add 'sky_tint', 'clouds_tint', 'min_sky_light' weather parameters

This commit is contained in:
MihailRis 2026-02-12 20:27:29 +03:00
parent 1194379f99
commit e037462615
22 changed files with 80 additions and 31 deletions

View file

@ -1,4 +1,7 @@
{ {
"clouds": 1.0 "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_opacity": 0.98,
"fog_dencity": 3.6, "fog_dencity": 3.6,
"fog_curve": 0.25, "fog_curve": 0.25,
"clouds": 0.9 "clouds": 0.9,
"min_sky_light": [0.0, 0.0, 0.0]
} }

View file

@ -19,5 +19,8 @@
"fog_opacity": 0.5, "fog_opacity": 0.5,
"fog_dencity": 1.7, "fog_dencity": 1.7,
"fog_curve": 0.5, "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]
} }

View file

@ -11,5 +11,8 @@
"fog_opacity": 0.8, "fog_opacity": 0.8,
"fog_dencity": 2.5, "fog_dencity": 2.5,
"fog_curve": 0.5, "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]
} }

View file

@ -19,5 +19,7 @@
"fog_dencity": 2.0, "fog_dencity": 2.0,
"fog_curve": 0.5, "fog_curve": 0.5,
"clouds": 0.7, "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]
} }

View file

@ -31,7 +31,7 @@ void main() {
a_texCoord = v_texCoord; a_texCoord = v_texCoord;
a_dir = a_modelpos.xyz - u_cameraPos; 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; a_skyLight = skyLightColor.rgb*v_light.a;
mat4 viewmodel = u_view * u_model; mat4 viewmodel = u_view * u_model;

View file

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

View file

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

View file

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

View file

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

View file

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

View file

@ -241,6 +241,8 @@ uniform vec3 u_xaxis;
uniform vec3 u_yaxis; uniform vec3 u_yaxis;
uniform vec3 u_zaxis; uniform vec3 u_zaxis;
uniform vec3 u_lightDir; uniform vec3 u_lightDir;
uniform vec3 u_tint;
uniform vec3 u_hightlight;
uniform int u_quality; uniform int u_quality;
uniform float u_mie; uniform float u_mie;
uniform float u_fog; uniform float u_fog;
@ -295,5 +297,5 @@ void main() {
col = 1.0 - exp(-col); col = 1.0 - exp(-col);
col = min(col, vec3(1.0)); col = min(col, vec3(1.0));
// Output to screen // 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_texCoord = v_texCoord;
a_dir = a_modelpos.xyz - u_cameraPos; 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; a_skyLight = skyLightColor.rgb*v_light.a;
mat4 viewmodel = u_view * u_model; mat4 viewmodel = u_view * u_model;

