mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
commit
d87190d68d
33 changed files with 698 additions and 92 deletions
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@ -1,4 +1,4 @@
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<container size='668,418' color='#0F1E2DB2' context='menu'>
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<container size='668,444' color='#0F1E2DB2' context='menu'>
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<panel pos='6' size='250' color='0' interval='1'>
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<button id='s_aud' onclick='sections:set("audio")'>@Audio</button>
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<button id='s_dsp' onclick='sections:set("display")'>@Display</button>
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@ -39,11 +39,12 @@ function on_open()
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create_setting("chunks.load-distance", "Load Distance", 1)
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create_setting("chunks.load-speed", "Load Speed", 1)
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create_setting("graphics.fog-curve", "Fog Curve", 0.1)
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create_checkbox("graphics.backlight", "Backlight", "graphics.backlight.tooltip")
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create_checkbox("graphics.soft-lighting", "Soft lighting", "graphics.soft-lighting.tooltip")
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create_checkbox("graphics.dense-render", "Dense blocks render", "graphics.dense-render.tooltip")
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create_checkbox("graphics.advanced-render", "Advanced render", "graphics.advanced-render.tooltip")
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create_setting("graphics.ssao", "SSAO", 1, "", "graphics.ssao.tooltip")
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create_setting("graphics.shadows-quality", "Shadows quality", 1)
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create_setting("graphics.clouds-quality", "Clouds quality", 1)
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end
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@ -8,7 +8,8 @@
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"translucent",
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"background",
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"skybox_gen",
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"shadows"
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"shadows",
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"clouds"
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],
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"post-effects": [
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"default",
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@ -1,4 +1,7 @@
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{
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"clouds": 0.8
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"clouds": 1.0,
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"clouds_tint": [0.6, 0.7, 0.8],
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"sky_tint": [1.5, 1.5, 1.5],
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"min_sky_light": [0.05, 0.07, 0.1]
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}
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@ -2,5 +2,6 @@
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"fog_opacity": 0.98,
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"fog_dencity": 3.6,
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"fog_curve": 0.25,
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"clouds": 0.8
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"clouds": 0.9,
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"min_sky_light": [0.0, 0.0, 0.0]
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}
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@ -19,5 +19,8 @@
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"fog_opacity": 0.5,
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"fog_dencity": 1.7,
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"fog_curve": 0.5,
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"clouds": 0.9
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"clouds": 0.96,
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"sky_tint": [2.0, 2.0, 2.0],
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"clouds_tint": [0.6, 0.7, 0.8],
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"min_sky_light": [0.05, 0.07, 0.1]
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}
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@ -11,5 +11,8 @@
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"fog_opacity": 0.8,
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"fog_dencity": 2.5,
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"fog_curve": 0.5,
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"clouds": 0.5
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"clouds": 1.0,
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"sky_tint": [1.9, 1.9, 1.9],
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"clouds_tint": [0.7, 0.8, 0.9],
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"min_sky_light": [0.05, 0.07, 0.1]
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}
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@ -19,5 +19,7 @@
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"fog_dencity": 2.0,
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"fog_curve": 0.5,
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"clouds": 0.7,
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"thunder_rate": 0.1
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"thunder_rate": 0.1,
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"clouds_tint": [0.3, 0.4, 0.5],
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"min_sky_light": [0.0, 0.0, 0.0]
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}
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31
res/shaders/clouds.glslf
Normal file
31
res/shaders/clouds.glslf
Normal file
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@ -0,0 +1,31 @@
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layout (location = 0) out vec4 f_color;
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layout (location = 1) out vec4 f_position;
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layout (location = 2) out vec4 f_normal;
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layout (location = 3) out vec4 f_emission;
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#include <world_fragment_header>
