Compare commits
20 Commits
17c7ad989d
...
feat/light
| Author | SHA1 | Date | |
|---|---|---|---|
| c00f05aafd | |||
| dc1ef70231 | |||
| e224110452 | |||
| 74b0aebc9f | |||
| be425a705c | |||
| 31bf337f6f | |||
| 662f10047a | |||
| 943c6f1f46 | |||
| 7ede49da72 | |||
| a4f92e3659 | |||
| f43ef64691 | |||
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f4114c2699 | ||
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932463663f | ||
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bac3df801b | ||
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d0bc8d627f | ||
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2906106597 | ||
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a0139dd315 | ||
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5901ab7cd9 | ||
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bbf8b4e969 | ||
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a54e87dbc6 |
3
.gitignore
vendored
@@ -40,4 +40,5 @@ CMakeError.log
|
||||
*.swo
|
||||
*~
|
||||
.DS_Store
|
||||
assets/config.toml
|
||||
assets/config.toml
|
||||
.venv/
|
||||
1
.python-version
Normal file
@@ -0,0 +1 @@
|
||||
3.14
|
||||
@@ -58,6 +58,21 @@ if (WIN32)
|
||||
if(TARGET freetype)
|
||||
add_library(Freetype::Freetype ALIAS freetype)
|
||||
endif()
|
||||
set(_BUILD_SHARED_LIBS_SAVED ${BUILD_SHARED_LIBS})
|
||||
set(BUILD_SHARED_LIBS ON)
|
||||
|
||||
FetchContent_Declare(
|
||||
onetbb
|
||||
GIT_REPOSITORY https://github.com/uxlfoundation/oneTBB.git
|
||||
GIT_TAG v2023.0.0
|
||||
)
|
||||
set(BUILD_TESTING OFF CACHE BOOL "Build tests" FORCE)
|
||||
set(TBB_TEST OFF CACHE BOOL "Build TBB tests" FORCE)
|
||||
FetchContent_MakeAvailable(onetbb)
|
||||
|
||||
set(BUILD_SHARED_LIBS ${_BUILD_SHARED_LIBS_SAVED})
|
||||
unset(_BUILD_SHARED_LIBS_SAVED)
|
||||
|
||||
endif()
|
||||
|
||||
FetchContent_Declare(
|
||||
@@ -83,7 +98,6 @@ FetchContent_MakeAvailable(tomlplusplus)
|
||||
|
||||
add_subdirectory(third_party/imgui)
|
||||
|
||||
|
||||
set(INCLUDE_DIR ${PROJECT_SOURCE_DIR}/include)
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||||
|
||||
add_executable(${PROJECT_NAME}
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||||
@@ -119,6 +133,12 @@ add_executable(${PROJECT_NAME}
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||||
src/gameplay/builders/forest_builder.cpp
|
||||
src/gameplay/cave_carver.cpp
|
||||
src/gameplay/cave_path.cpp
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||||
src/gameplay/builders/snowy_plain_builder.cpp
|
||||
src/gameplay/river_worm.cpp
|
||||
src/gameplay/river_path.cpp
|
||||
src/block.cpp
|
||||
src/gameplay/vertex_data.cpp
|
||||
src/gameplay/builders/ocean_builder.cpp
|
||||
)
|
||||
|
||||
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
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||||
@@ -158,10 +178,11 @@ target_link_libraries(${PROJECT_NAME}
|
||||
Freetype::Freetype
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||||
tomlplusplus::tomlplusplus
|
||||
imgui
|
||||
tbb
|
||||
)
|
||||
|
||||
if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
|
||||
target_link_libraries(${PROJECT_NAME} PRIVATE tbb)
|
||||
# target_link_libraries(${PROJECT_NAME} PRIVATE tbb)
|
||||
endif()
|
||||
|
||||
if (UNIX AND NOT APPLE)
|
||||
@@ -181,3 +202,19 @@ if (UNIX AND NOT APPLE)
|
||||
|
||||
target_compile_options(${PROJECT_NAME} PRIVATE ${EGL_CFLAGS_OTHER} ${Wayland_CFLAGS_OTHER})
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||||
endif()
|
||||
|
||||
if (WIN32)
|
||||
foreach(TBB_LIB IN ITEMS tbb tbbmalloc tbbmalloc_proxy)
|
||||
if(TARGET ${TBB_LIB})
|
||||
add_custom_command(
|
||||
TARGET ${PROJECT_NAME} POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
$<TARGET_FILE:${TBB_LIB}>
|
||||
$<TARGET_FILE_DIR:${PROJECT_NAME}>
|
||||
COMMENT "Copying ${TBB_LIB}.dll"
|
||||
)
|
||||
else()
|
||||
message(STATUS "Target ${TBB_LIB} not found, skipping copy")
|
||||
endif()
|
||||
endforeach()
|
||||
endif()
|
||||
10
assets/data/block/air.toml
Normal file
@@ -0,0 +1,10 @@
|
||||
id = 0
|
||||
is_blend = false
|
||||
is_cross_plane = false
|
||||
is_discard = true
|
||||
is_gas = true
|
||||
is_liquid = false
|
||||
is_passable = true
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||||
is_transitional = false
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||||
is_transparent = true
|
||||
name = 'air'
|
||||
10
assets/data/block/dirt.toml
Normal file
@@ -0,0 +1,10 @@
|
||||
id = 2
|
||||
is_blend = false
|
||||
is_cross_plane = false
|
||||
is_discard = false
|
||||
is_gas = false
|
||||
is_liquid = false
|
||||
is_passable = false
|
||||
is_transitional = true
|
||||
is_transparent = false
|
||||
name = 'dirt'
|
||||
10
assets/data/block/grass.toml
Normal file
@@ -0,0 +1,10 @@
|
||||
id = 9
|
||||
is_blend = false
|
||||
is_cross_plane = true
|
||||
is_discard = true
|
||||
is_gas = false
|
||||
is_liquid = false
|
||||
is_passable = true
|
||||
is_transitional = false
|
||||
is_transparent = true
|
||||
name = 'grass'
|
||||
10
assets/data/block/grass_block.toml
Normal file
@@ -0,0 +1,10 @@
|
||||
id = 1
|
||||
is_blend = false
|
||||
is_cross_plane = false
|
||||
is_discard = false
|
||||
is_gas = false
|
||||
is_liquid = false
|
||||
is_passable = false
|
||||
is_transitional = true
|
||||
is_transparent = false
|
||||
name = 'grass_block'
|
||||
10
assets/data/block/leaf.toml
Normal file
@@ -0,0 +1,10 @@
|
||||
id = 6
|
||||
is_blend = false
|
||||
is_cross_plane = false
|
||||
is_discard = true
|
||||
is_gas = false
|
||||
is_liquid = false
|
||||
is_passable = false
|
||||
is_transitional = false
|
||||
is_transparent = true
|
||||
name = 'leaf'
|
||||
10
assets/data/block/log.toml
Normal file
@@ -0,0 +1,10 @@
|
||||
id = 5
|
||||
is_blend = false
|
||||
is_cross_plane = false
|
||||
is_discard = false
|
||||
is_gas = false
|
||||
is_liquid = false
|
||||
is_passable = false
|
||||
is_transitional = false
|
||||
is_transparent = false
|
||||
name = 'log'
|
||||
10
assets/data/block/sand.toml
Normal file
@@ -0,0 +1,10 @@
|
||||
id = 4
|
||||
is_blend = false
|
||||
is_cross_plane = false
|
||||
is_discard = false
|
||||
is_gas = false
|
||||
is_liquid = false
|
||||
is_passable = false
|
||||
is_transitional = true
|
||||
is_transparent = false
|
||||
name = 'sand'
|
||||
10
assets/data/block/snowy_grass_block.toml
Normal file
@@ -0,0 +1,10 @@
|
||||
id = 8
|
||||
is_blend = false
|
||||
is_cross_plane = false
|
||||
is_discard = false
|
||||
is_gas = false
|
||||
is_liquid = false
|
||||
is_passable = false
|
||||
is_transitional = true
|
||||
is_transparent = false
|
||||
name = 'snowy_grass_block'
|
||||
10
assets/data/block/stone.toml
Normal file
@@ -0,0 +1,10 @@
|
||||
id = 3
|
||||
is_blend = false
|
||||
is_cross_plane = false
|
||||
is_discard = false
|
||||
is_gas = false
|
||||
is_liquid = false
|
||||
is_passable = false
|
||||
is_transitional = true
|
||||
is_transparent = false
|
||||
name = 'stone'
|
||||
10
assets/data/block/template.toml
Normal file
@@ -0,0 +1,10 @@
|
||||
name = "template"
|
||||
id = 0
|
||||
is_liquid = false
|
||||
is_gas = false
|
||||
is_passable = false
|
||||
is_cross_plane = false
|
||||
is_transparent = false
|
||||
is_discard = false
|
||||
is_blend = false
|
||||
is_transitional = false
|
||||
10
assets/data/block/water.toml
Normal file
@@ -0,0 +1,10 @@
|
||||
id = 7
|
||||
is_blend = true
|
||||
is_cross_plane = false
|
||||
is_discard = false
|
||||
is_gas = false
|
||||
is_liquid = true
|
||||
is_passable = true
|
||||
is_transitional = false
|
||||
is_transparent = true
|
||||
name = 'water'
|
||||
28
assets/shaders/block_accumulation_f_shader.glsl
Normal file
@@ -0,0 +1,28 @@
|
||||
#version 460
|
||||
|
||||
layout (location = 0) out vec4 accum;
|
||||
layout (location = 1) out float reveal;
|
||||
|
||||
in vec2 tc;
|
||||
flat in int tex_layer;
|
||||
in float v_depth;
|
||||
layout (binding = 0) uniform sampler2DArray samp;
|
||||
|
||||
float weight(float z, float a) {
|
||||
float intermediate = 0.03 / (1e-5 + pow(z / 200.0, 4.0));
|
||||
|
||||
return a * clamp(intermediate, 1e-2, 3e2);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 color = texture(samp, vec3(tc, tex_layer));
|
||||
float alpha = color.a;
|
||||
if (alpha < 1e-4) discard;
|
||||
|
||||
|
||||
float w = weight(v_depth, alpha);
|
||||
|
||||
accum = vec4(color.rgb * alpha * w, alpha * w);
|
||||
|
||||
reveal = alpha;
|
||||
}
|
||||
21
assets/shaders/block_accumulation_v_shader.glsl
Normal file
@@ -0,0 +1,21 @@
|
||||
#version 460
|
||||
|
||||
layout (location = 0) in vec3 pos;
|
||||
layout (location = 1) in vec2 texCoord;
|
||||
layout (location = 2) in float layer;
|
||||
out vec2 tc;
|
||||
flat out int tex_layer;
|
||||
out float v_depth;
|
||||
|
||||
uniform mat4 mv_matrix;
|
||||
uniform mat4 proj_matrix;
|
||||
|
||||
|
||||
|
||||
void main(void) {
|
||||
vec4 view_pos = mv_matrix * vec4(pos, 1.0);
|
||||
gl_Position = proj_matrix * view_pos;
|
||||
tc = texCoord;
|
||||
tex_layer = int(layer);
|
||||
v_depth = -view_pos.z;
|
||||
}
|
||||
19
assets/shaders/block_composite_f_shader.glsl
Normal file
@@ -0,0 +1,19 @@
|
||||
#version 460
|
||||
|
||||
uniform sampler2D u_accumTex;
|
||||
uniform sampler2D u_revealTex;
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
void main() {
|
||||
vec4 a = texture(u_accumTex, TexCoord);
|
||||
float r = texture(u_revealTex, TexCoord).r;
|
||||
|
||||
if (a.a < 1e-4) discard;
|
||||
|
||||
vec3 color = a.rgb / max(a.a, 1e-5);
|
||||
float transmittance = r;
|
||||
float opacity = 1.0 - transmittance;
|
||||
|
||||
FragColor = vec4(color * opacity, opacity);
|
||||
}
|
||||
11
assets/shaders/block_composite_v_shader.glsl
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 460
|
||||
|
||||
layout (location = 0) in vec2 pos;
|
||||
layout (location = 1) in vec2 texCoord;
|
||||
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
|
||||
TexCoord = texCoord;
|
||||
}
|
||||
@@ -1,15 +1,125 @@
|
||||
#version 460
|
||||
|
||||
in vec2 tc;
|
||||
in vec3 normal;
|
||||
in vec3 vert_pos;
|
||||
in vec4 FragPosLightSpace;
|
||||
flat in int tex_layer;
|
||||
out vec4 color;
|
||||
layout (binding = 0) uniform sampler2D shadowMap;
|
||||
layout (binding = 1) uniform sampler2DArray samp;
|
||||
|
||||
uniform float ambientStrength;
|
||||
uniform vec3 sunlightColor;
|
||||
uniform vec3 sunlightDir;
|
||||
uniform bool shader_on;
|
||||
uniform int shadowMode;
|
||||
|
||||
const vec2 poissonDisk[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)
|
||||
);
|
||||
|
||||
float random(vec3 seed) {
|
||||
return fract(sin(dot(seed, vec3(12.9898,78.233,45.5432))) * 43758.5453);
|
||||
}
|
||||
|
||||
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 =
|
||||
max(
|
||||
0.0003,
|
||||
0.001 * (1.0 - dot(norm, lightDir))
|
||||
);
|
||||
|
||||
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;
|
||||
|
||||
|
||||
const int samples = 8;
|
||||
for (int i = 0; i < samples; ++i) {
|
||||
vec2 offset = rot * poissonDisk[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 {
|
||||
float pcfDepth =
|
||||
texture(shadowMap, projCoords.xy).r;
|
||||
|
||||
shadow =
|
||||
currentDepth - bias > pcfDepth
|
||||
? 1.0
|
||||
: 0.0;
|
||||
}
|
||||
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
layout (binding = 0) uniform sampler2DArray samp;
|
||||
|
||||
void main(void) {
|
||||
color = texture(samp, vec3(tc, tex_layer));
|
||||
if (color.a < 0.5) {
|
||||
vec4 objectColor = texture(samp, vec3(tc, tex_layer));
|
||||
|
||||
if (objectColor.a < 0.8) {
|
||||
discard;
|
||||
}
|
||||
if (!shader_on) {
|
||||
color = objectColor;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
vec3 lightDir = normalize(-sunlightDir);
|
||||
|
||||
vec3 ambient = ambientStrength * sunlightColor;
|
||||
|
||||
vec3 norm = normalize(normal);
|
||||
|
||||
float diff = max(dot(norm, lightDir), 0.0);
|
||||
|
||||
vec3 diffuse = diff * sunlightColor;
|
||||
|
||||
float shadow = ShadowCalculation(FragPosLightSpace, norm, lightDir);
|
||||
|
||||
color = vec4((ambient + (1.0 - shadow) * (diffuse)) * objectColor.rgb, objectColor.a);
|
||||
|
||||
//color = varyingColor;
|
||||
}
|
||||
|
||||
@@ -3,8 +3,12 @@
|
||||
layout (location = 0) in vec3 pos;
|
||||
layout (location = 1) in vec2 texCoord;
|
||||
layout (location = 2) in float layer;
|
||||
layout (location = 3) in vec3 aNormal;
|
||||
out vec2 tc;
|
||||
out vec3 normal;
|
||||
out vec3 vert_pos;
|
||||
flat out int tex_layer;
|
||||
out vec4 FragPosLightSpace;
|
||||
|
||||
mat4 buildRotateX(float rad);
|
||||
mat4 buildRotateY(float rad);
|
||||
@@ -13,13 +17,21 @@ mat4 buildTranslate(float x, float y, float z);
|
||||
|
||||
uniform mat4 mv_matrix;
|
||||
uniform mat4 proj_matrix;
|
||||
|
||||
|
||||
uniform mat4 norm_matrix;
|
||||
uniform mat4 lightSpaceMatrix;
|
||||
|
||||
void main(void) {
|
||||
gl_Position = proj_matrix * mv_matrix * vec4(pos, 1.0);
|
||||
vec4 viewPos = mv_matrix * vec4(pos, 1.0);
|
||||
|
||||
vert_pos = pos;
|
||||
|
||||
tc = texCoord;
|
||||
|
||||
tex_layer = int(layer);
|
||||
|
||||
normal = mat3(norm_matrix) * aNormal;
|
||||
FragPosLightSpace = lightSpaceMatrix * vec4(pos, 1.0);
|
||||
gl_Position = proj_matrix * viewPos;
|
||||
}
|
||||
|
||||
mat4 buildTranslate(float x, float y, float z) {
|
||||
|
||||
16
assets/shaders/depth_fragment_shader.glsl
Normal file
@@ -0,0 +1,16 @@
|
||||
#version 460
|
||||
|
||||
in vec2 tc;
|
||||
flat in int tex_layer;
|
||||
layout (binding = 1) uniform sampler2DArray samp;
|
||||
|
||||
uniform bool is_discard_tranparent;
|
||||
|
||||
void main() {
|
||||
if (is_discard_tranparent) {
|
||||
vec4 texColor = texture(samp, vec3(tc, tex_layer));
|
||||
if (texColor.a < 0.8)
|
||||
discard;
|
||||
}
|
||||
//gl_FragDepth = gl_FragCoord.z;
|
||||
}
|
||||
12
assets/shaders/depth_shader.glsl
Normal file
@@ -0,0 +1,12 @@
|
||||
#version 460
|
||||
layout (location = 0) in vec3 pos;
|
||||
layout (location = 1) in vec2 texCoord;
|
||||
layout (location = 2) in float layer;
|
||||
uniform mat4 lightSpaceMatrix;
|
||||
out vec2 tc;
|
||||
flat out int tex_layer;
|
||||
void main() {
|
||||
tc = texCoord;
|
||||
tex_layer = int(layer);
|
||||
gl_Position = lightSpaceMatrix * vec4(pos, 1.0);
|
||||
}
|
||||
@@ -2,8 +2,10 @@
|
||||
|
||||
out vec4 frag_color;
|
||||
|
||||
uniform vec3 color;
|
||||
|
||||
void main(void) {
|
||||
|
||||
frag_color = vec4(0.529, 0.808, 0.922, 1.0);
|
||||
frag_color = vec4(color, 1.0);
|
||||
|
||||
}
|
||||
35
assets/shaders/under_water_f_shader.glsl
Normal file
@@ -0,0 +1,35 @@
|
||||
#version 460
|
||||
|
||||
in vec2 TexCoord;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D u_sceneTexture;
|
||||
uniform float u_time;
|
||||
uniform bool u_underwater;
|
||||
uniform vec3 u_waterColor;
|
||||
uniform float u_fogDensity;
|
||||
|
||||
void main() {
|
||||
vec4 original = texture(u_sceneTexture, TexCoord);
|
||||
|
||||
if (!u_underwater) {
|
||||
FragColor = original;
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 distoredUV = TexCoord;
|
||||
float strength = 0.003;
|
||||
distoredUV.x += sin(TexCoord.y * 15.0 + u_time * 5.0) * strength;
|
||||
distoredUV.y += cos(TexCoord.x * 15.0 + u_time * 4.3) * strength;
|
||||
distoredUV = clamp(distoredUV, 0.001, 0.999);
|
||||
vec4 distorted = texture(u_sceneTexture, distoredUV);
|
||||
|
||||
float caustic = 0.9 + 0.1 * sin(TexCoord.x * 20.0 + u_time) * cos(TexCoord.y * 20.0 + u_time * 1.2);
|
||||
vec3 causticLight = vec3(caustic, caustic * 0.95, caustic * 0.9);
|
||||
//vec3 causticLight = vec3(1.0);
|
||||
float fogFactor = clamp(1.0 - (TexCoord.y * u_fogDensity * 10.0), 0.0, 1.0);
|
||||
vec3 mixed = mix(u_waterColor, distorted.rgb * causticLight, fogFactor);
|
||||
|
||||
FragColor = vec4(mixed, 1.0);
|
||||
}
|
||||
11
assets/shaders/under_water_v_shader.glsl
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 460
|
||||
|
||||
layout (location = 0) in vec2 pos;
|
||||
layout (location = 1) in vec2 texCoord;
|
||||
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
|
||||
TexCoord = texCoord;
|
||||
}
|
||||
BIN
assets/texture/block/grass/cross.png
Normal file
|
After Width: | Height: | Size: 277 B |
|
Before Width: | Height: | Size: 563 B After Width: | Height: | Size: 555 B |
|
Before Width: | Height: | Size: 563 B After Width: | Height: | Size: 555 B |
|
Before Width: | Height: | Size: 563 B After Width: | Height: | Size: 555 B |
|
Before Width: | Height: | Size: 563 B After Width: | Height: | Size: 555 B |
|
Before Width: | Height: | Size: 399 B After Width: | Height: | Size: 381 B |
BIN
assets/texture/block/snowy_grass_block/back.png
Normal file
|
After Width: | Height: | Size: 568 B |
BIN
assets/texture/block/snowy_grass_block/base.png
Normal file
|
After Width: | Height: | Size: 482 B |
BIN
