diff --git a/.gitignore b/.gitignore index 875022c..5584e1a 100644 --- a/.gitignore +++ b/.gitignore @@ -41,4 +41,5 @@ CMakeError.log *~ .DS_Store assets/config.toml -.venv/ \ No newline at end of file +.venv/ +pyout/ \ No newline at end of file diff --git a/assets/normal/block/dirt/back_n.png b/assets/normal/block/dirt/back_n.png new file mode 100644 index 0000000..1510cc9 Binary files /dev/null and b/assets/normal/block/dirt/back_n.png differ diff --git a/assets/normal/block/dirt/base_n.png b/assets/normal/block/dirt/base_n.png new file mode 100644 index 0000000..1510cc9 Binary files /dev/null and b/assets/normal/block/dirt/base_n.png differ diff --git a/assets/normal/block/dirt/front_n.png b/assets/normal/block/dirt/front_n.png new file mode 100644 index 0000000..1510cc9 Binary files /dev/null and b/assets/normal/block/dirt/front_n.png differ diff --git a/assets/normal/block/dirt/left_n.png b/assets/normal/block/dirt/left_n.png new file mode 100644 index 0000000..1510cc9 Binary 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a/assets/shaders/block_f_shader.glsl b/assets/shaders/block_f_shader.glsl index e9544aa..eef3983 100644 --- a/assets/shaders/block_f_shader.glsl +++ b/assets/shaders/block_f_shader.glsl @@ -3,13 +3,15 @@ in vec2 tc; in vec3 normal; in vec3 vert_pos; +in vec3 tangent; +in vec3 bitangent; in vec4 FragPosLightSpace; in float roughness; flat in int tex_layer; out vec4 color; layout (binding = 0) uniform sampler2D shadowMap; layout (binding = 1) uniform sampler2DArray samp; - +layout (binding = 2) uniform sampler2DArray normMap; uniform float ambientStrength; uniform vec3 sunlightColor; uniform vec3 ambientColor; @@ -21,6 +23,8 @@ uniform float specularStrength; uniform float lightSizeUV; uniform float minRadius; uniform float maxRadius; +uniform bool enablePBR; +uniform bool flipY; const vec2 poissonDisk32[32] = vec2[]( vec2(-0.975402, -0.071138), vec2(-0.920347, -0.411420), @@ -259,6 +263,16 @@ float ShadowCalculation(vec4 fragPosLightSpace, vec3 norm, vec3 lightDir) return shadow; } +vec3 calcNewNormal() { + mat3 TBN = mat3(normalize(tangent), normalize(bitangent), normalize(normal)); + vec3 retrievedNormal = texture(normMap, vec3(tc, tex_layer)).xyz; + retrievedNormal = retrievedNormal * 2.0 - 1.0; + if (flipY) { + retrievedNormal.y = -retrievedNormal.y; + } + vec3 newNormal = TBN * retrievedNormal; + return normalize(newNormal); +} void main(void) { vec4 objectColor = texture(samp, vec3(tc, tex_layer)); @@ -273,8 +287,13 @@ void main(void) { vec3 lightDir = normalize(-sunlightDir); - - vec3 norm = normalize(normal); + vec3 norm; + if (enablePBR) { + norm = calcNewNormal(); + } else { + norm = normalize(normal); + } + vec3 V = normalize(cameraPos - vert_pos); @@ -323,7 +342,9 @@ void main(void) { float shadow = ShadowCalculation(FragPosLightSpace, norm, lightDir); - color = vec4((ambient + (1.0 - shadow) * (diffuse)) * objectColor.rgb + (1.0-shadow) * specular, objectColor.a); - - //color = varyingColor; + color = vec4((ambient + (1.0 - shadow) * (diffuse)) * objectColor.rgb + (1.0-shadow) * specular * objectColor.rgb, objectColor.a); + //color = vec4(normal * 0.5 + 0.5, 1.0); + //color = vec4(tangent * 0.5 + 0.5, 1.0);; + //color = vec4(norm * 0.5 + 0.5, 1.0); + //color = vec4(calcNewNormal(), 1.0); } diff --git a/assets/shaders/block_v_shader.glsl b/assets/shaders/block_v_shader.glsl index d22fcad..6927a2e 100644 --- a/assets/shaders/block_v_shader.glsl +++ b/assets/shaders/block_v_shader.glsl @@ -5,9 +5,11 @@ layout (location = 1) in vec2 texCoord; layout (location = 2) in float layer; layout (location = 3) in vec3 aNormal; layout (location = 4) in float Roughness; - +layout (location = 5) in vec3 aTangent; out vec2 tc; out vec3 normal; +out vec3 tangent; +out vec3 bitangent; out vec3 vert_pos; flat out int tex_layer; out