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in vec4 a_torchLight;
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uniform sampler2D u_texture0;
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uniform vec3 u_sunDir;
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// flags
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uniform bool u_alphaClip;
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uniform bool u_debugLights;
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uniform bool u_debugNormals;
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uniform vec4 u_tint;
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void main() {
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f_color.rgb = max(a_torchLight.rgb, a_skyLight);
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f_color.a = 1.0;
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f_color *= u_tint;
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#ifndef ADVANCED_RENDER
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vec3 fogColor = texture(u_skybox, a_dir).rgb;
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f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
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#endif
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f_position = vec4(a_position, 1.0);
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f_normal = vec4(a_normal, 1.0);
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f_emission = vec4(vec3(a_emission), 1.0);
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}
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49
res/shaders/clouds.glslv
Normal file
49
res/shaders/clouds.glslv
Normal file
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@ -0,0 +1,49 @@
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#include <commons>
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layout (location = 0) in vec3 v_position;
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layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in vec4 v_light;
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layout (location = 3) in vec4 v_normal;
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#include <world_vertex_header>
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#include <lighting>
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#include <fog>
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#include <sky>
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uniform float u_dayTime;
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out vec4 a_torchLight;
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void main() {
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a_modelpos = u_model * vec4(v_position, 1.0f);
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a_modelpos.x += sin(u_timer * 0.05 + a_modelpos.z * 0.002) * 1.5;
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a_modelpos.z += sin(u_timer * 0.2 + a_modelpos.x * 0.002) * 1.5;
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a_modelpos.y += sin(u_timer * 0.1 + (a_modelpos.x + a_modelpos.z) * 0.001) * 2.0;
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vec3 pos3d = a_modelpos.xyz - u_cameraPos;
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a_realnormal = v_normal.xyz * 2.0 - 1.0;
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a_normal = calc_screen_normal(a_realnormal);
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a_torchLight = vec4(calc_torch_light(
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v_light.rgb, a_realnormal, a_modelpos.xyz, u_torchlightColor, u_gamma
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), 1.0);
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a_texCoord = v_texCoord;
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a_dir = a_modelpos.xyz - u_cameraPos;
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vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime, u_minSkyLight);
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a_skyLight = skyLightColor.rgb*v_light.a;
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mat4 viewmodel = u_view * u_model;
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a_distance = length(viewmodel * vec4(pos3d, 0.0));
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#ifndef ADVANCED_RENDER
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a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0);
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#endif
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a_emission = v_normal.w;
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vec4 viewmodelpos = u_view * a_modelpos;
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a_position = viewmodelpos.xyz;
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gl_Position = u_proj * viewmodelpos;
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}
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@ -28,7 +28,7 @@ void main() {
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a_texCoord = v_texCoord;
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a_dir = a_modelpos.xyz - u_cameraPos;
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vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime);
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vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime, u_minSkyLight);
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a_color.rgb = max(a_color.rgb, skyLightColor.rgb * v_light.a) * v_color;
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a_color.a = u_opacity;
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@ -10,7 +10,6 @@
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// lighting
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#define SKY_LIGHT_MUL 2.5
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#define SKY_LIGHT_TINT (vec3(1.0, 0.75, 0.6) * 2.0)
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#define MIN_SKY_LIGHT vec3(0.2, 0.25, 0.33)
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// fog
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#define FOG_POS_SCALE vec3(1.0, 0.2, 1.0)
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@ -3,12 +3,12 @@
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#include <constants>
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vec3 pick_sky_color(samplerCube cubemap, float dayTime) {
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vec3 pick_sky_color(samplerCube cubemap, float dayTime, vec3 minSkyLight) {
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float elevation = sin(dayTime * PI2) * 0.2;
