add clouds shader

This commit is contained in:
MihailRis 2026-02-12 18:19:25 +03:00
parent 28cd59ebde
commit 8153ddde89
8 changed files with 123 additions and 16 deletions

View file

@ -12,6 +12,7 @@
#include "maths/FastNoiseLite.h"
#include "util/timeutil.hpp"
#include "window/Camera.hpp"
#include "world/Weather.hpp"
#include <glm/ext.hpp>
#include <glm/gtc/matrix_transform.hpp>
@ -163,7 +164,7 @@ static inline constexpr int WIDTH = 256;
static inline constexpr int DEPTH = 256;
CloudsRenderer::CloudsRenderer(const Assets& assets) : assets(assets) {
CloudsRenderer::CloudsRenderer() {
VolumeRenderer volumeRenderer(1024 * 1024);
for (int layer = 0; layer < 2; layer++) {
@ -216,7 +217,6 @@ CloudsRenderer::CloudsRenderer(const Assets& assets) : assets(assets) {
CloudsMap map({w, h, d}, voxels);
timeutil::ScopeLogTimer log2(222);
volumeRenderer.build(map);
testMeshes[layer] = std::make_unique<Mesh<ChunkVertex>>(volumeRenderer.createMesh());
}
@ -224,9 +224,20 @@ CloudsRenderer::CloudsRenderer(const Assets& assets) : assets(assets) {
CloudsRenderer::~CloudsRenderer() = default;
void CloudsRenderer::draw(float timer, float fogFactor, const Camera& camera) {
auto& shader = assets.require<Shader>("main");
assets.require<Texture>("misc/blank").bind();
void CloudsRenderer::draw(
Shader& shader,
const Weather& weather,
float timer,
float fogFactor,
const Camera& camera
) {
float clouds = weather.clouds();
shader.uniform4f(
"u_tint",
glm::vec4(
1.0f - clouds * 0.5, 1.0f - clouds * 0.45, 1.0f - clouds * 0.4, 1.0f
)
);
float scale = 8;
float totalWidth = WIDTH * scale;
@ -235,7 +246,7 @@ void CloudsRenderer::draw(float timer, float fogFactor, const Camera& camera) {
int cellX = glm::floor(camera.position.x / totalWidth + 0.5f);
int cellZ = glm::floor(camera.position.z / totalDepth + 0.5f);
float speed = 10.0f;
float speed = 4.0f;
for (int i = 0; i < 2; i++) {
float speedX = glm::sin(i * 0.3f + 0.4f) * speed / (i + 1);
float speedZ = -glm::cos(i * 0.3f + 0.4f) * speed / (i + 1);