feat: player rendering (#27)

* refactor(player): extract player rendering into PlayerRenderer class

Move player rendering code from Renderer to new PlayerRenderer class.
Add normal and tangent vertex attributes for improved per-pixel lighting.


* feat(player-renderer): add shadow rendering and include local player data

* feat(gameplay): add player yaw/pitch synchronization and rendering

* refactor(player_renderer): split rendering into per-body-part VAOs and VBOs

Move `PlayerVertex` struct to header and replace single VAO/VBO with arrays of 6 parts. Implement head pitch rotation in `render()` and `shadow_render()` by applying a separate model matrix for the head (index 0). Remove old `vao()` and `sum()` accessors. Adjust model translation for consistency.

* feat(player): add texture mapping to player model using skin

* fix(player-renderer): correct player rendering rotation and texture coordinates

* feat(gameplay): add player gait system with limb animation

* fix(player): update leg UVs and remove yaw wrap

Update left and right leg UV coordinates to align with updated player texture. Remove yaw modulo operation to allow unrestricted yaw rotation beyond 360 degrees.

* feat(camera): add third-person perspective and walk animation

- Introduce Perspective enum (FIRST_PERSON, THIRD_PERSON_BACK, THIRD_PERSON_FRONT) and m_front member for camera direction.
- Handle F5 key to cycle perspectives.
- Add angle and walk_time to ClientPlayer for walking animation.
- Update player rendering to skip local player only in first person and fix rotation sign.
- Remove redundant player info reporting; update player data with animation angle.

* fix(camera): replace magic number with constant and fix missing break

* fix(client-player): stop sprinting on forward key release

* feat: add camera collision and sphere collision for world

* fix(skin): update player001 texture

* refactor(gameplay): improve thread safety and remove debug logging

* refactor(shaders): extract shadow and normal logic into include files and add lighting to player shaders

* chore(shader): remove unused uniforms cameraPos and specularStrength

* fix: inlcude <array> header
This commit is contained in:
zhenyan121
2026-07-05 17:18:40 +08:00
committed by GitHub
parent 0f75144b2f
commit 8a4081cf9c
31 changed files with 1194 additions and 371 deletions