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vec3 skyLightColor = texture(cubemap, vec3(0.0f, elevation, -0.4f)).rgb;
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skyLightColor *= SKY_LIGHT_TINT;
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skyLightColor = min(vec3(1.0f), skyLightColor * SKY_LIGHT_MUL);
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skyLightColor = max(MIN_SKY_LIGHT, skyLightColor);
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skyLightColor = max(minSkyLight, skyLightColor);
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return skyLightColor;
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}
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@ -11,5 +11,6 @@ uniform float u_timer;
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uniform samplerCube u_skybox;
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uniform vec3 u_torchlightColor;
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uniform float u_torchlightDistance;
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uniform vec3 u_minSkyLight;
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#endif // GLSL_WORLD_UNIFORMS_
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@ -27,7 +27,7 @@ void main() {
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a_texCoord = v_texCoord;
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a_dir = a_modelpos.xyz - u_cameraPos;
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vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime);
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vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime, u_minSkyLight);
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a_skyLight = skyLightColor.rgb*v_light.a;
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mat4 viewmodel = u_view * u_model;
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@ -241,6 +241,8 @@ uniform vec3 u_xaxis;
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uniform vec3 u_yaxis;
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uniform vec3 u_zaxis;
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uniform vec3 u_lightDir;
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uniform vec3 u_tint;
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uniform vec3 u_hightlight;
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uniform int u_quality;
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uniform float u_mie;
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uniform float u_fog;
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@ -295,5 +297,5 @@ void main() {
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col = 1.0 - exp(-col);
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col = min(col, vec3(1.0));
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// Output to screen
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f_color = vec4(col, 1.0);
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f_color = vec4(col * u_tint + u_hightlight, 1.0);
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}
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@ -27,7 +27,7 @@ void main() {
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a_texCoord = v_texCoord;
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a_dir = a_modelpos.xyz - u_cameraPos;
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vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime);
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vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime, u_minSkyLight);
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a_skyLight = skyLightColor.rgb*v_light.a;
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mat4 viewmodel = u_view * u_model;
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@ -110,6 +110,7 @@ settings.Windowed=Оконный
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settings.Borderless=Безрамочный
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settings.Microphone=Микрофон
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settings.microphone.None=Нет
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settings.Clouds quality=Качество облаков
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# Управление
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chunks.reload=Перезагрузить Чанки
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@ -130,21 +130,22 @@ void Shadows::refresh(
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const std::function<void(Camera&)>& renderShadowPass
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) {
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static int frameid = 0;
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if (shadows) {
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if (frameid % 2 == 0) {
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generateShadowsMap(
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camera, pctx, *shadowMap, shadowCamera, 1.0f, renderShadowPass
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);
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} else {
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generateShadowsMap(
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camera,
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pctx,
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*wideShadowMap,
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wideShadowCamera,
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3.0f,
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renderShadowPass
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);
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}
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if (!shadows) {
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return;
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}
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if (frameid % 2 == 0) {
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generateShadowsMap(
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camera, pctx, *shadowMap, shadowCamera, 1.0f, renderShadowPass
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);
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} else {
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generateShadowsMap(
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camera,
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pctx,
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*wideShadowMap,
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wideShadowCamera,
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3.0f,
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renderShadowPass
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);
