Merge pull request #781 from MihailRis/clouds

clouds
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MihailRis 2026-02-13 01:45:23 +03:00 • committed by GitHub
commit d87190d68d
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33 changed files with 698 additions and 92 deletions

View file

@ -1,4 +1,4 @@
<container size='668,418' color='#0F1E2DB2' context='menu'>
<container size='668,444' color='#0F1E2DB2' context='menu'>
<panel pos='6' size='250' color='0' interval='1'>
<button id='s_aud' onclick='sections:set("audio")'>@Audio</button>
<button id='s_dsp' onclick='sections:set("display")'>@Display</button>

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@ -39,11 +39,12 @@ function on_open()
create_setting("chunks.load-distance", "Load Distance", 1)
create_setting("chunks.load-speed", "Load Speed", 1)
create_setting("graphics.fog-curve", "Fog Curve", 0.1)
create_checkbox("graphics.backlight", "Backlight", "graphics.backlight.tooltip")
create_checkbox("graphics.soft-lighting", "Soft lighting", "graphics.soft-lighting.tooltip")
create_checkbox("graphics.dense-render", "Dense blocks render", "graphics.dense-render.tooltip")
create_checkbox("graphics.advanced-render", "Advanced render", "graphics.advanced-render.tooltip")
create_setting("graphics.ssao", "SSAO", 1, "", "graphics.ssao.tooltip")
create_setting("graphics.shadows-quality", "Shadows quality", 1)
create_setting("graphics.clouds-quality", "Clouds quality", 1)
end

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

View file

@ -1,4 +1,7 @@
{
"clouds": 0.8
"clouds": 1.0,
"clouds_tint": [0.6, 0.7, 0.8],
"sky_tint": [1.5, 1.5, 1.5],
"min_sky_light": [0.05, 0.07, 0.1]
}

View file

@ -2,5 +2,6 @@
"fog_opacity": 0.98,
"fog_dencity": 3.6,
"fog_curve": 0.25,
"clouds": 0.8
"clouds": 0.9,
"min_sky_light": [0.0, 0.0, 0.0]
}

View file

@ -19,5 +19,8 @@
"fog_opacity": 0.5,
"fog_dencity": 1.7,
"fog_curve": 0.5,
"clouds": 0.9
"clouds": 0.96,
"sky_tint": [2.0, 2.0, 2.0],
"clouds_tint": [0.6, 0.7, 0.8],
"min_sky_light": [0.05, 0.07, 0.1]
}

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@ -11,5 +11,8 @@
"fog_opacity": 0.8,
"fog_dencity": 2.5,
"fog_curve": 0.5,
"clouds": 0.5
"clouds": 1.0,
"sky_tint": [1.9, 1.9, 1.9],
"clouds_tint": [0.7, 0.8, 0.9],
"min_sky_light": [0.05, 0.07, 0.1]
}

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@ -19,5 +19,7 @@
"fog_dencity": 2.0,
"fog_curve": 0.5,
"clouds": 0.7,
"thunder_rate": 0.1
"thunder_rate": 0.1,
"clouds_tint": [0.3, 0.4, 0.5],
"min_sky_light": [0.0, 0.0, 0.0]
}

31
res/shaders/clouds.glslf Normal file
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@ -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, u_minSkyLight);
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

@ -28,7 +28,7 @@ void main() {
a_texCoord = v_texCoord;
a_dir = a_modelpos.xyz - u_cameraPos;
vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime);
vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime, u_minSkyLight);
a_color.rgb = max(a_color.rgb, skyLightColor.rgb * v_light.a) * v_color;
a_color.a = u_opacity;

View file

@ -10,7 +10,6 @@
// lighting
#define SKY_LIGHT_MUL 2.5
#define SKY_LIGHT_TINT (vec3(1.0, 0.75, 0.6) * 2.0)
#define MIN_SKY_LIGHT vec3(0.2, 0.25, 0.33)
// fog
#define FOG_POS_SCALE vec3(1.0, 0.2, 1.0)