assets/texture/block/snowy_grass_block/front.png
Normal file
|
After Width: | Height: | Size: 568 B |
BIN
assets/texture/block/snowy_grass_block/left.png
Normal file
|
After Width: | Height: | Size: 568 B |
BIN
assets/texture/block/snowy_grass_block/right.png
Normal file
|
After Width: | Height: | Size: 568 B |
BIN
assets/texture/block/snowy_grass_block/top.png
Normal file
|
After Width: | Height: | Size: 394 B |
|
Before Width: | Height: | Size: 262 B After Width: | Height: | Size: 261 B |
|
Before Width: | Height: | Size: 262 B After Width: | Height: | Size: 261 B |
|
Before Width: | Height: | Size: 262 B After Width: | Height: | Size: 261 B |
|
Before Width: | Height: | Size: 262 B After Width: | Height: | Size: 261 B |
|
Before Width: | Height: | Size: 262 B After Width: | Height: | Size: 261 B |
|
Before Width: | Height: | Size: 262 B After Width: | Height: | Size: 261 B |
BIN
assets/texture/item/block/grass.png
Normal file
|
After Width: | Height: | Size: 277 B |
BIN
assets/texture/item/block/snowy_grass_block.png
Normal file
|
After Width: | Height: | Size: 914 B |
@@ -16,6 +16,7 @@ private:
|
||||
Player* m_player;
|
||||
float m_last_mouse_x, m_last_mouse_y;
|
||||
glm::vec3 m_camera_pos;
|
||||
bool m_under_water = false;
|
||||
|
||||
public:
|
||||
Camera();
|
||||
@@ -29,6 +30,9 @@ public:
|
||||
|
||||
const glm::mat4 get_camera_lookat() const;
|
||||
const glm::vec3& get_camera_pos() const;
|
||||
|
||||
bool is_under_water() const;
|
||||
glm::vec3 get_camera_front() const;
|
||||
};
|
||||
|
||||
} // namespace Cubed
|
||||
|
||||
@@ -6,9 +6,8 @@ namespace Cubed {
|
||||
|
||||
constexpr int WORLD_SIZE_Y = 256;
|
||||
constexpr int CHUNK_SIZE = 16;
|
||||
constexpr int SEA_LEVEL = 64;
|
||||
constexpr int SEA_LEVEL = 63;
|
||||
|
||||
constexpr int MAX_BLOCK_NUM = 8;
|
||||
constexpr int MAX_UI_NUM = 1;
|
||||
constexpr int MAX_BLOCK_STATUS = 1;
|
||||
constexpr int MAX_BIOME_SUM = 4;
|
||||
@@ -17,16 +16,16 @@ constexpr int MAX_CHARACTER = 128;
|
||||
constexpr int PRE_LOAD_DISTANCE = 24;
|
||||
|
||||
constexpr int MAX_DISTANCE = 128;
|
||||
|
||||
constexpr int CROSS_PLANE_DISTANCE = 8;
|
||||
constexpr float DEFAULT_FOV = 70.0f;
|
||||
constexpr float DEFAULT_MAX_WALK_SPEED = 4.5f;
|
||||
constexpr float DEFAULT_MAX_RUN_SPEED = 7.0f;
|
||||
constexpr float DEFAULT_ACCELERATION = 10.0f;
|
||||
constexpr float DEFAULT_DECELERATION = 15.0f;
|
||||
constexpr float DEFAULT_G = 22.5f;
|
||||
static constexpr int SIZE_X = CHUNK_SIZE;
|
||||
static constexpr int SIZE_Y = WORLD_SIZE_Y;
|
||||
static constexpr int SIZE_Z = CHUNK_SIZE;
|
||||
constexpr int SIZE_X = CHUNK_SIZE;
|
||||
constexpr int SIZE_Y = WORLD_SIZE_Y;
|
||||
constexpr int SIZE_Z = CHUNK_SIZE;
|
||||
|
||||
constexpr ChunkPos CHUNK_DIR[]{{1, 0}, {-1, 0}, {0, 1}, {0, -1},
|
||||
{1, 1}, {-1, 1}, {1, -1}, {-1, -1}};
|
||||
|
||||
@@ -44,13 +44,19 @@ private:
|
||||
bool m_need_save_config = false;
|
||||
bool m_gen_thread_running = true;
|
||||
int m_theme = 0;
|
||||
int m_pre_set_day_tick = 0;
|
||||
int m_pre_set_tick_speed = 1;
|
||||
bool m_tick_frezze = false;
|
||||
void show_about_table_bar();
|
||||
void show_biome_table_bar();
|
||||
void show_time_table_bar();
|
||||
void show_cave_table_bar();
|
||||
void show_river_table_bar();
|
||||
void show_settings_tab_item();
|
||||
void show_world_tab_item();
|
||||
void show_player_tab_item();
|
||||
void show_items_tab_item();
|
||||
void show_shader_tab_item();
|
||||
|
||||
void update_config_view();
|
||||
void update_player_profile();
|
||||
|
||||
@@ -5,9 +5,25 @@
|
||||
|
||||
namespace Cubed {
|
||||
|
||||
constexpr float BIOME_NOISE_FREQUENCY = 0.03f;
|
||||
constexpr float BIOME_NOISE_FREQUENCY = 0.06f;
|
||||
constexpr float HEIGHTMAP_NOISE_FREQUENCY = 0.001f;
|
||||
enum class BiomeType { PLAIN = 0, FOREST, DESERT, MOUNTAIN, RIVER, NONE };
|
||||
constexpr float MOUNTAINOUS_NOISE_FREQUENCY = 0.003f;
|
||||
enum class BiomeType {
|
||||
PLAIN = 0,
|
||||
FOREST,
|
||||
DESERT,
|
||||
MOUNTAIN,
|
||||
RIVER,
|
||||
SNOWY_PLAIN,
|
||||
OCEAN,
|
||||
NONE
|
||||
};
|
||||
|
||||
struct BiomeConditions {
|
||||
float temp = 0.0f;
|
||||
float humid = 0.0f;
|
||||
float mountainous = 0.0f;
|
||||
};
|
||||
|
||||
struct BiomeHeightRange {
|
||||
int base_y;
|
||||
@@ -47,13 +63,14 @@ struct MountainParams : public BaseBiomeParams {};
|
||||
struct RiverParams : public BaseBiomeParams {};
|
||||
|
||||
std::string get_biome_str(BiomeType biome);
|
||||
BiomeType get_biome_from_noise(float temp, float humid);
|
||||
std::array<float, 3> get_noise_frequencies_for_biome(BiomeType biome);
|
||||
BiomeHeightRange get_biome_height_range(BiomeType biome);
|
||||
// std::array<float, 3> get_noise_frequencies_for_biome(BiomeType biome);
|
||||
// BiomeHeightRange get_biome_height_range(BiomeType biome);
|
||||
BiomeType safe_int_to_biome(int x);
|
||||
int get_interpolated_height(float world_x, float world_z, float temp,
|
||||
float humid);
|
||||
|
||||
BiomeType determine_biome(const BiomeConditions& conditions);
|
||||
|
||||
PlainParams& plain_params();
|
||||
ForestParams& forest_params();
|
||||
DesertParams& desert_params();
|
||||
|
||||
@@ -1,8 +1,5 @@
|
||||
#pragma once
|
||||
#include "Cubed/constants.hpp"
|
||||
#include "Cubed/tools/cubed_assert.hpp"
|
||||
|
||||
#include <array>
|
||||
#include <glad/glad.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <string>
|
||||
@@ -40,15 +37,55 @@ struct LookBlock {
|
||||
glm::ivec3 normal;
|
||||
};
|
||||
|
||||
constexpr std::array<std::string_view, MAX_BLOCK_NUM> BLOCK_REISTER{
|
||||
"air", "grass_block", "dirt", "stone", "sand", "log", "leaf", "water"};
|
||||
struct BlockData {
|
||||
std::string name;
|
||||
BlockType id = 0;
|
||||
|
||||
const std::array<bool, MAX_BLOCK_NUM> TRANSPARENT_MAP{
|
||||
true, false, false, false, false, false, true};
|
||||
bool is_liquid = false;
|
||||
bool is_gas = false;
|
||||
|
||||
inline bool is_in_transparent_map(unsigned id) {
|
||||
ASSERT_MSG(id < MAX_BLOCK_NUM, "ID is invaild");
|
||||
return TRANSPARENT_MAP[id];
|
||||
bool is_passable = false;
|
||||
bool is_cross_plane = false;
|
||||
bool is_transparent = false;
|
||||
|
||||
bool is_discard = false;
|
||||
bool is_blend = false;
|
||||
bool is_transitional = false;
|
||||
BlockData(BlockType b_id, std::string_view b_name, bool liquid,
|
||||
bool passable, bool cross_plane, bool transparent, bool gas,
|
||||
bool discard, bool blend, bool transitional)
|
||||
: name(b_name), id(b_id), is_liquid(liquid), is_gas(gas),
|
||||
is_passable(passable), is_cross_plane(cross_plane),
|
||||
is_transparent(transparent), is_discard(discard), is_blend(blend),
|
||||
is_transitional(transitional) {}
|
||||
};
|
||||
|
||||
class BlockManager {
|
||||
|
||||
public:
|
||||
static const std::vector<BlockData>& datas();
|
||||
static void init();
|
||||
static unsigned sums();
|
||||
static unsigned cross_plane_sum();
|
||||
static const std::string& name_form_id(BlockType id);
|
||||
|
||||
static bool is_gas(BlockType id);
|
||||
static bool is_liquid(BlockType id);
|
||||
|
||||
static bool is_cross_plane(BlockType id);
|
||||
static bool is_transparent(BlockType id);
|
||||
static bool is_passable(BlockType id);
|
||||
|
||||
static bool is_discard(BlockType id);
|
||||
static bool is_blend(BlockType id);
|
||||
static bool is_transitional(BlockType id);
|
||||
static BlockType cross_plane_index(BlockType id);
|
||||
|
||||
private:
|
||||
static void set_up_cross_plane_map();
|
||||
static inline std::vector<BlockData> m_datas;
|
||||
static inline bool is_init = false;
|
||||
static inline std::unordered_map<BlockType, BlockType> m_cross_plane_map;
|
||||
};
|
||||
|
||||
} // namespace Cubed
|
||||
@@ -9,9 +9,10 @@ public:
|
||||
virtual ChunkGenerator& get_chunk_generator() = 0;
|
||||
virtual void build_biome() = 0;
|
||||
virtual void build_vegetation() = 0;
|
||||
void ocean_water_build();
|
||||
|
||||
protected:
|
||||
void build_bottom();
|
||||
void fill_water();
|
||||
void place_grass();
|
||||
};
|
||||
} // namespace Cubed
|
||||
23
include/Cubed/gameplay/builders/ocean_builder.hpp
Normal file
@@ -0,0 +1,23 @@
|
||||
#pragma once
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Cubed/gameplay/builders/biome_builder.hpp"
|
||||
namespace Cubed {
|
||||
|
||||
class ChunkGenerator;
|
||||
|
||||
class OceanBuilder : public BiomeBuilder {
|
||||
public:
|
||||
OceanBuilder(ChunkGenerator& chunk_generator);
|
||||
void build_biome() override;
|
||||
ChunkGenerator& get_chunk_generator() override;
|
||||
void build_vegetation() override;
|
||||
|
||||
private:
|
||||
ChunkGenerator& m_chunk_generator;
|
||||
|
||||
void build_blocks();
|
||||
};
|
||||
|
||||
} // namespace Cubed
|
||||
21
include/Cubed/gameplay/builders/snowy_plain_builder.hpp
Normal file
@@ -0,0 +1,21 @@
|
||||
#pragma once
|
||||
|
||||
#include "Cubed/gameplay/builders/biome_builder.hpp"
|
||||
namespace Cubed {
|
||||
|
||||
class ChunkGenerator;
|
||||
|
||||
class SnowyPlainBuilder : public BiomeBuilder {
|
||||
public:
|
||||
SnowyPlainBuilder(ChunkGenerator& chunk_generator);
|
||||
void build_biome() override;
|
||||
ChunkGenerator& get_chunk_generator() override;
|
||||
void build_vegetation() override;
|
||||
|
||||
private:
|
||||
ChunkGenerator& m_chunk_generator;
|
||||
|
||||
void build_blocks();
|
||||
};
|
||||
|
||||
} // namespace Cubed
|
||||
@@ -1,13 +1,17 @@
|
||||
#pragma once
|
||||
#include "Cubed/gameplay/cave_path.hpp"
|
||||
|
||||
#include <tbb/concurrent_hash_map.h>
|
||||
namespace Cubed {
|
||||
class CaveCarver {
|
||||
using CaveHashMap = tbb::concurrent_hash_map<unsigned, CavePath>;
|
||||
|
||||
public:
|
||||
CaveCarver();
|
||||
std::unordered_map<int, CavePath>& paths();
|
||||
CaveHashMap& paths();
|
||||
void init(unsigned world_seed);
|
||||
void reload(unsigned world_seed);
|
||||
void add_path(const glm::vec3& pos);
|
||||
void add_path(const glm::vec3& pos, unsigned chunk_seed);
|
||||
void try_to_add_path(const ChunkPos& pos, unsigned chunk_seed);
|
||||
void cleanup_finished_caves();
|
||||
|
||||
@@ -15,9 +19,8 @@ public:
|
||||
float& cave_probability();
|
||||
|
||||
private:
|
||||
std::unordered_map<int, CavePath> m_paths;
|
||||
CaveHashMap m_paths;
|
||||
unsigned m_seed = 0;
|
||||
int m_sum = 0;
|
||||
Random m_random;
|
||||
float m_cave_probability = 0.035f;
|
||||
};
|
||||
|
||||
@@ -1,50 +1,20 @@
|
||||
#pragma once
|
||||
|
||||
#include "Cubed/gameplay/chunk_pos.hpp"
|
||||
#include "Cubed/gameplay/path_point.hpp"
|
||||
#include "Cubed/tools/cubed_random.hpp"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <unordered_set>
|
||||
#include <tbb/concurrent_hash_map.h>
|
||||
namespace Cubed {
|
||||
|
||||
struct PathPoint {
|
||||
glm::vec3 pos;
|
||||
glm::vec3 tangent{0.0f, 0.0f, 1.0f};
|
||||
float rad_xz;
|
||||
float rad_y;
|
||||
PathPoint(const glm::vec3& p, float rx, float ry)
|
||||
: pos(p), rad_xz(rx), rad_y(ry) {}
|
||||
bool contains(const glm::vec3& other_pos) const {
|
||||
glm::vec3 to_point = other_pos - pos;
|
||||
|
||||
glm::vec3 world_up(0.0f, 1.0f, 0.0f);
|
||||
|
||||
glm::vec3 right = glm::normalize(glm::cross(tangent, world_up));
|
||||
|
||||
if (glm::length(right) < 0.001f) {
|
||||
glm::vec3 alt_up(1.0f, 0.0f, 0.0f);
|
||||
right = glm::normalize(glm::cross(tangent, alt_up));
|
||||
}
|
||||
|
||||
glm::vec3 up = glm::normalize(glm::cross(right, tangent));
|
||||
|
||||
float horizontal_dist = glm::dot(to_point, right);
|
||||
float vertical_dist = glm::dot(to_point, up);
|
||||
|
||||
float a = rad_xz;
|
||||
float b = rad_y;
|
||||
if (a <= 0.0f || b <= 0.0f)
|
||||
return false;
|
||||
|
||||
float check = (horizontal_dist * horizontal_dist) / (a * a) +
|
||||
(vertical_dist * vertical_dist) / (b * b);
|
||||
return check <= 1.0f;
|
||||
}
|
||||
};
|
||||
|
||||
class CavePath {
|
||||
using ChunkPosSet =
|
||||
tbb::concurrent_hash_map<ChunkPos, bool, ChunkPos::TBBHash>;
|
||||
|
||||
public:
|
||||
CavePath(unsigned int world_seed, int path_id, const glm::vec3& start_pos);
|
||||
CavePath(unsigned int chunk_seed, unsigned world_seed,
|
||||
const glm::vec3& start_pos);
|
||||
const std::vector<PathPoint>& points() const;
|
||||
void clear_chunk(const ChunkPos& pos);
|
||||
bool is_finished() const;
|
||||
@@ -68,7 +38,6 @@ private:
|
||||
static inline int m_step_min = 10;
|
||||
static inline int m_step_max = 400;
|
||||
|
||||
int m_path_id = 0;
|
||||
unsigned int m_seed = 0;
|
||||
float m_yaw = 0.0f;
|
||||
float m_pitch = 0.0f;
|
||||
@@ -78,7 +47,7 @@ private:
|
||||
Random m_random;
|
||||
|
||||
std::vector<PathPoint> m_points;
|
||||
std::unordered_set<ChunkPos, ChunkPos::Hash> m_pending_chunks;
|
||||
ChunkPosSet m_pending_chunks;
|
||||
void collect_path_points();
|
||||
void precompute_chunk_coverage();
|
||||
};
|
||||
|
||||
@@ -4,24 +4,25 @@
|
||||
#include "Cubed/gameplay/block.hpp"
|
||||
#include "Cubed/gameplay/chunk_generator.hpp"
|
||||
#include "Cubed/gameplay/chunk_pos.hpp"
|
||||
#include "Cubed/primitive_data.hpp"
|
||||
#include "Cubed/gameplay/vertex_data.hpp"
|
||||
|
||||
#include <atomic>
|
||||
|
||||
#include <mutex>
|
||||
namespace Cubed {
|
||||
|
||||
class World;
|
||||
// if want to use, do init_chunk(), gen_vertex_data() and
|
||||
class Chunk {
|
||||
private:
|
||||
using OptionalBlockVectorArray =
|
||||
std::array<std::optional<std::vector<BlockType>>, 4>;
|
||||
static constexpr int SIZE_X = CHUNK_SIZE;
|
||||
static constexpr int SIZE_Y = WORLD_SIZE_Y;
|
||||
static constexpr int SIZE_Z = CHUNK_SIZE;
|
||||
|
||||
static constexpr int VERTEX_DATA_SUM = 4;
|
||||
std::atomic<bool> m_dirty{false};
|
||||
std::atomic<bool> m_need_upload{true};
|
||||
std::atomic<bool> m_is_on_gen_vertex_data{false};
|
||||
std::atomic<size_t> m_vertex_sum = 0;
|
||||
std::atomic<BiomeType> m_biome = BiomeType::PLAIN;
|
||||
std::mutex m_vertexs_data_mutex;
|
||||
|
||||
@@ -32,13 +33,24 @@ private:
|
||||
HeightMapArray m_heightmap;
|
||||
// the index is a array of block id
|
||||
std::vector<BlockType> m_blocks;
|
||||
GLuint m_vbo = 0;
|
||||
std::vector<Vertex> m_vertexs_data;
|
||||
|
||||
/*
|
||||
0 - normal
|
||||
1 - cross_plane
|
||||
2 - normal_discard
|
||||
3 - transparent and blend
|
||||
*/
|
||||
std::vector<VertexData> m_vertex_data;
|
||||
float frequency = 0.01f;
|
||||
float height = 80;
|
||||
unsigned m_seed = 0;
|
||||
|
||||
BiomeConditions m_conditions;
|
||||
|
||||
void clear_dirty();
|
||||
void gen_vertices(const OptionalBlockVectorArray& neighbor_block);
|
||||
void gen_cross_plane_vertices(int world_x, int world_y, int world_z,
|
||||
BlockType id);
|
||||
|
||||
public:
|
||||
Chunk(World& world, ChunkPos chunk_pos);
|
||||
@@ -86,12 +98,20 @@ public:
|
||||
// 1 : (-1, 0)
|
||||
// 2 : (0, 1)
|
||||
// 3 : (0, -1)
|
||||
void gen_vertex_data(
|
||||
const std::array<const std::vector<BlockType>*, 4>& neighbor_block);
|
||||
void gen_vertex_data(const OptionalBlockVectorArray& neighbor_block);
|
||||
void upload_to_gpu();
|
||||
|
||||
GLuint get_vbo() const;
|
||||
size_t get_vertex_sum() const;
|
||||
GLuint get_normal_vao() const;
|
||||
size_t get_normal_vertices_sum() const;
|
||||
|
||||
GLuint get_cross_vao() const;
|
||||
size_t get_cross_vertices_sum() const;
|
||||
|
||||
GLuint get_normal_discard_vao() const;
|
||||
size_t get_normal_discard_vertices_sum() const;
|
||||
|
||||
GLuint get_normal_blend_vao() const;
|
||||
size_t get_normal_blend_vertices_sum() const;
|
||||
|
||||
bool is_dirty() const;
|
||||
void mark_dirty();
|
||||
@@ -108,6 +128,7 @@ public:
|
||||
std::vector<BlockType>& blocks();
|
||||
World& world();
|
||||
unsigned seed() const;
|
||||
BiomeConditions& conditions();
|
||||
};
|
||||
|
||||
} // namespace Cubed
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "Cubed/gameplay/biome.hpp"
|
||||
#include "Cubed/gameplay/block.hpp"
|
||||
#include "Cubed/gameplay/builders/biome_builder.hpp"
|
||||
#include "Cubed/gameplay/path_point.hpp"
|
||||
#include "Cubed/tools/cubed_random.hpp"
|
||||
|
||||
#include <atomic>
|
||||
@@ -45,6 +46,9 @@ public:
|
||||
Chunk& chunk();
|
||||
Random& random();
|
||||
const std::array<BiomeType, 8>& neighbor_biome() const;
|
||||
void ocean_build();
|
||||
void generate_cave();
|
||||
void generate_river();
|
||||
|
||||
private:
|
||||
static inline std::atomic<bool> is_init{false};
|
||||
@@ -58,7 +62,9 @@ private:
|
||||
unsigned m_chunk_seed = 0;
|
||||
|
||||
void make_biome_builder();
|
||||
void generate_cave();
|
||||
void
|
||||
carve_worm(const std::vector<PathPoint>& points, const ChunkPos& chunk_pos,
|
||||
std::function<void(int /*x*/, int /*y*/, int /*z*/)> on_hit);
|
||||
};
|
||||
|
||||
} // namespace Cubed
|
||||
@@ -16,7 +16,14 @@ struct ChunkPos {
|
||||
return h1 ^ (h2 + 0x9e3779b9 + (h1 << 6) + (h1 >> 2));
|
||||