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}
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frameid++;
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}
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@ -176,10 +177,7 @@ void Shadows::generateShadowsMap(
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shadowCamera.setAspectRatio(1.0f);
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float t = worldInfo.daytime - 0.25f;
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if (t < 0.0f) {
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t += 1.0f;
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}
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t = fmod(t, 0.5f);
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t = glm::mod(t < 0.0f ? t + 1.0f : t, 0.5f);
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float sunCycleStep = 1.0f / 500.0f;
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float sunAngle = glm::radians(
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@ -206,15 +204,13 @@ void Shadows::generateShadowsMap(
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shadowCamera.setProjection(glm::ortho(min.x, max.x, min.y, max.y, 0.1f, 1000.0f));
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{
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auto sctx = pctx.sub();
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sctx.setDepthTest(true);
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sctx.setCullFace(true);
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sctx.setViewport({resolution, resolution});
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shadowMap.bind();
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if (renderShadowPass) {
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renderShadowPass(shadowCamera);
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}
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shadowMap.unbind();
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auto sctx = pctx.sub();
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sctx.setDepthTest(true);
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sctx.setCullFace(true);
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sctx.setViewport({resolution, resolution});
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shadowMap.bind();
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if (renderShadowPass) {
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renderShadowPass(shadowCamera);
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}
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shadowMap.unbind();
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}
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|
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337
src/graphics/render/CloudsRenderer.cpp
Executable file
337
src/graphics/render/CloudsRenderer.cpp
Executable file
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@ -0,0 +1,337 @@
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#define GLM_ENABLE_EXPERIMENTAL
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#include "CloudsRenderer.hpp"
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#include "assets/Assets.hpp"
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#include "coders/imageio.hpp"
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#include "debug/Logger.hpp"
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#include "graphics/core/ImageData.hpp"
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#include "graphics/core/Mesh.hpp"
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#include "graphics/core/Shader.hpp"
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#include "graphics/core/Texture.hpp"
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#include "io/io.hpp"
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#include "lighting/Lightmap.hpp"
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#include "maths/FastNoiseLite.h"
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#include "maths/FrustumCulling.hpp"
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#include "maths/voxmaths.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/gtx/norm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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static debug::Logger logger("clouds-render");
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static inline constexpr int MAP_SIZE = 512;
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static inline constexpr float CLOUD_VOXEL_SCALE = 8.0f;
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static inline constexpr float CLOUDS_SPEED = 4.0f;
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class CloudsMap {
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public:
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glm::ivec3 size;
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const bool* voxels;
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|
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CloudsMap() = default;
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CloudsMap(const glm::ivec3& size, const bool* voxels)
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: size(size), voxels(voxels) {
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}
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bool isOpen(int x, int y, int z) const {
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if (x >= 0 && x < size.x && y >= 0 && y < size.y && z >= 0 && z < size.z) {
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return !voxels[vox_index(x, y, z, size.x, size.z)];
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}
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return true;
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}
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};
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||||
|
||||
|
||||
class VolumeRenderer final {
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||||
public:
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VolumeRenderer(size_t capacity)
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||||
: vertices(std::make_unique<ChunkVertex[]>(capacity)),
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indexBuffer(std::make_unique<uint32_t[]>(capacity * 6)),
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capacity(capacity) {
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}
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~VolumeRenderer() = default;
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void build(CloudsMap volumeMap) {
