test clouds

This commit is contained in:
MihailRis 2026-02-11 01:09:30 +03:00
parent cf69d3e8f4
commit e24a5db97a
7 changed files with 409 additions and 69 deletions

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();
}

View file

@ -0,0 +1,251 @@
#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 "util/timeutil.hpp"
#include "window/Camera.hpp"
#include <glm/ext.hpp>
#include <glm/gtc/matrix_transform.hpp>
static debug::Logger logger("clouds-render");
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;
}
}
logger.info() << "layer vertices: " << offset;
}
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 inline constexpr int WIDTH = 256 / 2;
static inline constexpr int DEPTH = 256 / 2;
CloudsRenderer::CloudsRenderer(const Assets& assets) : assets(assets) {
timeutil::ScopeLogTimer log(111);
VolumeRenderer volumeRenderer(1024 * 1024);
for (int layer = 0; layer < 2; layer++) {
fnl_state state = fnlCreateState();
const int w = WIDTH;
const int h = 8;
const int d = DEPTH;
state.seed = 52365 + layer * 3521;
bool voxels[w * h * d];
for (int y = 0; y < h; y++) {
for (int z = 0; z < d; z++) {
for (int x = 0; x < w; x++) {
float s = 2.0f;
auto n = fnlGetNoise2D(&state, x * s, z * s);
n += fnlGetNoise2D(&state, x * s + fnlGetNoise2D(&state, x * s * 4 + 2, z * s * 4) * 0.25f, z * 3.0f) * 0.5f;
n += fnlGetNoise2D(&state, x * s * 2, z * s * 2) * 0.25f;
n += fnlGetNoise2D(&state, x * s * 4, z * s * 4) * 0.125f * 2;
n += fnlGetNoise2D(&state, x * s * 8, z * s * 8) * 0.125f * 0.5f * 2;
n += fnlGetNoise2D(&state, x * s * 16, z * s * 16) * 0.125f * 0.25f * 3;
n = glm::max(0.0f, n);
// n = n * n * 2.0f;
n -= 0.2f + layer * 0.5f;
// n -= 0.5f;
bool solid = y <= n * h && y >= (0.5f - n * 0.5f) * h;
voxels[vox_index(x, y, z, w, d)] = solid;
}
}
}
CloudsMap map({w, h, d}, voxels);
timeutil::ScopeLogTimer log2(222);
volumeRenderer.build(map);
testMeshes[layer] = std::make_unique<Mesh<ChunkVertex>>(volumeRenderer.createMesh());
}
}
CloudsRenderer::~CloudsRenderer() = default;
#include "util/timeutil.hpp"
void CloudsRenderer::draw(float timer, float fogFactor, const Camera& camera) {
auto& shader = assets.require<Shader>("main");
assets.require<Texture>("misc/blank").bind();
float scale = 15;
float totalWidth = WIDTH * scale;
float totalDepth = DEPTH * scale;
int cellX = glm::round(camera.position.x / totalWidth);
int cellZ = glm::round(camera.position.z / totalDepth);
float speed = 10.0f;
timeutil::ScopeLogTimer log(555);
for (int i = 0; i < 2; i++) {
float speedX = glm::sin(i * 0.3f) * speed / (i + 1);
float speedZ = -glm::cos(i * 0.3f) * speed / (i + 1);
for (int x = -2; x <= 2; x++) {
for (int z = -2; z <= 2; z++) {
auto matrix = glm::mat4(1.0f);
// matrix = glm::rotate(matrix, timer * 0.003f * (i % 2 * 2 - 1) + i, glm::vec3(0, 1, 0));
matrix = glm::translate(
matrix,
glm::vec3(
-128 * scale + (x + cellX) * WIDTH * scale + glm::mod(timer * speedX, totalWidth),
250 + i * 200,
-128 * scale + (z + cellZ) * DEPTH * scale + glm::mod(timer * speedZ, totalDepth)
)
);
matrix = glm::scale(matrix, glm::vec3(scale, scale, scale));
shader.uniform1f("u_fogFactor", fogFactor * 0.03f);
shader.uniform1f("u_fogCurve", 0.7f - 0.3f);
shader.uniformMatrix("u_model", matrix);
testMeshes[i]->draw();
}
}
}
}

View file

@ -0,0 +1,19 @@
#pragma once
#include "commons.hpp"
#include <memory>
class Assets;
class Camera;
class CloudsRenderer final {
public:
CloudsRenderer(const Assets& assets);
~CloudsRenderer();
void draw(float timer, float fogFactor, const Camera& camera);
private:
const Assets& assets;
std::array<std::unique_ptr<Mesh<ChunkVertex>>, 2> testMeshes;
};

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>(assets);
}
WorldRenderer::~WorldRenderer() = default;
@ -210,6 +212,7 @@ void WorldRenderer::renderOpaque(
setupWorldShader(shader, camera, settings, fogFactor);
chunksRenderer->drawChunks(camera, shader);
cloudsRenderer->draw(timer, fogFactor, camera);
blockWraps->draw(ctx, player);
if (hudVisible) {
@ -369,7 +372,7 @@ void WorldRenderer::renderFrame(
if (gbufferPipeline) {
postProcessing.bindDepthBuffer();
} else {
postProcessing.getFramebuffer()->bind();
ctx.setFramebuffer(postProcessing.getFramebuffer());
}
// Background sky plane
@ -448,43 +451,45 @@ 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

@ -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;