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https://github.com/MihailRis/voxelcore.git
synced 2026-10-05 11:01:49 +00:00
add clouds shader
This commit is contained in:
parent
28cd59ebde
commit
8153ddde89
8 changed files with 123 additions and 16 deletions
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@ -12,6 +12,7 @@
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#include "maths/FastNoiseLite.h"
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#include "util/timeutil.hpp"
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#include "window/Camera.hpp"
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#include "world/Weather.hpp"
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#include <glm/ext.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@ -163,7 +164,7 @@ static inline constexpr int WIDTH = 256;
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static inline constexpr int DEPTH = 256;
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CloudsRenderer::CloudsRenderer(const Assets& assets) : assets(assets) {
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CloudsRenderer::CloudsRenderer() {
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VolumeRenderer volumeRenderer(1024 * 1024);
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for (int layer = 0; layer < 2; layer++) {
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@ -216,7 +217,6 @@ CloudsRenderer::CloudsRenderer(const Assets& assets) : assets(assets) {
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CloudsMap map({w, h, d}, voxels);
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timeutil::ScopeLogTimer log2(222);
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volumeRenderer.build(map);
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testMeshes[layer] = std::make_unique<Mesh<ChunkVertex>>(volumeRenderer.createMesh());
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}
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@ -224,9 +224,20 @@ CloudsRenderer::CloudsRenderer(const Assets& assets) : assets(assets) {
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CloudsRenderer::~CloudsRenderer() = default;
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void CloudsRenderer::draw(float timer, float fogFactor, const Camera& camera) {
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auto& shader = assets.require<Shader>("main");
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assets.require<Texture>("misc/blank").bind();
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void CloudsRenderer::draw(
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Shader& shader,
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const Weather& weather,
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float timer,
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float fogFactor,
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const Camera& camera
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) {
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float clouds = weather.clouds();
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shader.uniform4f(
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"u_tint",
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glm::vec4(
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1.0f - clouds * 0.5, 1.0f - clouds * 0.45, 1.0f - clouds * 0.4, 1.0f
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)
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);
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float scale = 8;
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float totalWidth = WIDTH * scale;
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@ -235,7 +246,7 @@ void CloudsRenderer::draw(float timer, float fogFactor, const Camera& camera) {
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int cellX = glm::floor(camera.position.x / totalWidth + 0.5f);
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int cellZ = glm::floor(camera.position.z / totalDepth + 0.5f);
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float speed = 10.0f;
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float speed = 4.0f;
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for (int i = 0; i < 2; i++) {
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float speedX = glm::sin(i * 0.3f + 0.4f) * speed / (i + 1);
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float speedZ = -glm::cos(i * 0.3f + 0.4f) * speed / (i + 1);
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@ -4,16 +4,22 @@
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#include <memory>
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class Assets;
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class Camera;
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class Shader;
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struct Weather;
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class CloudsRenderer final {
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public:
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CloudsRenderer(const Assets& assets);
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CloudsRenderer();
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~CloudsRenderer();
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void draw(float timer, float fogFactor, const Camera& camera);
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void draw(
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Shader& shader,
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const Weather& weather,
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float timer,
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float fogFactor,
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const Camera& camera
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);
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private:
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const Assets& assets;
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std::array<std::unique_ptr<Mesh<ChunkVertex>>, 2> testMeshes;
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};
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@ -117,7 +117,7 @@ WorldRenderer::WorldRenderer(
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);
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shadowMapping = std::make_unique<Shadows>(level);
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debugLines = std::make_unique<DebugLinesRenderer>(level);
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cloudsRenderer = std::make_unique<CloudsRenderer>(assets);
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cloudsRenderer = std::make_unique<CloudsRenderer>();
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}
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WorldRenderer::~WorldRenderer() = default;
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@ -207,14 +207,17 @@ void WorldRenderer::renderOpaque(
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particles->render(camera);
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auto& shader = assets.require<Shader>("main");
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auto& cloudsShader = assets.require<Shader>("clouds");
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auto& linesShader = assets.require<Shader>("lines");
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setupWorldShader(shader, camera, settings, fogFactor);
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chunksRenderer->drawChunks(camera, shader);
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cloudsRenderer->draw(timer, fogFactor, camera);
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blockWraps->draw(ctx, player);
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setupWorldShader(cloudsShader, camera, settings, fogFactor);
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cloudsRenderer->draw(cloudsShader, weather, timer, fogFactor, camera);
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if (hudVisible) {
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renderLines(camera, linesShader, ctx);
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}
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@ -317,13 +320,19 @@ void WorldRenderer::renderFrame(
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auto& mainShader = assets.require<Shader>("main");
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auto& entityShader = assets.require<Shader>("entity");
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auto& cloudsShader = assets.require<Shader>("clouds");
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auto& translucentShader = assets.require<Shader>("translucent");
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auto& deferredShader = assets.require<PostEffect>("deferred_lighting").getShader();
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const auto& settings = engine.getSettings();
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Shader* affectedShaders[] {
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&mainShader, &entityShader, &translucentShader, &deferredShader, nullptr
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&mainShader,
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&entityShader,
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&cloudsShader,
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&translucentShader,
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&deferredShader,
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nullptr
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};
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refreshSettings(affectedShaders);
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