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this->map = std::move(volumeMap);
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overflow = false;
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offset = 0;
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||||
indexOffset = 0;
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indexCount = 0;
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int end = map.size.x * map.size.y * map.size.z;
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for (int i = 0; i < end; i++) {
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int x = i % map.size.x;
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int y = i / (map.size.z * map.size.x);
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int z = (i / map.size.x) % map.size.z;
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const auto& vox = map.voxels[i];
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if (!vox) {
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continue;
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}
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cube({x, y, z});
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if (overflow) {
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return;
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}
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||||
}
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||||
}
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||||
|
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MeshData<ChunkVertex> createMesh() const {
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||||
return MeshData(
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util::Buffer(vertices.get(), offset),
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||||
std::vector<util::Buffer<uint32_t>> {
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||||
util::Buffer(indexBuffer.get(), indexCount),
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||||
},
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||||
util::Buffer(
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||||
ChunkVertex::ATTRIBUTES,
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||||
sizeof(ChunkVertex::ATTRIBUTES) / sizeof(VertexAttribute)
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||||
)
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||||
);
|
||||
}
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||||
|
||||
private:
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||||
std::unique_ptr<ChunkVertex[]> vertices;
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||||
std::unique_ptr<uint32_t[]> indexBuffer;
|
||||
size_t capacity;
|
||||
uint32_t indexOffset = 0;
|
||||
uint32_t indexCount = 0;
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||||
uint32_t offset = 0;
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bool overflow = false;
|
||||
CloudsMap map {};
|
||||
|
||||
void vertex(
|
||||
const glm::vec3& coord,
|
||||
const glm::vec3& normal
|
||||
) {
|
||||
auto& vert = vertices[offset++];
|
||||
vert.position = coord;
|
||||
vert.uv = {};
|
||||
vert.normal = {
|
||||
static_cast<uint8_t>(normal.r * 127 + 128),
|
||||
static_cast<uint8_t>(normal.g * 127 + 128),
|
||||
static_cast<uint8_t>(normal.b * 127 + 128),
|
||||
255
|
||||
};
|
||||
vert.color = {
|
||||
0, 0, 0, static_cast<uint8_t>((coord.y / 8.0f * 0.25f + 0.75f) * 255)
|
||||
};
|
||||
}
|
||||
|
||||
void face(
|
||||
const glm::vec3& coord,
|
||||
const glm::vec3& X,
|
||||
const glm::vec3& Y,
|
||||
const glm::vec3& Z
|
||||
) {
|
||||
if (!isOpen(coord + Z)) {
|
||||
return;
|
||||
}
|
||||
if (offset + 4 >= capacity) {
|
||||
overflow = true;
|
||||
return;
|
||||
}
|
||||
|
||||
float s = 0.5f;
|
||||
vertex(coord + (-X - Y + Z) * s, Z);
|
||||
vertex(coord + ( X - Y + Z) * s, Z);
|
||||
vertex(coord + ( X + Y + Z) * s, Z);
|
||||
vertex(coord + (-X + Y + Z) * s, Z);
|
||||
|
||||
const uint32_t indices[] {0, 1, 2, 0, 2, 3};
|
||||
for (size_t i = 0; i < 6; i++) {
|
||||
indexBuffer[indexCount++] = indexOffset + indices[i];
|
||||
}
|
||||
indexOffset += 4;
|
||||
}
|
||||
|
||||
bool isOpen(const glm::ivec3& pos) const {
|
||||
return pos.y < 0 || pos.y >= map.size.y ||
|
||||
map.isOpen(pos.x, pos.y, pos.z);
|
||||
}
|
||||
|
||||
void cube(const glm::ivec3& coord) {
|
||||
const glm::ivec3 X(1, 0, 0);
|
||||
const glm::ivec3 Y(0, 1, 0);
|
||||
const glm::ivec3 Z(0, 0, 1);
|
||||
|
||||
face(coord, X, Y, Z);
|
||||
face(coord, -X, Y, -Z);
|
||||
face(coord, X, -Z, Y);
|
||||
face(coord, X, Z, -Y);
|
||||
face(coord, -Z, Y, X);
|
||||
face(coord, Z, Y, -X);
|
||||
}
|
||||
};
|
||||
|
||||
static void generate_heightmap(
|
||||
float* heightmap, fnl_state& state, int w, int dd, int layerid
|
||||
) {
|
||||
float pi2 = glm::two_pi<float>();
|
||||
|
||||
for (int lz = 0; lz < dd; lz++) {
|
||||
for (int lx = 0; lx < w; lx++) {
|
||||
float x = glm::sin(lx / static_cast<float>(w) * pi2) * w / pi2;
|
||||
float y = -glm::cos(lx / static_cast<float>(w) * pi2) * w / pi2;
|
||||
float z = lz;
|
||||
float s = 1.5f;
|
||||
auto n = fnlGetNoise3D(&state, x * s * 0.7, y * s, z * s * 0.7);
|
||||
n += fnlGetNoise3D(&state, x * s + fnlGetNoise2D(&state, x * s * 4 + 2, z * s * 4) * 2.0f, y * s, z * 3.0f) * 0.5f;
|
||||
n += fnlGetNoise3D(&state, x * s * 2, y * s * 2, z * s * 2) * 0.25f;
|
||||
n += fnlGetNoise3D(&state, x * s * 4, y * s * 4, z * s * 4) * 0.125f * 2;
|
||||
n += fnlGetNoise3D(&state, x * s * 8, y * s * 8, z * s * 8) * 0.125f * 0.5f * 2;
|
||||
n += fnlGetNoise3D(&state, x * s * 16, y * s * 16, z * s * 16) * 0.125f * 0.25f * 3;
|
||||
n = glm::max(0.0f, n);
|
||||
n += -0.1f - layerid * 0.3f;
|
||||
|
||||
heightmap[lz * w + lx] = n;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void sample_voxels(
|
||||
bool* voxels,
|
||||
const float* heightmap,
|
||||
int height,
|
||||
int segmentSize,
|
||||
int segmentX,
|
||||
int segmentZ
|
||||
) {
|
||||
for (int y = 0; y < height; y++) {
|
||||
for (int z = 0; z < segmentSize; z++) {
|
||||
for (int x = 0; x < segmentSize; x++) {
|
||||
int gx = (segmentX * segmentSize) + x;
|
||||
int gz = (segmentZ * segmentSize) + z;
|
||||
|
||||
float n = heightmap[gz * MAP_SIZE + gx];
|
||||
if (gz < MAP_SIZE / 2) {
|
||||
float t = gz / static_cast<float>(MAP_SIZE / 2);
|
||||
n = n * t +
|
||||
heightmap[(MAP_SIZE + gz) * MAP_SIZE + gx] * (1.0f - t);
|
||||
}
|
||||
bool solid = y <= n * height && y >= (0.5f - n * 0.5f) * height;
|
||||
voxels[vox_index(x, y, z, segmentSize, segmentSize)] = solid;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CloudsRenderer::CloudsRenderer() {
|
||||
VolumeRenderer volumeRenderer(1024 * 512);
|
||||
|
||||