vec4 FragPosLightSpace; @@ -20,6 +22,7 @@ mat4 buildTranslate(float x, float y, float z); uniform mat4 mv_matrix; uniform mat4 proj_matrix; +uniform mat4 model_matrix; uniform mat4 norm_matrix; uniform mat4 lightSpaceMatrix; @@ -32,7 +35,9 @@ void main(void) { tex_layer = int(layer); roughness = Roughness; - normal = mat3(norm_matrix) * aNormal; + normal = normalize(mat3(norm_matrix) * aNormal); + tangent = normalize(mat3(model_matrix) * aTangent); + bitangent = cross(normal, tangent); FragPosLightSpace = lightSpaceMatrix * vec4(pos, 1.0); gl_Position = proj_matrix * viewPos; } diff --git a/include/Cubed/primitive_data.hpp b/include/Cubed/primitive_data.hpp index 39e5a61..713b49b 100644 --- a/include/Cubed/primitive_data.hpp +++ b/include/Cubed/primitive_data.hpp @@ -136,6 +136,50 @@ constexpr float NORMALS[6][6][3] = { {0.0f, -1.0f, 0.0f}, {0.0f, -1.0f, 0.0f}}}; +constexpr float TANGENTS[6][6][3] = { + // ===== front (z = +1) ===== + {{1.0f, 0.0f, 0.0f}, + {1.0f, 0.0f, 0.0f}, + {1.0f, 0.0f, 0.0f}, + {1.0f, 0.0f, 0.0f}, + {1.0f, 0.0f, 0.0f}, + {1.0f, 0.0f, 0.0f}}, + // ===== right (x = +1) ===== + {{0.0f, 0.0f, -1.0f}, + {0.0f, 0.0f, -1.0f}, + {0.0f, 0.0f, -1.0f}, + {0.0f, 0.0f, -1.0f}, + {0.0f, 0.0f, -1.0f}, + {0.0f, 0.0f, -1.0f}}, + // ===== back (z = -1) ===== + {{-1.0f, 0.0f, 0.0f}, + {-1.0f, 0.0f, 0.0f}, + {-1.0f, 0.0f, 0.0f}, + {-1.0f, 0.0f, 0.0f}, + {-1.0f, 0.0f, 0.0f}, + {-1.0f, 0.0f, 0.0f}}, + // ===== left (x = -1) ===== + {{0.0f, 0.0f, 1.0f}, + {0.0f, 0.0f, 1.0f}, + {0.0f, 0.0f, 1.0f}, + {0.0f, 0.0f, 1.0f}, + {0.0f, 0.0f, 1.0f}, + {0.0f, 0.0f, 1.0f}}, + // ===== top (y = +1) ===== + {{1.0f, 0.0f, 0.0f}, + {1.0f, 0.0f, 0.0f}, + {1.0f, 0.0f, 0.0f}, + {1.0f, 0.0f, 0.0f}, + {1.0f, 0.0f, 0.0f}, + {1.0f, 0.0f, 0.0f}}, + // ===== bottom (y = -1) ===== + {{1.0f, 0.0f, 0.0f}, + {1.0f, 0.0f, 0.0f}, + {1.0f, 0.0f, 0.0f}, + {1.0f, 0.0f, 0.0f}, + {1.0f, 0.0f, 0.0f}, + {1.0f, 0.0f, 0.0f}}}; + #pragma endregion constexpr float CUBE_VER[24] = {0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, @@ -211,6 +255,22 @@ constexpr float CROSS_NORMALS[2][6][3] = { {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}}}; +constexpr float CROSS_TANGENTS[2][6][3] = { + // ===== Plane 1 ===== + {{0.7071f, 0.0f, 0.7071f}, + {0.7071f, 0.0f, 0.7071f}, + {0.7071f, 0.0f, 0.7071f}, + {0.7071f, 0.0f, 0.7071f}, + {0.7071f, 0.0f, 0.7071f}, + {0.7071f, 0.0f, 0.7071f}}, + // ===== Plane 2 ===== + {{-0.7071f, 0.0f, 0.7071f}, + {-0.7071f, 0.0f, 0.7071f}, + {-0.7071f, 0.0f, 0.7071f}, + {-0.7071f, 0.0f, 0.7071f}, + {-0.7071f, 0.0f, 0.7071f}, + {-0.7071f, 0.0f, 0.7071f}}}; + #pragma endregion // [-1, 1] constexpr float QUAD_VERTICES[] = { @@ -225,6 +285,7 @@ struct Vertex3D { float layer = 0.0f; float nx = 0.0f, ny = 0.0f, nz = 0.0f; float roughness = 1.0f; + float tx = 0.0f, ty = 0.0f, tz = 0.0f; }; struct Vertex2D { diff --git a/include/Cubed/renderer.hpp b/include/Cubed/renderer.hpp index 275e8f0..74ef14c 100644 --- a/include/Cubed/renderer.hpp +++ b/include/Cubed/renderer.hpp @@ -34,6 +34,8 @@ public: bool& shader_on(); bool& water_perturb(); bool& water_depth_fade(); + bool& pbr(); + bool& flip_y(); int& shadow_mode(); int& light_cull_face(); int& light_size_uv(); @@ -95,6 +97,8 @@ private: bool m_shader_on = true; bool m_water_perturb = true; bool m_water_depth_fade = true; + bool m_pbr = true; + bool m_flip_y = false; int m_shadow_mode = 0; int m_light_cull_face = 0; float m_aspect = 0.0f; diff --git a/include/Cubed/texture_manager.hpp b/include/Cubed/texture_manager.hpp index 2579885..eca2aba 100644 --- a/include/Cubed/texture_manager.hpp +++ b/include/Cubed/texture_manager.hpp @@ -12,7 +12,9 @@ private: GLuint m_texture_array = 0; GLuint m_cross_plane_array = 0; GLuint m_ui_array = 0; + GLuint m_pbr_texture_array = 0; GLfloat m_max_aniso = 0.0f; + int m_aniso = 