View file

@ -218,7 +218,7 @@ CloudsRenderer::CloudsRenderer() {
CloudsMap map({w, h, d}, voxels); CloudsMap map({w, h, d}, voxels);
volumeRenderer.build(map); volumeRenderer.build(map);
testMeshes[layer] = std::make_unique<Mesh<ChunkVertex>>(volumeRenderer.createMesh()); meshes[layer] = std::make_unique<Mesh<ChunkVertex>>(volumeRenderer.createMesh());
} }
} }
@ -232,13 +232,7 @@ void CloudsRenderer::draw(
const Camera& camera, const Camera& camera,
int quality int quality
) { ) {
float clouds = weather.clouds(); shader.uniform4f("u_tint", glm::vec4(weather.cloudsTint(), 1.0f));
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 scale = 8;
float totalWidth = WIDTH * scale; float totalWidth = WIDTH * scale;
@ -248,7 +242,7 @@ void CloudsRenderer::draw(
int cellZ = glm::floor(camera.position.z / totalDepth + 0.5f); int cellZ = glm::floor(camera.position.z / totalDepth + 0.5f);
float speed = 4.0f; float speed = 4.0f;
for (int i = 0; i < std::min<int>(quality, testMeshes.size()); i++) { for (int i = 0; i < std::min<int>(quality, meshes.size()); i++) {
float speedX = glm::sin(i * 0.3f + 0.4f) * speed / (i + 1); float speedX = glm::sin(i * 0.3f + 0.4f) * speed / (i + 1);
float speedZ = -glm::cos(i * 0.3f + 0.4f) * speed / (i + 1); float speedZ = -glm::cos(i * 0.3f + 0.4f) * speed / (i + 1);
for (int x = -2; x <= 2; x++) { for (int x = -2; x <= 2; x++) {
@ -268,7 +262,7 @@ void CloudsRenderer::draw(
shader.uniform1f("u_fogFactor", fogFactor * 0.03f); shader.uniform1f("u_fogFactor", fogFactor * 0.03f);
shader.uniform1f("u_fogCurve", 0.7f - 0.3f); shader.uniform1f("u_fogCurve", 0.7f - 0.3f);
shader.uniformMatrix("u_model", matrix); shader.uniformMatrix("u_model", matrix);
testMeshes[i]->draw(); meshes[i]->draw();
} }
} }
} }

View file

@ -22,5 +22,5 @@ public:
int quality int quality
); );
private: private:
std::array<std::unique_ptr<Mesh<ChunkVertex>>, 2> testMeshes; std::array<std::unique_ptr<Mesh<ChunkVertex>>, 2> meshes;
}; };

View file

@ -151,7 +151,7 @@ void PrecipitationRenderer::render(
glm::cross(glm::vec3(0, 1, 0), face.right), glm::cross(glm::vec3(0, 1, 0), face.right),
FACE_SIZE, FACE_SIZE,
light_at(chunks, pos.x, y, pos.z), light_at(chunks, pos.x, y, pos.z),
glm::vec3(3.0f), glm::vec3(1.0f),
calc_uv(pos, face.right, timer, weather) calc_uv(pos, face.right, timer, weather)
); );
} }

View file

@ -170,7 +170,7 @@ void Skybox::draw(
drawStars(angle, opacity); 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++; frameid++;
float dayTime = t; float dayTime = t;
DrawContext ctx = pctx.sub(); 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.uniform1i("u_quality", quality);
shader.uniform1f("u_mie", mie); shader.uniform1f("u_mie", mie);
shader.uniform3f("u_tint", tint);
shader.uniform3f("u_hightlight", hightlight);
shader.uniform1f("u_fog", mie - 1.0f); shader.uniform1f("u_fog", mie - 1.0f);
shader.uniform3f("u_lightDir", lightDir); shader.uniform3f("u_lightDir", lightDir);
shader.uniform1f("u_dayTime", dayTime); 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++) { for (uint face = 0; face < 6; face++) {
refreshFace(face, cubemap); refreshFace(face, cubemap);
} }
@ -215,6 +217,7 @@ void Skybox::refresh(const DrawContext& pctx, float t, float mie, uint quality)
} }
prevMie = mie; prevMie = mie;
prevT = t; prevT = t;
prevHighlight = hightlight;
cubemap->unbind(); cubemap->unbind();
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);

View file

@ -49,6 +49,7 @@ class Skybox {
float prevMie = -1.0f; float prevMie = -1.0f;
float prevT = -1.0f; float prevT = -1.0f;
float sunAltitude = 45.0f; float sunAltitude = 45.0f;
glm::vec3 prevHighlight {1.0f};
glm::mat4 rotation; glm::mat4 rotation;
void drawStars(float angle, float opacity); void drawStars(float angle, float opacity);
@ -68,7 +69,7 @@ public:
float fog 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 bind() const;
void unbind() const; void unbind() const;
bool isReady() const { bool isReady() const {