const int diameter = 4;
|
||||
const int segmentSize = MAP_SIZE / diameter;
|
||||
|
||||
const int w = MAP_SIZE;
|
||||
const int h = 8;
|
||||
const int d = MAP_SIZE;
|
||||
const int dd = d * 1.5;
|
||||
auto heightmap = std::make_unique<float[]>(w * dd);
|
||||
|
||||
for (int layerid = 0; layerid < 2; layerid++) {
|
||||
auto& layer = layers[layerid];
|
||||
layer.diameter = diameter;
|
||||
layer.segmentSize = segmentSize;
|
||||
|
||||
fnl_state state = fnlCreateState();
|
||||
state.seed = 5265 + layerid * 3521;
|
||||
|
||||
generate_heightmap(heightmap.get(), state, w, dd, layerid);
|
||||
|
||||
bool voxels[segmentSize * h * segmentSize];
|
||||
for (int sz = 0; sz < diameter; sz++) {
|
||||
for (int sx = 0; sx < diameter; sx++) {
|
||||
sample_voxels(voxels, heightmap.get(), h, segmentSize, sx, sz);
|
||||
|
||||
CloudsMap map({segmentSize, h, segmentSize}, voxels);
|
||||
|
||||
volumeRenderer.build(map);
|
||||
layer.meshes.push_back(std::make_unique<Mesh<ChunkVertex>>(
|
||||
volumeRenderer.createMesh()
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CloudsRenderer::~CloudsRenderer() = default;
|
||||
|
||||
void CloudsRenderer::draw(
|
||||
Layer& layer,
|
||||
Frustum& frustum,
|
||||
Shader& shader,
|
||||
const Camera& camera,
|
||||
float timer,
|
||||
int layerId
|
||||
) {
|
||||
float scale = CLOUD_VOXEL_SCALE;
|
||||
int totalDiameter = layer.segmentSize * scale;
|
||||
|
||||
int gcellX = floordiv(camera.position.x, totalDiameter);
|
||||
int gcellZ = floordiv(camera.position.z, totalDiameter);
|
||||
|
||||
float speed = CLOUDS_SPEED;
|
||||
float speedX = glm::sin(layerId * 0.3f + 0.4f) * speed / (layerId + 1);
|
||||
float speedZ = -glm::cos(layerId * 0.3f + 0.4f) * speed / (layerId + 1);
|
||||
|
||||
int radius = 4;
|
||||
|
||||
for (int x = -radius; x <= radius; x++) {
|
||||
for (int z = -radius; z <= radius; z++) {
|
||||
int lcellX = gcellX - floordiv(glm::floor(timer * speedX), totalDiameter);
|
||||
int lcellZ = gcellZ - floordiv(glm::floor(timer * speedZ), totalDiameter);
|
||||
glm::vec3 position(
|
||||
-128 * scale + (x + gcellX) * layer.segmentSize * scale +
|
||||
glm::mod(timer * speedX, static_cast<float>(totalDiameter)),
|
||||
250 + layerId * 200,
|
||||
-128 * scale + (z + gcellZ) * layer.segmentSize * scale +
|
||||
glm::mod(timer * speedZ, static_cast<float>(totalDiameter))
|
||||
);
|
||||
if (glm::distance2(
|
||||
glm::vec2(
|
||||
position.x + totalDiameter * 0.5f,
|
||||
position.z + totalDiameter * 0.5f
|
||||
),
|
||||
glm::vec2(camera.position.x, camera.position.z)
|
||||
) > 4e6) {
|
||||
continue;
|
||||
}
|
||||
if (!frustum.isBoxVisible(position, position + glm::vec3(layer.segmentSize * scale))) {
|
||||
continue;
|
||||
}
|
||||
auto matrix = glm::mat4(1.0f);
|
||||
matrix = glm::translate(matrix, position);
|
||||
matrix = glm::scale(matrix, glm::vec3(scale, scale, scale));
|
||||
shader.uniformMatrix("u_model", matrix);
|
||||
|
||||
int lx = (x + radius + lcellX) % layer.diameter;
|
||||
int lz = (z + radius + lcellZ) % layer.diameter;
|
||||
if (lx < 0) lx += layer.diameter;
|
||||
if (lz < 0) lz += layer.diameter;
|
||||
|
||||
layer.meshes[lz * layer.diameter + lx]->draw();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CloudsRenderer::draw(
|
||||
Shader& shader,
|
||||
const Weather& weather,
|
||||
float timer,
|
||||
float fogFactor,
|
||||
const Camera& camera,
|
||||
int quality
|
||||
) {
|
||||
Frustum frustum;
|
||||
frustum.update(camera.getProjView());
|
||||
|
||||
shader.uniform4f("u_tint", glm::vec4(weather.cloudsTint(), 1.0f));
|
||||
shader.uniform1f("u_fogFactor", fogFactor * 0.03f);
|
||||
shader.uniform1f("u_fogCurve", 0.7f - 0.3f);
|
||||
|
||||
for (int i = 0; i < std::min<int>(quality, layers.size()); i++) {
|
||||
draw(layers[i], frustum, shader, camera, timer, i);
|
||||
}
|
||||
}
|
||||
44
src/graphics/render/CloudsRenderer.hpp
Executable file
44
src/graphics/render/CloudsRenderer.hpp
Executable file
|
|
@ -0,0 +1,44 @@
|
|||
#pragma once
|
||||
|
||||
#include "commons.hpp"
|
||||
|
||||
#include <array>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
class Camera;
|
||||
class Shader;
|
||||
struct Weather;
|
||||
class Frustum;
|
||||
|
||||
class CloudsRenderer final {
|
||||
public:
|
||||
CloudsRenderer();
|
||||
~CloudsRenderer();
|
||||
|
||||
void draw(
|
||||
Shader& shader,
|
||||
const Weather& weather,
|
||||
float timer,
|
||||
float fogFactor,
|
||||
const Camera& camera,
|
||||
int quality
|
||||
);
|
||||
private:
|
||||
struct Layer {
|
||||
int diameter;
|
||||
int segmentSize;
|
||||
std::vector<std::unique_ptr<Mesh<ChunkVertex>>> meshes;
|
||||
};
|
||||
|
||||
std::array<Layer, 2> layers;
|
||||
|
||||
void draw(
|
||||
Layer& layer,
|
||||
Frustum& frustum,
|
||||
Shader& shader,
|
||||
const Camera& camera,
|
||||
float timer,
|
||||
int layerId
|
||||
);
|
||||
};
|
||||
|
|
@ -151,7 +151,7 @@ void PrecipitationRenderer::render(
|
|||
glm::cross(glm::vec3(0, 1, 0), face.right),
|
||||
FACE_SIZE,
|
||||
light_at(chunks, pos.x, y, pos.z),
|
||||
glm::vec3(3.0f),
|
||||
glm::vec3(1.0f),
|
||||
calc_uv(pos, face.right, timer, weather)
|
||||
);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -170,7 +170,7 @@ void Skybox::draw(
|
|||
drawStars(angle, opacity);
|
||||
}
|
||||
|
||||
void Skybox::refresh(const DrawContext& pctx, float t, float mie, uint quality) {
|
||||
void Skybox::refresh(const DrawContext& pctx, float t, float mie, const glm::vec3& tint, const glm::vec3& hightlight, uint quality) {
|
||||
frameid++;
|
||||
float dayTime = t;
|
||||
DrawContext ctx = pctx.sub();
|
||||
|
|
@ -201,11 +201,13 @@ void Skybox::refresh(const DrawContext& pctx, float t, float mie, uint quality)
|
|||
|
||||
shader.uniform1i("u_quality", quality);
|
||||
shader.uniform1f("u_mie", mie);
|
||||
shader.uniform3f("u_tint", tint);
|
||||
shader.uniform3f("u_hightlight", hightlight);
|
||||
shader.uniform1f("u_fog", mie - 1.0f);
|
||||
shader.uniform3f("u_lightDir", lightDir);
|
||||
shader.uniform1f("u_dayTime", dayTime);
|
||||
|
||||
if (glm::abs(mie-prevMie) + glm::abs(t-prevT) >= 0.01) {
|
||||
if (glm::abs(mie-prevMie) + glm::abs(t-prevT) + glm::abs(prevHighlight.r - hightlight.r) >= 0.01) {
|
||||
for (uint face = 0; face < 6; face++) {
|
||||
refreshFace(face, cubemap);
|
||||
}
|
||||
|
|
@ -215,6 +217,7 @@ void Skybox::refresh(const DrawContext& pctx, float t, float mie, uint quality)
|
|||
}
|
||||
prevMie = mie;
|
||||
prevT = t;
|
||||
prevHighlight = hightlight;
|
||||
|
||||
cubemap->unbind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
|
|
|||
|
|
@ -49,6 +49,7 @@ class Skybox {
|
|||
float prevMie = -1.0f;
|
||||
float prevT = -1.0f;
|
||||
float sunAltitude = 45.0f;
|
||||