}
|
||||
};
|
||||
|
||||
struct TBBHash {
|
||||
std::size_t hash(const ChunkPos& p) const {
|
||||
return ChunkPos::Hash{}(p);
|
||||
}
|
||||
bool equal(const ChunkPos& a, const ChunkPos& b) const {
|
||||
return a == b;
|
||||
}
|
||||
};
|
||||
ChunkPos operator+(const ChunkPos& pos) const {
|
||||
return ChunkPos{x + pos.x, z + pos.z};
|
||||
}
|
||||
|
||||
10
include/Cubed/gameplay/game_time.hpp
Normal file
@@ -0,0 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
// Prevent unsigned underflow issues in subtraction
|
||||
using TickType = long long;
|
||||
|
||||
constexpr int DEFAULT_PER_TICK_TIME = 50;
|
||||
|
||||
constexpr TickType DAY_TIME = 24000;
|
||||
|
||||
constexpr TickType PER_HOUR = 1000;
|
||||
36
include/Cubed/gameplay/path_point.hpp
Normal file
@@ -0,0 +1,36 @@
|
||||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
struct PathPoint {
|
||||
glm::vec3 pos;
|
||||
glm::vec3 tangent{0.0f, 0.0f, 1.0f};
|
||||
float rad_xz;
|
||||
float rad_y;
|
||||
PathPoint(const glm::vec3& p, float rx, float ry)
|
||||
: pos(p), rad_xz(rx), rad_y(ry) {}
|
||||
bool contains(const glm::vec3& other_pos) const {
|
||||
glm::vec3 to_point = other_pos - pos;
|
||||
|
||||
glm::vec3 world_up(0.0f, 1.0f, 0.0f);
|
||||
|
||||
glm::vec3 right = glm::normalize(glm::cross(tangent, world_up));
|
||||
|
||||
if (glm::length(right) < 0.001f) {
|
||||
glm::vec3 alt_up(1.0f, 0.0f, 0.0f);
|
||||
right = glm::normalize(glm::cross(tangent, alt_up));
|
||||
}
|
||||
|
||||
glm::vec3 up = glm::normalize(glm::cross(right, tangent));
|
||||
|
||||
float horizontal_dist = glm::dot(to_point, right);
|
||||
float vertical_dist = glm::dot(to_point, up);
|
||||
|
||||
float a = rad_xz;
|
||||
float b = rad_y;
|
||||
if (a <= 0.0f || b <= 0.0f)
|
||||
return false;
|
||||
|
||||
float check = (horizontal_dist * horizontal_dist) / (a * a) +
|
||||
(vertical_dist * vertical_dist) / (b * b);
|
||||
return check <= 1.0f;
|
||||
}
|
||||
};
|
||||
@@ -104,6 +104,7 @@ public:
|
||||
|
||||
Gait& gait();
|
||||
GameMode& game_mode();
|
||||
const World& get_world() const;
|
||||
};
|
||||
|
||||
} // namespace Cubed
|
||||
|
||||
55
include/Cubed/gameplay/river.path.hpp
Normal file
@@ -0,0 +1,55 @@
|
||||
#pragma once
|
||||
|
||||
#include "Cubed/gameplay/chunk_pos.hpp"
|
||||
#include "Cubed/gameplay/path_point.hpp"
|
||||
#include "Cubed/tools/cubed_random.hpp"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <tbb/concurrent_hash_map.h>
|
||||
|
||||
namespace Cubed {
|
||||
class RiverPath {
|
||||
using ChunkPosSet =
|
||||
tbb::concurrent_hash_map<ChunkPos, bool, ChunkPos::TBBHash>;
|
||||
|
||||
public:
|
||||
RiverPath(unsigned int chunk_seed, unsigned world_seed,
|
||||
const glm::vec3& start_pos);
|
||||
const std::vector<PathPoint>& points() const;
|
||||
void clear_chunk(const ChunkPos& pos);
|
||||
bool is_finished() const;
|
||||
|
||||
static float& radius_xz_min();
|
||||
static float& radius_xz_max();
|
||||
static float& radius_y_min();
|
||||
static float& radius_y_max();
|
||||
static float& delta_angle_min();
|
||||
static float& delta_angle_max();
|
||||
static int& step_min();
|
||||
static int& step_max();
|
||||
|
||||
private:
|
||||
static inline float m_radius_xz_min = 5.0f;
|
||||
static inline float m_radius_xz_max = 10.0f;
|
||||
static inline float m_radius_y_min = 4.0f;
|
||||
static inline float m_radius_y_max = 8.0f;
|
||||
static inline float m_delta_angle_min = -3.0f;
|
||||
static inline float m_delta_angle_max = 3.0f;
|
||||
static inline int m_step_min = 200;
|
||||
static inline int m_step_max = 400;
|
||||
|
||||
unsigned int m_seed = 0;
|
||||
float m_yaw = 0.0f;
|
||||
float m_initial_yaw = 0.0f;
|
||||
float m_pitch = 0.0f;
|
||||
int m_step = 0;
|
||||
float m_step_len = 1.0f;
|
||||
PathPoint m_start_path_point{{0.0f, 0.0f, 0.0f}, 0.0f, 0.0f};
|
||||
Random m_random;
|
||||
|
||||
std::vector<PathPoint> m_points;
|
||||
ChunkPosSet m_pending_chunks;
|
||||
void collect_path_points();
|
||||
void precompute_chunk_coverage();
|
||||
};
|
||||
} // namespace Cubed
|
||||
32
include/Cubed/gameplay/river_worm.hpp
Normal file
@@ -0,0 +1,32 @@
|
||||
#pragma once
|
||||
#include "Cubed/gameplay/chunk_pos.hpp"
|
||||
#include "Cubed/gameplay/river.path.hpp"
|
||||
#include "Cubed/tools/cubed_random.hpp"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <tbb/concurrent_hash_map.h>
|
||||
namespace Cubed {
|
||||
|
||||
class RiverWorm {
|
||||
using RiverHashMap = tbb::concurrent_hash_map<unsigned, RiverPath>;
|
||||
|
||||
public:
|
||||
RiverWorm();
|
||||
RiverHashMap& paths();
|
||||
void init(unsigned world_seed);
|
||||
void reload(unsigned world_seed);
|
||||
void add_path(const glm::vec3& pos, unsigned chunk_seed);
|
||||
void try_to_add_path(const ChunkPos& pos, unsigned chunk_seed);
|
||||
void cleanup_finished_rivers();
|
||||
|
||||
int river_sum() const;
|
||||
float& river_probability();
|
||||
|
||||
private:
|
||||
RiverHashMap m_paths;
|
||||
unsigned m_seed = 0;
|
||||
Random m_random;
|
||||
float m_probability = 0.01f;
|
||||
};
|
||||
|
||||
}; // namespace Cubed
|
||||
25
include/Cubed/gameplay/vertex_data.hpp
Normal file
@@ -0,0 +1,25 @@
|
||||
#pragma once
|
||||
#include "Cubed/primitive_data.hpp"
|
||||
|
||||
#include <atomic>
|
||||
#include <glad/glad.h>
|
||||
#include <vector>
|
||||
namespace Cubed {
|
||||
class World;
|
||||
struct VertexData {
|
||||
std::vector<Vertex3D> m_vertices;
|
||||
GLuint m_vbo = 0;
|
||||
GLuint m_vao = 0;
|
||||
std::atomic<std::size_t> m_sum{0};
|
||||
World& m_world;
|
||||
VertexData(World& world);
|
||||
~VertexData();
|
||||
VertexData(const VertexData&) = delete;
|
||||
VertexData(VertexData&&) noexcept;
|
||||
VertexData& operator=(const VertexData&) = delete;
|
||||
VertexData& operator=(VertexData&&) noexcept;
|
||||
|
||||
void upload();
|
||||
void update_sum();
|
||||
};
|
||||
} // namespace Cubed
|
||||
@@ -2,6 +2,8 @@
|
||||
#include "Cubed/AABB.hpp"
|
||||
#include "Cubed/gameplay/cave_carver.hpp"
|
||||
#include "Cubed/gameplay/chunk.hpp"
|
||||
#include "Cubed/gameplay/game_time.hpp"
|
||||
#include "Cubed/gameplay/river_worm.hpp"
|
||||
|
||||
#include <atomic>
|
||||
#include <condition_variable>
|
||||
@@ -14,61 +16,86 @@
|
||||
namespace Cubed {
|
||||
|
||||
struct ChunkRenderSnapshot {
|
||||
GLuint vbo;
|
||||
size_t vertex_count;
|
||||
GLuint normal_vao;
|
||||
size_t normal_vertices_count;
|
||||
GLuint cross_vao;
|
||||
size_t cross_vertices_count;
|
||||
GLuint normal_discard_vao;
|
||||
size_t normal_discard_vertices_count;
|
||||
GLuint normal_blend_vao;
|
||||
size_t normal_blend_vertices_count;
|
||||
glm::vec3 center;
|
||||
glm::vec3 half_extents;
|
||||
};
|
||||
|
||||
class Player;
|
||||
|
||||
class TextureManager;
|
||||
class World {
|
||||
private:
|
||||
using OptionalBlockVectorArray =
|
||||
std::array<std::optional<std::vector<BlockType>>, 4>;
|
||||
using ChunkPtrUpdateList = std::vector<std::pair<ChunkPos, Chunk*>>;
|
||||
using ChunkUpdateList = std::vector<std::pair<ChunkPos, Chunk>>;
|
||||
using ChunkPairVector = std::vector<std::pair<ChunkPos, Chunk>>;
|
||||
using ConstChunkMap =
|
||||
std::unordered_map<ChunkPos, const Chunk*, ChunkPos::Hash>;
|
||||
using ChunkPosSet = std::unordered_set<ChunkPos, ChunkPos::Hash>;
|
||||
using ChunkHashMap = std::unordered_map<ChunkPos, Chunk, ChunkPos::Hash>;
|
||||
|
||||
glm::vec3 m_gen_player_pos{0.0f, 0.0f, 0.0f};
|
||||
ChunkHashMap m_chunks;
|
||||
std::unordered_map<std::size_t, Player> m_players;
|
||||
std::vector<glm::vec4> m_planes;
|
||||
|
||||
std::thread m_gen_thread;
|
||||
std::thread m_server_thread;
|
||||
|
||||
std::stop_source m_server_stop_source;
|
||||
|
||||
std::atomic<int> m_per_tick_time = DEFAULT_PER_TICK_TIME; // ms
|
||||
|
||||
std::atomic<TickType> m_day_tick = 6000;
|
||||
|
||||
mutable std::mutex m_chunks_mutex;
|
||||
std::mutex m_gen_signal_mutex;
|
||||
std::mutex m_new_chunk_queue_mutex;
|
||||
std::mutex m_delete_vbo_mutex;
|
||||
std::mutex m_delete_vao_mutex;
|
||||
std::mutex m_gen_player_pos_mutex;
|
||||
std::vector<GLuint> m_pending_delete_vbo;
|
||||
std::vector<GLuint> m_pending_delete_vao;
|
||||
std::condition_variable m_gen_cv;
|
||||
std::atomic<bool> m_gen_running{false};
|
||||
std::atomic<bool> m_need_gen_chunk{false};
|
||||
std::atomic<bool> m_is_rebuilding{false};
|
||||
std::atomic<bool> m_chunk_gen_finished{false};
|
||||
std::atomic<bool> m_could_gen{true};
|
||||
std::atomic<bool> m_tick_running{true};
|
||||
std::atomic<int> m_rendering_distance{24};
|
||||
std::atomic<float> m_chunk_gen_fraction{0.0f};
|
||||
|
||||
std::atomic<TickType> m_game_ticks{0};
|
||||
|
||||
std::vector<ChunkPos> m_dirty_queue;
|
||||
std::vector<ChunkRenderSnapshot> m_render_snapshots;
|
||||
std::vector<std::pair<ChunkPos, Chunk>> m_new_chunk;
|
||||
std::vector<std::pair<ChunkPos, Chunk>> m_new_chunk_queue;
|
||||
|
||||
CaveCarver m_cave_carcer;
|
||||
|
||||
RiverWorm m_river_worm;
|
||||
void init_chunks();
|
||||
|
||||
void gen_chunks_internal();
|
||||
void sync_player_pos(glm::vec3& player_pos);
|
||||
void compute_required_chunks(ChunkPosSet& required_chunks);
|
||||
void
|
||||
compute_required_chunks(ChunkPosSet& required_chunks,
|
||||
ChunkPairVector& temp_neighbor,
|
||||
std::vector<ChunkPos>& need_gen_temp_chunks_pos);
|
||||
void sync_and_collect_missing_chunks(std::vector<ChunkPos>&,
|
||||
const ChunkPosSet&);
|
||||
void
|
||||
build_neighbor_context_for_new_chunks(ConstChunkMap& new_chunks_neighbor,
|
||||
ChunkPtrUpdateList& affected_neighbor,
|
||||
const ChunkUpdateList& new_chunks,
|
||||
ChunkHashMap& temp_neighbor);
|
||||
const ChunkPairVector& new_chunks);
|
||||
void build_neighbor_context_for_affected_neighbors(ChunkPtrUpdateList&,
|
||||
ConstChunkMap&);
|
||||
|
||||
@@ -85,22 +112,19 @@ public:
|
||||
|
||||
Player& get_player(const std::string& name);
|
||||
void init_world();
|
||||
bool is_aabb_in_frustum(const glm::vec3& center,
|
||||
const glm::vec3& half_extents);
|
||||
|
||||
int get_block(const glm::ivec3& block_pos) const;
|
||||
bool is_block(const glm::ivec3& block_pos) const;
|
||||
|
||||
bool is_solid(const glm::ivec3& block_pos) const;
|
||||
bool can_pass_block(const glm::ivec3& block_pos) const;
|
||||
BlockType get_block_tpye(const glm::ivec3& block_pos) const;
|
||||
static ChunkPos chunk_pos(int world_x, int world_z);
|
||||
|
||||
void need_gen();
|
||||
void render(const glm::mat4& mvp_matrix);
|
||||
|
||||
void set_block(const glm::ivec3& pos, unsigned id);
|
||||
void update(float delta_time);
|
||||
|
||||
void push_delete_vbo(GLuint vbo);
|
||||
|
||||
void push_delete_vao(GLuint vao);
|
||||
void hot_reload();
|
||||
|
||||
void rebuild_world();
|
||||
@@ -109,9 +133,25 @@ public:
|
||||
int rendering_distance() const;
|
||||
void rendering_distance(int rendering_distance);
|
||||
void start_gen_thread();
|
||||
void start_server_thread();
|
||||
void stop_gen_thread();
|
||||
void stop_server_thread();
|
||||
void serever_run(std::stop_token stoken);
|
||||
|
||||
CaveCarver& cave_carcer();
|
||||
RiverWorm& river_worm();
|
||||
std::vector<glm::vec4>& planes();
|
||||
std::vector<ChunkRenderSnapshot>& render_snapshots();
|
||||
|
||||
glm::vec3 sunlight_dir() const;
|
||||
TickType game_tick() const;
|
||||
TickType day_tick() const;
|
||||
void day_tick(TickType tick);
|
||||
int per_tick_time() const;
|
||||
void per_tick_time(int ms);
|
||||
|
||||
bool is_tick_running() const;
|
||||
void tick_running(bool run);
|
||||
};
|
||||
|
||||
} // namespace Cubed
|
||||
|
||||
@@ -1,21 +1,25 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
// #include <string>
|
||||
// #include <unordered_map>
|
||||
// #include <vector>
|
||||
namespace Cubed {
|
||||
|
||||
class MapTable {
|
||||
private:
|
||||
static inline std::unordered_map<unsigned, std::string> id_to_name_map;
|
||||
static inline std::unordered_map<size_t, unsigned> name_to_id_map;
|
||||
static inline std::vector<std::string> item_id_to_name;
|
||||
|
||||
/*
|
||||
static inline std::unordered_map<unsigned, std::string> id_to_name_map;
|
||||
static inline std::unordered_map<size_t, unsigned> name_to_id_map;
|
||||
static inline std::vector<std::string> item_id_to_name;
|
||||
*/
|
||||
public:
|
||||
// please using reference
|
||||
/*
|
||||
static std::string_view get_name_from_id(unsigned id);
|
||||
static unsigned get_id_from_name(const std::string& name);
|
||||
|
||||
static std::string_view item_name(unsigned id);
|
||||
static const std::vector<std::string>& item_map();
|
||||
*/
|
||||
static void init_map();
|
||||
};
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
namespace Cubed {
|
||||
|
||||
#pragma region NORMAL_BLOCK
|
||||
constexpr float VERTICES_POS[6][6][3] = {
|
||||
// ===== front (z = +1) =====
|
||||
{{0.0f, 0.0f, 1.0f}, // bottom left
|
||||
@@ -92,6 +92,51 @@ constexpr float TEX_COORDS[6][6][2] = {
|
||||
{0.0f, 0.0f}} // front left
|
||||
};
|
||||
|
||||
constexpr float NORMALS[6][6][3] = {
|
||||
// ===== front (z = +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}},
|
||||
// ===== right (x = +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}},
|
||||
// ===== back (z = -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}},
|
||||
// ===== left (x = -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}},
|
||||
// ===== top (y = +1) =====
|
||||
{{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, 0.0f}},
|
||||
// ===== bottom (y = -1) =====
|
||||
{{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, 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,
|
||||
0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0};
|
||||
@@ -112,11 +157,73 @@ constexpr float SQUARE_TEXTURE_POS[6][2] = {
|
||||
{0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f},
|
||||
{1.0f, 1.0f}, {1.0f, 0.0f}, {0.0f, 0.0f},
|
||||
};
|
||||
#pragma region CROSS_PLANE
|
||||
constexpr float CROSS_VERTICES_POS[2][6][3] = {
|
||||
// ===== Plane 1: bottom-front-left to top-back-right =====
|
||||
{{0.0f, 0.0f, 0.0f}, // bottom front left
|
||||
{0.0f, 1.0f, 0.0f}, // top front left
|
||||
{1.0f, 1.0f, 1.0f}, // top back right
|
||||
{1.0f, 1.0f, 1.0f}, // top back right
|
||||
{1.0f, 0.0f, 1.0f}, // bottom back right
|
||||
{0.0f, 0.0f, 0.0f}}, // bottom front left
|
||||
|
||||
struct Vertex {
|
||||
// ===== Plane 2: bottom-front-right to top-back-left =====
|
||||
{{1.0f, 0.0f, 0.0f}, // bottom front right
|
||||
{1.0f, 1.0f, 0.0f}, // top front right
|
||||
{0.0f, 1.0f, 1.0f}, // top back left
|
||||
{0.0f, 1.0f, 1.0f}, // top back left
|
||||
{0.0f, 0.0f, 1.0f}, // bottom back left
|
||||
{1.0f, 0.0f, 0.0f}}, // bottom front right
|
||||
};
|
||||
|
||||
constexpr float CROSS_TEX_COORDS[2][6][2] = {
|
||||
// ===== Plane 1: bottom-front-left to top-back-right =====
|
||||
{{0.0f, 1.0f}, // bottom left
|
||||
{0.0f, 0.0f}, // top left
|
||||
{1.0f, 0.0f}, // top right
|
||||
{1.0f, 0.0f}, // top right
|
||||
{1.0f, 1.0f}, // bottom right
|
||||
{0.0f, 1.0f}}, // bottom left
|
||||
|
||||
// ===== Plane 2: bottom-front-right to top-back-left =====
|
||||
{{0.0f, 1.0f}, // bottom left
|
||||
{0.0f, 0.0f}, // top left
|
||||
{1.0f, 0.0f}, // top right
|
||||
{1.0f, 0.0f}, // top right
|
||||
{1.0f, 1.0f}, // bottom right
|
||||
{0.0f, 1.0f}}, // bottom left
|
||||
};
|
||||
|
||||
constexpr float CROSS_NORMALS[2][6][3] = {
|
||||
// ===== Plane 1: upward =====
|
||||
{{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, 0.0f}},
|
||||
|
||||
// ===== Plane 2: upward =====
|
||||
{{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, 0.0f}}};
|
||||
|
||||
#pragma endregion
|
||||
|
||||
constexpr float QUAD_VERTICES[] = {
|
||||
// postion // texcoorlds
|
||||
-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f,
|
||||
|
||||
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f};
|
||||
|
||||
struct Vertex3D {
|
||||
float x = 0.0f, y = 0.0f, z = 0.0f;
|
||||
float s = 0.0f, t = 0.0f;
|
||||
float layer = 0.0f;
|
||||
float nx = 0.0f, ny = 0.0f, nz = 0.0f;
|
||||
};
|
||||
|
||||
struct Vertex2D {
|
||||
|
||||
@@ -15,7 +15,7 @@ class World;
|
||||
class DevPanel;
|
||||
class Renderer {
|
||||
public:
|
||||
constexpr static int NUM_VAO = 5;
|
||||
constexpr static int NUM_VAO = 7;
|
||||
|
||||
Renderer(const Camera& camera, World& world,
|
||||
const TextureManager& texture_manager, DevPanel& dev_panel);
|
||||
@@ -24,34 +24,94 @@ public:
|
||||
void init();
|
||||
const Shader& get_shader(const std::string& name) const;
|
||||
void render();
|
||||
void update(float delta_time);
|
||||
void update_fov(float fov);
|
||||
void update_proj_matrix(float aspect, float width, float height);
|
||||
void updata_framebuffer(int width, int height);
|
||||
float& ambient_strength();
|
||||
|
||||