View File

@@ -29,254 +29,8 @@ uniform bool flipY;
uniform int renderDistance;
uniform vec3 skyColor;
const vec2 poissonDisk32[32] = vec2[](
vec2(-0.975402, -0.071138),
vec2(-0.920347, -0.411420),
vec2(-0.883908, 0.217872),
vec2(-0.815442, -0.879125),
vec2(-0.775043, 0.543896),
vec2(-0.698126, -0.227570),
vec2(-0.682433, 0.801894),
vec2(-0.563905, 0.021517),
vec2(-0.443233, -0.975116),
vec2(-0.412231, 0.361307),
vec2(-0.264969, -0.418930),
vec2(-0.241888, 0.997065),
vec2(-0.094184, -0.929389),
vec2(-0.019101, 0.680997),
vec2( 0.143832, -0.141008),
vec2( 0.199841, 0.786414),
vec2( 0.344959, 0.293878),
vec2( 0.443233, -0.475115),
vec2( 0.537430, -0.473734),
vec2( 0.589349, 0.569135),
vec2( 0.674281, -0.178897),
vec2( 0.791975, 0.190902),
vec2( 0.815442, 0.879125),
vec2( 0.896420, -0.613392),
vec2( 0.945586, -0.768907),
vec2( 0.974844, 0.756484),
vec2(-0.814100, 0.914376),
vec2(-0.382775, 0.276768),
vec2(-0.915886, 0.457714),
vec2( 0.537800, 0.912200),
vec2(-0.620000, -0.650000),
vec2( 0.120000, -0.780000)
);
const vec2 poissonDisk16[16] = vec2[](
vec2(-0.94201624, -0.39906216), vec2(0.94558609, -0.76890725),
vec2(-0.09418410, -0.92938870), vec2(0.34495938, 0.29387760),
vec2(-0.91588581, 0.45771432), vec2(-0.81544232, -0.87912464),
vec2(-0.38277543, 0.27676845), vec2(0.97484398, 0.75648379),
vec2(0.44323325, -0.97511554), vec2(0.53742981, -0.47373420),
vec2(-0.26496911, -0.41893023), vec2(0.79197514, 0.19090188),
vec2(-0.24188840, 0.99706507), vec2(-0.81409955, 0.91437590),
vec2(0.19984126, 0.78641367), vec2(0.14383161, -0.14100790)
);
const vec2 poissonDisk8[8] = vec2[](
vec2( 0.1440, 0.7659), vec2(-0.5761, 0.4479),
vec2(-0.3220, -0.6058), vec2( 0.5693, -0.4048),
vec2(-0.1276, 0.1657), vec2(-0.0649, -0.0165),
vec2( 0.2773, -0.0305), vec2(-0.1134, -0.2122)
);
uniform int samples;
float random(vec3 seed) {
return fract(sin(dot(seed, vec3(12.9898,78.233,45.5432))) * 43758.5453);
}
float FindBlocker(vec2 uv,
float zReceiver,
vec2 texelSize,
float bias,
float lightSizeUV)
{
float avgDepth = 0.0;
int blockers = 0;
float searchRadius = lightSizeUV * 0.5;
for(int i = 0; i < samples; i++)
{
vec2 offset;
if (samples == 32) {
offset =
poissonDisk32[i]
* searchRadius
* texelSize;
} else if (samples == 16) {
offset =
poissonDisk16[i]
* searchRadius
* texelSize;
} else if (samples == 8) {
offset =
poissonDisk8[i]
* searchRadius
* texelSize;
} else {
offset =
poissonDisk32[i]
* searchRadius
* texelSize;
}
float depth =
texture(shadowMap, uv + offset).r;
if(depth < zReceiver - bias)
{
avgDepth += depth;
blockers++;
}
}
if(blockers == 0)
return -1.0;
return avgDepth / blockers;
}
float ShadowCalculation(vec4 fragPosLightSpace, vec3 norm, vec3 lightDir)
{
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords = projCoords * 0.5 + 0.5;
if (projCoords.x < 0.0 || projCoords.x > 1.0 ||
projCoords.y < 0.0 || projCoords.y > 1.0 ||
projCoords.z < 0.0 || projCoords.z > 1.0) {
return 0.0;
}
float currentDepth = projCoords.z;
vec2 texelSize = 1.0 / vec2(textureSize(shadowMap, 0));
float shadow = 0.0;
float bias =
clamp(
0.001 * (1.0 - dot(norm, lightDir)),
0.0003,
0.003
);
if (shadowMode == 0) {
vec3 seed = vert_pos * 37.0 + sin(vert_pos * 91.7) * 13.0;
float angle = random(seed) * 6.2831853;; // 2*PI
float s = sin(angle), c = cos(angle);
mat2 rot = mat2(c, -s, s, c);
//float radius = 0.7;
float radius = mix(1.0, 4.0, currentDepth);
for (int i = 0; i < samples; ++i) {
vec2 offset;
if (samples == 32) {
offset = rot * poissonDisk32[i] * radius * texelSize;
} else if (samples == 16) {
offset = rot * poissonDisk16[i] * radius * texelSize;
} else if (samples == 8) {
offset = rot * poissonDisk8[i] * radius * texelSize;
} else {
offset = rot * poissonDisk32[i] * radius * texelSize;
}
float pcfDepth = texture(shadowMap, projCoords.xy + offset).r;
shadow += (currentDepth - bias > pcfDepth ? 1.0 : 0.0);
}
shadow /= float(samples);
} else if (shadowMode == 1) {
for (int x = -1; x <= 1; ++x) {
for (int y = -1; y <= 1; ++y) {
vec2 offset = vec2(x, y) * texelSize;
float pcfDepth = texture(shadowMap, projCoords.xy + offset).r;
shadow += (currentDepth - bias > pcfDepth ? 1.0 : 0.0);
}
}
shadow /= 9.0;
} else if (shadowMode == 2) {
// pcf off
float pcfDepth =
texture(shadowMap, projCoords.xy).r;
shadow =
currentDepth - bias > pcfDepth
? 1.0
: 0.0;
} else if (shadowMode == 3) {
float avgBlockerDepth =
FindBlocker(
projCoords.xy,
currentDepth,
texelSize,
bias,
lightSizeUV
);
if(avgBlockerDepth < 0.0)
{
return 0.0;
}
vec3 seed = vert_pos * 37.0 + sin(vert_pos * 91.7) * 13.0;
float angle = random(seed) * 6.2831853;; // 2*PI
float s = sin(angle), c = cos(angle);
mat2 rot = mat2(c, -s, s, c);
/*
float penumbraRatio = (currentDepth - avgBlockerDepth);
float radius = clamp(
penumbraRatio * lightSizeUV,
minRadius,
maxRadius
);
*/
float radius =
mix(
minRadius,
maxRadius,
smoothstep(
0.0,
0.05,
currentDepth - avgBlockerDepth
)
);
for (int i = 0; i < samples; ++i) {
vec2 offset;
if (samples == 32) {
offset = rot * poissonDisk32[i] * radius * texelSize;
} else if (samples == 16) {
offset = rot * poissonDisk16[i] * radius * texelSize;
} else if (samples == 8) {
offset = rot * poissonDisk8[i] * radius * texelSize;
} else {
offset = rot * poissonDisk32[i] * radius * texelSize;
}
float pcfDepth = texture(shadowMap, projCoords.xy + offset).r;
shadow += (currentDepth - bias > pcfDepth ? 1.0 : 0.0);
}
shadow /= float(samples);
} else {
float pcfDepth =
texture(shadowMap, projCoords.xy).r;
shadow =
currentDepth - bias > pcfDepth
? 1.0
: 0.0;
}
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);
}
#include "shadow.glsl"
#include "normal.glsl"
void main(void) {
vec4 objectColor = texture(samp, vec3(tc, tex_layer));

