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

@ -8,7 +8,8 @@
"translucent",
"background",
"skybox_gen",
"shadows"
"shadows",
"clouds"
],
"post-effects": [
"default",

View file

@ -1,4 +1,4 @@
{
"clouds": 0.8
"clouds": 1.0
}

View file

@ -2,5 +2,5 @@
"fog_opacity": 0.98,
"fog_dencity": 3.6,
"fog_curve": 0.25,
"clouds": 0.8
"clouds": 0.9
}

31
res/shaders/clouds.glslf Normal file
View file

@ -0,0 +1,31 @@
layout (location = 0) out vec4 f_color;
layout (location = 1) out vec4 f_position;
layout (location = 2) out vec4 f_normal;
layout (location = 3) out vec4 f_emission;
#include <world_fragment_header>
in vec4 a_torchLight;
uniform sampler2D u_texture0;
uniform vec3 u_sunDir;
// flags
uniform bool u_alphaClip;
uniform bool u_debugLights;
uniform bool u_debugNormals;
uniform vec4 u_tint;
void main() {
f_color.rgb = max(a_torchLight.rgb, a_skyLight);
f_color.a = 1.0;
f_color *= u_tint;
#ifndef ADVANCED_RENDER
vec3 fogColor = texture(u_skybox, a_dir).rgb;
f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
#endif
f_position = vec4(a_position, 1.0);
f_normal = vec4(a_normal, 1.0);
f_emission = vec4(vec3(a_emission), 1.0);
}

49
res/shaders/clouds.glslv Normal file
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@ -0,0 +1,49 @@
#include <commons>
layout (location = 0) in vec3 v_position;
layout (location = 1) in vec2 v_texCoord;
layout (location = 2) in vec4 v_light;
layout (location = 3) in vec4 v_normal;
#include <world_vertex_header>
#include <lighting>
#include <fog>
#include <sky>
uniform float u_dayTime;
out vec4 a_torchLight;
void main() {
a_modelpos = u_model * vec4(v_position, 1.0f);
a_modelpos.x += sin(u_timer * 0.05 + a_modelpos.z * 0.002) * 1.5;
a_modelpos.z += sin(u_timer * 0.2 + a_modelpos.x * 0.002) * 1.5;
a_modelpos.y += sin(u_timer * 0.1 + (a_modelpos.x + a_modelpos.z) * 0.001) * 2.0;
vec3 pos3d = a_modelpos.xyz - u_cameraPos;
a_realnormal = v_normal.xyz * 2.0 - 1.0;
a_normal = calc_screen_normal(a_realnormal);
a_torchLight = vec4(calc_torch_light(
v_light.rgb, a_realnormal, a_modelpos.xyz, u_torchlightColor, u_gamma
), 1.0);
a_texCoord = v_texCoord;
a_dir = a_modelpos.xyz - u_cameraPos;
vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime);
a_skyLight = skyLightColor.rgb*v_light.a;
mat4 viewmodel = u_view * u_model;
a_distance = length(viewmodel * vec4(pos3d, 0.0));
#ifndef ADVANCED_RENDER
a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0);
#endif
a_emission = v_normal.w;
vec4 viewmodelpos = u_view * a_modelpos;
a_position = viewmodelpos.xyz;
gl_Position = u_proj * viewmodelpos;
}

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);

View file

@ -4,16 +4,22 @@
#include <memory>
class Assets;
class Camera;
class Shader;
struct Weather;
class CloudsRenderer final {
public:
CloudsRenderer(const Assets& assets);
CloudsRenderer();
~CloudsRenderer();
void draw(float timer, float fogFactor, const Camera& camera);
void draw(
Shader& shader,
const Weather& weather,
float timer,
float fogFactor,
const Camera& camera
);
private:
const Assets& assets;
std::array<std::unique_ptr<Mesh<ChunkVertex>>, 2> testMeshes;
};

View file

@ -117,7 +117,7 @@ WorldRenderer::WorldRenderer(
);
shadowMapping = std::make_unique<Shadows>(level);
debugLines = std::make_unique<DebugLinesRenderer>(level);
cloudsRenderer = std::make_unique<CloudsRenderer>(assets);
cloudsRenderer = std::make_unique<CloudsRenderer>();
}
WorldRenderer::~WorldRenderer() = default;
@ -207,14 +207,17 @@ void WorldRenderer::renderOpaque(
particles->render(camera);
auto& shader = assets.require<Shader>("main");
auto& cloudsShader = assets.require<Shader>("clouds");
auto& linesShader = assets.require<Shader>("lines");
setupWorldShader(shader, camera, settings, fogFactor);
chunksRenderer->drawChunks(camera, shader);
cloudsRenderer->draw(timer, fogFactor, camera);
blockWraps->draw(ctx, player);
setupWorldShader(cloudsShader, camera, settings, fogFactor);
cloudsRenderer->draw(cloudsShader, weather, timer, fogFactor, camera);
if (hudVisible) {
renderLines(camera, linesShader, ctx);
}
@ -317,13 +320,19 @@ void WorldRenderer::renderFrame(
auto& mainShader = assets.require<Shader>("main");
auto& entityShader = assets.require<Shader>("entity");
auto& cloudsShader = assets.require<Shader>("clouds");
auto& translucentShader = assets.require<Shader>("translucent");
auto& deferredShader = assets.require<PostEffect>("deferred_lighting").getShader();
const auto& settings = engine.getSettings();
Shader* affectedShaders[] {
&mainShader, &entityShader, &translucentShader, &deferredShader, nullptr
&mainShader,
&entityShader,
&cloudsShader,
&translucentShader,
&deferredShader,
nullptr
};
refreshSettings(affectedShaders);