1; std::vector m_item_textures; @@ -22,6 +24,7 @@ private: void load_block_item_texture(unsigned id); void load_cross_plane_texture(unsigned id); void load_ui_texture(unsigned id); + void load_pbr_texture(unsigned id); void init_item(); void init_block(); void init_ui(); @@ -36,6 +39,7 @@ public: GLuint get_texture_array() const; GLuint get_cross_plane_array() const; GLuint get_ui_array() const; + GLuint get_pbr_texture() const; const std::vector& item_textures() const; // Must call after MapTable::init_map() and glfwMakeContextCurrent(window); void init_texture(); diff --git a/include/Cubed/tools/shader_tools.hpp b/include/Cubed/tools/shader_tools.hpp index 0c6c151..aedb4e3 100644 --- a/include/Cubed/tools/shader_tools.hpp +++ b/include/Cubed/tools/shader_tools.hpp @@ -14,7 +14,8 @@ void print_program_info(int prog); bool check_opengl_error(); std::string read_shader_source(const std::string& file_path); void delete_image_data(unsigned char* data); -unsigned char* load_image_data(const std::string& tex_image_path); +unsigned char* load_image_data(const std::string& tex_image_path, + bool check_exist = true); } // namespace Tools diff --git a/pyproject.toml b/pyproject.toml index b11e9b9..dfaf528 100644 --- a/pyproject.toml +++ b/pyproject.toml @@ -6,6 +6,7 @@ readme = "README.md" requires-python = ">=3.14" dependencies = [ "loguru>=0.7.3", + "pillow>=12.2.0", "pytomlpp>=1.1.0", ] diff --git a/scripts/upscale_nearest.py b/scripts/upscale_nearest.py new file mode 100644 index 0000000..4656e1e --- /dev/null +++ b/scripts/upscale_nearest.py @@ -0,0 +1,141 @@ +""" +Batch upscale images using nearest neighbor interpolation (preserve hard pixel edges, no blur). + +Usage: + python upscale_nearest.py --scale 8 + python upscale_nearest.py --size 128 + + --scale N Upscale by factor N, e.g., 16x16 image --scale 8 -> 128x128 + --size N Directly specify the target side length (square), e.g., --size 128 + (--scale and --size are mutually exclusive; --size takes precedence) + +Dependencies: + pip install pillow +""" + +import argparse +import os +import sys +from pathlib import Path + +from loguru import logger +from PIL import Image + +TEXTURE_PATH = "assets/texture/block" +TEMP_PATH = "pyout" + +work_path = Path(__file__).parent.parent + +input_path = work_path / TEXTURE_PATH +output_path = work_path / TEMP_PATH +skip_already_output = True + + +def upscale_image( + in_path: str, out_path: str, scale: int | None, target_size: int | None +) -> bool: + img = Image.open(in_path) + w, h = img.size + + if target_size is not None: + new_w, new_h = target_size, target_size + else: + if scale is None: + raise ValueError("Either target_size or scale must be provided") + new_w, new_h = w * scale, h * scale + + if skip_already_output: + out = Path(out_path) + if out.is_file(): + return False + if w > new_w: + logger.warning(f"w: {w} is greater than target: {new_w}") + if h > new_h: + logger.warning(f"h: {h} is greater than target: {new_h}") + # NEAREST ensures crisp pixel boundaries without any blurring/interpolation artifacts + + out = img.resize((new_w, new_h), Image.NEAREST) # type: ignore + out.save(out_path) + return True + + +def process_folder( + scale: int | None, + target_size: int | None, + exts: tuple[str, ...], +) -> None: + + os.makedirs(output_path, exist_ok=True) + + processed = 0 + + for root, _, files in os.walk(input_path): + for fname in files: + if not fname.lower().endswith(exts): + continue + + in_file = os.path.join(root, fname) + + rel_path = os.path.relpath(root, input_path) + out_dir = os.path.join(output_path, rel_path) + os.makedirs(out_dir, exist_ok=True) + + out_file = os.path.join(out_dir, fname) + + ans = upscale_image(in_file, out_file, scale, target_size) + processed += 1 + if ans: + print(f"{os.path.relpath(in_file, input_path)} -> upscaled") + + if