View File

@@ -0,0 +1,7 @@
#version 460
in vec2 tc;
void main() {
}

View File

@@ -0,0 +1,15 @@
#version 460
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texCoord;
uniform mat4 lightSpaceMatrix;
uniform mat4 modelMatrix;
out vec2 tc;
flat out int tex_layer;
void main() {
tc = texCoord;
gl_Position = lightSpaceMatrix * modelMatrix * vec4(pos, 1.0);
}

View File

@@ -0,0 +1,10 @@
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);
}

View File

@@ -1,8 +1,47 @@
#version 460
out vec4 color;
in vec2 tc;
in vec3 normal;
in vec3 vert_pos;
in vec4 FragPosLightSpace;
out vec4 color;
layout (binding = 0) uniform sampler2D shadowMap;
layout (binding = 1) uniform sampler2D samp;
uniform float ambientStrength;
uniform vec3 sunlightColor;
uniform vec3 ambientColor;
uniform vec3 sunlightDir;
uniform bool shader_on;
uniform int shadowMode;
uniform float lightSizeUV;
uniform float minRadius;
uniform float maxRadius;
#include "shadow.glsl"
void main() {
color = vec4(0.0, 0.0, 1.0, 1.0);
}
vec4 objectColor = texture(samp, tc);
if (!shader_on) {
color = objectColor;
return;
}
vec3 lightDir = normalize(-sunlightDir);
vec3 norm = normalize(normal);
vec3 ambient = ambientStrength * ambientColor;
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * sunlightColor;
float shadow = ShadowCalculation(FragPosLightSpace, norm, lightDir);
//float shadow = 0.0;
//color = vec4(vec3(shadow),1);
//color = vec4(vec3(diff),1);
color = vec4((ambient + (1.0 - shadow) * (diffuse)) * objectColor.rgb, objectColor.a);
}

