Merge branch 'main' into volume-renderer

This commit is contained in:
MihailRis 2026-02-13 02:07:20 +03:00
commit c7508d6270
35 changed files with 532 additions and 68 deletions

View file

@ -23,9 +23,12 @@
#include "io/io.hpp"
#include "audio/audio.hpp"
#include "maths/util.hpp"
#include "debug/Logger.hpp"
namespace fs = std::filesystem;
static debug::Logger logger("decorator");
/// @brief Not greater than 64 for this BIG_PRIME value
inline constexpr int UPDATE_AREA_DIAMETER = 32;
/// @brief Number of blocks in the volume
@ -70,19 +73,90 @@ Decorator::Decorator(
void Decorator::addParticles(const Block& def, const glm::ivec3& pos) {
const auto& found = blockEmitters.find(pos);
if (found == blockEmitters.end()) {
auto treg = util::get_texture_region(
assets, def.particles->texture, ""
);
blockEmitters[pos] = renderer.particles->add(std::make_unique<Emitter>(
level,
glm::vec3{pos.x + 0.5, pos.y + 0.5, pos.z + 0.5},
*def.particles,
treg.texture,
treg.region,
-1
));
if (found != blockEmitters.end()) {
return;
}
auto treg = util::get_texture_region(
assets, def.particles->texture, ""
);
blockEmitters[pos] = renderer.particles->add(std::make_unique<Emitter>(
level,
glm::vec3{pos.x + 0.5, pos.y + 0.5, pos.z + 0.5},
*def.particles,
treg.texture,
treg.region,
-1
));
}
void Decorator::updateAcoustics(const Camera& camera) {
audio::Acoustics acoustics {};
util::PseudoRandom random(34621U);
auto& chunks = *player.chunks;
const auto& start = camera.position;
float rayLength = 40.0f;
auto& blocks = level.content.getIndices()->blocks;
int rays = 100;
int hit = 0;
float averageDistance = 0.0f;
float averageAbsorption = 0.0f;
float speedOfSound = 300.0f;
float minDistance = rayLength;
for (int i = 0; i < rays; i++) {
float u1 = random.randFloat();
float u2 = random.randFloat();
float z = 2.0f * u1 - 1.0f;
float phi = 2.0f * glm::pi<float>() * u2;
float r = std::sqrt(1.0f - z * z);
glm::vec3 dir = { r * std::cos(phi), r * std::sin(phi), z };
dir = glm::normalize(dir);
glm::vec3 end;
glm::ivec3 norm;
glm::ivec3 iend;
auto vox = chunks.rayCast(start, dir, rayLength, end, norm, iend);
if (vox == nullptr) {
continue;
}
auto distance = glm::distance(start, end);
if (distance >= rayLength * 0.98f) {
continue;
}
if (distance < minDistance) {
minDistance = distance;
}
auto def = blocks.get(vox->id);
if (def == nullptr) {
continue;
}
auto material = level.content.findBlockMaterial(def->material);
if (material == nullptr) {
return;
}
hit++;
averageDistance += distance;
averageAbsorption += material->soundAbsorption;
}
if (hit > 0) {
averageDistance /= hit;
averageAbsorption /= hit;
}
float decayTime = 20.0f * (averageDistance / rayLength);
float escapeRatio = static_cast<float>(rays - hit) / static_cast<float>(rays);
acoustics.reverbGain = glm::pow(hit / static_cast<float>(rays), 3.0f);
acoustics.reverbReflectionsDelay = minDistance / speedOfSound;
acoustics.reverbLateReflectionsDelay = averageDistance / speedOfSound;
acoustics.reverbDecayTime = decayTime;
acoustics.reverbRoomRolloff = escapeRatio * 1.5f;
acoustics.reverbAbsorption = averageAbsorption;
audio::set_acoustics(std::move(acoustics));
}
void Decorator::updateRandom(
@ -283,4 +357,5 @@ void Decorator::update(
}
updateBlockEmitters(camera);
updateTextNotes();
updateAcoustics(camera);
}

View file

@ -48,6 +48,7 @@ class Decorator {
void updateBlockEmitters(const Camera& camera);
void updateTextNotes();
void addParticles(const Block& def, const glm::ivec3& pos);
void updateAcoustics(const Camera& camera);
public:
Decorator(
Engine& engine,