processed == 0: + print( + f"No images with extensions {exts} found in {input_path}.", + file=sys.stderr, + ) + else: + print(f"\nDone, processed {processed} images, output to {output_path}") + + +def main(): + parser = argparse.ArgumentParser( + description="Batch nearest neighbor upscale (keep hard pixel edges)" + ) + parser.add_argument("input_dir", nargs="?", default=None, help="Input image folder") + parser.add_argument( + "output_dir", nargs="?", default=None, help="Output image folder" + ) + parser.add_argument( + "--scale", type=int, default=None, help="Upscale factor, e.g., 8" + ) + parser.add_argument( + "--size", type=int, default=None, help="Target side length (square), e.g., 128" + ) + parser.add_argument( + "--ext", + default=".png,.jpg,.jpeg,.bmp", + help="File extensions to process, comma-separated (default: .png,.jpg,.jpeg,.bmp)", + ) + parser.add_argument( + "--noskip", action="store_true", help="Not skip the file if it is esisted" + ) + args = parser.parse_args() + + if args.scale is None and args.size is None: + print("Either --scale or --size must be specified.", file=sys.stderr) + sys.exit(1) + + exts = tuple(e.strip().lower() for e in args.ext.split(",")) + global input_path + global output_path + global skip_already_output + if args.input_dir: + input_path = Path(args.input_dir) + if args.output_dir: + output_path = Path(args.output_dir) + if args.noskip: + skip_already_output = False + process_folder(args.scale, args.size, exts) + + +if __name__ == "__main__": + main() diff --git a/src/dev_panel.cpp b/src/dev_panel.cpp index be84f9b..f765419 100644 --- a/src/dev_panel.cpp +++ b/src/dev_panel.cpp @@ -617,6 +617,10 @@ void DevPanel::show_shader_tab_item() { static const char* samples[] = {"8", "16", "32"}; if (ImGui::BeginTabItem("shader")) { ImGui::Checkbox("Shader", &m_app.renderer().shader_on()); + ImGui::SameLine(); + ImGui::Checkbox("PBR", &m_app.renderer().pbr()); + ImGui::SameLine(); + ImGui::Checkbox("Flip Y", &m_app.renderer().flip_y()); if (ImGui::SliderFloat("AmbientStrength", &m_app.renderer().ambient_strength(), 0.0f, 0.35f)) diff --git a/src/gameplay/chunk.cpp b/src/gameplay/chunk.cpp index 2d31253..691cd91 100644 --- a/src/gameplay/chunk.cpp +++ b/src/gameplay/chunk.cpp @@ -383,7 +383,10 @@ void Chunk::gen_vertices(const OptionalBlockVectorArray& neighbor_block) { NORMALS[face][i][0], NORMALS[face][i][1], NORMALS[face][i][2], - BlockManager::roughness(cur_id) + BlockManager::roughness(cur_id), + TANGENTS[face][i][0], + TANGENTS[face][i][1], + TANGENTS[face][i][2] }; if (BlockManager::is_transparent(cur_id)) { @@ -441,7 +444,10 @@ void Chunk::gen_cross_plane_vertices(int world_x, int world_y, int world_z, CROSS_NORMALS[face][i][0], CROSS_NORMALS[face][i][1], CROSS_NORMALS[face][i][2], - BlockManager::roughness(id) + BlockManager::roughness(id), + CROSS_TANGENTS[face][i][0], + CROSS_TANGENTS[face][i][1], + CROSS_TANGENTS[face][i][2] }; m_vertex_data[1].m_vertices.emplace_back(vex); diff --git a/src/gameplay/vertex_data.cpp b/src/gameplay/vertex_data.cpp index 87ae597..03df63a 100644 --- a/src/gameplay/vertex_data.cpp +++ b/src/gameplay/vertex_data.cpp @@ -53,12 +53,14 @@ void VertexData::upload() { (void*)offsetof(Vertex3D, nx)); glVertexAttribPointer(4, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void*)offsetof(Vertex3D, roughness)); + glVertexAttribPointer(5, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), + (void*)offsetof(Vertex3D, tx)); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glEnableVertexAttribArray(3); glEnableVertexAttribArray(4); - + glEnableVertexAttribArray(5); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); } diff --git a/src/renderer.cpp b/src/renderer.cpp index dea33b7..b10d611 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp @@ -677,7 +677,7 @@ void