bool& discard_transparent();
|
||||
bool& shader_on();
|
||||
int& shadow_mode();
|
||||
int& light_cull_face();
|
||||
|
||||
private:
|
||||
static constexpr glm::vec3 SUNLIGHT_COLOR{1.0f, 1.0f, 1.0f};
|
||||
static constexpr glm::vec3 SUN_COLOR{1.00f, 0.95f, 0.80f};
|
||||
static constexpr glm::vec3 MOON_COLOR{0.75f, 0.80f, 1.00f};
|
||||
static constexpr glm::vec3 SKY_COLOR{0.529, 0.808, 0.922};
|
||||
static constexpr float FAR_PLANE = 1000.0f;
|
||||
static constexpr float NEAR_PLANE = 0.1f;
|
||||
static constexpr float SUN_SIZE = 50.0f;
|
||||
static constexpr float MOON_SIZE = 50.0f;
|
||||
static constexpr float DEPTH_MAP_SIZE = 4096.0f;
|
||||
static constexpr float ANGLE_STEP_DEG = 0.5f;
|
||||
float m_ambient_strength = 0.1f;
|
||||
|
||||
const Camera& m_camera;
|
||||
DevPanel& m_dev_panel;
|
||||
const TextureManager& m_texture_manager;
|
||||
World& m_world;
|
||||
|
||||
bool m_discard_tranparent = true;
|
||||
bool m_shader_on = true;
|
||||
int m_shadow_mode = 0;
|
||||
int m_light_cull_face = 0;
|
||||
float m_aspect = 0.0f;
|
||||
float m_fov = DEFAULT_FOV;
|
||||
glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat;
|
||||
|
||||
GLuint m_mv_loc;
|
||||
GLuint m_proj_loc;
|
||||
float m_delta_time = 0.0f;
|
||||
|
||||
GLuint m_sky_vbo;
|
||||
GLuint m_text_vbo;
|
||||
GLuint m_outline_indices_vbo;
|
||||
GLuint m_outline_vbo;
|
||||
GLuint m_ui_vbo;
|
||||
float m_width = 0.0f;
|
||||
float m_height = 0.0f;
|
||||
|
||||
glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat, m_norm_mat;
|
||||
|
||||
GLuint m_mv_loc = 0;
|
||||
GLuint m_proj_loc = 0;
|
||||
|
||||
GLuint m_sky_vbo = 0;
|
||||
GLuint m_text_vbo = 0;
|
||||
GLuint m_outline_indices_vbo = 0;
|
||||
GLuint m_outline_vbo = 0;
|
||||
GLuint m_ui_vbo = 0;
|
||||
|
||||
GLuint m_fbo = 0;
|
||||
GLuint m_screen_texture = 0;
|
||||
GLuint m_depth_render_buffer = 0;
|
||||
|
||||
GLuint m_oit_fbo = 0;
|
||||
GLuint m_accum_texture = 0;
|
||||
GLuint m_reveal_texture = 0;
|
||||
GLuint m_oit_depth_render_buffer = 0;
|
||||
|
||||
GLuint m_depth_map_fbo = 0;
|
||||
GLuint m_depth_map_texture = 0;
|
||||
|
||||
GLuint m_quad_vbo = 0;
|
||||
|
||||
glm::mat4 m_ui_proj;
|
||||
glm::mat4 m_ui_m_matrix;
|
||||
std::unordered_map<std::size_t, Shader> m_shaders;
|
||||
|
||||
glm::vec3 m_blend_from_sundir;
|
||||
glm::vec3 m_blend_to_sundir;
|
||||
float m_blend_t = 1.0f;
|
||||
bool m_blend_initialized = false;
|
||||
static constexpr float BLEND_DURATION = 0.15f;
|
||||
|
||||
/*
|
||||
0 - quad vao
|
||||
1 - sky vao
|
||||
2 - outline vao
|
||||
3 - ui vao
|
||||
4 - text vao
|
||||
|
||||
*/
|
||||
std::vector<GLuint> m_vao;
|
||||
std::vector<Vertex2D> m_ui;
|
||||
|
||||
void init_quad();
|
||||
void init_text();
|
||||
|
||||
void render_outline();
|
||||
@@ -59,7 +119,13 @@ private:
|
||||
void render_text();
|
||||
void render_ui();
|
||||
void render_world();
|
||||
void render_underwater();
|
||||
void render_dev_panel();
|
||||
|
||||
glm::vec3 quantize_sun_direction(const glm::vec3& sundir,
|
||||
float angle_step_deg) const;
|
||||
glm::vec3 get_smoothed_shadow_sundir(const glm::vec3& raw_shadow_sundir,
|
||||
float dt);
|
||||
};
|
||||
|
||||
} // namespace Cubed
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
#include <glad/glad.h>
|
||||
#include <string>
|
||||
|
||||
#include <unordered_map>
|
||||
namespace Cubed {
|
||||
|
||||
class Shader {
|
||||
@@ -26,6 +26,7 @@ private:
|
||||
GLuint m_program = 0;
|
||||
std::size_t m_hash = 0;
|
||||
std::string m_name = "-1";
|
||||
mutable std::unordered_map<std::string, GLint> m_uniform_cache;
|
||||
};
|
||||
|
||||
} // namespace Cubed
|
||||
@@ -8,16 +8,19 @@ namespace Cubed {
|
||||
class TextureManager {
|
||||
private:
|
||||
bool m_need_reload = false;
|
||||
GLuint m_block_status_array;
|
||||
GLuint m_texture_array;
|
||||
GLuint m_ui_array;
|
||||
GLuint m_block_status_array = 0;
|
||||
GLuint m_texture_array = 0;
|
||||
GLuint m_cross_plane_array = 0;
|
||||
GLuint m_ui_array = 0;
|
||||
GLfloat m_max_aniso = 0.0f;
|
||||
int m_aniso = 1;
|
||||
|
||||
std::vector<GLuint> m_item_textures;
|
||||
|
||||
void load_block_status(unsigned status_id);
|
||||
void load_block_texture(unsigned block_id);
|
||||
void load_item_texture(const std::string& name);
|
||||
void load_block_item_texture(unsigned id);
|
||||
void load_cross_plane_texture(unsigned id);
|
||||
void load_ui_texture(unsigned id);
|
||||
void init_item();
|
||||
void init_block();
|
||||
@@ -31,6 +34,7 @@ public:
|
||||
void delet_texture();
|
||||
GLuint get_block_status_array() const;
|
||||
GLuint get_texture_array() const;
|
||||
GLuint get_cross_plane_array() const;
|
||||
GLuint get_ui_array() const;
|
||||
const std::vector<GLuint>& item_textures() const;
|
||||
// Must call after MapTable::init_map() and glfwMakeContextCurrent(window);
|
||||
|
||||
@@ -7,7 +7,17 @@ namespace HASH {
|
||||
inline std::size_t str(std::string_view value) {
|
||||
return std::hash<std::string_view>{}(value);
|
||||
}
|
||||
inline uint32_t mix_hash(int32_t a, int32_t b, uint32_t fixed_seed) {
|
||||
inline uint32_t combine_32(uint32_t seed, uint32_t v) {
|
||||
seed ^= v + 0x9e3779b9 + (seed << 6) + (seed >> 2);
|
||||
return seed;
|
||||
}
|
||||
inline uint32_t chunk_seed_hash(int32_t a, int32_t b, uint32_t fixed_seed) {
|
||||
uint32_t seed =
|
||||
combine_32(combine_32(fixed_seed, (uint32_t)a), (uint32_t)b);
|
||||
return seed;
|
||||
}
|
||||
/*
|
||||
inline uint32_t chunk_seed_hash(int32_t a, int32_t b, uint32_t fixed_seed) {
|
||||
uint32_t h = fixed_seed;
|
||||
|
||||
h ^= (uint32_t)a * 0xcc9e2d51u;
|
||||
@@ -27,10 +37,8 @@ inline uint32_t mix_hash(int32_t a, int32_t b, uint32_t fixed_seed) {
|
||||
|
||||
return h;
|
||||
}
|
||||
inline uint32_t combine_32(uint32_t seed, uint32_t v) {
|
||||
seed ^= v + 0x9e3779b9 + (seed << 6) + (seed >> 2);
|
||||
return seed;
|
||||
}
|
||||
*/
|
||||
|
||||
} // namespace HASH
|
||||
|
||||
} // namespace Cubed
|
||||
@@ -9,6 +9,11 @@ void extract_frustum_planes(const glm::mat4& mvp_matrix,
|
||||
std::vector<glm::vec4>& planes);
|
||||
|
||||
float smootherstep(float edge0, float edge1, float x);
|
||||
bool is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents,
|
||||
const std::vector<glm::vec4>& planes);
|
||||
float deterministic_random(int x, int z, uint64_t seed);
|
||||
glm::vec3 slerp(const glm::vec3& from, const glm::vec3& to, float t);
|
||||
|
||||
} // namespace Math
|
||||
|
||||
} // namespace Cubed
|
||||
15
pyproject.toml
Normal file
@@ -0,0 +1,15 @@
|
||||
[project]
|
||||
name = "cubed"
|
||||
version = "0.1.0"
|
||||
description = "Add your description here"
|
||||
readme = "README.md"
|
||||
requires-python = ">=3.14"
|
||||
dependencies = [
|
||||
"loguru>=0.7.3",
|
||||
"pytomlpp>=1.1.0",
|
||||
]
|
||||
|
||||
[dependency-groups]
|
||||
dev = [
|
||||
"ruff>=0.15.14",
|
||||
]
|
||||
403
scripts/blocks_tool.py
Normal file
@@ -0,0 +1,403 @@
|
||||
import argparse
|
||||
import copy
|
||||
import sys
|
||||
from functools import singledispatch
|
||||
from pathlib import Path
|
||||
from pprint import pprint
|
||||
from typing import Any
|
||||
|
||||
import pytomlpp
|
||||
from loguru import logger
|
||||
|
||||
VERSION = "0.0.1"
|
||||
DATA_PATH = "assets/data/block"
|
||||
TEXTURE_PATH = "assets/texture/block"
|
||||
|
||||
work_path = Path(__file__).parent.parent
|
||||
data_path = work_path / DATA_PATH
|
||||
texture_path = work_path / TEXTURE_PATH
|
||||
|
||||
|
||||
def collect_blocks() -> list[dict[str, Any]]:
|
||||
blocks: list[dict[str, Any]] = []
|
||||
for block in data_path.rglob("*.toml"):
|
||||
if not block.is_file():
|
||||
continue
|
||||
if block.name == "template.toml":
|
||||
continue
|
||||
|
||||
blocks.append(pytomlpp.loads(block.read_text(encoding="utf-8")))
|
||||
blocks.sort(key=lambda x: x["id"])
|
||||
return blocks
|
||||
|
||||
|
||||
def save_data(blocks: list[dict[str, Any]]):
|
||||
for block in blocks:
|
||||
block_path: Path = data_path / (block["name"] + ".toml")
|
||||
if not block_path.is_file():
|
||||
logger.warning(
|
||||
f"Block: {block_path} is not Exists and Will Create A New One"
|
||||
)
|
||||
block_path.write_text(pytomlpp.dumps(block))
|
||||
|
||||
|
||||
def sync_template_value():
|
||||
blocks = collect_blocks()
|
||||
template_path = data_path / "template.toml"
|
||||
if not template_path.is_file():
|
||||
logger.error("Template.toml is not Exists!")
|
||||
return
|
||||
template_block = pytomlpp.loads(template_path.read_text(encoding="utf-8"))
|
||||
add_count = 0
|
||||
for key, value in template_block.items():
|
||||
for block in blocks:
|
||||
if key not in block:
|
||||
block[key] = value
|
||||
add_count += 1
|
||||
save_data(blocks)
|
||||
logger.info(f"Synced {add_count} template fields to blocks")
|
||||
|
||||
|
||||
@singledispatch
|
||||
def show_data_info(arg: Any):
|
||||
logger.error("No Match show_data_info")
|
||||
|
||||
|
||||
@show_data_info.register(type(None))
|
||||
def _(arg: None):
|
||||
blocks = collect_blocks()
|
||||
print("Please Input Block Name or Id, Input exit or e to Exit")
|
||||
while True:
|
||||
input_str = input("Name or Id: ")
|
||||
try:
|
||||
id = int(input_str)
|
||||
if id >= len(blocks) or id < 0:
|
||||
print(f"Id: {id} Not Find, Input e or exit to Exit")
|
||||
continue
|
||||
pprint(blocks[id])
|
||||
except ValueError:
|
||||
if input_str.lower() == "exit" or input_str.lower() == "e":
|
||||
break
|
||||
find = False
|
||||
for block in blocks:
|
||||
if block["name"] == input_str:
|
||||
pprint(block)
|
||||
find = True
|
||||
break
|
||||
if not find:
|
||||
print(f"Name: {input_str} Not Find, Input e or exit to Exit")
|
||||
|
||||
|
||||
@show_data_info.register(int)
|
||||
def _(id: int):
|
||||
blocks = collect_blocks()
|
||||
if id >= len(blocks) or id < 0:
|
||||
logger.error(f"ID: {id} is Not Invaild!")
|
||||
return
|
||||
pprint(blocks[id])
|
||||
|
||||
|
||||
@show_data_info.register(str)
|
||||
def _(name: str):
|
||||
blocks = collect_blocks()
|
||||
find = False
|
||||
for block in blocks:
|
||||
if block["name"] == name:
|
||||
pprint(block)
|
||||
find = True
|
||||
break
|
||||
if not find:
|
||||
logger.error(f"Block Name: {name} Not Find")
|
||||
|
||||
|
||||
def change_key(block: dict[str, Any], key: str, value: str):
|
||||
if type(block[key]) is str:
|
||||
block[key] = value
|
||||
elif type(block[key]) is int:
|
||||
try:
|
||||
v = int(value)
|
||||
block[key] = v
|
||||
except ValueError:
|
||||
logger.error("The Value Is Not A Int")
|
||||
return False
|
||||
elif type(block[key]) is bool:
|
||||
if value.lower() == "true" or value.lower() == "t":
|
||||
block[key] = True
|
||||
elif value.lower() == "false" or value.lower() == "f":
|
||||
block[key] = False
|
||||
else:
|
||||
logger.error("The Value Is Not A Bool")
|
||||
return False
|
||||
elif type(block[key]) is float:
|
||||
try:
|
||||
v = float(value)
|
||||
block[key] = v
|
||||
except ValueError:
|
||||
logger.error("The Value Is Not A Float")
|
||||
return False
|
||||
else:
|
||||
logger.error("Unkown Key Type")
|
||||
return False
|
||||
return True
|
||||
|
||||
|
||||
def handle_change(block: dict[str, Any]) -> dict[str, Any]:
|
||||
print("Please Input Block Key, Input exit or e to Exit")
|
||||
while True:
|
||||
key = input("Key: ")
|
||||
if key.lower() == "exit" or key.lower() == "e":
|
||||
break
|
||||
if key not in block:
|
||||
logger.error("The Key Is Not Exists!")
|
||||
continue
|
||||
value = input("Value: ")
|
||||
old_name = block[key]
|
||||
if change_key(block, key, value):
|
||||
print("Change Success")
|
||||
if key == "name":
|
||||
old_path: Path = data_path / (old_name + ".toml")
|
||||
try:
|
||||
old_path.unlink()
|
||||
except FileNotFoundError:
|
||||
logger.warning(
|
||||
f"Name Change But Old File {old_name}.toml is Not Exists!"
|
||||
)
|
||||
else:
|
||||
print("Change Fail")
|
||||
pprint(block)
|
||||
return block
|
||||
|
||||
|
||||
@singledispatch
|
||||
def change_data(arg: Any):
|
||||
logger.error("Not Match change")
|
||||
|
||||
|
||||
@change_data.register(int)
|
||||
def _(id: int):
|
||||
blocks = collect_blocks()
|
||||
if id >= len(blocks) or id < 0:
|
||||
logger.error(f"ID: {id} is Invaild!")
|
||||
return
|
||||
pprint(blocks[id])
|
||||
blocks[id] = handle_change(blocks[id])
|
||||
save_data(blocks)
|
||||
|
||||
|
||||
@change_data.register(str)
|
||||
def _(name: str):
|
||||
blocks = collect_blocks()
|
||||
find = False
|
||||
for i, block in enumerate(blocks):
|
||||
if block["name"] == name:
|
||||
pprint(block)
|
||||
blocks[i] = handle_change(block)
|
||||
save_data(blocks)
|
||||
find = True
|
||||
break
|
||||
if not find:
|
||||
logger.error(f"Block Name: {name} Not Find")
|
||||
|
||||
|
||||
@change_data.register(type(None))
|
||||
def _(arg: None):
|
||||
blocks = collect_blocks()
|
||||
print("Please Input Block Name or Id, Input exit or e to Exit")
|
||||
while True:
|
||||
input_str = input("Name or Id: ")
|
||||
try:
|
||||
id = int(input_str)
|
||||
if id >= len(blocks) or id < 0:
|
||||
print(f"Id: {id} Not Find, Input e or exit to Exit")
|
||||
continue
|
||||
pprint(blocks[id])
|
||||
blocks[id] = handle_change(blocks[id])
|
||||
save_data(blocks)
|
||||
except ValueError:
|
||||
if input_str.lower() == "exit" or input_str.lower() == "e":
|
||||
break
|
||||
find = False
|
||||
for i, block in enumerate(blocks):
|
||||
if block["name"] == input_str:
|
||||
pprint(block)
|
||||
blocks[i] = handle_change(block)
|
||||
save_data(blocks)
|
||||
find = True
|
||||
break
|
||||
if not find:
|
||||
print(f"Name: {input_str} Not Find, Input e or exit to Exit")
|
||||
|
||||
|
||||
def show_data_list():
|
||||
blocks = collect_blocks()
|
||||
for block in blocks:
|
||||
print(f"id: {block['id']} name: {block['name']}")
|
||||
|
||||
|
||||
def check_path():
|
||||
|
||||
logger.info(f"Work Path {work_path.resolve()}")
|
||||
logger.info(f"Script Dir {sys.path[0]}")
|
||||
data_exists = True
|
||||
if not data_path.exists():
|
||||
logger.error(f"Blocks Data Path {data_path} not Exists!")
|
||||
data_exists = False
|
||||
else:
|
||||
logger.info(f"Blocks Data Path {data_path}")
|
||||
texture_exists = True
|
||||
if not texture_path.exists():
|
||||
logger.error(f"Blocks Texture Path {texture_path} not Exists!")
|
||||
texture_exists = False
|
||||
else:
|
||||
logger.info(f"Blocks Texture Path {texture_path}")
|
||||
return data_exists and texture_exists
|
||||
|
||||
|
||||
def check_integrity():
|
||||
find_error = False
|
||||
errors = 0
|
||||
if check_path():
|
||||
blocks = collect_blocks()
|
||||
template_path = data_path / "template.toml"
|
||||
if not template_path.is_file():
|
||||
logger.error("Template.toml is not Exists!")
|
||||
find_error = True
|
||||
errors += 1
|
||||
return
|
||||
template_block = pytomlpp.loads(template_path.read_text(encoding="utf-8"))
|
||||
n = len(blocks)
|
||||
for i in range(n):
|
||||
if "id" not in blocks[i]:
|
||||
logger.error(f"Id: {i} not Exists!")
|
||||
find_error = True
|
||||
errors += 1
|
||||
continue
|
||||
if blocks[i]["id"] != i:
|
||||
logger.error(
|
||||
f"Id Error, Block {blocks[i].get('name', 'Unknow')} Id Should Be {i} Instead of {blocks[i]['id']}"
|
||||
)
|
||||
find_error = True
|
||||
errors += 1
|
||||
for key, value in template_block.items():
|
||||
if key not in blocks[i]:
|
||||
logger.error(
|
||||
f"Key Error, Block {blocks[i].get('name', 'Unknow')} Key {key} not Exists!"
|
||||
)
|
||||
find_error = True
|
||||
errors += 1
|
||||
continue
|
||||
if type(blocks[i][key]) is not type(value):
|
||||
logger.error(
|
||||
f"Value Type Error, Block {blocks[i].get(key, 'Unknow')} The Type Should Be {type(value)}, Instead of {type(blocks[i][key])}"
|
||||
)
|
||||
find_error = True
|
||||
errors += 1
|
||||
if find_error:
|
||||
logger.error(f"Find {errors} Errors")
|
||||
else:
|
||||
logger.info("No Error")
|
||||
|
||||
|
||||
def add_new_block():
|
||||
blocks = collect_blocks()
|
||||
template_path = data_path / "template.toml"
|
||||
if not template_path.is_file():
|
||||
logger.error("Template.toml is not Exists, Can't Create A New Block!")
|
||||
return
|
||||
template_block = pytomlpp.loads(template_path.read_text(encoding="utf-8"))
|
||||
new_block = copy.deepcopy(template_block)
|
||||
num = len(blocks)
|
||||
logger.info(f"New Block Id is {num}")
|
||||
new_block["id"] = num
|
||||
for key in template_block:
|
||||
if key == "id":
|
||||
continue
|
||||
nvalue = input(f"Input {key}: ")
|
||||
if not change_key(new_block, key, nvalue):
|
||||
logger.error(f"Add Key {key} Value {nvalue} Fail")
|
||||
return
|
||||
new_block_path: Path = data_path / (new_block["name"] + ".toml")
|
||||
new_block_path.write_text(pytomlpp.dumps(new_block))
|
||||
logger.info("Successfully Add New Block!")
