mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-06-18 00:27:02 +08:00
feat(rendering): add basic diffuse and ambient lighting to block rendering
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@@ -23,9 +23,11 @@ constexpr float DEFAULT_MAX_RUN_SPEED = 7.0f;
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constexpr float DEFAULT_ACCELERATION = 10.0f;
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constexpr float DEFAULT_DECELERATION = 15.0f;
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constexpr float DEFAULT_G = 22.5f;
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static constexpr int SIZE_X = CHUNK_SIZE;
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static constexpr int SIZE_Y = WORLD_SIZE_Y;
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static constexpr int SIZE_Z = CHUNK_SIZE;
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constexpr int SIZE_X = CHUNK_SIZE;
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constexpr int SIZE_Y = WORLD_SIZE_Y;
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constexpr int SIZE_Z = CHUNK_SIZE;
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constexpr float AMBIENT_STRENGTH = 0.3f;
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constexpr ChunkPos CHUNK_DIR[]{{1, 0}, {-1, 0}, {0, 1}, {0, -1},
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{1, 1}, {-1, 1}, {1, -1}, {-1, -1}};
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@@ -7,7 +7,7 @@
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namespace Cubed {
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class World;
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struct VertexData {
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std::vector<Vertex> m_vertices;
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std::vector<Vertex3D> m_vertices;
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GLuint m_vbo = 0;
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GLuint m_vao = 0;
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std::atomic<std::size_t> m_sum{0};
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@@ -40,6 +40,7 @@ private:
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using ChunkPosSet = std::unordered_set<ChunkPos, ChunkPos::Hash>;
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using ChunkHashMap = std::unordered_map<ChunkPos, Chunk, ChunkPos::Hash>;
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glm::vec3 m_gen_player_pos{0.0f, 0.0f, 0.0f};
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glm::vec3 m_sunlight_dir{1.0f, 2.0f, 1.0f};
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ChunkHashMap m_chunks;
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std::unordered_map<std::size_t, Player> m_players;
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std::vector<glm::vec4> m_planes;
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@@ -125,6 +126,8 @@ public:
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RiverWorm& river_worm();
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std::vector<glm::vec4>& planes();
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std::vector<ChunkRenderSnapshot>& render_snapshots();
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glm::vec3 sunlight_dir() const;
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};
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} // namespace Cubed
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@@ -91,6 +91,51 @@ constexpr float TEX_COORDS[6][6][2] = {
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{0.0f, 1.0f}, // back left
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{0.0f, 0.0f}} // front left
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};
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constexpr float NORMALS[6][6][3] = {
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// ===== front (z = +1) =====
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{{0.0f, 0.0f, 1.0f},
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{0.0f, 0.0f, 1.0f},
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{0.0f, 0.0f, 1.0f},
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{0.0f, 0.0f, 1.0f},
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{0.0f, 0.0f, 1.0f},
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{0.0f, 0.0f, 1.0f}},
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// ===== right (x = +1) =====
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{{1.0f, 0.0f, 0.0f},
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{1.0f, 0.0f, 0.0f},
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{1.0f, 0.0f, 0.0f},
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{1.0f, 0.0f, 0.0f},
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{1.0f, 0.0f, 0.0f},
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{1.0f, 0.0f, 0.0f}},
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// ===== back (z = -1) =====
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{{0.0f, 0.0f, -1.0f},
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{0.0f, 0.0f, -1.0f},
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{0.0f, 0.0f, -1.0f},
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{0.0f, 0.0f, -1.0f},
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{0.0f, 0.0f, -1.0f},
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{0.0f, 0.0f, -1.0f}},
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// ===== left (x = -1) =====
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{{-1.0f, 0.0f, 0.0f},
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{-1.0f, 0.0f, 0.0f},
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{-1.0f, 0.0f, 0.0f},
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{-1.0f, 0.0f, 0.0f},
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{-1.0f, 0.0f, 0.0f},
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{-1.0f, 0.0f, 0.0f}},
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// ===== top (y = +1) =====
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{{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f}},
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// ===== bottom (y = -1) =====
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{{0.0f, -1.0f, 0.0f},
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{0.0f, -1.0f, 0.0f},
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{0.0f, -1.0f, 0.0f},
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{0.0f, -1.0f, 0.0f},
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{0.0f, -1.0f, 0.0f},
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{0.0f, -1.0f, 0.0f}}};
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#pragma endregion
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constexpr float CUBE_VER[24] = {0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0,
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0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0,
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@@ -148,6 +193,24 @@ constexpr float CROSS_TEX_COORDS[2][6][2] = {
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{1.0f, 1.0f}, // bottom right
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{0.0f, 1.0f}}, // bottom left
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};
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constexpr float CROSS_NORMALS[2][6][3] = {
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// ===== Plane 1: upward =====
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{{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f}},
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// ===== Plane 2: upward =====
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{{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f}}};
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#pragma endregion
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constexpr float QUAD_VERTICES[] = {
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@@ -156,10 +219,11 @@ constexpr float QUAD_VERTICES[] = {
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-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f};
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struct Vertex {
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struct Vertex3D {
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float x = 0.0f, y = 0.0f, z = 0.0f;
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float s = 0.0f, t = 0.0f;
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float layer = 0.0f;
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float nx = 0.0f, ny = 0.0f, nz = 0.0f;
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};
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struct Vertex2D {
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@@ -30,6 +30,7 @@ public:
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void updata_framebuffer(int width, int height);
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private:
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static constexpr glm::vec3 SUNLIGHT_COLOR{1.0f, 1.0f, 1.0f};
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const Camera& m_camera;
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DevPanel& m_dev_panel;
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const TextureManager& m_texture_manager;
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@@ -43,7 +44,7 @@ private:
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float m_width = 0.0f;
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float m_height = 0.0f;
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glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat;
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glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat, m_norm_mat;
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GLuint m_mv_loc = 0;
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GLuint m_proj_loc = 0;
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