Renderer::render_world() { float dist2d = glm::distance(camera_pos_xz, center_xz); if (dist2d <= CROSS_PLANE_DISTANCE * 16) { glBindTexture(GL_TEXTURE_2D_ARRAY, - m_texture_manager.get_texture_array()); + m_texture_manager.get_cross_plane_array()); glBindVertexArray(snapshot.cross_vao); glDrawArrays(GL_TRIANGLES, 0, @@ -694,7 +694,6 @@ void Renderer::render_world() { } } } - glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); glCullFace(GL_BACK); @@ -702,16 +701,12 @@ void Renderer::render_world() { const auto& normal_block_shader = get_shader("normal_block"); normal_block_shader.use(); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, m_depth_map_texture); - glActiveTexture(GL_TEXTURE1); - m_m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f)); m_v_mat = m_camera.get_camera_lookat(); m_mv_mat = m_v_mat * m_m_mat; m_norm_mat = glm::transpose(glm::inverse(m_mv_mat)); glm::vec3 light_dir_view = glm::normalize(glm::mat3(m_v_mat) * lightdir); - + normal_block_shader.set_loc("model_matrix", m_m_mat); normal_block_shader.set_loc("mv_matrix", m_mv_mat); normal_block_shader.set_loc("proj_matrix", m_p_mat); normal_block_shader.set_loc("norm_matrix", m_norm_mat); @@ -732,7 +727,7 @@ void Renderer::render_world() { normal_block_shader.set_loc("samples", m_samples); normal_block_shader.set_loc("specularStrength", m_specular_strength); normal_block_shader.set_loc("cameraPos", m_camera.get_camera_pos()); - + normal_block_shader.set_loc("flipY", m_flip_y); m_mvp_mat = m_p_mat * m_mv_mat; auto& m_planes = m_world.planes(); @@ -741,12 +736,18 @@ void Renderer::render_world() { int rendered_sum = 0; glEnable(GL_DEPTH_TEST); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_depth_map_texture); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_texture_array()); + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_pbr_texture()); + normal_block_shader.set_loc("enablePBR", m_pbr); for (const auto& snapshot : m_render_snapshots) { if (Math::is_aabb_in_frustum(snapshot.center, snapshot.half_extents, m_planes)) { - glBindTexture(GL_TEXTURE_2D_ARRAY, - m_texture_manager.get_texture_array()); glBindVertexArray(snapshot.normal_vao); @@ -755,8 +756,24 @@ void Renderer::render_world() { rendered_sum++; } } - // cross_plane and discard + // discard + for (const auto& snapshot : m_render_snapshots) { + if (!Math::is_aabb_in_frustum(snapshot.center, snapshot.half_extents, + m_planes)) { + continue; + } + if (snapshot.normal_discard_vertices_count != 0) { + glBindVertexArray(snapshot.normal_discard_vao); + glDrawArrays(GL_TRIANGLES, 0, + snapshot.normal_discard_vertices_count); + } + } + // cross_plane + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D_ARRAY, + m_texture_manager.get_cross_plane_array()); + normal_block_shader.set_loc("enablePBR", false); for (const auto& snapshot : m_render_snapshots) { if (!Math::is_aabb_in_frustum(snapshot.center, snapshot.half_extents, m_planes)) { @@ -767,22 +784,11 @@ void Renderer::render_world() { glm::vec2 center_xz{snapshot.center.x, snapshot.center.z}; float dist2d = glm::distance(camera_pos_xz, center_xz); if (dist2d <= CROSS_PLANE_DISTANCE * 16) { - glBindTexture(GL_TEXTURE_2D_ARRAY, - m_texture_manager.get_cross_plane_array()); - glBindVertexArray(snapshot.cross_vao); glDrawArrays(GL_TRIANGLES, 0, snapshot.cross_vertices_count); } } - if (snapshot.normal_discard_vertices_count != 0) { - glBindTexture(GL_TEXTURE_2D_ARRAY, - m_texture_manager.get_texture_array()); - glBindVertexArray(snapshot.normal_discard_vao); - - glDrawArrays(GL_TRIANGLES, 0, - snapshot.normal_discard_vertices_count); - } } // copy depth buffer @@ -830,6 +836,7 @@ void Renderer::render_world() { set_accum_loc(accum_shader); glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_texture_array()); for (const auto& snapshot : m_render_snapshots) { if (!Math::is_aabb_in_frustum(snapshot.center, snapshot.half_extents, m_planes)) { @@ -837,8 +844,7 @@ void Renderer::render_world() { } if (snapshot.normal_blend_vertices_count != 0) { - glBindTexture(GL_TEXTURE_2D_ARRAY, - m_texture_manager.get_texture_array()); + glBindVertexArray(snapshot.normal_blend_vao); glDrawArrays(GL_TRIANGLES, 0, snapshot.normal_blend_vertices_count); @@ -879,6 +885,7 @@ void Renderer::render_world() { glBindTexture(GL_TEXTURE_2D, m_screen_depth_texture); glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_texture_array()); for (const auto& snapshot : m_render_snapshots) { if (!Math::is_aabb_in_frustum(snapshot.center, snapshot.half_extents, m_planes)) { @@ -886,8 +893,7 @@ void Renderer::render_world() { } if (snapshot.water_vertices_count != 0) { - glBindTexture(GL_TEXTURE_2D_ARRAY, - m_texture_manager.get_texture_array()); + glBindVertexArray(snapshot.water_vao); glDrawArrays(GL_TRIANGLES, 0, snapshot.water_vertices_count); @@ -896,9 +902,10 @@ void Renderer::render_world() { auto& composite_shader = get_shader("composite"); glDisable(GL_BLEND); + composite_shader.use(); - glUniform1i(composite_shader.loc("u_accumTex"), 0); - glUniform1i(composite_shader.loc("u_revealTex"), 1); + composite_shader.set_loc("u_accumTex", 0); + composite_shader.set_loc("u_revealTex", 1); glDisable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glEnable(GL_BLEND); @@ -977,6 +984,8 @@ bool& Renderer::discard_transparent() { return m_discard_tranparent; } bool& Renderer::shader_on() { return m_shader_on; } bool& Renderer::water_perturb() { return m_water_perturb; } bool& Renderer::water_depth_fade() { return m_water_depth_fade; } +bool& Renderer::pbr() { return m_pbr; } +bool& Renderer::flip_y() { return m_flip_y; } int& Renderer::shadow_mode() { return m_shadow_mode; } int& Renderer::light_cull_face() { return m_light_cull_face; } int& Renderer::light_size_uv() { return m_light_size_uv; } diff --git a/src/texture_manager.cpp b/src/texture_manager.cpp index 915d946..8dffe03 100644 --- a/src/texture_manager.cpp +++ b/src/texture_manager.cpp @@ -7,6 +7,28 @@ #include "Cubed/tools/log.hpp" #include "Cubed/tools/shader_tools.hpp" +namespace { +constexpr int BLOCK_SIZE = 16; +constexpr int BLOCK_NORMAL_SIZE = 128; +constexpr int CROSS_PLANE_SIZE = 16; +constexpr int BLOCK_ITEM_SIZE = 16; +constexpr int UI_SIZE = 16; +constexpr int BLOCK_STATUS_SIZE = 16; + +unsigned char* generate_flat_normal_map(int width = BLOCK_NORMAL_SIZE, + int height = BLOCK_NORMAL_SIZE) { + unsigned char* data = new unsigned char[width * height * 4]; + for (int i = 0; i < width * height; i++) { + data[i * 4 + 0] = 128; // R -> X = 0 + data[i * 4 + 1] = 128; // G -> Y = 0 + data[i * 4 + 2] = 255; // B -> Z = 1 + data[i * 4 + 3] = 255; // A + } + return data; +} + +} // namespace + namespace Cubed { TextureManager::TextureManager() {} @@ -17,6 +39,7 @@ void TextureManager::delet_texture() { glDeleteTextures(1, &m_texture_array); glDeleteTextures(1, &m_block_status_array); glDeleteTextures(1, &m_cross_plane_array); + glDeleteBuffers(1, &m_pbr_texture_array); for (auto& id : m_item_textures) { glDeleteTextures(1, &id); } @@ -34,6 +57,8 @@ GLuint TextureManager::get_cross_plane_array() const { } GLuint TextureManager::get_ui_array() const { return m_ui_array; } +GLuint TextureManager::get_pbr_texture() const { return m_pbr_texture_array; } + const std::vector& TextureManager::item_textures() const { return m_item_textures; } @@ -45,8 +70,9 @@ void TextureManager::load_block_status(unsigned id) { unsigned char* image_data = nullptr; image_data = (Tools::load_image_data(path)); glBindTexture(GL_TEXTURE_2D_ARRAY, m_block_status_array); - glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, id, 16, 16, 