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https://github.com/MihailRis/voxelcore.git
synced 2026-10-06 03:21:49 +00:00
split clouds to segments
This commit is contained in:
parent
c32029d5b3
commit
f0e5b54164
2 changed files with 119 additions and 61 deletions
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@ -1,3 +1,4 @@
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#define GLM_ENABLE_EXPERIMENTAL
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#include "CloudsRenderer.hpp"
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#include "assets/Assets.hpp"
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@ -10,11 +11,13 @@
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#include "io/io.hpp"
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#include "lighting/Lightmap.hpp"
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#include "maths/FastNoiseLite.h"
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#include "maths/voxmaths.hpp"
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#include "util/timeutil.hpp"
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#include "window/Camera.hpp"
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#include "world/Weather.hpp"
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#include <glm/ext.hpp>
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#include <glm/gtx/norm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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static debug::Logger logger("clouds-render");
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@ -70,7 +73,6 @@ public:
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return;
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}
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}
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logger.info() << "layer vertices: " << offset;
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}
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MeshData<ChunkVertex> createMesh() const {
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@ -160,70 +162,137 @@ private:
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}
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};
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static inline constexpr int WIDTH = 256;
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static inline constexpr int DEPTH = 256;
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static inline constexpr int MAP_SIZE = 512;
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CloudsRenderer::CloudsRenderer() {
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VolumeRenderer volumeRenderer(1024 * 1024);
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VolumeRenderer volumeRenderer(1024 * 512);
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int diameter = 4;
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int segmentSize = MAP_SIZE / diameter;
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for (int layerid = 0; layerid < 2; layerid++) {
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auto& layer = layers[layerid];
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layer.diameter = diameter;
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layer.segmentSize = segmentSize;
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for (int layer = 0; layer < 2; layer++) {
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fnl_state state = fnlCreateState();
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const int w = WIDTH;
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const int w = MAP_SIZE;
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const int h = 8;
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const int d = DEPTH;
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const int d = MAP_SIZE;
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const int dd = d * 1.5;
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state.seed = 5265 + layer * 3521;
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state.seed = 5265 + layerid * 3521;
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float pi2 = glm::two_pi<float>();
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float heightmap[w * dd];
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auto heightmap = std::make_unique<float[]>(w * dd);
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for (int lz = 0; lz < dd; lz++) {
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for (int lx = 0; lx < w; lx++) {
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float x = glm::sin(lx / static_cast<float>(w) * pi2) * w / pi2;
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float y = -glm::cos(lx / static_cast<float>(w) * pi2) * w / pi2;
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float z = lz;
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float s = 1.5f;
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auto n = fnlGetNoise3D(&state, x * s, y * s, z * s);
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n += fnlGetNoise3D(&state, x * s + fnlGetNoise2D(&state, x * s * 4 + 2, z * s * 4) * 0.25f, y * s, z * 3.0f) * 0.5f;
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auto n = fnlGetNoise3D(&state, x * s * 0.7, y * s, z * s * 0.7);
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n += fnlGetNoise3D(&state, x * s + fnlGetNoise2D(&state, x * s * 4 + 2, z * s * 4) * 2.0f, y * s, z * 3.0f) * 0.5f;
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n += fnlGetNoise3D(&state, x * s * 2, y * s * 2, z * s * 2) * 0.25f;
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n += fnlGetNoise3D(&state, x * s * 4, y * s * 4, z * s * 4) * 0.125f * 2;
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n += fnlGetNoise3D(&state, x * s * 8, y * s * 8, z * s * 8) * 0.125f * 0.5f * 2;
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n += fnlGetNoise3D(&state, x * s * 16, y * s * 16, z * s * 16) * 0.125f * 0.25f * 3;
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n = glm::max(0.0f, n);
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// n = n * n * 2.0f;
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n -= 0.2f + layer * 0.5f;
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// n -= 0.5f;
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n += -0.1f - layerid * 0.3f;
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heightmap[lz * w + lx] = n;
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}
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}
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bool voxels[w * h * d];
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for (int y = 0; y < h; y++) {
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for (int z = 0; z < d; z++) {
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for (int x = 0; x < w; x++) {
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float n = heightmap[z * w + x];
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if (z < d / 2) {
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float t = z / static_cast<float>(d / 2);
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n = n * t + heightmap[(d + z) * w + x] * (1.0f - t);
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bool voxels[segmentSize * h * segmentSize];
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for (int sz = 0; sz < diameter; sz++) {
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for (int sx = 0; sx < diameter; sx++) {
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for (int y = 0; y < h; y++) {
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for (int z = 0; z < segmentSize; z++) {
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for (int x = 0; x < segmentSize; x++) {
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int gx = (sx * segmentSize) + x;
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int gz = (sz * segmentSize) + z;
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float n = heightmap[gz * MAP_SIZE + gx];
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if (gz < MAP_SIZE / 2) {
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float t = gz / static_cast<float>(MAP_SIZE / 2);
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n = n * t + heightmap[(MAP_SIZE + gz) * MAP_SIZE + gx] * (1.0f - t);
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}
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bool solid = y <= n * h && y >= (0.5f - n * 0.5f) * h;
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voxels[vox_index(x, y, z, segmentSize, segmentSize)] = solid;
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}
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}
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bool solid = y <= n * h && y >= (0.5f - n * 0.5f) * h;
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voxels[vox_index(x, y, z, w, d)] = solid;
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}
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CloudsMap map({segmentSize, h, segmentSize}, voxels);
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volumeRenderer.build(map);
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layer.meshes.push_back(std::make_unique<Mesh<ChunkVertex>>(
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volumeRenderer.createMesh()
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));
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}
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}
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CloudsMap map({w, h, d}, voxels);
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volumeRenderer.build(map);
