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https://github.com/MihailRis/voxelcore.git
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add 'enable-fog' setting
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parent
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commit
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4 changed files with 10 additions and 0 deletions
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@ -8,12 +8,16 @@ uniform float u_weatherFogDencity;
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uniform float u_weatherFogCurve;
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uniform float u_weatherFogCurve;
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float calc_fog(float depth, float fogFactor, float fogCurve) {
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float calc_fog(float depth, float fogFactor, float fogCurve) {
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#ifdef ENABLE_FOG
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return min(
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return min(
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1.0,
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1.0,
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max(pow(depth * u_fogFactor * fogFactor, u_fogCurve * fogCurve),
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max(pow(depth * u_fogFactor * fogFactor, u_fogCurve * fogCurve),
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min(pow(depth * u_weatherFogDencity, u_weatherFogCurve),
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min(pow(depth * u_weatherFogDencity, u_weatherFogCurve),
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u_weatherFogOpacity))
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u_weatherFogOpacity))
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);
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);
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#else
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return 0.0;
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#endif
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}
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}
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float calc_fog(float depth) {
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float calc_fog(float depth) {
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@ -135,6 +135,7 @@ WorldRenderer::WorldRenderer(
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debugLines = std::make_unique<DebugLinesRenderer>(level);
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debugLines = std::make_unique<DebugLinesRenderer>(level);
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cloudsRenderer = std::make_unique<CloudsRenderer>();
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cloudsRenderer = std::make_unique<CloudsRenderer>();
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keepAlive(observe_setting(settings.graphics.enableFog, dirtySettings));
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keepAlive(observe_setting(settings.graphics.advancedRender, dirtySettings));
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keepAlive(observe_setting(settings.graphics.advancedRender, dirtySettings));
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keepAlive(observe_setting(settings.graphics.shadowsQuality, dirtySettings));
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keepAlive(observe_setting(settings.graphics.shadowsQuality, dirtySettings));
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keepAlive(observe_setting(settings.graphics.ssao, dirtySettings));
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keepAlive(observe_setting(settings.graphics.ssao, dirtySettings));
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@ -156,10 +157,12 @@ void WorldRenderer::refreshSettings() {
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gbufferPipeline = graphics.advancedRender.get();
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gbufferPipeline = graphics.advancedRender.get();
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int shadowsQuality = graphics.shadowsQuality.get() * gbufferPipeline;
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int shadowsQuality = graphics.shadowsQuality.get() * gbufferPipeline;
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bool enableFog = graphics.enableFog.get();
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shadowMapping->setQuality(shadowsQuality);
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shadowMapping->setQuality(shadowsQuality);
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std::vector<std::string> defines;
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std::vector<std::string> defines;
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if (shadowsQuality != 0) defines.emplace_back("ENABLE_SHADOWS");
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if (shadowsQuality != 0) defines.emplace_back("ENABLE_SHADOWS");
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if (enableFog) defines.emplace_back("ENABLE_FOG");
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if (graphics.ssao.get()) defines.emplace_back("ENABLE_SSAO");
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if (graphics.ssao.get()) defines.emplace_back("ENABLE_SSAO");
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if (gbufferPipeline) defines.emplace_back("ADVANCED_RENDER");
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if (gbufferPipeline) defines.emplace_back("ADVANCED_RENDER");
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@ -69,6 +69,7 @@ SettingsHandler::SettingsHandler(EngineSettings& settings) {
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builder.add("padding", &settings.chunks.padding);
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builder.add("padding", &settings.chunks.padding);
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builder.addSection("graphics");
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builder.addSection("graphics");
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builder.add("enable-fog", &settings.graphics.enableFog);
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builder.add("fog-curve", &settings.graphics.fogCurve);
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builder.add("fog-curve", &settings.graphics.fogCurve);
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builder.add("backlight", &settings.graphics.backlight);
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builder.add("backlight", &settings.graphics.backlight);
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builder.add("dense-render", &settings.graphics.denseRender);
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builder.add("dense-render", &settings.graphics.denseRender);
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@ -63,6 +63,8 @@ struct CameraSettings {
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};
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};
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struct GraphicsSettings {
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struct GraphicsSettings {
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/// @brief Enable fog
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FlagSetting enableFog {true};
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/// @brief Fog opacity is calculated as `pow(depth*k, fogCurve)` where k depends on chunksLoadDistance.
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/// @brief Fog opacity is calculated as `pow(depth*k, fogCurve)` where k depends on chunksLoadDistance.
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/// 1.0 is linear, 2.0 is quadratic
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/// 1.0 is linear, 2.0 is quadratic
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NumberSetting fogCurve {1.0f, 1.0f, 6.0f};
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NumberSetting fogCurve {1.0f, 1.0f, 6.0f};
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