|
||||
pprint(new_block)
|
||||
|
||||
|
||||
def handle_args(args: argparse.Namespace):
|
||||
if args.version:
|
||||
print(f"Blocks Tools: {VERSION}")
|
||||
print(f"Python: {sys.version}")
|
||||
if args.path:
|
||||
check_path()
|
||||
if args.list:
|
||||
show_data_list()
|
||||
if args.sync:
|
||||
sync_template_value()
|
||||
if args.info:
|
||||
if args.info == "EMPTY":
|
||||
show_data_info(None)
|
||||
else:
|
||||
try:
|
||||
id = int(args.info)
|
||||
show_data_info(id)
|
||||
except ValueError:
|
||||
show_data_info(args.info)
|
||||
if args.change:
|
||||
if args.change == "EMPTY":
|
||||
change_data(None)
|
||||
else:
|
||||
try:
|
||||
id = int(args.change)
|
||||
change_data(id)
|
||||
except ValueError:
|
||||
change_data(args.change)
|
||||
if args.check:
|
||||
check_integrity()
|
||||
if args.new:
|
||||
add_new_block()
|
||||
|
||||
|
||||
def init_parser(parser: argparse.ArgumentParser):
|
||||
parser.add_argument(
|
||||
"-v", "--version", action="store_true", help="Show Blocks Tools Version"
|
||||
)
|
||||
parser.add_argument(
|
||||
"--path", action="store_true", help="Check Blcoks Data and Texture Path"
|
||||
)
|
||||
parser.add_argument("-l", "--list", action="store_true", help="Show Blocks List")
|
||||
parser.add_argument(
|
||||
"-s",
|
||||
"--sync",
|
||||
action="store_true",
|
||||
help="Sync Template.toml Value to Other Toml, Only New Value Will Add",
|
||||
)
|
||||
parser.add_argument(
|
||||
"-i",
|
||||
"--info",
|
||||
nargs="?",
|
||||
const="EMPTY",
|
||||
help="Show Block Data, If Provide Id Will Print the Corresponding Blcok Data, You Can Input Id or Name",
|
||||
)
|
||||
parser.add_argument(
|
||||
"-c", "--change", nargs="?", const="EMPTY", help="Change Block Data"
|
||||
)
|
||||
parser.add_argument(
|
||||
"-C", "--check", action="store_true", help="Check The Block Data Integrity"
|
||||
)
|
||||
parser.add_argument("-n", "--new", action="store_true", help="Add A New Block")
|
||||
|
||||
|
||||
def main():
|
||||
parser = argparse.ArgumentParser(description="Block Manage Tool")
|
||||
|
||||
init_parser(parser)
|
||||
|
||||
if len(sys.argv) == 1:
|
||||
parser.print_help()
|
||||
exit(0)
|
||||
|
||||
args = parser.parse_args()
|
||||
handle_args(args)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -51,7 +51,7 @@ void App::init() {
|
||||
cursor_enter_callback);
|
||||
glfwSetCharCallback(m_window.get_glfw_window(), char_callback);
|
||||
ChunkGenerator::init();
|
||||
|
||||
BlockManager::init();
|
||||
m_renderer.init();
|
||||
Logger::info("Renderer Init Success");
|
||||
m_window.update_viewport();
|
||||
@@ -257,6 +257,7 @@ void App::update() {
|
||||
m_renderer.update_fov(fov + 5.0f);
|
||||
}
|
||||
}
|
||||
m_renderer.update(delta_time);
|
||||
}
|
||||
|
||||
int App::start_cubed_application(int argc, char** argv) {
|
||||
|
||||
185
src/block.cpp
Normal file
@@ -0,0 +1,185 @@
|
||||
#include "Cubed/gameplay/block.hpp"
|
||||
|
||||
#include "Cubed/config.hpp"
|
||||
#include "Cubed/tools/cubed_assert.hpp"
|
||||
#include "Cubed/tools/log.hpp"
|
||||
|
||||
#include <filesystem>
|
||||
#include <toml++/toml.hpp>
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
using namespace std::string_literals;
|
||||
|
||||
namespace {
|
||||
std::string block_data_dir = ASSETS_PATH + "data/block"s;
|
||||
|
||||
template <Cubed::TomlValueType T>
|
||||
std::optional<T> safe_get_value(const toml::table& table, std::string_view key,
|
||||
const T& default_value) {
|
||||
auto value = table[key].value<T>();
|
||||
if (value == std::nullopt) {
|
||||
Cubed::Logger::warn("Key {} Is Not Find, Wiil Set the Default Value {}",
|
||||
key, default_value);
|
||||
value = default_value;
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
namespace Cubed {
|
||||
|
||||
const std::vector<BlockData>& BlockManager::datas() {
|
||||
ASSERT(is_init);
|
||||
return m_datas;
|
||||
}
|
||||
|
||||
unsigned BlockManager::sums() {
|
||||
ASSERT(is_init);
|
||||
return m_datas.size();
|
||||
}
|
||||
unsigned BlockManager::cross_plane_sum() {
|
||||
ASSERT(is_init);
|
||||
return m_cross_plane_map.size();
|
||||
}
|
||||
|
||||
const std::string& BlockManager::name_form_id(BlockType id) {
|
||||
if (id >= sums()) {
|
||||
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
|
||||
return m_datas[0].name;
|
||||
}
|
||||
return m_datas[id].name;
|
||||
}
|
||||
|
||||
bool BlockManager::is_gas(BlockType id) {
|
||||
if (id >= sums()) {
|
||||
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
|
||||
return m_datas[0].is_gas;
|
||||
}
|
||||
return m_datas[id].is_gas;
|
||||
}
|
||||
bool BlockManager::is_liquid(BlockType id) {
|
||||
if (id >= sums()) {
|
||||
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
|
||||
return m_datas[0].is_liquid;
|
||||
}
|
||||
return m_datas[id].is_liquid;
|
||||
}
|
||||
|
||||
bool BlockManager::is_cross_plane(BlockType id) {
|
||||
if (id >= sums()) {
|
||||
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
|
||||
return m_datas[0].is_cross_plane;
|
||||
}
|
||||
return m_datas[id].is_cross_plane;
|
||||
}
|
||||
|
||||
bool BlockManager::is_transparent(BlockType id) {
|
||||
if (id >= sums()) {
|
||||
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
|
||||
return m_datas[0].is_transparent;
|
||||
}
|
||||
return m_datas[id].is_transparent;
|
||||
}
|
||||
bool BlockManager::is_passable(BlockType id) {
|
||||
if (id >= sums()) {
|
||||
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
|
||||
return m_datas[0].is_passable;
|
||||
}
|
||||
return m_datas[id].is_passable;
|
||||
}
|
||||
|
||||
bool BlockManager::is_discard(BlockType id) {
|
||||
if (id >= sums()) {
|
||||
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
|
||||
return m_datas[0].is_discard;
|
||||
}
|
||||
return m_datas[id].is_discard;
|
||||
}
|
||||
bool BlockManager::is_blend(BlockType id) {
|
||||
if (id >= sums()) {
|
||||
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
|
||||
return m_datas[0].is_blend;
|
||||
}
|
||||
return m_datas[id].is_blend;
|
||||
}
|
||||
bool BlockManager::is_transitional(BlockType id) {
|
||||
if (id >= sums()) {
|
||||
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
|
||||
return m_datas[0].is_transitional;
|
||||
}
|
||||
return m_datas[id].is_transitional;
|
||||
}
|
||||
void BlockManager::init() {
|
||||
fs::path data_path{block_data_dir};
|
||||
|
||||
for (auto entry : fs::recursive_directory_iterator(data_path)) {
|
||||
if (!entry.is_regular_file()) {
|
||||
continue;
|
||||
}
|
||||
if (entry.path().filename() == "template.toml") {
|
||||
continue;
|
||||
}
|
||||
toml::table block;
|
||||
try {
|
||||
block = toml::parse_file(entry.path().string());
|
||||
} catch (const toml::parse_error& err) {
|
||||
Logger::error("Load Block Data {} Fail, Parser Error {}",
|
||||
entry.path().string(), err.what());
|
||||
ASSERT(false);
|
||||
}
|
||||
auto id = block["id"].value<int>();
|
||||
if (id == std::nullopt) {
|
||||
Logger::error("Very Serious Error, Block Id Not Find !!!, Please "
|
||||
"Check The Block Data Integrity");
|
||||
std::abort();
|
||||
}
|
||||
auto name = block["name"].value<std::string>();
|
||||
if (name == std::nullopt) {
|
||||
Logger::error("Very Serious Error, Block Name Not Find !!!, Please "
|
||||
"Check The Block Data Integrity");
|
||||
std::abort();
|
||||
}
|
||||
auto is_liquid = safe_get_value(block, "is_liquid", false);
|
||||
auto is_passable = safe_get_value(block, "is_passable", false);
|
||||
auto is_cross_plane = safe_get_value(block, "is_cross_plane", false);
|
||||
auto is_transparent = safe_get_value(block, "is_transparent", false);
|
||||
auto is_gas = safe_get_value(block, "is_gas", false);
|
||||
auto is_discard = safe_get_value(block, "is_discard", false);
|
||||
auto is_blend = safe_get_value(block, "is_blend", false);
|
||||
auto is_transitional = safe_get_value(block, "is_transitional", false);
|
||||
m_datas.emplace_back(*id, *name, *is_liquid, *is_passable,
|
||||
*is_cross_plane, *is_transparent, *is_gas,
|
||||
*is_discard, *is_blend, *is_transitional);
|
||||
}
|
||||
std::sort(
|
||||
m_datas.begin(), m_datas.end(),
|
||||
[](const BlockData& a, const BlockData& b) { return a.id < b.id; });
|
||||
|
||||
set_up_cross_plane_map();
|
||||
is_init = true;
|
||||
}
|
||||
|
||||
BlockType BlockManager::cross_plane_index(BlockType id) {
|
||||
auto it = m_cross_plane_map.find(id);
|
||||
if (it == m_cross_plane_map.end()) {
|
||||
Logger::error("Can't Find Cross Plane Id {}", id);
|
||||
ASSERT(false);
|
||||
throw std::out_of_range{"Can't Find Cross Plane Id" +
|
||||
std::to_string(id)};
|
||||
}
|
||||
return it->second;
|
||||
}
|
||||
|
||||
void BlockManager::set_up_cross_plane_map() {
|
||||
unsigned cur_id = 0;
|
||||
for (const auto& data : m_datas) {
|
||||
if (data.is_cross_plane) {
|
||||
m_cross_plane_map[data.id] = cur_id;
|
||||
cur_id++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace Cubed
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "Cubed/camera.hpp"
|
||||
|
||||
#include "Cubed/gameplay/player.hpp"
|
||||
#include "Cubed/gameplay/world.hpp"
|
||||
#include "Cubed/tools/cubed_assert.hpp"
|
||||
|
||||
namespace Cubed {
|
||||
@@ -12,6 +13,13 @@ void Camera::update_move_camera() {
|
||||
auto pos = m_player->get_player_pos();
|
||||
// pos.y need to add 1.6f to center
|
||||
m_camera_pos = glm::vec3(pos.x, pos.y + 1.6f, pos.z);
|
||||
glm::ivec3 block_pos = glm::floor(m_camera_pos);
|
||||
auto& world = m_player->get_world();
|
||||
if (world.get_block_tpye(block_pos) == 7) {
|
||||
m_under_water = true;
|
||||
} else {
|
||||
m_under_water = false;
|
||||
}
|
||||
}
|
||||
|
||||
void Camera::camera_init(Player* player) {
|
||||
@@ -50,4 +58,8 @@ const glm::mat4 Camera::get_camera_lookat() const {
|
||||
|
||||
const glm::vec3& Camera::get_camera_pos() const { return m_camera_pos; }
|
||||
|
||||
bool Camera::is_under_water() const { return m_under_water; }
|
||||
|
||||
glm::vec3 Camera::get_camera_front() const { return m_player->get_front(); }
|
||||
|
||||
} // namespace Cubed
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
#include "Cubed/app.hpp"
|
||||
#include "Cubed/config.hpp"
|
||||
#include "Cubed/gameplay/player.hpp"
|
||||
#include "Cubed/map_table.hpp"
|
||||
#include "Cubed/tools/log.hpp"
|
||||
|
||||
#include <imgui.h>
|
||||
@@ -34,16 +33,16 @@ constexpr int AMPLITUDE_MAX = 80;
|
||||
constexpr float TREE_FREQ_MIM = 0.001f;
|
||||
constexpr float TREE_FREQ_MAX = 0.3f;
|
||||
|
||||
constexpr float CAVE_PROBABILITY_MIN = 0.005f;
|
||||
constexpr float CAVE_PROBABILITY_MAX = 0.1f;
|
||||
constexpr float PATH_PROBABILITY_MIN = 0.005f;
|
||||
constexpr float PATH_PROBABILITY_MAX = 0.1f;
|
||||
constexpr float RADIUS_XZ_MIN = 1.0f;
|
||||
constexpr float RADIUS_XZ_MAX = 50.0f;
|
||||
constexpr float RADIUS_Y_MIN = 1.0f;
|
||||
constexpr float RADIUS_Y_MAX = 50.0f;
|
||||
constexpr float DELTA_ANGLE_MIN = -30.0f;
|
||||
constexpr float DELTA_ANGLE_MAX = 30.0f;
|
||||
constexpr int CAVE_STEP_MIN = 1;
|
||||
constexpr int CAVE_STEP_MAX = 1000;
|
||||
constexpr int PATH_STEP_MIN = 1;
|
||||
constexpr int PATH_STEP_MAX = 1000;
|
||||
|
||||
static int filter_unsigned(ImGuiInputTextCallbackData* data) {
|
||||
if (data->EventFlag == ImGuiInputTextFlags_CallbackCharFilter) {
|
||||
@@ -85,6 +84,7 @@ void DevPanel::render() {
|
||||
show_world_tab_item();
|
||||
show_player_tab_item();
|
||||
show_items_tab_item();
|
||||
show_shader_tab_item();
|
||||
show_about_table_bar();
|
||||
|
||||
ImGui::EndTabBar();
|
||||
@@ -108,6 +108,7 @@ void DevPanel::show_about_table_bar() {
|
||||
ImGui::Text("FreeType");
|
||||
ImGui::Text("toml++");
|
||||
ImGui::Text("Dear ImGui");
|
||||
ImGui::Text("Tbb");
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Special Thanks");
|
||||
ImGui::Text("TANGERIME");
|
||||
@@ -264,12 +265,37 @@ void DevPanel::show_biome_table_bar() {
|
||||
}
|
||||
}
|
||||
|
||||
void DevPanel::show_time_table_bar() {
|
||||
World& world = m_app.world();
|
||||
ImGui::Text("Game Tick %llu", world.game_tick());
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("Day Tick %llu", world.day_tick());
|
||||
m_tick_frezze = !world.is_tick_running();
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Checkbox("Tick Frezze", &m_tick_frezze)) {
|
||||
world.tick_running(!m_tick_frezze);
|
||||
}
|
||||
if (ImGui::SliderInt("SetDayTick", &m_pre_set_day_tick, 0, DAY_TIME)) {
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Set##DayTick")) {
|
||||
world.day_tick(static_cast<TickType>(m_pre_set_day_tick));
|
||||
}
|
||||
ImGui::Text("MSPT %d", world.per_tick_time());
|
||||
if (ImGui::SliderInt("SetMSPT", &m_pre_set_tick_speed, 1, 200)) {
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Set##MSPT")) {
|
||||
world.per_tick_time(m_pre_set_tick_speed);
|
||||
}
|
||||
}
|
||||
|
||||
void DevPanel::show_cave_table_bar() {
|
||||
auto& cave_carcer = m_app.world().cave_carcer();
|
||||
|
||||
ImGui::Text("Total Cave Sum %d", cave_carcer.cave_sum());
|
||||
ImGui::SliderFloat("Cave Probability", &cave_carcer.cave_probability(),
|
||||
CAVE_PROBABILITY_MIN, CAVE_PROBABILITY_MAX);
|
||||
PATH_PROBABILITY_MIN, PATH_PROBABILITY_MAX);
|
||||
ImGui::SliderFloat("Radius XZ Min", &CavePath::radius_xz_min(),
|
||||
RADIUS_XZ_MIN, RADIUS_XZ_MAX);
|
||||
ImGui::SliderFloat("Radius XZ Max", &CavePath::radius_xz_max(),
|
||||
@@ -282,10 +308,34 @@ void DevPanel::show_cave_table_bar() {
|
||||
DELTA_ANGLE_MIN, 0.0f);
|
||||
ImGui::SliderFloat("Delta Angle Max", &CavePath::delta_angle_max(), 0.0f,
|
||||
DELTA_ANGLE_MAX);
|
||||
ImGui::SliderInt("Step Min", &CavePath::step_min(), CAVE_STEP_MIN,
|
||||
CAVE_STEP_MAX);
|
||||
ImGui::SliderInt("Step Max", &CavePath::step_max(), CAVE_STEP_MIN,
|
||||
CAVE_STEP_MAX);
|
||||
ImGui::SliderInt("Step Min", &CavePath::step_min(), PATH_STEP_MIN,
|
||||
PATH_STEP_MAX);
|
||||
ImGui::SliderInt("Step Max", &CavePath::step_max(), PATH_STEP_MIN,
|
||||
PATH_STEP_MAX);
|
||||
}
|
||||
|
||||
void DevPanel::show_river_table_bar() {
|
||||
auto& river_wrom = m_app.world().river_worm();
|
||||
|
||||
ImGui::Text("Total River Sum %d", river_wrom.river_sum());
|
||||
ImGui::SliderFloat("River Probability", &river_wrom.river_probability(),
|
||||
PATH_PROBABILITY_MIN, PATH_PROBABILITY_MAX);
|
||||
ImGui::SliderFloat("Radius XZ Min##river", &RiverPath::radius_xz_min(),
|
||||
RADIUS_XZ_MIN, RADIUS_XZ_MAX);
|
||||
ImGui::SliderFloat("Radius XZ Max##river", &RiverPath::radius_xz_max(),
|
||||
RADIUS_XZ_MIN, RADIUS_XZ_MAX);
|
||||
ImGui::SliderFloat("Radius Y Min##river", &RiverPath::radius_y_min(),
|
||||
RADIUS_Y_MIN, RADIUS_Y_MAX);
|
||||
ImGui::SliderFloat("Radius Y Max##river", &RiverPath::radius_y_max(),
|
||||
RADIUS_Y_MIN, RADIUS_Y_MAX);
|
||||
ImGui::SliderFloat("Delta Angle Min##river", &RiverPath::delta_angle_min(),
|
||||
DELTA_ANGLE_MIN, 0.0f);
|
||||
ImGui::SliderFloat("Delta Angle Max##river", &RiverPath::delta_angle_max(),
|
||||
0.0f, DELTA_ANGLE_MAX);
|
||||
ImGui::SliderInt("Step Min##river", &RiverPath::step_min(), PATH_STEP_MIN,
|
||||
PATH_STEP_MAX);
|
||||
ImGui::SliderInt("Step Max##river", &RiverPath::step_max(), PATH_STEP_MIN,
|
||||
PATH_STEP_MAX);
|
||||
}
|
||||
|
||||
void DevPanel::show_settings_tab_item() {
|
||||
@@ -313,6 +363,7 @@ void DevPanel::show_settings_tab_item() {
|
||||
static_cast<double>(m_config.mouse_sensitivity));
|
||||
m_player->hot_reload();
|
||||
}
|
||||
|
||||
if (ImGui::SliderInt("Distance", &m_config.rendering_distance, 2,
|
||||
128)) {
|
||||
Config::get().set("world.rendering_distance",
|
||||
@@ -434,10 +485,18 @@ void DevPanel::show_world_tab_item() {
|
||||
ImGui::Text("Chunk Build Progress\n");
|
||||
ImGui::ProgressBar(m_app.world().chunk_gen_fraction());
|
||||
if (ImGui::BeginTabBar("World Settings")) {
|
||||
if (ImGui::BeginTabItem("Time")) {
|
||||
show_time_table_bar();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
if (ImGui::BeginTabItem("Cave")) {
|
||||
show_cave_table_bar();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
if (ImGui::BeginTabItem("River")) {
|
||||
show_river_table_bar();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
if (ImGui::BeginTabItem("Biome")) {
|
||||
show_biome_table_bar();
|
||||
ImGui::EndTabItem();
|
||||
@@ -523,7 +582,7 @@ void DevPanel::show_player_tab_item() {
|
||||
|
||||
void DevPanel::show_items_tab_item() {
|
||||
auto& textures = m_app.texture_manager().item_textures();
|
||||
auto& names = MapTable::item_map();
|
||||
// auto& names = MapTable::item_map();
|
||||
if (ImGui::BeginTabItem("item")) {
|
||||
ImGui::Text("Place Block ");
|
||||
ImGui::SameLine();
|
||||
@@ -539,7 +598,7 @@ void DevPanel::show_items_tab_item() {
|
||||
}
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::Text("%s", names[i].c_str());
|
||||
ImGui::Text("%s", BlockManager::name_form_id(i).c_str());
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
if (i % 10 != 0) {
|
||||
@@ -550,6 +609,27 @@ void DevPanel::show_items_tab_item() {
|
||||
}
|
||||
}
|
||||
|
||||
void DevPanel::show_shader_tab_item() {
|
||||
|
||||
static const char* shader_mode[] = {"Rotated Poisson Disk PCF",
|
||||
"3x3 Square Grid PCF", "PCF off"};
|
||||
static const char* cull_face_mode[] = {"Front", "Back"};
|
||||
if (ImGui::BeginTabItem("shader")) {
|
||||
ImGui::Checkbox("Shader", &m_app.renderer().shader_on());
|
||||
if (ImGui::SliderFloat("AmbientStrength",
|
||||
&m_app.renderer().ambient_strength(), 0.0f,
|
||||
0.35f))
|
||||
;
|
||||
ImGui::Checkbox("Discard Transparent",
|
||||
&m_app.renderer().discard_transparent());
|
||||
ImGui::Combo("ShaderMode", &m_app.renderer().shadow_mode(), shader_mode,
|
||||
IM_ARRAYSIZE(shader_mode));
|
||||
ImGui::Combo("LightCullFaceMode", &m_app.renderer().light_cull_face(),
|
||||
cull_face_mode, IM_ARRAYSIZE(cull_face_mode));
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
}
|
||||
|
||||
void DevPanel::update_config_view() {
|
||||
auto config = Config::get();
|
||||
m_config.fov =
|
||||
|
||||
@@ -1,12 +1,13 @@
|
||||
#include "Cubed/gameplay/biome.hpp"
|
||||
|
||||
#include "Cubed/tools/cubed_assert.hpp"
|
||||
#include "Cubed/tools/log.hpp"
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
namespace Cubed {
|
||||
|
||||
using enum BiomeType;
|
||||
|
||||
static PlainParams plain{{BiomeType::PLAIN,
|
||||
{0.0f, 0.5f},
|
||||
{0.0f, 0.5f},
|
||||
@@ -59,6 +60,12 @@ std::string get_biome_str(BiomeType biome) {
|
||||
case RIVER:
|
||||
str = "River";
|
||||
break;
|
||||
case SNOWY_PLAIN:
|
||||
str = "Snowy Plain";
|
||||
break;
|
||||
case OCEAN:
|
||||
str = "Ocean";
|
||||
break;
|
||||
case NONE:
|
||||
str = "Unknown";
|
||||
break;
|
||||
@@ -84,27 +91,7 @@ Biome get_biome_from_noise(float temp, float humid) {
|
||||
return Biome::FOREST;
|
||||
}
|
||||
*/
|
||||
BiomeType get_biome_from_noise(float temp, float humid) {
|
||||
using enum BiomeType;
|
||||
if (plain.temp.first <= temp && temp < plain.temp.second &&
|
||||
plain.humid.first <= humid && humid < plain.humid.second) {
|
||||
return PLAIN;
|
||||
}
|
||||
if (forest.temp.first <= temp && temp < forest.temp.second &&
|
||||
forest.humid.first <= humid && humid < forest.humid.second) {
|
||||
return FOREST;
|
||||
}
|
||||
if (desert.temp.first <= temp && temp < desert.temp.second &&
|
||||
desert.humid.first <= humid && humid < desert.humid.second) {
|
||||
return DESERT;
|
||||
}
|
||||
if (mountain.temp.first <= temp && temp <= mountain.temp.second &&
|
||||
mountain.humid.first <= humid && humid <= mountain.humid.second) {
|
||||
return MOUNTAIN;
|
||||
}
|
||||
Logger::warn("Invail Temp {} or Humid {}", temp, humid);
|
||||
return PLAIN;
|
||||
}
|
||||
/*
|
||||
std::array<float, 3> get_noise_frequencies_for_biome(BiomeType biome) {
|
||||
using enum BiomeType;
|
||||
switch (biome) {
|
||||
@@ -125,7 +112,8 @@ std::array<float, 3> get_noise_frequencies_for_biome(BiomeType biome) {
|
||||
Logger::warn("Unknown Biome");
|
||||
return {0.003f, 0.015f, 0.06f};
|
||||
}
|
||||
|
||||
*/
|
||||
/*
|
||||
BiomeHeightRange get_biome_height_range(BiomeType biome) {