View file

@ -126,6 +126,7 @@ static void setup_weather(Shader& shader, const Weather& weather) {
shader.uniform1f("u_weatherFogOpacity", weather.fogOpacity()); shader.uniform1f("u_weatherFogOpacity", weather.fogOpacity());
shader.uniform1f("u_weatherFogDencity", weather.fogDencity()); shader.uniform1f("u_weatherFogDencity", weather.fogDencity());
shader.uniform1f("u_weatherFogCurve", weather.fogCurve()); shader.uniform1f("u_weatherFogCurve", weather.fogCurve());
shader.uniform3f("u_minSkyLight", weather.minSkyLight());
} }
static void setup_camera(Shader& shader, const Camera& camera) { static void setup_camera(Shader& shader, const Camera& camera) {
@ -348,7 +349,15 @@ void WorldRenderer::renderFrame(
clouds = glm::max(worldInfo.fog, clouds); clouds = glm::max(worldInfo.fog, clouds);
float mie = 1.0f + glm::max(worldInfo.fog, clouds * 0.5f) * 2.0f; 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(); chunksRenderer->update();
@ -402,15 +411,14 @@ void WorldRenderer::renderFrame(
linesShader.uniformMatrix("u_projview", projView); linesShader.uniformMatrix("u_projview", projView);
lineBatch->flush(); lineBatch->flush();
skybox->bind();
// Translucent blocks // Translucent blocks
{ {
auto sctx = ctx.sub(); auto sctx = ctx.sub();
sctx.setCullFace(true); sctx.setCullFace(true);
skybox->bind();
translucentShader.use(); translucentShader.use();
setupWorldShader(translucentShader, camera, settings, fogFactor); setupWorldShader(translucentShader, camera, settings, fogFactor);
chunksRenderer->drawSortedMeshes(camera, translucentShader); chunksRenderer->drawSortedMeshes(camera, translucentShader);
skybox->unbind();
} }
// Weather effects // Weather effects
@ -429,6 +437,7 @@ void WorldRenderer::renderFrame(
precipitation->render(camera, *weather); precipitation->render(camera, *weather);
} }
} }
skybox->unbind();
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
} }

View file

@ -23,6 +23,9 @@ dv::value WeatherPreset::serialize() const {
root["fog_opacity"] = fogOpacity; root["fog_opacity"] = fogOpacity;
root["fog_dencity"] = fogDencity; root["fog_dencity"] = fogDencity;
root["fog_curve"] = fogCurve; 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["clouds"] = clouds;
root["thunder_rate"] = thunderRate; root["thunder_rate"] = thunderRate;
@ -51,6 +54,9 @@ void WeatherPreset::deserialize(const dv::value& src) {
src.at("fog_opacity").get(fogOpacity); src.at("fog_opacity").get(fogOpacity);
src.at("fog_dencity").get(fogDencity); src.at("fog_dencity").get(fogDencity);
src.at("fog_curve").get(fogCurve); 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("clouds").get(clouds);
src.at("thunder_rate").get(thunderRate); src.at("thunder_rate").get(thunderRate);
} }

View file

@ -60,6 +60,15 @@ struct WeatherPreset : Serializable {
/// @brief Weather effects intensity /// @brief Weather effects intensity
float intensity = 0.0f; 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; dv::value serialize() const override;
void deserialize(const dv::value& src) override; void deserialize(const dv::value& src) override;
}; };

View file

@ -12,6 +12,7 @@ struct Weather : Serializable {
std::string nameB; std::string nameB;
float t = 1.0f; float t = 1.0f;
float speed = 0.0f; float speed = 0.0f;
glm::vec3 highlight {};
void update(float delta) { void update(float delta) {
t += delta * speed; t += delta * speed;
@ -51,6 +52,18 @@ struct Weather : Serializable {
return b.clouds * sqrtT + a.clouds * (1.0f - sqrtT); 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; dv::value serialize() const override;
void deserialize(const dv::value& src) override; void deserialize(const dv::value& src) override;
}; };