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

@ -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() {