View file

@ -3,12 +3,12 @@
#include <constants>
vec3 pick_sky_color(samplerCube cubemap, float dayTime) {
vec3 pick_sky_color(samplerCube cubemap, float dayTime, vec3 minSkyLight) {
float elevation = sin(dayTime * PI2) * 0.2;
vec3 skyLightColor = texture(cubemap, vec3(0.0f, elevation, -0.4f)).rgb;
skyLightColor *= SKY_LIGHT_TINT;
skyLightColor = min(vec3(1.0f), skyLightColor * SKY_LIGHT_MUL);
skyLightColor = max(MIN_SKY_LIGHT, skyLightColor);
skyLightColor = max(minSkyLight, skyLightColor);
return skyLightColor;
}

View file

@ -11,5 +11,6 @@ uniform float u_timer;
uniform samplerCube u_skybox;
uniform vec3 u_torchlightColor;
uniform float u_torchlightDistance;
uniform vec3 u_minSkyLight;
#endif // GLSL_WORLD_UNIFORMS_

View file

@ -27,7 +27,7 @@ void main() {
a_texCoord = v_texCoord;
a_dir = a_modelpos.xyz - u_cameraPos;
vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime);
vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime, u_minSkyLight);
a_skyLight = skyLightColor.rgb*v_light.a;
mat4 viewmodel = u_view * u_model;

View file

@ -241,6 +241,8 @@ uniform vec3 u_xaxis;
uniform vec3 u_yaxis;
uniform vec3 u_zaxis;
uniform vec3 u_lightDir;
uniform vec3 u_tint;
uniform vec3 u_hightlight;
uniform int u_quality;
uniform float u_mie;
uniform float u_fog;
@ -295,5 +297,5 @@ void main() {
col = 1.0 - exp(-col);
col = min(col, vec3(1.0));
// Output to screen
f_color = vec4(col, 1.0);
f_color = vec4(col * u_tint + u_hightlight, 1.0);
}

View file

@ -27,7 +27,7 @@ void main() {
a_texCoord = v_texCoord;
a_dir = a_modelpos.xyz - u_cameraPos;
vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime);
vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime, u_minSkyLight);
a_skyLight = skyLightColor.rgb*v_light.a;
mat4 viewmodel = u_view * u_model;

View file

@ -110,6 +110,7 @@ settings.Windowed=Оконный
settings.Borderless=Безрамочный
settings.Microphone=Микрофон
settings.microphone.None=Нет
settings.Clouds quality=Качество облаков
# Управление
chunks.reload=Перезагрузить Чанки

View file

@ -130,21 +130,22 @@ void Shadows::refresh(
const std::function<void(Camera&)>& renderShadowPass
) {
static int frameid = 0;
if (shadows) {
if (frameid % 2 == 0) {
generateShadowsMap(
camera, pctx, *shadowMap, shadowCamera, 1.0f, renderShadowPass
);
} else {
generateShadowsMap(
camera,
pctx,
*wideShadowMap,
wideShadowCamera,
3.0f,
renderShadowPass
);
}
if (!shadows) {
return;
}
if (frameid % 2 == 0) {
generateShadowsMap(
camera, pctx, *shadowMap, shadowCamera, 1.0f, renderShadowPass
);
} else {
generateShadowsMap(
camera,
pctx,
*wideShadowMap,
wideShadowCamera,
3.0f,
renderShadowPass
);
}
frameid++;
}
@ -176,10 +177,7 @@ void Shadows::generateShadowsMap(
shadowCamera.setAspectRatio(1.0f);
float t = worldInfo.daytime - 0.25f;
if (t < 0.0f) {
t += 1.0f;
}
t = fmod(t, 0.5f);
t = glm::mod(t < 0.0f ? t + 1.0f : t, 0.5f);
float sunCycleStep = 1.0f / 500.0f;
float sunAngle = glm::radians(
@ -206,15 +204,13 @@ void Shadows::generateShadowsMap(
shadowCamera.setProjection(glm::ortho(min.x, max.x, min.y, max.y, 0.1f, 1000.0f));
{
auto sctx = pctx.sub();
sctx.setDepthTest(true);
sctx.setCullFace(true);
sctx.setViewport({resolution, resolution});
shadowMap.bind();
if (renderShadowPass) {
renderShadowPass(shadowCamera);
}
shadowMap.unbind();
auto sctx = pctx.sub();
sctx.setDepthTest(true);
sctx.setCullFace(true);
sctx.setViewport({resolution, resolution});
shadowMap.bind();
if (renderShadowPass) {
renderShadowPass(shadowCamera);
}
shadowMap.unbind();
}