|
||||
using enum BiomeType;
|
||||
switch (biome) {
|
||||
@@ -146,7 +134,7 @@ BiomeHeightRange get_biome_height_range(BiomeType biome) {
|
||||
Logger::warn("Unknown Biome");
|
||||
return {62, 4};
|
||||
}
|
||||
|
||||
*/
|
||||
BiomeType safe_int_to_biome(int x) {
|
||||
using enum BiomeType;
|
||||
static const std::unordered_map<int, BiomeType> INT_TO_BIOME_MAP{
|
||||
@@ -201,6 +189,33 @@ int get_interpolated_height(float world_x, float world_z, float temp,
|
||||
return static_cast<int>(h);
|
||||
}
|
||||
*/
|
||||
|
||||
BiomeType determine_biome(const BiomeConditions& conditions) {
|
||||
if (conditions.mountainous > 0.75) {
|
||||
return MOUNTAIN;
|
||||
}
|
||||
if (conditions.mountainous < 0.25) {
|
||||
return OCEAN;
|
||||
}
|
||||
auto temp = conditions.temp;
|
||||
auto humid = conditions.humid;
|
||||
if (temp < 0.5) {
|
||||
if (humid < 0.5) {
|
||||
return SNOWY_PLAIN;
|
||||
} else {
|
||||
return PLAIN;
|
||||
}
|
||||
} else {
|
||||
if (humid < 0.5) {
|
||||
return DESERT;
|
||||
} else {
|
||||
return FOREST;
|
||||
}
|
||||
}
|
||||
|
||||
return PLAIN;
|
||||
}
|
||||
|
||||
PlainParams& plain_params() { return plain; }
|
||||
ForestParams& forest_params() { return forest; }
|
||||
DesertParams& desert_params() { return desert; }
|
||||
|
||||
@@ -15,27 +15,47 @@ void BiomeBuilder::build_bottom() {
|
||||
}
|
||||
}
|
||||
}
|
||||
void BiomeBuilder::fill_water() {
|
||||
void BiomeBuilder::place_grass() {
|
||||
ChunkGenerator& chunk_generator = get_chunk_generator();
|
||||
Chunk& chunk = chunk_generator.chunk();
|
||||
auto& m_blocks = chunk.blocks();
|
||||
auto& neighbor = chunk_generator.neighbor_biome();
|
||||
auto& heightmap = chunk.heightmap();
|
||||
for (int i = 0; i < 8; i++) {
|
||||
if (neighbor[i] == BiomeType::RIVER) {
|
||||
for (int x = 0; x < SIZE_X; x++) {
|
||||
for (int z = 0; z < SIZE_Z; z++) {
|
||||
if (heightmap[x][z] >= SEA_LEVEL) {
|
||||
continue;
|
||||
}
|
||||
int height = heightmap[x][z];
|
||||
for (int y = height; y < SEA_LEVEL; y++) {
|
||||
m_blocks[Chunk::index(x, y, z)] = 7;
|
||||
}
|
||||
auto& blocks = chunk.blocks();
|
||||
const auto& heightmap = chunk.get_heightmap();
|
||||
auto& random = chunk_generator.random();
|
||||
for (int x = 0; x < SIZE_X; ++x) {
|
||||
for (int z = 0; z < SIZE_Z; ++z) {
|
||||
int y = heightmap[x][z];
|
||||
BlockType top_id = blocks[Chunk::index(x, y, z)];
|
||||
if (top_id != 1) {
|
||||
continue;
|
||||
}
|
||||
if (blocks[Chunk::index(x, y + 1, z)] != 0) {
|
||||
continue;
|
||||
}
|
||||
if (random.random_bool(0.2)) {
|
||||
if (y + 1 < SIZE_Y) {
|
||||
blocks[Chunk::index(x, y + 1, z)] = 9;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BiomeBuilder::ocean_water_build() {
|
||||
ChunkGenerator& chunk_generator = get_chunk_generator();
|
||||
Chunk& chunk = chunk_generator.chunk();
|
||||
auto& blocks = chunk.blocks();
|
||||
const auto& heightmap = chunk.get_heightmap();
|
||||
|
||||
for (int x = 0; x < SIZE_X; ++x) {
|
||||
for (int z = 0; z < SIZE_Z; ++z) {
|
||||
int height = heightmap[x][z];
|
||||
if (height <= SEA_LEVEL) {
|
||||
for (int y = height; y <= SEA_LEVEL; y++) {
|
||||
blocks[Chunk::index(x, y, z)] = 7;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace Cubed
|
||||
@@ -29,7 +29,7 @@ void DesertBuilder::build_blocks() {
|
||||
}
|
||||
}
|
||||
|
||||
void DesertBuilder::build_vegetation() { fill_water(); }
|
||||
void DesertBuilder::build_vegetation() {}
|
||||
|
||||
ChunkGenerator& DesertBuilder::get_chunk_generator() {
|
||||
return m_chunk_generator;
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "Cubed/gameplay/chunk_generator.hpp"
|
||||
#include "Cubed/gameplay/tree.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <numeric>
|
||||
|
||||
namespace Cubed {
|
||||
@@ -52,7 +53,7 @@ void ForestBuilder::build_vegetation() {
|
||||
}
|
||||
}
|
||||
}
|
||||
fill_water();
|
||||
place_grass();
|
||||
}
|
||||
|
||||
ChunkGenerator& ForestBuilder::get_chunk_generator() {
|
||||
|
||||
@@ -18,26 +18,14 @@ void MountainBuilder::build_blocks() {
|
||||
for (int x = 0; x < CHUNK_SIZE; x++) {
|
||||
for (int z = 0; z < CHUNK_SIZE; z++) {
|
||||
int height = static_cast<int>(m_heightmap[x][z]);
|
||||
for (int y = 5; y < height - 5; y++) {
|
||||
for (int y = 5; y <= height; y++) {
|
||||
m_blocks[Chunk::index(x, y, z)] = 3;
|
||||
}
|
||||
for (int y = height - 5; y <= height - 1; y++) {
|
||||
if (y > 110) {
|
||||
m_blocks[Chunk::index(x, y, z)] = 3;
|
||||
} else {
|
||||
m_blocks[Chunk::index(x, y, z)] = 2;
|
||||
}
|
||||
}
|
||||
if (height > 110) {
|
||||
m_blocks[Chunk::index(x, height, z)] = 3;
|
||||
} else {
|
||||
m_blocks[Chunk::index(x, height, z)] = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MountainBuilder::build_vegetation() { fill_water(); }
|
||||
void MountainBuilder::build_vegetation() {}
|
||||
|
||||
ChunkGenerator& MountainBuilder::get_chunk_generator() {
|
||||
return m_chunk_generator;
|
||||
|
||||
34
src/gameplay/builders/ocean_builder.cpp
Normal file
@@ -0,0 +1,34 @@
|
||||
#include "Cubed/gameplay/builders/ocean_builder.hpp"
|
||||
|
||||
#include "Cubed/gameplay/chunk.hpp"
|
||||
#include "Cubed/gameplay/chunk_generator.hpp"
|
||||
namespace Cubed {
|
||||
OceanBuilder::OceanBuilder(ChunkGenerator& chunk_generator)
|
||||
: m_chunk_generator(chunk_generator) {}
|
||||
|
||||
void OceanBuilder::build_biome() {
|
||||
BiomeBuilder::build_bottom();
|
||||
build_blocks();
|
||||
};
|
||||
|
||||
void OceanBuilder::build_blocks() {
|
||||
auto& m_chunk = m_chunk_generator.chunk();
|
||||
auto& m_blocks = m_chunk.blocks();
|
||||
auto& m_heightmap = m_chunk.heightmap();
|
||||
for (int x = 0; x < CHUNK_SIZE; x++) {
|
||||
for (int z = 0; z < CHUNK_SIZE; z++) {
|
||||
int height = static_cast<int>(m_heightmap[x][z]);
|
||||
for (int y = 5; y <= height; y++) {
|
||||
m_blocks[Chunk::index(x, y, z)] = 3;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OceanBuilder::build_vegetation() {}
|
||||
|
||||
ChunkGenerator& OceanBuilder::get_chunk_generator() {
|
||||
return m_chunk_generator;
|
||||
};
|
||||
|
||||
} // namespace Cubed
|
||||
@@ -29,7 +29,7 @@ void PlainBuilder::build_blocks() {
|
||||
}
|
||||
}
|
||||
|
||||
void PlainBuilder::build_vegetation() { fill_water(); }
|
||||
void PlainBuilder::build_vegetation() { place_grass(); }
|
||||
|
||||
ChunkGenerator& PlainBuilder::get_chunk_generator() {
|
||||
return m_chunk_generator;
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
#include "Cubed/gameplay/builders/river_builder.hpp"
|
||||
|
||||
#include "Cubed/gameplay/chunk.hpp"
|
||||
#include "Cubed/gameplay/chunk_generator.hpp"
|
||||
namespace Cubed {
|
||||
RiverBuilder::RiverBuilder(ChunkGenerator& chunk_generator)
|
||||
@@ -12,6 +11,7 @@ void RiverBuilder::build_biome() {
|
||||
};
|
||||
|
||||
void RiverBuilder::build_blocks() {
|
||||
/*
|
||||
auto& m_chunk = m_chunk_generator.chunk();
|
||||
auto& m_blocks = m_chunk.blocks();
|
||||
auto& m_heightmap = m_chunk.heightmap();
|
||||
@@ -33,9 +33,11 @@ void RiverBuilder::build_blocks() {
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
void RiverBuilder::build_vegetation() {
|
||||
/*
|
||||
auto& m_chunk = m_chunk_generator.chunk();
|
||||
auto& m_blocks = m_chunk.blocks();
|
||||
auto& m_heightmap = m_chunk.heightmap();
|
||||
@@ -50,6 +52,7 @@ void RiverBuilder::build_vegetation() {
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
ChunkGenerator& RiverBuilder::get_chunk_generator() {
|
||||
|
||||
38
src/gameplay/builders/snowy_plain_builder.cpp
Normal file
@@ -0,0 +1,38 @@
|
||||
#include "Cubed/gameplay/builders/snowy_plain_builder.hpp"
|
||||
|
||||
#include "Cubed/gameplay/chunk.hpp"
|
||||
#include "Cubed/gameplay/chunk_generator.hpp"
|
||||
namespace Cubed {
|
||||
SnowyPlainBuilder::SnowyPlainBuilder(ChunkGenerator& chunk_generator)
|
||||
: m_chunk_generator(chunk_generator) {}
|
||||
|
||||
void SnowyPlainBuilder::build_biome() {
|
||||
BiomeBuilder::build_bottom();
|
||||
build_blocks();
|
||||
};
|
||||
|
||||
void SnowyPlainBuilder::build_blocks() {
|
||||
auto& m_chunk = m_chunk_generator.chunk();
|
||||
auto& m_blocks = m_chunk.blocks();
|
||||
auto& m_heightmap = m_chunk.heightmap();
|
||||
for (int x = 0; x < CHUNK_SIZE; x++) {
|
||||
for (int z = 0; z < CHUNK_SIZE; z++) {
|
||||
int height = static_cast<int>(m_heightmap[x][z]);
|
||||
for (int y = 5; y < height - 5; y++) {
|
||||
m_blocks[Chunk::index(x, y, z)] = 3;
|
||||
}
|
||||
for (int y = height - 5; y < height; y++) {
|
||||
m_blocks[Chunk::index(x, y, z)] = 2;
|
||||
}
|
||||
m_blocks[Chunk::index(x, height, z)] = 8;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SnowyPlainBuilder::build_vegetation() {}
|
||||
|
||||
ChunkGenerator& SnowyPlainBuilder::get_chunk_generator() {
|
||||
return m_chunk_generator;
|
||||
};
|
||||
|
||||
} // namespace Cubed
|
||||
@@ -5,11 +5,10 @@
|
||||
namespace Cubed {
|
||||
CaveCarver::CaveCarver() {}
|
||||
|
||||
std::unordered_map<int, CavePath>& CaveCarver::paths() { return m_paths; }
|
||||
CaveCarver::CaveHashMap& CaveCarver::paths() { return m_paths; }
|
||||
|
||||
void CaveCarver::init(unsigned world_seed) {
|
||||
m_seed = world_seed;
|
||||
m_sum = 0;
|
||||
m_random.init(m_seed);
|
||||
}
|
||||
|
||||
@@ -19,13 +18,19 @@ void CaveCarver::reload(unsigned world_seed) {
|
||||
init(world_seed);
|
||||
}
|
||||
|
||||
void CaveCarver::add_path(const glm::vec3& pos) {
|
||||
m_paths.emplace(m_sum, CavePath{m_seed, m_sum, pos});
|
||||
m_sum++;
|
||||
void CaveCarver::add_path(const glm::vec3& pos, unsigned chunk_seed) {
|
||||
m_paths.emplace(chunk_seed, CavePath{chunk_seed, m_seed, pos});
|
||||
}
|
||||
|
||||
void CaveCarver::try_to_add_path(const ChunkPos& chunk_pos,
|
||||
unsigned chunk_seed) {
|
||||
{
|
||||
CaveHashMap::const_accessor acc;
|
||||
if (m_paths.find(acc, chunk_seed)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
Random random{chunk_seed};
|
||||
if (random.random_bool(static_cast<double>(m_cave_probability))) {
|
||||
const int CHUNK_MIN_X = chunk_pos.x * CHUNK_SIZE;
|
||||
@@ -38,15 +43,22 @@ void CaveCarver::try_to_add_path(const ChunkPos& chunk_pos,
|
||||
int x = random.random_int(CHUNK_MIN_X, CHUNK_MAX_X);
|
||||
int y = random.random_int(CHUNK_MIN_Y + 1, max_y);
|
||||
int z = random.random_int(CHUNK_MIN_Z, CHUNK_MAX_Z);
|
||||
add_path(glm::vec3{x, y, z});
|
||||
add_path(glm::vec3{x, y, z}, chunk_seed);
|
||||
}
|
||||
}
|
||||
|
||||
void CaveCarver::cleanup_finished_caves() {
|
||||
std::erase_if(m_paths,
|
||||
[](const auto& kv) { return kv.second.is_finished(); });
|
||||
std::vector<unsigned int> finished_keys;
|
||||
for (const auto& pair : m_paths) {
|
||||
if (pair.second.is_finished()) {
|
||||
finished_keys.push_back(pair.first);
|
||||
}
|
||||
}
|
||||
for (const auto& key : finished_keys) {
|
||||
m_paths.erase(key);
|
||||
}
|
||||
}
|
||||
|
||||
int CaveCarver::cave_sum() const { return m_sum; }
|
||||
int CaveCarver::cave_sum() const { return m_paths.size(); }
|
||||
float& CaveCarver::cave_probability() { return m_cave_probability; }
|
||||
} // namespace Cubed
|
||||
@@ -6,10 +6,9 @@
|
||||
|
||||
#include <algorithm>
|
||||
namespace Cubed {
|
||||
CavePath::CavePath(unsigned int world_seed, int path_id,
|
||||
CavePath::CavePath(unsigned int chunk_seed, unsigned world_seed,
|
||||
const glm::vec3& start_pos) {
|
||||
m_path_id = path_id;
|
||||
m_seed = HASH::combine_32(world_seed, path_id);
|
||||
m_seed = HASH::combine_32(chunk_seed, world_seed);
|
||||
m_random.init(m_seed);
|
||||
m_yaw = m_random.random_float(0.0f, 360.0f);
|
||||
m_pitch = m_random.random_float(-10.0f, 10.0f);
|
||||
@@ -75,7 +74,8 @@ void CavePath::precompute_chunk_coverage() {
|
||||
|
||||
for (int cx = min_cx; cx <= max_cx; ++cx)
|
||||
for (int cz = min_cz; cz <= max_cz; ++cz)
|
||||
m_pending_chunks.insert({cx, cz});
|
||||
m_pending_chunks.insert(
|
||||
std::make_pair(ChunkPos{cx, cz}, false));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -9,41 +9,38 @@
|
||||
namespace Cubed {
|
||||
|
||||
Chunk::Chunk(World& world, ChunkPos chunk_pos)
|
||||
: m_chunk_pos(chunk_pos), m_world(world) {}
|
||||
|
||||
Chunk::~Chunk() {
|
||||
if (m_vbo != 0) {
|
||||
m_world.push_delete_vbo(m_vbo);
|
||||
: m_chunk_pos(chunk_pos), m_world(world) {
|
||||
for (int i = 0; i < VERTEX_DATA_SUM; i++) {
|
||||
m_vertex_data.emplace_back(m_world);
|
||||
}
|
||||
}
|
||||
|
||||
Chunk::~Chunk() {}
|
||||
|
||||
Chunk::Chunk(Chunk&& other) noexcept
|
||||
: m_dirty(other.is_dirty()), m_need_upload(other.m_need_upload.load()),
|
||||
m_is_on_gen_vertex_data(other.m_is_on_gen_vertex_data.load()),
|
||||
m_vertex_sum(other.m_vertex_sum.load()), m_biome(other.m_biome.load()),
|
||||
m_chunk_pos(std::move(other.m_chunk_pos)), m_world(other.m_world),
|
||||
m_heightmap(std::move(other.m_heightmap)),
|
||||
m_blocks(std::move(other.m_blocks)), m_vbo(other.m_vbo),
|
||||
m_vertexs_data(std::move(other.m_vertexs_data)), m_seed(other.m_seed) {
|
||||
other.m_vbo = 0;
|
||||
}
|
||||
m_biome(other.m_biome.load()), m_chunk_pos(std::move(other.m_chunk_pos)),
|
||||
m_world(other.m_world), m_heightmap(std::move(other.m_heightmap)),
|
||||
m_blocks(std::move(other.m_blocks)),
|
||||
m_vertex_data(std::move(other.m_vertex_data)), m_seed(other.m_seed),
|
||||
m_conditions(other.m_conditions) {}
|
||||
|
||||
Chunk& Chunk::operator=(Chunk&& other) noexcept {
|
||||
// Logger::info("other Chunk pos {} {} in Chunk& Chunk::operator=(Chunk&&
|
||||
// other) this {}", other.m_chunk_pos.x, other.m_chunk_pos.z,
|
||||
// static_cast<const void*>(&other));
|
||||
m_vbo = other.m_vbo;
|
||||
other.m_vbo = 0;
|
||||
|
||||
m_chunk_pos = std::move(other.m_chunk_pos);
|
||||
m_heightmap = std::move(other.m_heightmap);
|
||||
m_blocks = std::move(other.m_blocks);
|
||||
m_dirty = other.is_dirty();
|
||||
m_vertexs_data = std::move(other.m_vertexs_data);
|
||||
m_vertex_data = std::move(other.m_vertex_data);
|
||||
m_biome = other.m_biome.load();
|
||||
m_is_on_gen_vertex_data = other.m_is_on_gen_vertex_data.load();
|
||||
m_need_upload = other.m_need_upload.load();
|
||||
m_vertex_sum = other.m_vertex_sum.load();
|
||||
m_seed = other.m_seed;
|
||||
m_conditions = other.m_conditions;
|
||||
return *this;
|
||||
}
|
||||
|
||||
@@ -106,136 +103,47 @@ int Chunk::index(const glm::vec3& pos) {
|
||||
return Chunk::index(pos.x, pos.y, pos.z);
|
||||
}
|
||||
|
||||
void Chunk::gen_vertex_data(
|
||||
const std::array<const std::vector<BlockType>*, 4>& neighbor_block) {
|
||||
void Chunk::gen_vertex_data(const OptionalBlockVectorArray& neighbor_block) {
|
||||
if (m_is_on_gen_vertex_data) {
|
||||
return;
|
||||
}
|
||||
m_is_on_gen_vertex_data = true;
|
||||
std::lock_guard lk(m_vertexs_data_mutex);
|
||||
m_vertexs_data.clear();
|
||||
|
||||
static const glm::ivec3 DIR[6] = {{0, 0, 1}, {1, 0, 0}, {0, 0, -1},
|
||||
{-1, 0, 0}, {0, 1, 0}, {0, -1, 0}};
|
||||
|
||||
for (int x = 0; x < SIZE_X; x++) {
|
||||
for (int y = 0; y < SIZE_Y; y++) {
|
||||
for (int z = 0; z < SIZE_Z; z++) {
|
||||
int world_x = x + m_chunk_pos.x * CHUNK_SIZE;
|
||||
int world_z = z + m_chunk_pos.z * CHUNK_SIZE;
|
||||
int world_y = y;
|
||||
int cur_id = m_blocks[index(x, y, z)];
|
||||
// air
|
||||
if (cur_id == 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int face = 0; face < 6; face++) {
|
||||
int nx = x + DIR[face].x;
|
||||
int ny = y + DIR[face].y;
|
||||
int nz = z + DIR[face].z;
|
||||
bool neighbor_cull = false;
|
||||
|
||||
if (nx < 0 || nx >= SIZE_X || ny < 0 || ny >= SIZE_Y ||
|
||||
nz < 0 || nz >= SIZE_Z) {
|
||||
|
||||
int world_nx = world_x + DIR[face].x;
|
||||
int world_ny = world_y + DIR[face].y;
|
||||
int world_nz = world_z + DIR[face].z;
|
||||
|
||||
auto [neighbor_x, neighbor_z] =
|
||||
World::chunk_pos(world_nx, world_nz);
|
||||
|
||||
auto is_cull =
|
||||
[&](const std::vector<BlockType>* chunk_blocks) {
|
||||
if (chunk_blocks == nullptr) {
|
||||
return false;
|
||||
}
|
||||
int x, y, z;
|
||||
y = world_ny;
|
||||
x = world_nx - neighbor_x * CHUNK_SIZE;
|
||||
z = world_nz - neighbor_z * CHUNK_SIZE;
|
||||
if (x < 0 || y < 0 || z < 0 ||
|
||||
x >= CHUNK_SIZE || y >= WORLD_SIZE_Y ||
|
||||
z >= CHUNK_SIZE) {
|
||||
return false;
|
||||
}
|
||||
|
||||
int idx = Chunk::index(x, y, z);
|
||||
// not init
|
||||
if (static_cast<size_t>(idx) >=
|
||||
chunk_blocks->size()) {
|
||||
Logger::warn("not init");
|
||||
return false;
|
||||
}
|
||||
auto id = (*chunk_blocks)[idx];
|
||||
if (is_in_transparent_map(id)) {
|
||||
if (id == cur_id) {
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
|
||||
} else {
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
if (m_chunk_pos.x + 1 == neighbor_x) {
|
||||
neighbor_cull = is_cull(neighbor_block[0]);
|
||||
} else if (m_chunk_pos.x - 1 == neighbor_x) {
|
||||
neighbor_cull = is_cull(neighbor_block[1]);
|
||||
} else if (m_chunk_pos.z + 1 == neighbor_z) {
|
||||
neighbor_cull = is_cull(neighbor_block[2]);
|
||||
} else if (m_chunk_pos.z - 1 == neighbor_z) {
|
||||
neighbor_cull = is_cull(neighbor_block[3]);
|
||||
}
|
||||
// neighbor_cull = m_world.is_block(glm::ivec3(world_x,
|
||||
// world_y, world_z) + DIR[face]);
|
||||
} else {
|
||||
auto id = m_blocks[index(nx, ny, nz)];
|
||||
if (!is_in_transparent_map(id)) {
|
||||
neighbor_cull = true;
|
||||
} else {
|
||||
if (id == cur_id) {
|
||||
neighbor_cull = true;
|
||||
} else {
|
||||
neighbor_cull = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (neighbor_cull) {
|
||||
continue;
|
||||
}
|
||||
for (int i = 0; i < 6; i++) {
|
||||
Vertex vex = {
|
||||
VERTICES_POS[face][i][0] + (float)world_x * 1.0f,
|
||||
VERTICES_POS[face][i][1] + (float)world_y * 1.0f,
|
||||
VERTICES_POS[face][i][2] + (float)world_z * 1.0f,
|
||||
TEX_COORDS[face][i][0],
|
||||
TEX_COORDS[face][i][1],
|
||||
static_cast<float>(cur_id * 6 + face)
|
||||
|
||||
};
|
||||
m_vertexs_data.emplace_back(vex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
for (auto& data : m_vertex_data) {
|
||||
data.m_vertices.clear();
|
||||
}
|
||||
|
||||
gen_vertices(neighbor_block);
|
||||
for (auto& data : m_vertex_data) {
|
||||
data.update_sum();
|
||||
}
|
||||
m_vertex_sum = m_vertexs_data.size();
|
||||
m_need_upload = true;
|
||||
m_is_on_gen_vertex_data = false;
|
||||
}
|
||||
|
||||
GLuint Chunk::get_vbo() const { return m_vbo; }
|
||||
GLuint Chunk::get_normal_vao() const { return m_vertex_data[0].m_vao; }
|
||||
|
||||
size_t Chunk::get_vertex_sum() const {
|
||||
if (m_vertex_sum == 0) {
|
||||
Logger::warn("m_vertex_sum is 0");
|
||||
size_t Chunk::get_normal_vertices_sum() const {
|
||||
if (m_vertex_data[0].m_sum == 0) {
|
||||
Logger::warn("m_normal_vertices_sum is 0");
|
||||
}
|
||||
return m_vertex_sum.load();
|
||||
return m_vertex_data[0].m_sum.load();
|
||||
}
|
||||
|
||||
GLuint Chunk::get_cross_vao() const { return m_vertex_data[1].m_vao; }
|
||||
size_t Chunk::get_cross_vertices_sum() const {
|
||||
return m_vertex_data[1].m_sum.load();
|
||||
}
|
||||
|
||||
GLuint Chunk::get_normal_discard_vao() const { return m_vertex_data[2].m_vao; }
|
||||
size_t Chunk::get_normal_discard_vertices_sum() const {
|
||||
return m_vertex_data[2].m_sum.load();
|
||||
}
|
||||
|
||||
GLuint Chunk::get_normal_blend_vao() const { return m_vertex_data[3].m_vao; }
|
||||
size_t Chunk::get_normal_blend_vertices_sum() const {
|
||||
return m_vertex_data[3].m_sum.load();
|
||||
}
|
||||
|
||||
void Chunk::gen_phase_one() {
|
||||
@@ -253,7 +161,7 @@ void Chunk::gen_phase_two(const std::array<const Chunk*, 8>& adj_chunks) {
|
||||
Logger::error("ChunkGenerator is Nullptr");
|
||||
return;
|
||||
}
|
||||
m_generator->resolve_biome_adjacency_conflict(adj_chunks);
|
||||
// m_generator->resolve_biome_adjacency_conflict(adj_chunks);
|
||||
}
|
||||
|
||||
void Chunk::gen_phase_three() {
|
||||
@@ -290,7 +198,8 @@ void Chunk::gen_phase_six(
|
||||
Logger::error("ChunkGenerator is Nullptr");
|
||||
return;
|
||||
}
|
||||
// m_generator->blend_surface_blocks_borders(neighbor_block);
|
||||
// This must be fully completed before any other operations can proceed!