1, GL_RGBA, - GL_UNSIGNED_BYTE, image_data); + glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, id, BLOCK_STATUS_SIZE, + BLOCK_STATUS_SIZE, 1, GL_RGBA, GL_UNSIGNED_BYTE, + image_data); Tools::delete_image_data(image_data); } @@ -76,8 +102,9 @@ void TextureManager::load_block_texture(unsigned id) { glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_array); Tools::check_opengl_error(); for (int i = 0; i < 6; i++) { - glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, id * 6 + i, 16, 16, 1, - GL_RGBA, GL_UNSIGNED_BYTE, image_data[i]); + glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, id * 6 + i, BLOCK_SIZE, + BLOCK_SIZE, 1, GL_RGBA, GL_UNSIGNED_BYTE, + image_data[i]); Tools::check_opengl_error(); Tools::delete_image_data(image_data[i]); } @@ -94,8 +121,8 @@ void TextureManager::load_block_item_texture(unsigned id) { GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 16, 0, GL_RGBA, - GL_UNSIGNED_BYTE, data); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, BLOCK_ITEM_SIZE, BLOCK_ITEM_SIZE, + 0, GL_RGBA, GL_UNSIGNED_BYTE, data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, @@ -115,8 +142,8 @@ void TextureManager::load_cross_plane_texture(unsigned id) { unsigned char* image_data = Tools::load_image_data(path); glBindTexture(GL_TEXTURE_2D_ARRAY, m_cross_plane_array); glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, - BlockManager::cross_plane_index(id), 16, 16, 1, GL_RGBA, - GL_UNSIGNED_BYTE, image_data); + BlockManager::cross_plane_index(id), CROSS_PLANE_SIZE, + CROSS_PLANE_SIZE, 1, GL_RGBA, GL_UNSIGNED_BYTE, image_data); Tools::delete_image_data(image_data); } @@ -127,27 +154,74 @@ void TextureManager::load_ui_texture(unsigned id) { unsigned char* image_data = nullptr; image_data = (Tools::load_image_data(path)); glBindTexture(GL_TEXTURE_2D_ARRAY, m_ui_array); - glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, id, 16, 16, 1, GL_RGBA, - GL_UNSIGNED_BYTE, image_data); + glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, id, UI_SIZE, UI_SIZE, 1, + GL_RGBA, GL_UNSIGNED_BYTE, image_data); Tools::delete_image_data(image_data); } +void TextureManager::load_pbr_texture(unsigned id) { + + if (id == 0) { + return; + } + + if (BlockManager::is_cross_plane(id)) { + + return; + } + + std::string path = "normal/block/" + BlockManager::name_form_id(id); + + unsigned char* image_data[6]; + + image_data[0] = (Tools::load_image_data(path + "/front_n.png", false)); + image_data[1] = (Tools::load_image_data(path + "/right_n.png", false)); + image_data[2] = (Tools::load_image_data(path + "/back_n.png", false)); + image_data[3] = (Tools::load_image_data(path + "/left_n.png", false)); + image_data[4] = (Tools::load_image_data(path + "/top_n.png", false)); + image_data[5] = (Tools::load_image_data(path + "/base_n.png", false)); + + glBindTexture(GL_TEXTURE_2D_ARRAY, m_pbr_texture_array); + for (int i = 0; i < 6; i++) { + unsigned char* data = image_data[i]; + bool is_fallback = false; + if (!data) { + is_fallback = true; + data = generate_flat_normal_map(); + } + glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, id * 6 + i, + BLOCK_NORMAL_SIZE, BLOCK_NORMAL_SIZE, 1, GL_RGBA, + GL_UNSIGNED_BYTE, data); + if (is_fallback) { + delete[] data; + } else { + Tools::delete_image_data(image_data[i]); + } + } +} + void TextureManager::init_block() { glGenTextures(1, &m_texture_array); glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_array); - glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 16, 16, + glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, BLOCK_SIZE, BLOCK_SIZE, BlockManager::sums() * 6, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glGenTextures(1, &m_cross_plane_array); glBindTexture(GL_TEXTURE_2D_ARRAY, m_cross_plane_array); - glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 16, 16, - BlockManager::cross_plane_sum(), 