glm::vec3 prevHighlight {1.0f};
|
||||
glm::mat4 rotation;
|
||||
|
||||
void drawStars(float angle, float opacity);
|
||||
|
|
@ -68,7 +69,7 @@ public:
|
|||
float fog
|
||||
);
|
||||
|
||||
void refresh(const DrawContext& pctx, float t, float mie, uint quality);
|
||||
void refresh(const DrawContext& pctx, float t, float mie, const glm::vec3& tint, const glm::vec3& hightlight, uint quality);
|
||||
void bind() const;
|
||||
void unbind() const;
|
||||
bool isReady() const {
|
||||
|
|
|
|||
|
|
@ -50,6 +50,7 @@
|
|||
#include "Skybox.hpp"
|
||||
#include "Emitter.hpp"
|
||||
#include "TextNote.hpp"
|
||||
#include "CloudsRenderer.hpp"
|
||||
|
||||
#include <assert.h>
|
||||
#include <algorithm>
|
||||
|
|
@ -116,6 +117,7 @@ WorldRenderer::WorldRenderer(
|
|||
);
|
||||
shadowMapping = std::make_unique<Shadows>(level);
|
||||
debugLines = std::make_unique<DebugLinesRenderer>(level);
|
||||
cloudsRenderer = std::make_unique<CloudsRenderer>();
|
||||
}
|
||||
|
||||
WorldRenderer::~WorldRenderer() = default;
|
||||
|
|
@ -124,6 +126,7 @@ static void setup_weather(Shader& shader, const Weather& weather) {
|
|||
shader.uniform1f("u_weatherFogOpacity", weather.fogOpacity());
|
||||
shader.uniform1f("u_weatherFogDencity", weather.fogDencity());
|
||||
shader.uniform1f("u_weatherFogCurve", weather.fogCurve());
|
||||
shader.uniform3f("u_minSkyLight", weather.minSkyLight());
|
||||
}
|
||||
|
||||
static void setup_camera(Shader& shader, const Camera& camera) {
|
||||
|
|
@ -205,6 +208,7 @@ 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);
|
||||
|
|
@ -212,6 +216,14 @@ void WorldRenderer::renderOpaque(
|
|||
chunksRenderer->drawChunks(camera, shader);
|
||||
blockWraps->draw(ctx, player);
|
||||
|
||||
int cloudsQuality = settings.graphics.cloudsQuality.get();
|
||||
if (cloudsQuality > 0) {
|
||||
setupWorldShader(cloudsShader, camera, settings, fogFactor);
|
||||
cloudsRenderer->draw(
|
||||
cloudsShader, weather, timer, fogFactor, camera, cloudsQuality
|
||||
);
|
||||
}
|
||||
|
||||
if (hudVisible) {
|
||||
renderLines(camera, linesShader, ctx);
|
||||
}
|
||||
|
|
@ -314,13 +326,19 @@ 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);
|
||||
|
|
@ -331,7 +349,15 @@ void WorldRenderer::renderFrame(
|
|||
clouds = glm::max(worldInfo.fog, clouds);
|
||||
float mie = 1.0f + glm::max(worldInfo.fog, clouds * 0.5f) * 2.0f;
|
||||
|
||||
skybox->refresh(pctx, worldInfo.daytime, mie, 4);
|
||||
float random = rand() / static_cast<float>(RAND_MAX);
|
||||
skybox->refresh(
|
||||
pctx,
|
||||
worldInfo.daytime,
|
||||
mie,
|
||||
weather.skyTint(),
|
||||
weather.highlight * random,
|
||||
4
|
||||
);
|
||||
|
||||
chunksRenderer->update();
|
||||
|
||||
|
|
@ -369,7 +395,7 @@ void WorldRenderer::renderFrame(
|
|||
if (gbufferPipeline) {
|
||||
postProcessing.bindDepthBuffer();
|
||||
} else {
|
||||
postProcessing.getFramebuffer()->bind();
|
||||
ctx.setFramebuffer(postProcessing.getFramebuffer());
|
||||
}
|
||||
|
||||
// Background sky plane
|
||||
|
|
@ -385,15 +411,14 @@ void WorldRenderer::renderFrame(
|
|||
linesShader.uniformMatrix("u_projview", projView);
|
||||
lineBatch->flush();
|
||||
|
||||
skybox->bind();
|
||||
// Translucent blocks
|
||||
{
|
||||
auto sctx = ctx.sub();
|
||||
sctx.setCullFace(true);
|
||||
skybox->bind();
|
||||
translucentShader.use();
|
||||
setupWorldShader(translucentShader, camera, settings, fogFactor);
|
||||
chunksRenderer->drawSortedMeshes(camera, translucentShader);
|
||||
skybox->unbind();
|
||||
}
|
||||
|
||||
// Weather effects
|
||||
|
|
@ -412,6 +437,7 @@ void WorldRenderer::renderFrame(
|
|||
precipitation->render(camera, *weather);
|
||||
}
|
||||
}
|
||||
skybox->unbind();
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
|
@ -448,43 +474,45 @@ void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {
|
|||
int y = std::floor(player.currentCamera->position.y);
|
||||
int z = std::floor(player.currentCamera->position.z);
|
||||
auto block = player.chunks->get(x, y, z);
|
||||
if (block && block->id) {
|
||||
const auto& def = level.content.getIndices()->blocks.require(block->id);
|
||||
if (def.overlayTexture.empty()) {
|
||||
return;
|
||||
}
|
||||
auto textureRegion = util::get_texture_region(
|
||||
assets, def.overlayTexture, "blocks:notfound"
|
||||
);
|
||||
DrawContext ctx = wctx.sub();
|
||||
ctx.setDepthTest(false);
|
||||
ctx.setCullFace(false);
|
||||
|
||||
auto& shader = assets.require<Shader>("ui3d");
|
||||
shader.use();
|
||||
batch3d->begin();
|
||||
shader.uniformMatrix("u_projview", glm::mat4(1.0f));
|
||||
shader.uniformMatrix("u_apply", glm::mat4(1.0f));
|
||||
auto light = player.chunks->getLight(x, y, z);
|
||||
float s = Lightmap::extract(light, 3) / 15.0f;
|
||||
glm::vec4 tint(
|
||||
glm::min(1.0f, Lightmap::extract(light, 0) / 15.0f + s),
|
||||
glm::min(1.0f, Lightmap::extract(light, 1) / 15.0f + s),
|
||||
glm::min(1.0f, Lightmap::extract(light, 2) / 15.0f + s),
|
||||
1.0f
|
||||
);
|
||||
batch3d->texture(textureRegion.texture);
|
||||
batch3d->sprite(
|
||||
glm::vec3(),
|
||||
glm::vec3(0, 1, 0),
|
||||
glm::vec3(1, 0, 0),
|
||||
2,
|
||||
2,
|
||||
textureRegion.region,
|
||||
tint
|
||||
);
|
||||
batch3d->flush();
|
||||
|
||||
if (block == nullptr || block->id == BLOCK_AIR || block->id == BLOCK_VOID) {
|
||||
return;
|
||||
}
|
||||
const auto& def = level.content.getIndices()->blocks.require(block->id);
|
||||
if (def.overlayTexture.empty()) {
|
||||
return;
|
||||
}
|
||||
auto textureRegion = util::get_texture_region(
|
||||
assets, def.overlayTexture, "blocks:notfound"
|
||||
);
|
||||
DrawContext ctx = wctx.sub();
|
||||
ctx.setDepthTest(false);
|
||||
ctx.setCullFace(false);
|
||||
|
||||
auto& shader = assets.require<Shader>("ui3d");
|
||||
shader.use();
|
||||
batch3d->begin();
|
||||
shader.uniformMatrix("u_projview", glm::mat4(1.0f));
|
||||
shader.uniformMatrix("u_apply", glm::mat4(1.0f));
|
||||
auto light = player.chunks->getLight(x, y, z);
|
||||
float s = Lightmap::extract(light, 3) / 15.0f;
|
||||
glm::vec4 tint(
|
||||
glm::min(1.0f, Lightmap::extract(light, 0) / 15.0f + s),
|
||||
glm::min(1.0f, Lightmap::extract(light, 1) / 15.0f + s),
|
||||
glm::min(1.0f, Lightmap::extract(light, 2) / 15.0f + s),
|
||||
1.0f
|
||||
);
|
||||
batch3d->texture(textureRegion.texture);
|
||||
batch3d->sprite(
|
||||
glm::vec3(),
|
||||
glm::vec3(0, 1, 0),
|
||||
glm::vec3(1, 0, 0),
|
||||
2,
|
||||
2,
|
||||
textureRegion.region,
|
||||
tint
|
||||
);
|
||||
batch3d->flush();
|
||||
}
|
||||
|
||||
void WorldRenderer::clear() {
|
||||
|
|
|
|||
|
|
@ -34,6 +34,7 @@ class Shader;
|
|||
class Shadows;
|
||||
class Skybox;
|
||||
class TextsRenderer;
|
||||
class CloudsRenderer;
|
||||
struct EngineSettings;
|
||||
|
||||
struct CompileTimeShaderSettings {