|
||||
m_generator->blend_surface_blocks_borders(neighbor_block);
|
||||
}
|
||||
|
||||
void Chunk::gen_phase_seven() {
|
||||
@@ -298,6 +207,10 @@ void Chunk::gen_phase_seven() {
|
||||
Logger::error("ChunkGenerator is Nullptr");
|
||||
return;
|
||||
}
|
||||
m_generator->ocean_build();
|
||||
m_generator->generate_river();
|
||||
m_generator->generate_cave();
|
||||
|
||||
m_generator->generate_vegetation();
|
||||
mark_dirty();
|
||||
m_generator = nullptr;
|
||||
@@ -306,14 +219,13 @@ void Chunk::gen_phase_seven() {
|
||||
void Chunk::upload_to_gpu() {
|
||||
|
||||
ASSERT(is_need_upload());
|
||||
if (m_vbo == 0) {
|
||||
glGenBuffers(1, &m_vbo);
|
||||
}
|
||||
|
||||
std::lock_guard lk(m_vertexs_data_mutex);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, m_vertexs_data.size() * sizeof(Vertex),
|
||||
m_vertexs_data.data(), GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
for (auto& data : m_vertex_data) {
|
||||
data.upload();
|
||||
}
|
||||
|
||||
// after fininshed it, can use
|
||||
clear_dirty();
|
||||
m_need_upload = false;
|
||||
@@ -349,4 +261,180 @@ unsigned Chunk::seed() const {
|
||||
}
|
||||
return m_seed;
|
||||
}
|
||||
|
||||
BiomeConditions& Chunk::conditions() { return m_conditions; }
|
||||
|
||||
void Chunk::gen_vertices(const OptionalBlockVectorArray& neighbor_block) {
|
||||
static const glm::ivec3 DIR[6] = {{0, 0, 1}, {1, 0, 0}, {0, 0, -1},
|
||||
{-1, 0, 0}, {0, 1, 0}, {0, -1, 0}};
|
||||
|
||||
for (int x = 0; x < SIZE_X; x++) {
|
||||
for (int y = 0; y < SIZE_Y; y++) {
|
||||
for (int z = 0; z < SIZE_Z; z++) {
|
||||
int world_x = x + m_chunk_pos.x * CHUNK_SIZE;
|
||||
int world_z = z + m_chunk_pos.z * CHUNK_SIZE;
|
||||
int world_y = y;
|
||||
int cur_id = m_blocks[index(x, y, z)];
|
||||
// air
|
||||
if (cur_id == 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int face = 0; face < 6; face++) {
|
||||
int nx = x + DIR[face].x;
|
||||
int ny = y + DIR[face].y;
|
||||
int nz = z + DIR[face].z;
|
||||
bool neighbor_culled = false;
|
||||
|
||||
if (nx < 0 || nx >= SIZE_X || ny < 0 || ny >= SIZE_Y ||
|
||||
nz < 0 || nz >= SIZE_Z) {
|
||||
|
||||
int world_nx = world_x + DIR[face].x;
|
||||
int world_ny = world_y + DIR[face].y;
|
||||
int world_nz = world_z + DIR[face].z;
|
||||
|
||||
auto [neighbor_x, neighbor_z] =
|
||||
World::chunk_pos(world_nx, world_nz);
|
||||
|
||||
auto is_culled =
|
||||
[&](const std::optional<std::vector<BlockType>>&
|
||||
chunk_blocks) {
|
||||
if (chunk_blocks == std::nullopt) {
|
||||
return true;
|
||||
}
|
||||
int x, y, z;
|
||||
y = world_ny;
|
||||
x = world_nx - neighbor_x * CHUNK_SIZE;
|
||||
z = world_nz - neighbor_z * CHUNK_SIZE;
|
||||
if (x < 0 || y < 0 || z < 0 ||
|
||||
x >= CHUNK_SIZE || y >= WORLD_SIZE_Y ||
|
||||
z >= CHUNK_SIZE) {
|
||||
return false;
|
||||
}
|
||||
|
||||
int idx = Chunk::index(x, y, z);
|
||||
// not init
|
||||
if (static_cast<size_t>(idx) >=
|
||||
chunk_blocks->size()) {
|
||||
// Logger::warn("not init");
|
||||
return true;
|
||||
}
|
||||
auto id = (*chunk_blocks)[idx];
|
||||
// transparent
|
||||
if (BlockManager::is_transparent(id)) {
|
||||
if (id == cur_id) {
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
|
||||
} else {
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
if (m_chunk_pos.x + 1 == neighbor_x) {
|
||||
neighbor_culled = is_culled(neighbor_block[0]);
|
||||
} else if (m_chunk_pos.x - 1 == neighbor_x) {
|
||||
neighbor_culled = is_culled(neighbor_block[1]);
|
||||
} else if (m_chunk_pos.z + 1 == neighbor_z) {
|
||||
neighbor_culled = is_culled(neighbor_block[2]);
|
||||
} else if (m_chunk_pos.z - 1 == neighbor_z) {
|
||||
neighbor_culled = is_culled(neighbor_block[3]);
|
||||
}
|
||||
// neighbor_cull = m_world.is_block(glm::ivec3(world_x,
|
||||
// world_y, world_z) + DIR[face]);
|
||||
} else {
|
||||
auto neighbor_id = m_blocks[index(nx, ny, nz)];
|
||||
// transparent block
|
||||
if (!BlockManager::is_transparent(neighbor_id)) {
|
||||
neighbor_culled = true;
|
||||
} else {
|
||||
if (neighbor_id == cur_id) {
|
||||
neighbor_culled = true;
|
||||
} else {
|
||||
neighbor_culled = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (neighbor_culled) {
|
||||
continue;
|
||||
}
|
||||
if (BlockManager::is_cross_plane(cur_id)) {
|
||||
gen_cross_plane_vertices(world_x, world_y, world_z,
|
||||
cur_id);
|
||||
}
|
||||
for (int i = 0; i < 6; i++) {
|
||||
Vertex3D vex = {
|
||||
VERTICES_POS[face][i][0] + (float)world_x * 1.0f,
|
||||
VERTICES_POS[face][i][1] + (float)world_y * 1.0f,
|
||||
VERTICES_POS[face][i][2] + (float)world_z * 1.0f,
|
||||
TEX_COORDS[face][i][0],
|
||||
TEX_COORDS[face][i][1],
|
||||
|
||||
static_cast<float>(cur_id * 6 + face),
|
||||
|
||||
NORMALS[face][i][0],
|
||||
NORMALS[face][i][1],
|
||||
NORMALS[face][i][2]
|
||||
|
||||
};
|
||||
if (BlockManager::is_transparent(cur_id)) {
|
||||
if (BlockManager::is_discard(cur_id) &&
|
||||
BlockManager::is_blend(cur_id)) {
|
||||
Logger::warn(
|
||||
"Block id {} is both discard and blend is "
|
||||
"must only one can true !!!",
|
||||
cur_id);
|
||||
}
|
||||
if (BlockManager::is_discard(cur_id)) {
|
||||
m_vertex_data[2].m_vertices.emplace_back(vex);
|
||||
} else if (BlockManager::is_blend(cur_id)) {
|
||||
m_vertex_data[3].m_vertices.emplace_back(vex);
|
||||
} else {
|
||||
Logger::warn("Id {} is transparent but not "
|
||||
"discard or blend",
|
||||
cur_id);
|
||||
m_vertex_data[3].m_vertices.emplace_back(vex);
|
||||
}
|
||||
|
||||
} else {
|
||||
m_vertex_data[0].m_vertices.emplace_back(vex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
void Chunk::gen_cross_plane_vertices(int world_x, int world_y, int world_z,
|
||||
BlockType id) {
|
||||
|
||||
if (!BlockManager::is_cross_plane(id)) {
|
||||
Logger::warn("Block {} {} {} id {} is not cross plane", world_x,
|
||||
world_y, world_z, id);
|
||||
return;
|
||||
}
|
||||
for (int face = 0; face < 2; face++) {
|
||||
for (int i = 0; i < 6; i++) {
|
||||
Vertex3D vex = {
|
||||
CROSS_VERTICES_POS[face][i][0] + (float)world_x * 1.0f,
|
||||
CROSS_VERTICES_POS[face][i][1] + (float)world_y * 1.0f,
|
||||
CROSS_VERTICES_POS[face][i][2] + (float)world_z * 1.0f,
|
||||
CROSS_TEX_COORDS[face][i][0],
|
||||
CROSS_TEX_COORDS[face][i][1],
|
||||
static_cast<float>(BlockManager::cross_plane_index(id)),
|
||||
CROSS_NORMALS[face][i][0],
|
||||
CROSS_NORMALS[face][i][1],
|
||||
CROSS_NORMALS[face][i][2]
|
||||
|
||||
};
|
||||
m_vertex_data[1].m_vertices.emplace_back(vex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Logger::info("Cross Sum {}", m_cross_vertices_sum.load());
|
||||
|
||||
} // namespace Cubed
|
||||
|
||||
@@ -3,22 +3,26 @@
|
||||
#include "Cubed/gameplay/builders/desert_builder.hpp"
|
||||
#include "Cubed/gameplay/builders/forest_builder.hpp"
|
||||
#include "Cubed/gameplay/builders/mountain_builder.hpp"
|
||||
#include "Cubed/gameplay/builders/ocean_builder.hpp"
|
||||
#include "Cubed/gameplay/builders/plain_builder.hpp"
|
||||
#include "Cubed/gameplay/builders/river_builder.hpp"
|
||||
#include "Cubed/gameplay/builders/snowy_plain_builder.hpp"
|
||||
#include "Cubed/gameplay/chunk.hpp"
|
||||
#include "Cubed/gameplay/tree.hpp"
|
||||
#include "Cubed/gameplay/world.hpp"
|
||||
#include "Cubed/tools/cubed_assert.hpp"
|
||||
#include "Cubed/tools/cubed_hash.hpp"
|
||||
#include "Cubed/tools/math_tools.hpp"
|
||||
#include "Cubed/tools/perlin_noise.hpp"
|
||||
namespace Cubed {
|
||||
|
||||
using enum BiomeType;
|
||||
|
||||
constexpr int BLEND_RADIUS = 12;
|
||||
constexpr int BLEND_RADIUS = 8;
|
||||
ChunkGenerator::ChunkGenerator(Chunk& chunk) : m_chunk(chunk) {
|
||||
ASSERT_MSG(is_init, "ChunksGenerator is not init");
|
||||
ChunkPos pos = m_chunk.get_chunk_pos();
|
||||
unsigned seed = HASH::mix_hash(pos.x, pos.z, m_generator_seed);
|
||||
unsigned seed = HASH::chunk_seed_hash(pos.x, pos.z, m_generator_seed);
|
||||
m_random.init(seed);
|
||||
m_chunk_seed = seed;
|
||||
}
|
||||
@@ -59,7 +63,16 @@ void ChunkGenerator::assign_chunk_biome() {
|
||||
z * BIOME_NOISE_FREQUENCY);
|
||||
float humid = PerlinNoise3D::noise(x * BIOME_NOISE_FREQUENCY, 1.0f,
|
||||
z * BIOME_NOISE_FREQUENCY);
|
||||
auto biome = get_biome_from_noise(temp, humid);
|
||||
float center_x = static_cast<float>(SIZE_X / 2) + x * CHUNK_SIZE + 0.5f;
|
||||
float center_z = static_cast<float>(SIZE_Z / 2) + z * CHUNK_SIZE + 0.5f;
|
||||
float mountainous =
|
||||
PerlinNoise2D::noise(center_x * MOUNTAINOUS_NOISE_FREQUENCY,
|
||||
center_z * MOUNTAINOUS_NOISE_FREQUENCY);
|
||||
auto& conditions = m_chunk.conditions();
|
||||
conditions.mountainous = mountainous;
|
||||
conditions.humid = humid;
|
||||
conditions.temp = temp;
|
||||
auto biome = determine_biome(conditions);
|
||||
m_chunk.biome(biome);
|
||||
}
|
||||
|
||||
@@ -139,11 +152,62 @@ void ChunkGenerator::generate_heightmap() {
|
||||
}
|
||||
return value;
|
||||
};
|
||||
|
||||
int octaves = 4;
|
||||
float lacunarity = 2.0f;
|
||||
float gain = 0.5f;
|
||||
heightmap[x][z] = 64 + fbm_height(world_x, world_z, octaves,
|
||||
lacunarity, gain, 40, 0.005f);
|
||||
float base_y = 64;
|
||||
float amplitude = 40.0f;
|
||||
float mountainous =
|
||||
PerlinNoise2D::noise(world_x * MOUNTAINOUS_NOISE_FREQUENCY,
|
||||
world_z * MOUNTAINOUS_NOISE_FREQUENCY);
|
||||
/*
|
||||
float t = Math::smootherstep(0.6, 0.7, mountainous);
|
||||
base_y = std::lerp(64, 85, t);
|
||||
amplitude = std::lerp(10, 40, t);
|
||||
*/
|
||||
float t;
|
||||
if (mountainous >= 0.95f) {
|
||||
t = Math::smootherstep(0.95f, 1.0f, mountainous);
|
||||
base_y = std::lerp(130, 140, t);
|
||||
amplitude = std::lerp(38, 48, t);
|
||||
} else if (mountainous >= 0.85f) {
|
||||
t = Math::smootherstep(0.85f, 0.95f, mountainous);
|
||||
base_y = std::lerp(100, 130, t);
|
||||
amplitude = std::lerp(28, 38, t);
|
||||
} else if (mountainous >= 0.8) {
|
||||
t = Math::smootherstep(0.8f, 0.85f, mountainous);
|
||||
base_y = std::lerp(85, 100, t);
|
||||
amplitude = std::lerp(18, 28, t);
|
||||
} else if (mountainous >= 0.75f) {
|
||||
t = Math::smootherstep(0.75f, 0.8f, mountainous);
|
||||
base_y = std::lerp(70, 85, t);
|
||||
amplitude = std::lerp(6, 18, t);
|
||||
} else if (mountainous >= 0.7) {
|
||||
t = Math::smootherstep(0.7f, 0.75f, mountainous);
|
||||
base_y = std::lerp(66, 70, t);
|
||||
amplitude = std::lerp(6, 6, t);
|
||||
|
||||
} else if (mountainous >= 0.45f) {
|
||||
t = Math::smootherstep(0.45f, 0.7f, mountainous);
|
||||
base_y = std::lerp(64, 66, t);
|
||||
amplitude = std::lerp(6, 6, t);
|
||||
} else if (mountainous >= 0.3f) {
|
||||
t = Math::smootherstep(0.3f, 0.45f, mountainous);
|
||||
base_y = std::lerp(60, 64, t);
|
||||
amplitude = std::lerp(6, 6, t);
|
||||
} else if (mountainous >= 0.25f) {
|
||||
t = Math::smootherstep(0.25f, 0.3f, mountainous);
|
||||
base_y = std::lerp(44, 60, t);
|
||||
amplitude = std::lerp(6, 6, t);
|
||||
} else {
|
||||
t = Math::smootherstep(0.0f, 0.25f, mountainous);
|
||||
base_y = std::lerp(35, 44, t);
|
||||
amplitude = std::lerp(3, 6, t);
|
||||
}
|
||||
heightmap[x][z] =
|
||||
base_y + fbm_height(world_x, world_z, octaves, lacunarity, gain,
|
||||
amplitude, 0.005f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -395,7 +459,6 @@ void ChunkGenerator::generate_terrain_blocks() {
|
||||
}
|
||||
m_chunk.blocks().assign(CHUNK_SIZE * CHUNK_SIZE * WORLD_SIZE_Y, 0);
|
||||
m_biome_builder->build_biome();
|
||||
generate_cave();
|
||||
}
|
||||
|
||||
void ChunkGenerator::blend_surface_blocks_borders(
|
||||
@@ -414,9 +477,11 @@ void ChunkGenerator::blend_surface_blocks_borders(
|
||||
for (int y = WORLD_HEIGHT - 1; y >= 0; --y) {
|
||||
int idx = Chunk::index(nx, y,
|
||||
nz); // linear index: y * area + z * size + x
|
||||
if (idx >= 0 && idx < static_cast<int>(blocks.size()) &&
|
||||
blocks[idx] != 0) {
|
||||
return blocks[idx];
|
||||
if (idx >= 0 && idx < static_cast<int>(blocks.size())) {
|
||||
BlockType neighbor_type = blocks[idx];
|
||||
if (BlockManager::is_transitional(neighbor_type)) {
|
||||
return neighbor_type;
|
||||
}
|
||||
}
|
||||
}
|
||||
return 0; // fallback, should not happen for valid chunks
|
||||
@@ -436,8 +501,8 @@ void ChunkGenerator::blend_surface_blocks_borders(
|
||||
|
||||
// Weight map: type -> total weight
|
||||
std::unordered_map<BlockType, float> weights;
|
||||
weights[type_self] = 1.0f; // self weight
|
||||
|
||||
float self_weight = 1.0f;
|
||||
weights[type_self] = self_weight;
|
||||
// --- Right neighbor (index 0) ---
|
||||
if (neighbor_block[0] && x >= CHUNK_SIZE - BLEND_RADIUS) {
|
||||
int dist = (CHUNK_SIZE - 1) - x;
|
||||
@@ -486,32 +551,49 @@ void ChunkGenerator::blend_surface_blocks_borders(
|
||||
}
|
||||
}
|
||||
|
||||
if (weights.empty()) {
|
||||
continue;
|
||||
}
|
||||
// Find type with maximum total weight
|
||||
BlockType final_type = type_self;
|
||||
float max_weight = weights[type_self];
|
||||
/*float max_weight = weights[type_self];
|
||||
for (const auto& [type, w] : weights) {
|
||||
if (w > max_weight) {
|
||||
max_weight = w;
|
||||
final_type = type;
|
||||
}
|
||||
}*/
|
||||
|
||||
float sum = 0.0f;
|
||||
for (auto& kv : weights) {
|
||||
sum += kv.second;
|
||||
}
|
||||
float rnd = m_random.random_float(0.0f, 1.0f);
|
||||
float accum = 0.0f;
|
||||
for (auto [t, w] : weights) {
|
||||
accum += w / sum;
|
||||
if (rnd < accum) {
|
||||
final_type = t;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!BlockManager::is_transitional(final_type)) {
|
||||
continue;
|
||||
}
|
||||
// Update the top block if the type changed
|
||||
if (final_type != type_self) {
|
||||
// top block
|
||||
if (m_chunk.biome() == BiomeType::RIVER && final_type == 1) {
|
||||
final_type = 2;
|
||||
}
|
||||
|
||||
m_blocks[Chunk::index(x, top_y, z)] = final_type;
|
||||
BlockType new_surface = final_type;
|
||||
