mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-06-18 00:27:02 +08:00
feat: water rendering (#13)
* refactor: update water texture * feat(gameplay): implement transparent block rendering with depth sorting * fix(world): use camera pos for distance calculations, make water passable * refactor(player): use ivec3 for block pass check * feat(camera): add underwater detection * feat(renderer): add underwater effect with framebuffer post-processing * feat(block): add gas property and refactor solid block check * fix(assets): set leaf block transparency to false * fix(block): set leaf as transparent
This commit is contained in:
@@ -292,11 +292,10 @@ void World::init_chunks() {
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}
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*/
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void World::render(const glm::mat4& mvp_matrix,
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const TextureManager& texture_manager) {
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const TextureManager& texture_manager,
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const glm::vec3& camera_pos) {
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Math::extract_frustum_planes(mvp_matrix, m_planes);
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int rendered_sum = 0;
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auto player_pos = get_player("TestPlayer").get_player_pos();
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glm::vec2 player_pos_xz{player_pos.x, player_pos.z};
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for (const auto& snapshot : m_render_snapshots) {
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if (is_aabb_in_frustum(snapshot.center, snapshot.half_extents)) {
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@@ -316,38 +315,88 @@ void World::render(const glm::mat4& mvp_matrix,
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glDrawArrays(GL_TRIANGLES, 0, snapshot.normal_vertices_count);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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if (snapshot.cross_vertices_count != 0) {
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glm::vec2 center_xz{snapshot.center.x, snapshot.center.z};
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float dist = glm::distance(player_pos_xz, center_xz);
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if (dist <= CROSS_PLANE_DISTANCE * 16) {
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glDepthMask(GL_FALSE);
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glBindTexture(GL_TEXTURE_2D_ARRAY,
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texture_manager.get_cross_plane_array());
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glBindBuffer(GL_ARRAY_BUFFER, snapshot.cross_vbo);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
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sizeof(Vertex), (void*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
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sizeof(Vertex),
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(void*)offsetof(Vertex, s));
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE,
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sizeof(Vertex),
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(void*)offsetof(Vertex, layer));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glDrawArrays(GL_TRIANGLES, 0,
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snapshot.cross_vertices_count);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDepthMask(GL_TRUE);
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}
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}
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rendered_sum++;
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}
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}
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glDepthMask(GL_FALSE);
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struct SortableSnapshot {
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const ChunkRenderSnapshot* snapshot;
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float distance;
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};
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std::vector<SortableSnapshot> cross_list;
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std::vector<SortableSnapshot> transparent_list;
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for (const auto& snapshot : m_render_snapshots) {
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if (!is_aabb_in_frustum(snapshot.center, snapshot.half_extents)) {
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continue;
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}
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float dist = glm::distance(camera_pos, snapshot.center);
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glm::vec2 camera_pos_xz{camera_pos.x, camera_pos.z};
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if (snapshot.cross_vertices_count != 0) {
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glm::vec2 center_xz{snapshot.center.x, snapshot.center.z};
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float dist2d = glm::distance(camera_pos_xz, center_xz);
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if (dist2d <= CROSS_PLANE_DISTANCE * 16) {
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cross_list.push_back({&snapshot, dist});
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}
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}
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if (snapshot.transparent_vertices_count != 0) {
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transparent_list.push_back({&snapshot, dist});
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}
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}
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std::sort(transparent_list.begin(), transparent_list.end(),
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[](const SortableSnapshot& a, const SortableSnapshot& b) {
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return a.distance > b.distance;
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});
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std::sort(cross_list.begin(), cross_list.end(),
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[](const SortableSnapshot& a, const SortableSnapshot& b) {
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return a.distance > b.distance;
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});
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for (const auto& item : cross_list) {
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const auto& snapshot = *item.snapshot;
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glBindTexture(GL_TEXTURE_2D_ARRAY,
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texture_manager.get_cross_plane_array());
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glBindBuffer(GL_ARRAY_BUFFER, snapshot.cross_vbo);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
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(void*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
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(void*)offsetof(Vertex, s));
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex),
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(void*)offsetof(Vertex, layer));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glDrawArrays(GL_TRIANGLES, 0, snapshot.cross_vertices_count);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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for (const auto& item : transparent_list) {
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const auto& snapshot = *item.snapshot;
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture_manager.get_texture_array());
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glBindBuffer(GL_ARRAY_BUFFER, snapshot.transparent_vbo);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
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(void*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
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(void*)offsetof(Vertex, s));
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex),
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(void*)offsetof(Vertex, layer));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glDrawArrays(GL_TRIANGLES, 0, snapshot.transparent_vertices_count);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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glDepthMask(GL_TRUE);
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DebugCollector::get().report(
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"rendered_chunk", "Rendered Chunk: " + std::to_string(rendered_sum));
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}
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@@ -758,7 +807,7 @@ int World::get_block(const glm::ivec3& block_pos) const {
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return chunk_blocks[Chunk::index(x, y, z)];
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}
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bool World::is_block(const glm::ivec3& block_pos) const {
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bool World::is_solid(const glm::ivec3& block_pos) const {
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auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z);
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std::lock_guard lk(m_chunks_mutex);
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auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
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@@ -773,7 +822,7 @@ bool World::is_block(const glm::ivec3& block_pos) const {
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return false;
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}
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auto id = chunk_blocks[Chunk::index(x, y, z)];
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if (id == 0) {
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if (BlockManager::is_gas(id) || BlockManager::is_liquid(id)) {
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return false;
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} else {
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return true;
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@@ -798,6 +847,27 @@ bool World::can_pass_block(const glm::ivec3& block_pos) const {
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return BlockManager::is_passable(id);
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}
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BlockType World::get_block_tpye(const glm::ivec3& block_pos) const {
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auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z);
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std::lock_guard lk(m_chunks_mutex);
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auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
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if (it == m_chunks.end()) {
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Logger::error("Can't Find Block {} {} {}", block_pos.x, block_pos.y,
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block_pos.z);
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return 0;
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}
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const auto& chunk_blocks = it->second.get_chunk_blocks();
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auto [x, y, z] = Chunk::world_to_block(block_pos, {chunk_x, chunk_z});
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if (x < 0 || y < 0 || z < 0 || x >= CHUNK_SIZE || y >= WORLD_SIZE_Y ||
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z >= CHUNK_SIZE) {
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Logger::error("Can't Find Block {} {} {}", block_pos.x, block_pos.y,
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block_pos.z);
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return 0;
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}
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return chunk_blocks[Chunk::index(x, y, z)];
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}
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void World::set_block(const glm::ivec3& block_pos, unsigned id) {
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int world_x, world_y, world_z;
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@@ -896,6 +966,8 @@ void World::update(float delta_time) {
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m_render_snapshots.push_back(
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{chunk.get_normal_vbo(), chunk.get_normal_vertices_sum(),
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chunk.get_cross_vbo(), chunk.get_cross_vertices_sum(),
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chunk.get_transparent_vbo(),
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chunk.get_transparent_vertices_sum(),
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glm::vec3(static_cast<float>(pos.x * CHUNK_SIZE) +
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static_cast<float>(CHUNK_SIZE / 2),
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static_cast<float>(WORLD_SIZE_Y / 2),
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