View File

@@ -2,14 +2,26 @@
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texCoord;
layout (location = 2) in vec3 aNormal;
layout (location = 3) in vec3 aTangent;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
uniform mat4 norm_matrix;
uniform mat4 lightSpaceMatrix;
uniform mat4 modelMatrix;
out vec4 FragPosLightSpace;
out vec3 normal;
out vec2 tc;
out vec3 vert_pos;
void main() {
vec4 worldPos = modelMatrix * vec4(pos, 1.0);
FragPosLightSpace = lightSpaceMatrix * worldPos;
vec4 viewPos = mv_matrix * vec4(pos, 1.0);
tc = texCoord;
vert_pos = pos;
normal = normalize(mat3(norm_matrix) * aNormal);
gl_Position = proj_matrix * viewPos;
}

238
assets/shaders/shadow.glsl Normal file
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@@ -0,0 +1,238 @@
const vec2 poissonDisk32[32] = vec2[](
vec2(-0.975402, -0.071138),
vec2(-0.920347, -0.411420),
vec2(-0.883908, 0.217872),
vec2(-0.815442, -0.879125),
vec2(-0.775043, 0.543896),
vec2(-0.698126, -0.227570),
vec2(-0.682433, 0.801894),
vec2(-0.563905, 0.021517),
vec2(-0.443233, -0.975116),
vec2(-0.412231, 0.361307),
vec2(-0.264969, -0.418930),
vec2(-0.241888, 0.997065),
vec2(-0.094184, -0.929389),
vec2(-0.019101, 0.680997),
vec2( 0.143832, -0.141008),
vec2( 0.199841, 0.786414),
vec2( 0.344959, 0.293878),
vec2( 0.443233, -0.475115),
vec2( 0.537430, -0.473734),
vec2( 0.589349, 0.569135),
vec2( 0.674281, -0.178897),
vec2( 0.791975, 0.190902),
vec2( 0.815442, 0.879125),
vec2( 0.896420, -0.613392),
vec2( 0.945586, -0.768907),
vec2( 0.974844, 0.756484),
vec2(-0.814100, 0.914376),
vec2(-0.382775, 0.276768),
vec2(-0.915886, 0.457714),
vec2( 0.537800, 0.912200),
vec2(-0.620000, -0.650000),
vec2( 0.120000, -0.780000)
);
const vec2 poissonDisk16[16] = vec2[](
vec2(-0.94201624, -0.39906216), vec2(0.94558609, -0.76890725),
vec2(-0.09418410, -0.92938870), vec2(0.34495938, 0.29387760),
vec2(-0.91588581, 0.45771432), vec2(-0.81544232, -0.87912464),
vec2(-0.38277543, 0.27676845), vec2(0.97484398, 0.75648379),
vec2(0.44323325, -0.97511554), vec2(0.53742981, -0.47373420),
vec2(-0.26496911, -0.41893023), vec2(0.79197514, 0.19090188),
vec2(-0.24188840, 0.99706507), vec2(-0.81409955, 0.91437590),
vec2(0.19984126, 0.78641367), vec2(0.14383161, -0.14100790)
);
const vec2 poissonDisk8[8] = vec2[](
vec2( 0.1440, 0.7659), vec2(-0.5761, 0.4479),
vec2(-0.3220, -0.6058), vec2( 0.5693, -0.4048),
vec2(-0.1276, 0.1657), vec2(-0.0649, -0.0165),
vec2( 0.2773, -0.0305), vec2(-0.1134, -0.2122)
);
uniform int samples;
float random(vec3 seed) {
return fract(sin(dot(seed, vec3(12.9898,78.233,45.5432))) * 43758.5453);
}
float FindBlocker(vec2 uv,
float zReceiver,
vec2 texelSize,
float bias,
float lightSizeUV)
{
float avgDepth = 0.0;
int blockers = 0;
float searchRadius = lightSizeUV * 0.5;
for(int i = 0; i < samples; i++)
{
vec2 offset;
if (samples == 32) {
offset =
poissonDisk32[i]
* searchRadius
* texelSize;
} else if (samples == 16) {
offset =
poissonDisk16[i]
* searchRadius
* texelSize;
} else if (samples == 8) {
offset =
poissonDisk8[i]
* searchRadius
* texelSize;
} else {
offset =
poissonDisk32[i]
* searchRadius
* texelSize;
}
float depth =
texture(shadowMap, uv + offset).r;
if(depth < zReceiver - bias)
{
avgDepth += depth;
blockers++;
}
}
if(blockers == 0)
return -1.0;
return avgDepth / blockers;
}
float ShadowCalculation(vec4 fragPosLightSpace, vec3 norm, vec3 lightDir)
{
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords = projCoords * 0.5 + 0.5;
if (projCoords.x < 0.0 || projCoords.x > 1.0 ||
projCoords.y < 0.0 || projCoords.y > 1.0 ||
projCoords.z < 0.0 || projCoords.z > 1.0) {
return 0.0;
}
float currentDepth = projCoords.z;
vec2 texelSize = 1.0 / vec2(textureSize(shadowMap, 0));
float shadow = 0.0;
float bias =
clamp(
0.001 * (1.0 - dot(norm, lightDir)),
0.0003,
0.003
);
if (shadowMode == 0) {
vec3 seed = vert_pos * 37.0 + sin(vert_pos * 91.7) * 13.0;
float angle = random(seed) * 6.2831853;; // 2*PI
float s = sin(angle), c = cos(angle);
mat2 rot = mat2(c, -s, s, c);
//float radius = 0.7;
float radius = mix(1.0, 4.0, currentDepth);
for (int i = 0; i < samples; ++i) {
vec2 offset;
if (samples == 32) {
offset = rot * poissonDisk32[i] * radius * texelSize;
} else if (samples == 16) {
offset = rot * poissonDisk16[i] * radius * texelSize;
} else if (samples == 8) {
offset = rot * poissonDisk8[i] * radius * texelSize;
} else {
offset = rot * poissonDisk32[i] * radius * texelSize;
}
float pcfDepth = texture(shadowMap, projCoords.xy + offset).r;
shadow += (currentDepth - bias > pcfDepth ? 1.0 : 0.0);
}
shadow /= float(samples);
} else if (shadowMode == 1) {
for (int x = -1; x <= 1; ++x) {
for (int y = -1; y <= 1; ++y) {
vec2 offset = vec2(x, y) * texelSize;
float pcfDepth = texture(shadowMap, projCoords.xy + offset).r;
shadow += (currentDepth - bias > pcfDepth ? 1.0 : 0.0);
}
}
shadow /= 9.0;
} else if (shadowMode == 2) {
// pcf off
float pcfDepth =
texture(shadowMap, projCoords.xy).r;
shadow =
currentDepth - bias > pcfDepth
? 1.0
: 0.0;
} else if (shadowMode == 3) {
float avgBlockerDepth =
FindBlocker(
projCoords.xy,
currentDepth,
texelSize,
bias,
lightSizeUV
);
if(avgBlockerDepth < 0.0)
{
return 0.0;
}
vec3 seed = vert_pos * 37.0 + sin(vert_pos * 91.7) * 13.0;
float angle = random(seed) * 6.2831853;; // 2*PI
float s = sin(angle), c = cos(angle);
mat2 rot = mat2(c, -s, s, c);
/*
float penumbraRatio = (currentDepth - avgBlockerDepth);
float radius = clamp(
penumbraRatio * lightSizeUV,
minRadius,
maxRadius
);
*/
float radius =
mix(
minRadius,
maxRadius,
smoothstep(
0.0,
0.05,
currentDepth - avgBlockerDepth
)
);
for (int i = 0; i < samples; ++i) {
vec2 offset;
if (samples == 32) {
offset = rot * poissonDisk32[i] * radius * texelSize;
} else if (samples == 16) {
offset = rot * poissonDisk16[i] * radius * texelSize;
} else if (samples == 8) {
offset = rot * poissonDisk8[i] * radius * texelSize;
} else {
offset = rot * poissonDisk32[i] * radius * texelSize;
}
float pcfDepth = texture(shadowMap, projCoords.xy + offset).r;
shadow += (currentDepth - bias > pcfDepth ? 1.0 : 0.0);
}
shadow /= float(samples);
} else {
float pcfDepth =
texture(shadowMap, projCoords.xy).r;
shadow =
currentDepth - bias > pcfDepth
? 1.0
: 0.0;
}
return shadow;
}

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