0, GL_RGBA, GL_UNSIGNED_BYTE, - nullptr); + glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, CROSS_PLANE_SIZE, + CROSS_PLANE_SIZE, BlockManager::cross_plane_sum(), 0, GL_RGBA, + GL_UNSIGNED_BYTE, nullptr); + glGenTextures(1, &m_pbr_texture_array); + glBindTexture(GL_TEXTURE_2D_ARRAY, m_pbr_texture_array); + glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, BLOCK_NORMAL_SIZE, + BLOCK_NORMAL_SIZE, BlockManager::sums() * 6, 0, GL_RGBA, + GL_UNSIGNED_BYTE, nullptr); for (unsigned i = 0; i < BlockManager::sums(); i++) { load_block_texture(i); load_block_item_texture(i); + load_pbr_texture(i); } glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_array); @@ -172,13 +246,25 @@ void TextureManager::init_block() { static_cast(m_aniso)); } + glBindTexture(GL_TEXTURE_2D_ARRAY, m_pbr_texture_array); + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, + GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glGenerateMipmap(GL_TEXTURE_2D_ARRAY); + if (m_aniso >= 1) { + glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY, + static_cast(m_aniso)); + } + Logger::info("Block Texture Load Success"); } void TextureManager::init_ui() { glGenTextures(1, &m_ui_array); glBindTexture(GL_TEXTURE_2D_ARRAY, m_ui_array); - glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 16, 16, MAX_UI_NUM, 0, - GL_RGBA, GL_UNSIGNED_BYTE, nullptr); + glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, UI_SIZE, UI_SIZE, MAX_UI_NUM, + 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); for (int i = 0; i < MAX_UI_NUM; i++) { load_ui_texture(i); } @@ -190,8 +276,9 @@ void TextureManager::init_ui() { void TextureManager::init_block_status() { glGenTextures(1, &m_block_status_array); glBindTexture(GL_TEXTURE_2D_ARRAY, m_block_status_array); - glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 16, 16, MAX_BLOCK_STATUS, 0, - GL_RGBA, GL_UNSIGNED_BYTE, nullptr); + glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, BLOCK_STATUS_SIZE, + BLOCK_STATUS_SIZE, MAX_BLOCK_STATUS, 0, GL_RGBA, + GL_UNSIGNED_BYTE, nullptr); for (int i = 0; i < MAX_BLOCK_STATUS; i++) { load_block_status(i); } diff --git a/src/tools/shader_tools.cpp b/src/tools/shader_tools.cpp index 0fdf0fc..d5873d7 100644 --- a/src/tools/shader_tools.cpp +++ b/src/tools/shader_tools.cpp @@ -118,16 +118,31 @@ std::string read_shader_source(const std::string& file_path) { return content; } -void delete_image_data(unsigned char* data) { SOIL_free_image_data(data); } +void delete_image_data(unsigned char* data) { + if (data == nullptr) { + return; + } + SOIL_free_image_data(data); +} -unsigned char* load_image_data(const std::string& tex_image_path) { +unsigned char* load_image_data(const std::string& tex_image_path, + bool check_exist) { fs::path path = ASSETS_PATH + tex_image_path; - ASSERT_MSG(fs::is_regular_file(path), path.c_str()); + if (check_exist) { + ASSERT_MSG(fs::is_regular_file(path), path.c_str()); + } unsigned char* data = nullptr; int width, height, channels; - data = SOIL_load_image(path.string().c_str(), &width, &height, &channels, - SOIL_LOAD_AUTO); - ASSERT_MSG(data, "Could not load texture" + path.string()); + data = + SOIL_load_image(path.string().c_str(), &width, &height, &channels, + SOIL_LOAD_RGBA); // Materials are all RGBA; must force + // RGBA, otherwise sampling will fail. + if (check_exist) { + if (!data) { + ASSERT_MSG(data, "Could not load texture" + path.string()); + std::abort(); + } + } return data; } diff --git a/uv.lock b/uv.lock index e82cdf7..683467c 100644 --- a/uv.lock +++ b/uv.lock @@ -17,6 +17,7 @@ version = "0.1.0" source = { virtual = "." } dependencies = [ { name = "loguru" }, + { name = "pillow" }, { name = "pytomlpp" }, ] @@ -28,6 +29,7 @@ dev = [ [package.metadata] requires-dist = [ { name = "loguru", specifier = 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