - Y + Z) * s;
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auto p1 = coord + ( X - Y + Z) * s;
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auto p2 = coord + ( X + Y + Z) * s;
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@ -238,7 +238,7 @@ void BlocksRenderer::face(
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return;
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}
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float s = kChunkCenterBias;
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float s = K_CHUNK_CENTER_BIAS;
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const auto nZ = glm::normalize(Z);
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if (lights) {
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float d = apply_directional_factor(glm::dot(nZ, SUN_VECTOR));
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@ -21,7 +21,7 @@ size_t ChunksRenderer::visibleChunks = 0;
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namespace {
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struct CullingBounds { glm::vec3 min; glm::vec3 max; };
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static constexpr float kChunkCenterBias = 0.5f;
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static constexpr float K_CHUNK_CENTER_BIAS = 0.5f;
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static inline bool has_volume(const AABB& aabb) {
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auto s = aabb.size();
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@ -42,12 +42,12 @@ static inline CullingBounds compute_chunk_culling_bounds(
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if (it != meshes.end()) {
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const auto& aabb = it->second.localAabb;
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if (has_volume(aabb)) {
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min = glm::vec3(chunk.x * CHUNK_W + aabb.min().x + kChunkCenterBias,
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(std::max)(static_cast<float>(chunk.bottom), aabb.min().y + kChunkCenterBias),
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chunk.z * CHUNK_D + aabb.min().z + kChunkCenterBias);
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max = glm::vec3(chunk.x * CHUNK_W + aabb.max().x + kChunkCenterBias,
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(std::min)(static_cast<float>(chunk.top), aabb.max().y + kChunkCenterBias),
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chunk.z * CHUNK_D + aabb.max().z + kChunkCenterBias);
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min = glm::vec3(chunk.x * CHUNK_W + aabb.min().x + K_CHUNK_CENTER_BIAS,
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(std::max)(static_cast<float>(chunk.bottom), aabb.min().y + K_CHUNK_CENTER_BIAS),
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chunk.z * CHUNK_D + aabb.min().z + K_CHUNK_CENTER_BIAS);
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max = glm::vec3(chunk.x * CHUNK_W + aabb.max().x + K_CHUNK_CENTER_BIAS,
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(std::min)(static_cast<float>(chunk.top), aabb.max().y + K_CHUNK_CENTER_BIAS),
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chunk.z * CHUNK_D + aabb.max().z + K_CHUNK_CENTER_BIAS);
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}
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}
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return {min, max};
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@ -244,7 +244,7 @@ void ChunksRenderer::drawShadowsPass(
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}
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glm::vec3 coord(
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pos.x * CHUNK_W + kChunkCenterBias, kChunkCenterBias, pos.y * CHUNK_D + kChunkCenterBias
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pos.x * CHUNK_W + K_CHUNK_CENTER_BIAS, K_CHUNK_CENTER_BIAS, pos.y * CHUNK_D + K_CHUNK_CENTER_BIAS
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);
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const auto bounds = compute_chunk_culling_bounds(*chunk, meshes);
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@ -302,7 +302,7 @@ void ChunksRenderer::drawChunks(
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if (mesh) {
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glm::vec3 coord(
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chunk->x * CHUNK_W + kChunkCenterBias, kChunkCenterBias, chunk->z * CHUNK_D + kChunkCenterBias
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chunk->x * CHUNK_W + K_CHUNK_CENTER_BIAS, K_CHUNK_CENTER_BIAS, chunk->z * CHUNK_D + K_CHUNK_CENTER_BIAS
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);
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glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
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shader.uniformMatrix("u_model", model);
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