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meshes[layer] = std::make_unique<Mesh<ChunkVertex>>(volumeRenderer.createMesh());
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}
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}
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CloudsRenderer::~CloudsRenderer() = default;
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void CloudsRenderer::draw(
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Shader& shader,
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Layer& layer,
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const Camera& camera,
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float timer,
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int layerId
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) {
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float scale = 8;
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int totalDiameter = layer.segmentSize * scale;
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int gcellX = floordiv(camera.position.x, totalDiameter);
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int gcellZ = floordiv(camera.position.z, totalDiameter);
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float speed = 4.0f;
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float speedX = glm::sin(layerId * 0.3f + 0.4f) * speed / (layerId + 1);
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float speedZ = -glm::cos(layerId * 0.3f + 0.4f) * speed / (layerId + 1);
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int radius = 4;
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for (int x = -radius; x <= radius; x++) {
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for (int z = -radius; z <= radius; z++) {
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int lcellX = gcellX - floordiv(glm::floor(timer * speedX), totalDiameter);
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int lcellZ = gcellZ - floordiv(glm::floor(timer * speedZ), totalDiameter);
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glm::vec3 position(
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-128 * scale + (x + gcellX) * layer.segmentSize * scale +
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glm::mod(timer * speedX, static_cast<float>(totalDiameter)),
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250 + layerId * 200,
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-128 * scale + (z + gcellZ) * layer.segmentSize * scale +
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glm::mod(timer * speedZ, static_cast<float>(totalDiameter))
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);
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if (glm::distance2(
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glm::vec2(
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position.x + totalDiameter * 0.5f,
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position.z + totalDiameter * 0.5f
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),
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glm::vec2(camera.position.x, camera.position.z)
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) > 4e6) {
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continue;
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}
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auto matrix = glm::mat4(1.0f);
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matrix = glm::translate(matrix, position);
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matrix = glm::scale(matrix, glm::vec3(scale, scale, scale));
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shader.uniformMatrix("u_model", matrix);
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int lx = (x + radius + lcellX) % layer.diameter;
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int lz = (z + radius + lcellZ) % layer.diameter;
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if (lx < 0) lx += layer.diameter;
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if (lz < 0) lz += layer.diameter;
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layer.meshes[lz * layer.diameter + lx]->draw();
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}
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}
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}
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void CloudsRenderer::draw(
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Shader& shader,
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const Weather& weather,
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@ -233,37 +302,10 @@ void CloudsRenderer::draw(
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int quality
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) {
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shader.uniform4f("u_tint", glm::vec4(weather.cloudsTint(), 1.0f));
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shader.uniform1f("u_fogFactor", fogFactor * 0.03f);
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shader.uniform1f("u_fogCurve", 0.7f - 0.3f);
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float scale = 8;
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float totalWidth = WIDTH * scale;
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float totalDepth = DEPTH * scale;
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int cellX = glm::floor(camera.position.x / totalWidth + 0.5f);
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int cellZ = glm::floor(camera.position.z / totalDepth + 0.5f);
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float speed = 4.0f;
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for (int i = 0; i < std::min<int>(quality, meshes.size()); i++) {
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float speedX = glm::sin(i * 0.3f + 0.4f) * speed / (i + 1);
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float speedZ = -glm::cos(i * 0.3f + 0.4f) * speed / (i + 1);
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for (int x = -2; x <= 2; x++) {
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for (int z = -2; z <= 2; z++) {
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auto matrix = glm::mat4(1.0f);
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matrix = glm::translate(
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matrix,
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glm::vec3(
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-128 * scale + (x + cellX) * WIDTH * scale +
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glm::mod(timer * speedX, totalWidth),
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250 + i * 200,
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-128 * scale + (z + cellZ) * DEPTH * scale +
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glm::mod(timer * speedZ, totalDepth)
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)
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);
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matrix = glm::scale(matrix, glm::vec3(scale, scale, scale));
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shader.uniform1f("u_fogFactor", fogFactor * 0.03f);
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shader.uniform1f("u_fogCurve", 0.7f - 0.3f);
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shader.uniformMatrix("u_model", matrix);
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meshes[i]->draw();
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}
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}
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for (int i = 0; i < std::min<int>(quality, layers.size()); i++) {
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draw(shader, layers[i], camera, timer, i);
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}
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}
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@ -2,7 +2,9 @@
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#include "commons.hpp"
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#include <array>
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#include <memory>
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#include <vector>
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class Camera;
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class Shader;
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@ -22,5 +24,19 @@ public:
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int quality
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);
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private:
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std::array<std::unique_ptr<Mesh<ChunkVertex>>, 2> meshes;
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struct Layer {
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int diameter;
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int segmentSize;
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std::vector<std::unique_ptr<Mesh<ChunkVertex>>> meshes;
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};
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std::array<Layer, 2> layers;
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void draw(
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Shader& shader,
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Layer& layer,
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const Camera& camera,
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float timer,
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int layerId
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);
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};
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