|
||||
|
|
@ -57,6 +58,7 @@ class WorldRenderer {
|
|||
std::unique_ptr<Shadows> shadowMapping;
|
||||
std::unique_ptr<DebugLinesRenderer> debugLines;
|
||||
std::unique_ptr<PrecipitationRenderer> precipitation;
|
||||
std::unique_ptr<CloudsRenderer> cloudsRenderer;
|
||||
Weather weather {};
|
||||
|
||||
float timer = 0.0f;
|
||||
|
|
|
|||
|
|
@ -82,6 +82,7 @@ SettingsHandler::SettingsHandler(EngineSettings& settings) {
|
|||
builder.add("shadows-quality", &settings.graphics.shadowsQuality);
|
||||
builder.add("dense-render-distance", &settings.graphics.denseRenderDistance);
|
||||
builder.add("soft-lighting", &settings.graphics.softLighting);
|
||||
builder.add("clouds-quality", &settings.graphics.cloudsQuality);
|
||||
|
||||
builder.addSection("ui");
|
||||
builder.add("language", &settings.ui.language);
|
||||
|
|
|
|||
|
|
@ -23,6 +23,9 @@ dv::value WeatherPreset::serialize() const {
|
|||
root["fog_opacity"] = fogOpacity;
|
||||
root["fog_dencity"] = fogDencity;
|
||||
root["fog_curve"] = fogCurve;
|
||||
root["sky_tint"] = dv::to_value(skyTint);
|
||||
root["clouds_tint"] = dv::to_value(cloudsTint);
|
||||
root["min_sky_light"] = dv::to_value(minSkyLight);
|
||||
root["clouds"] = clouds;
|
||||
root["thunder_rate"] = thunderRate;
|
||||
|
||||
|
|
@ -51,6 +54,9 @@ void WeatherPreset::deserialize(const dv::value& src) {
|
|||
src.at("fog_opacity").get(fogOpacity);
|
||||
src.at("fog_dencity").get(fogDencity);
|
||||
src.at("fog_curve").get(fogCurve);
|
||||
dv::get_vec(src, "sky_tint", skyTint);
|
||||
dv::get_vec(src, "clouds_tint", cloudsTint);
|
||||
dv::get_vec(src, "min_sky_light", minSkyLight);
|
||||
src.at("clouds").get(clouds);
|
||||
src.at("thunder_rate").get(thunderRate);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -60,6 +60,15 @@ struct WeatherPreset : Serializable {
|
|||
/// @brief Weather effects intensity
|
||||
float intensity = 0.0f;
|
||||
|
||||
/// @brief Skybox color multiplier
|
||||
glm::vec3 skyTint {1.0f, 1.0f, 1.0f};
|
||||
|
||||
/// @brief Clouds color multiplier
|
||||
glm::vec3 cloudsTint {1.0f, 1.0f, 1.0f};
|
||||
|
||||
/// @brief Minimal sky-emitted lights (moon light)
|
||||
glm::vec3 minSkyLight {0.2f, 0.25f, 0.33f};
|
||||
|
||||
dv::value serialize() const override;
|
||||
void deserialize(const dv::value& src) override;
|
||||
};
|
||||
|
|
|
|||
|
|
@ -91,6 +91,8 @@ struct GraphicsSettings {
|
|||
IntegerSetting denseRenderDistance {56, 0, 10'000};
|
||||
/// @brief Soft lighting for blocks
|
||||
FlagSetting softLighting {true};
|
||||
/// @brief Clouds quality level
|
||||
IntegerSetting cloudsQuality {2, 0, 2};
|
||||
};
|
||||
|
||||
struct PathfindingSettings {
|
||||
|
|
|
|||
55
src/voxels/VoxelsVolume.cpp
Normal file
55
src/voxels/VoxelsVolume.cpp
Normal file
|
|
@ -0,0 +1,55 @@
|
|||
#include "VoxelsVolume.hpp"
|
||||
|
||||
#include "constants.hpp"
|
||||
#include "content/Content.hpp"
|
||||
#include "voxels/Block.hpp"
|
||||
|
||||
#include <assert.h>
|
||||
|
||||
void VoxelsVolume::compressInto(VoxelsVolume& dst, const Content& content) const {
|
||||
assert(dst.w < w && dst.h < h && dst.d < d);
|
||||
assert(w % dst.w == 0 && h % dst.h == 0 && d % dst.d == 0);
|
||||
|
||||
int stepW = w / dst.w;
|
||||
int stepH = h / dst.h;
|
||||
int stepD = d / dst.d;
|
||||
int height = dst.h;
|
||||
int depth = dst.d;
|
||||
int width = dst.w;
|
||||
|
||||
auto dstVoxels = dst.getVoxels();
|
||||
auto dstLights = dst.getLights();
|
||||
|
||||
const auto& blockDefs = content.getIndices()->blocks;
|
||||
|
||||
for (int y = 0; y < height; y++) {
|
||||
for (int z = 0; z < depth; z++) {
|
||||
for (int x = 0; x < width; x++) {
|
||||
voxel selectedVoxel {BLOCK_AIR, {}};
|
||||
light_t light = 0;
|
||||
for (int ly = 0; ly < stepH; ly++) {
|
||||
for (int lz = 0; lz < stepD; lz++) {
|
||||
for (int lx = 0; lx < stepW; lx++) {
|
||||
size_t srcIndex = vox_index(
|
||||
x * stepW + lx, y * stepH + ly, z * stepD, w, d
|
||||
);
|
||||
auto vox = voxels[srcIndex];
|
||||
if (vox.id == BLOCK_VOID) {
|
||||
continue;
|
||||
}
|
||||
const auto& def = blockDefs.require(vox.id);
|
||||
if (def.rt.solid) {
|
||||
selectedVoxel = std::move(vox);
|
||||
} else if (light == 0) {
|
||||
light = lights[srcIndex];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
size_t dstIndex = vox_index(x, y, z, dst.w, dst.d);
|
||||
dstLights[dstIndex] = light;
|
||||
dstVoxels[dstIndex] = std::move(selectedVoxel);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -6,15 +6,17 @@
|
|||
|
||||
#include <cstring>
|
||||
|
||||
class Content;
|
||||
|
||||
class VoxelsVolume {
|
||||
public:
|
||||
static inline constexpr size_t MAX_VOXELS = CHUNK_VOL * 2;
|
||||
|
||||
VoxelsVolume(int w, int h, int d)
|
||||
: VoxelsVolume(0, 0, 0, w, h, d) {}
|
||||
|
||||
VoxelsVolume(int x, int y, int z, int w, int h, int d)
|
||||
: x(x), y(y), z(z), w(w), h(h), d(d) {
|
||||
: x(x), y(y), z(z), w(w), h(h), d(d),
|
||||
voxels(std::make_unique<voxel[]>(w * h * d)),
|
||||
lights(std::make_unique<light_t[]>(w * h * d)) {
|
||||
std::memset(voxels.get(), 0xFF, sizeof(voxel) * w * h * d);
|
||||
}
|
||||
|
||||
|
|
@ -52,10 +54,18 @@ public:
|
|||
return voxels.get();
|
||||
}
|
||||
|
||||
const voxel* getVoxels() const {
|
||||
return voxels.get();
|
||||
}
|
||||
|
||||
light_t* getLights() {
|
||||
return lights.get();
|
||||
}
|
||||
|
||||
const light_t* getLights() const {
|
||||
return lights.get();
|
||||
}
|
||||
|
||||
inline blockid_t pickBlockId(int bx, int by, int bz) const {
|
||||
if (bx < x || by < y || bz < z || bx >= x + w || by >= y + h ||
|
||||
bz >= z + d) {
|
||||
|
|
@ -80,6 +90,8 @@ public:
|
|||
}
|
||||
return lights[vox_index(bx - x, by - y, bz - z, w, d)];
|
||||
}
|
||||
|
||||
void compressInto(VoxelsVolume& dst, const Content& content) const;
|
||||
private:
|
||||
int x, y, z;
|
||||
int w, h, d;
|
||||
|
|
|
|||
|
|
@ -12,6 +12,7 @@ struct Weather : Serializable {
|
|||
std::string nameB;
|
||||
float t = 1.0f;
|
||||
float speed = 0.0f;
|
||||
glm::vec3 highlight {};
|
||||
|
||||
void update(float delta) {
|
||||
t += delta * speed;
|
||||
|
|
@ -51,6 +52,18 @@ struct Weather : Serializable {
|
|||
return b.clouds * sqrtT + a.clouds * (1.0f - sqrtT);
|
||||
}
|
||||
|
||||
glm::vec3 skyTint() const {
|
||||
return b.skyTint * t + a.skyTint * (1.0f - t);
|
||||
}
|
||||
|
||||
glm::vec3 cloudsTint() const {
|
||||
return b.cloudsTint * t + a.cloudsTint * (1.0f - t);
|
||||
}
|
||||
|
||||
glm::vec3 minSkyLight() const {
|
||||
return b.minSkyLight * t + a.minSkyLight * (1.0f - t);
|
||||
}
|
||||
|
||||
dv::value serialize() const override;
|
||||
void deserialize(const dv::value& src) override;
|
||||
};
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue