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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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@@ -366,13 +366,18 @@ void Chunk::gen_vertices(const OptionalBlockVectorArray& neighbor_block) {
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cur_id);
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}
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for (int i = 0; i < 6; i++) {
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Vertex vex = {
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Vertex3D vex = {
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VERTICES_POS[face][i][0] + (float)world_x * 1.0f,
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VERTICES_POS[face][i][1] + (float)world_y * 1.0f,
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VERTICES_POS[face][i][2] + (float)world_z * 1.0f,
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TEX_COORDS[face][i][0],
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TEX_COORDS[face][i][1],
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static_cast<float>(cur_id * 6 + face)
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static_cast<float>(cur_id * 6 + face),
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NORMALS[face][i][0],
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NORMALS[face][i][1],
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NORMALS[face][i][2]
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};
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if (BlockManager::is_transparent(cur_id)) {
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@@ -413,13 +418,16 @@ void Chunk::gen_cross_plane_vertices(int world_x, int world_y, int world_z,
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}
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for (int face = 0; face < 2; face++) {
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for (int i = 0; i < 6; i++) {
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Vertex vex = {
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Vertex3D vex = {
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CROSS_VERTICES_POS[face][i][0] + (float)world_x * 1.0f,
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CROSS_VERTICES_POS[face][i][1] + (float)world_y * 1.0f,
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CROSS_VERTICES_POS[face][i][2] + (float)world_z * 1.0f,
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CROSS_TEX_COORDS[face][i][0],
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CROSS_TEX_COORDS[face][i][1],
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static_cast<float>(BlockManager::cross_plane_index(id))
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static_cast<float>(BlockManager::cross_plane_index(id)),
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CROSS_NORMALS[face][i][0],
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CROSS_NORMALS[face][i][1],
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CROSS_NORMALS[face][i][2]
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};
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m_vertex_data[1].m_vertices.emplace_back(vex);
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@@ -41,18 +41,20 @@ void VertexData::upload() {
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}
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glBindVertexArray(m_vao);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(Vertex),
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glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(Vertex3D),
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m_vertices.data(), GL_DYNAMIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (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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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
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(void*)offsetof(Vertex3D, s));
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
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(void*)offsetof(Vertex3D, layer));
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
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(void*)offsetof(Vertex3D, nx));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(3);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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@@ -1006,4 +1006,6 @@ std::vector<glm::vec4>& World::planes() { return m_planes; }
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std::vector<ChunkRenderSnapshot>& World::render_snapshots() {
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return m_render_snapshots;
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};
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glm::vec3 World::sunlight_dir() const { return m_sunlight_dir; }
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} // namespace Cubed
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@@ -439,8 +439,20 @@ void Renderer::render_world() {
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m_m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
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m_v_mat = m_camera.get_camera_lookat();
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m_mv_mat = m_v_mat * m_m_mat;
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m_norm_mat = glm::transpose(glm::inverse(m_mv_mat));
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glm::vec3 light_dir_view =
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glm::normalize(glm::mat3(m_v_mat) * m_world.sunlight_dir());
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glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
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glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_p_mat));
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glUniformMatrix4fv(normal_block_shader.loc("norm_matrix"), 1, GL_FALSE,
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glm::value_ptr(m_norm_mat));
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glUniform1f(normal_block_shader.loc("ambientStrength"), AMBIENT_STRENGTH);
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glUniform3fv(normal_block_shader.loc("sunlightColor"), 1,
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glm::value_ptr(SUNLIGHT_COLOR));
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glUniform3fv(normal_block_shader.loc("sunlightDir"), 1,
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glm::value_ptr(light_dir_view));
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m_mvp_mat = m_p_mat * m_mv_mat;
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auto& camera_pos = m_camera.get_camera_pos();
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