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@ -0,0 +1,337 @@
#define GLM_ENABLE_EXPERIMENTAL
#include "CloudsRenderer.hpp"
#include "assets/Assets.hpp"
#include "coders/imageio.hpp"
#include "debug/Logger.hpp"
#include "graphics/core/ImageData.hpp"
#include "graphics/core/Mesh.hpp"
#include "graphics/core/Shader.hpp"
#include "graphics/core/Texture.hpp"
#include "io/io.hpp"
#include "lighting/Lightmap.hpp"
#include "maths/FastNoiseLite.h"
#include "maths/FrustumCulling.hpp"
#include "maths/voxmaths.hpp"
#include "window/Camera.hpp"
#include "world/Weather.hpp"
#include <glm/ext.hpp>
#include <glm/gtx/norm.hpp>
#include <glm/gtc/matrix_transform.hpp>
static debug::Logger logger("clouds-render");
static inline constexpr int MAP_SIZE = 512;
static inline constexpr float CLOUD_VOXEL_SCALE = 8.0f;
static inline constexpr float CLOUDS_SPEED = 4.0f;
class CloudsMap {
public:
glm::ivec3 size;
const bool* voxels;
CloudsMap() = default;
CloudsMap(const glm::ivec3& size, const bool* voxels)
: size(size), voxels(voxels) {
}
bool isOpen(int x, int y, int z) const {
if (x >= 0 && x < size.x && y >= 0 && y < size.y && z >= 0 && z < size.z) {
return !voxels[vox_index(x, y, z, size.x, size.z)];
}
return true;
}
};
class VolumeRenderer final {
public:
VolumeRenderer(size_t capacity)
: vertices(std::make_unique<ChunkVertex[]>(capacity)),
indexBuffer(std::make_unique<uint32_t[]>(capacity * 6)),
capacity(capacity) {
}
~VolumeRenderer() = default;
void build(CloudsMap volumeMap) {
this->map = std::move(volumeMap);
overflow = false;
offset = 0;
indexOffset = 0;
indexCount = 0;
int end = map.size.x * map.size.y * map.size.z;
for (int i = 0; i < end; i++) {
int x = i % map.size.x;
int y = i / (map.size.z * map.size.x);
int z = (i / map.size.x) % map.size.z;
const auto& vox = map.voxels[i];
if (!vox) {
continue;
}
cube({x, y, z});
if (overflow) {
return;
}
}
}
MeshData<ChunkVertex> createMesh() const {
return MeshData(
util::Buffer(vertices.get(), offset),
std::vector<util::Buffer<uint32_t>> {
util::Buffer(indexBuffer.get(), indexCount),
},
util::Buffer(
ChunkVertex::ATTRIBUTES,
sizeof(ChunkVertex::ATTRIBUTES) / sizeof(VertexAttribute)
)
);
}
private:
std::unique_ptr<ChunkVertex[]> vertices;
std::unique_ptr<uint32_t[]> indexBuffer;
size_t capacity;
uint32_t indexOffset = 0;
uint32_t indexCount = 0;
uint32_t offset = 0;
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);
}
}

View 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
);
};

View file

@ -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)
);
}

View file

@ -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);

View file

@ -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 {

View file

@ -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() {

View file

@ -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;

View file

@ -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);

View file

@ -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);
}

View file

@ -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;
};

View file

@ -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 {

View 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);
}
}
}
}

View file

@ -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;

View file

@ -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;
};