m_blocks[Chunk::index(x, top_y, z)] = new_surface;
|
||||
// bottom block
|
||||
unsigned fill_type = 2;
|
||||
if (final_type == 1) {
|
||||
if (final_type == 1 || final_type == 8) {
|
||||
fill_type = 2;
|
||||
} else if (final_type == 4) {
|
||||
fill_type = 4;
|
||||
} else {
|
||||
fill_type = final_type;
|
||||
}
|
||||
for (int y = top_y - 5; y < top_y; y++) {
|
||||
for (int y = std::max(0, top_y - 5); y < top_y; y++) {
|
||||
m_blocks[Chunk::index(x, y, z)] = fill_type;
|
||||
}
|
||||
}
|
||||
@@ -546,67 +628,150 @@ void ChunkGenerator::make_biome_builder() {
|
||||
case RIVER:
|
||||
m_biome_builder = std::make_unique<RiverBuilder>(*this);
|
||||
break;
|
||||
case SNOWY_PLAIN:
|
||||
m_biome_builder = std::make_unique<SnowyPlainBuilder>(*this);
|
||||
break;
|
||||
case OCEAN:
|
||||
m_biome_builder = std::make_unique<OceanBuilder>(*this);
|
||||
break;
|
||||
case NONE:
|
||||
m_biome_builder = nullptr;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void ChunkGenerator::ocean_build() { m_biome_builder->ocean_water_build(); }
|
||||
|
||||
void ChunkGenerator::carve_worm(
|
||||
const std::vector<PathPoint>& points, const ChunkPos& chunk_pos,
|
||||
std::function<void(int /*x*/, int /*y*/, int /*z*/)> on_hit) {
|
||||
const int CHUNK_MIN_X = chunk_pos.x * CHUNK_SIZE;
|
||||
const int CHUNK_MIN_Z = chunk_pos.z * CHUNK_SIZE;
|
||||
const int CHUNK_MAX_X = CHUNK_MIN_X + SIZE_X - 1;
|
||||
const int CHUNK_MAX_Z = CHUNK_MIN_Z + SIZE_Z - 1;
|
||||
const int CHUNK_MIN_Y = 0;
|
||||
const int CHUNK_MAX_Y = SIZE_Y - 1;
|
||||
for (const auto& point : points) {
|
||||
|
||||
const glm::vec3& center = point.pos;
|
||||
float rad_xz = point.rad_xz;
|
||||
float rad_y = point.rad_y;
|
||||
|
||||
if (center.x + rad_xz < CHUNK_MIN_X ||
|
||||
center.x - rad_xz > CHUNK_MAX_X ||
|
||||
center.z + rad_xz < CHUNK_MIN_Z ||
|
||||
center.z - rad_xz > CHUNK_MAX_Z || center.y + rad_y < CHUNK_MIN_Y ||
|
||||
center.y - rad_y > CHUNK_MAX_Y) {
|
||||
continue;
|
||||
}
|
||||
|
||||
int min_x = static_cast<int>(std::floor(center.x - rad_xz));
|
||||
int max_x = static_cast<int>(std::floor(center.x + rad_xz));
|
||||
int min_z = static_cast<int>(std::floor(center.z - rad_xz));
|
||||
int max_z = static_cast<int>(std::floor(center.z + rad_xz));
|
||||
int min_y = static_cast<int>(std::floor(center.y - rad_y));
|
||||
int max_y = static_cast<int>(std::floor(center.y + rad_y));
|
||||
|
||||
min_x = std::max(min_x, CHUNK_MIN_X);
|
||||
max_x = std::min(max_x, CHUNK_MAX_X);
|
||||
min_z = std::max(min_z, CHUNK_MIN_Z);
|
||||
max_z = std::min(max_z, CHUNK_MAX_Z);
|
||||
min_y = std::max(min_y, CHUNK_MIN_Y);
|
||||
max_y = std::min(max_y, CHUNK_MAX_Y);
|
||||
|
||||
glm::vec3 right_raw =
|
||||
glm::cross(point.tangent, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
if (glm::dot(right_raw, right_raw) < 1e-6f)
|
||||
right_raw = glm::cross(point.tangent, glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
glm::vec3 right = glm::normalize(right_raw);
|
||||
glm::vec3 up = glm::normalize(glm::cross(point.tangent, right));
|
||||
|
||||
float inv_a2 = 1.0f / (point.rad_xz * point.rad_xz);
|
||||
float inv_b2 = 1.0f / (point.rad_y * point.rad_y);
|
||||
|
||||
for (int wy = min_y; wy <= max_y; ++wy) {
|
||||
if (wy == 0)
|
||||
continue;
|
||||
float dy = static_cast<float>(wy) - point.pos.y;
|
||||
|
||||
float vy_contrib = dy * up.y;
|
||||
float vy2 = vy_contrib * vy_contrib * inv_b2;
|
||||
if (vy2 >= 1.0f)
|
||||
continue;
|
||||
|
||||
for (int wx = min_x; wx <= max_x; ++wx) {
|
||||
float dx = static_cast<float>(wx) - point.pos.x;
|
||||
for (int wz = min_z; wz <= max_z; ++wz) {
|
||||
float dz = static_cast<float>(wz) - point.pos.z;
|
||||
glm::vec3 to_point(dx, dy, dz);
|
||||
|
||||
float h = glm::dot(to_point, right);
|
||||
float v = glm::dot(to_point, up);
|
||||
|
||||
if (h * h * inv_a2 + v * v * inv_b2 > 1.0f)
|
||||
continue;
|
||||
int x = wx - CHUNK_MIN_X;
|
||||
on_hit(x, wy, wz - CHUNK_MIN_Z);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ChunkGenerator::generate_cave() {
|
||||
auto& cave_carver = m_chunk.world().cave_carcer();
|
||||
auto& paths = cave_carver.paths();
|
||||
const auto& chunk_pos = m_chunk.chunk_pos();
|
||||
auto& blocks = m_chunk.blocks();
|
||||
const int CHUNK_MIN_X = chunk_pos.x * CHUNK_SIZE;
|
||||
const int CHUNK_MIN_Z = chunk_pos.z * CHUNK_SIZE;
|
||||
const int CHUNK_MAX_X = CHUNK_MIN_X + SIZE_X - 1;
|
||||
const int CHUNK_MAX_Z = CHUNK_MIN_Z + SIZE_Z - 1;
|
||||
const int CHUNK_MIN_Y = 0;
|
||||
const int CHUNK_MAX_Y = SIZE_Y - 1;
|
||||
|
||||
for (auto& [id, path] : paths) {
|
||||
for (const auto& point : path.points()) {
|
||||
|
||||
const glm::vec3& center = point.pos;
|
||||
float rad_xz = point.rad_xz;
|
||||
float rad_y = point.rad_y;
|
||||
|
||||
int min_x = static_cast<int>(std::floor(center.x - rad_xz));
|
||||
int max_x = static_cast<int>(std::floor(center.x + rad_xz));
|
||||
int min_z = static_cast<int>(std::floor(center.z - rad_xz));
|
||||
int max_z = static_cast<int>(std::floor(center.z + rad_xz));
|
||||
int min_y = static_cast<int>(std::floor(center.y - rad_y));
|
||||
int max_y = static_cast<int>(std::floor(center.y + rad_y));
|
||||
|
||||
min_x = std::max(min_x, CHUNK_MIN_X);
|
||||
max_x = std::min(max_x, CHUNK_MAX_X);
|
||||
min_z = std::max(min_z, CHUNK_MIN_Z);
|
||||
max_z = std::min(max_z, CHUNK_MAX_Z);
|
||||
min_y = std::max(min_y, CHUNK_MIN_Y);
|
||||
max_y = std::min(max_y, CHUNK_MAX_Y);
|
||||
|
||||
for (int wx = min_x; wx <= max_x; ++wx) {
|
||||
int x = wx - CHUNK_MIN_X;
|
||||
for (int wz = min_z; wz <= max_z; ++wz) {
|
||||
int z = wz - CHUNK_MIN_Z;
|
||||
for (int wy = min_y; wy <= max_y; ++wy) {
|
||||
int y = wy;
|
||||
glm::vec3 pos(static_cast<float>(wx),
|
||||
static_cast<float>(wy),
|
||||
static_cast<float>(wz));
|
||||
if (point.contains(pos)) {
|
||||
if (y == 0) {
|
||||
continue;
|
||||
}
|
||||
blocks[Chunk::index(x, y, z)] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
carve_worm(path.points(), chunk_pos, [&](int x, int y, int z) -> void {
|
||||
int idx = Chunk::index(x, y, z);
|
||||
if (blocks[idx] == 7)
|
||||
return;
|
||||
if (y < WORLD_SIZE_Y - 1 && blocks[Chunk::index(x, y + 1, z)] == 7)
|
||||
return;
|
||||
blocks[idx] = 0;
|
||||
});
|
||||
path.clear_chunk(chunk_pos);
|
||||
}
|
||||
}
|
||||
|
||||
void ChunkGenerator::generate_river() {
|
||||
|
||||
auto& river_worm = m_chunk.world().river_worm();
|
||||
auto& paths = river_worm.paths();
|
||||
const auto& chunk_pos = m_chunk.chunk_pos();
|
||||
auto& blocks = m_chunk.blocks();
|
||||
|
||||
bool is_river = false;
|
||||
|
||||
for (auto& [id, path] : paths) {
|
||||
if ((m_chunk.biome() == BiomeType::DESERT) ||
|
||||
(m_chunk.biome() == BiomeType::OCEAN)) {
|
||||
path.clear_chunk(chunk_pos);
|
||||
continue;
|
||||
}
|
||||
carve_worm(path.points(), chunk_pos, [&](int x, int y, int z) -> void {
|
||||
int idx = Chunk::index(x, y, z);
|
||||
if (y > SEA_LEVEL) {
|
||||
blocks[idx] = 0;
|
||||
return;
|
||||
}
|
||||
is_river = true;
|
||||
if (blocks[idx] == 0) {
|
||||
return;
|
||||
}
|
||||
blocks[idx] = 7;
|
||||
});
|
||||
path.clear_chunk(chunk_pos);
|
||||
}
|
||||
if (is_river) {
|
||||
m_chunk.biome(RIVER);
|
||||
}
|
||||
}
|
||||
|
||||
Chunk& ChunkGenerator::chunk() { return m_chunk; }
|
||||
|
||||
Random& ChunkGenerator::random() { return m_random; }
|
||||
|
||||
@@ -88,7 +88,7 @@ bool Player::ray_cast(const glm::vec3& start, const glm::vec3& front,
|
||||
float t = 0.0f;
|
||||
normal = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
while (t <= distance) {
|
||||
if (m_world.is_block(glm::ivec3(ix, iy, iz))) {
|
||||
if (m_world.is_solid(glm::ivec3(ix, iy, iz))) {
|
||||
block_pos = glm::ivec3(ix, iy, iz);
|
||||
return true;
|
||||
}
|
||||
@@ -300,14 +300,14 @@ void Player::update_lookup_block() {
|
||||
|
||||
if (m_look_block != std::nullopt) {
|
||||
if (Input::get_input_state().mouse_state.left) {
|
||||
if (m_world.is_block(m_look_block->pos)) {
|
||||
if (m_world.is_solid(m_look_block->pos)) {
|
||||
m_world.set_block(m_look_block->pos, 0);
|
||||
}
|
||||
Input::get_input_state().mouse_state.left = false;
|
||||
}
|
||||
if (Input::get_input_state().mouse_state.right) {
|
||||
glm::ivec3 near_pos = m_look_block->pos + m_look_block->normal;
|
||||
if (!m_world.is_block(near_pos)) {
|
||||
if (!m_world.is_solid(near_pos)) {
|
||||
auto x = near_pos.x;
|
||||
auto y = near_pos.y;
|
||||
auto z = near_pos.z;
|
||||
@@ -421,7 +421,7 @@ void Player::update_x_move() {
|
||||
for (int x = minx; x <= maxx; ++x) {
|
||||
for (int y = miny; y <= maxy; ++y) {
|
||||
for (int z = minz; z <= maxz; ++z) {
|
||||
if (m_world.is_block(glm::vec3{x, y, z})) {
|
||||
if (!m_world.can_pass_block(glm::ivec3{x, y, z})) {
|
||||
AABB block_box = {glm::vec3{static_cast<float>(x),
|
||||
static_cast<float>(y),
|
||||
static_cast<float>(z)},
|
||||
@@ -455,7 +455,7 @@ void Player::update_y_move() {
|
||||
for (int x = minx; x <= maxx; ++x) {
|
||||
for (int y = miny; y <= maxy; ++y) {
|
||||
for (int z = minz; z <= maxz; ++z) {
|
||||
if (m_world.is_block(glm::vec3{x, y, z})) {
|
||||
if (!m_world.can_pass_block(glm::ivec3{x, y, z})) {
|
||||
AABB block_box = {glm::vec3{static_cast<float>(x),
|
||||
static_cast<float>(y),
|
||||
static_cast<float>(z)},
|
||||
@@ -493,7 +493,7 @@ void Player::update_z_move() {
|
||||
for (int x = minx; x <= maxx; ++x) {
|
||||
for (int y = miny; y <= maxy; ++y) {
|
||||
for (int z = minz; z <= maxz; ++z) {
|
||||
if (m_world.is_block(glm::vec3{x, y, z})) {
|
||||
if (!m_world.can_pass_block(glm::ivec3{x, y, z})) {
|
||||
AABB block_box = {glm::vec3{static_cast<float>(x),
|
||||
static_cast<float>(y),
|
||||
static_cast<float>(z)},
|
||||
@@ -526,13 +526,13 @@ void Player::update_scroll(double yoffset) {
|
||||
if (m_game_mode == CREATIVE) {
|
||||
if (yoffset < 0) {
|
||||
m_place_block += 1;
|
||||
if (m_place_block >= MAX_BLOCK_NUM) {
|
||||
if (m_place_block >= BlockManager::sums()) {
|
||||
m_place_block = 1;
|
||||
}
|
||||
} else {
|
||||
m_place_block -= 1;
|
||||
if (m_place_block <= 0) {
|
||||
m_place_block = MAX_BLOCK_NUM - 1;
|
||||
m_place_block = BlockManager::sums() - 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -547,5 +547,5 @@ float& Player::g() { return m_g; }
|
||||
unsigned Player::place_block() const { return m_place_block; };
|
||||
Gait& Player::gait() { return m_gait; }
|
||||
GameMode& Player::game_mode() { return m_game_mode; }
|
||||
|
||||
const World& Player::get_world() const { return m_world; }
|
||||
} // namespace Cubed
|
||||
|
||||
98
src/gameplay/river_path.cpp
Normal file
@@ -0,0 +1,98 @@
|
||||
#include "Cubed/constants.hpp"
|
||||
#include "Cubed/gameplay/river.path.hpp"
|
||||
#include "Cubed/tools/cubed_hash.hpp"
|
||||
#include "Cubed/tools/math_tools.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
namespace Cubed {
|
||||
RiverPath::RiverPath(unsigned int chunk_seed, unsigned world_seed,
|
||||
const glm::vec3& start_pos) {
|
||||
|
||||
m_seed = HASH::combine_32(chunk_seed, world_seed);
|
||||
m_random.init(m_seed);
|
||||
|
||||
m_yaw = m_random.random_float(0.0f, 360.0f);
|
||||
|
||||
m_initial_yaw = m_yaw;
|
||||
m_pitch = 0.0f;
|
||||
m_start_path_point.pos = start_pos;
|
||||
m_start_path_point.rad_xz =
|
||||
m_random.random_float(m_radius_xz_min, m_radius_xz_max);
|
||||
m_start_path_point.rad_y =
|
||||
m_random.random_float(m_radius_y_min, m_radius_y_max);
|
||||
m_step = m_random.random_int(m_step_min, m_step_max);
|
||||
m_points.reserve(m_step + 1);
|
||||
m_points.push_back(m_start_path_point);
|
||||
collect_path_points();
|
||||
precompute_chunk_coverage();
|
||||
}
|
||||
|
||||
void RiverPath::collect_path_points() {
|
||||
for (int i = 0; i < m_step; i++) {
|
||||
|
||||
m_yaw = std::fmod(m_yaw, 360.0f);
|
||||
if (m_yaw < 0.0f)
|
||||
m_yaw += 360.0f;
|
||||
|
||||
float dx = std::cos(glm::radians(m_pitch)) *
|
||||
std::sin(glm::radians(m_yaw)) * m_step_len;
|
||||
float dy = std::sin(glm::radians(m_pitch)) * m_step_len;
|
||||
float dz = std::cos(glm::radians(m_pitch)) *
|
||||
std::cos(glm::radians(m_yaw)) * m_step_len;
|
||||
|
||||
m_points[i].tangent = glm::normalize(glm::vec3{dx, dy, dz});
|
||||
|
||||
float t = Math::smootherstep(0, m_step - 1, i);
|
||||
|
||||
float drad_xz = m_start_path_point.rad_xz * t;
|
||||
float drad_y = m_start_path_point.rad_y * t;
|
||||
drad_xz = std::max(drad_xz, 4.0f);
|
||||
drad_y = std::max(drad_y, 4.0f);
|
||||
m_points.emplace_back(m_points[i].pos + glm::vec3{dx, dy, dz}, drad_xz,
|
||||
drad_y);
|
||||
|
||||
m_yaw += m_random.random_float(m_delta_angle_min, m_delta_angle_max);
|
||||
m_yaw = std::clamp(m_yaw, m_initial_yaw - 10.0f, m_initial_yaw + 10.0f);
|
||||
}
|
||||
auto n = m_points.size();
|
||||
if (n >= 2) {
|
||||
m_points[n - 1].tangent = m_points[n - 2].tangent;
|
||||
}
|
||||
}
|
||||
|
||||
void RiverPath::precompute_chunk_coverage() {
|
||||
for (const auto& point : m_points) {
|
||||
float rad = point.rad_xz;
|
||||
const glm::vec3& center = point.pos;
|
||||
|
||||
int min_cx =
|
||||
static_cast<int>(std::floor((center.x - rad) / CHUNK_SIZE));
|
||||
int max_cx =
|
||||
static_cast<int>(std::floor((center.x + rad) / CHUNK_SIZE));
|
||||
int min_cz =
|
||||
static_cast<int>(std::floor((center.z - rad) / CHUNK_SIZE));
|
||||
int max_cz =
|
||||
static_cast<int>(std::floor((center.z + rad) / CHUNK_SIZE));
|
||||
|
||||
for (int cx = min_cx; cx <= max_cx; ++cx)
|
||||
for (int cz = min_cz; cz <= max_cz; ++cz)
|
||||
m_pending_chunks.insert(
|
||||
std::make_pair(ChunkPos{cx, cz}, false));
|
||||
}
|
||||
}
|
||||
|
||||
void RiverPath::clear_chunk(const ChunkPos& pos) {
|
||||
m_pending_chunks.erase(pos);
|
||||
}
|
||||
const std::vector<PathPoint>& RiverPath::points() const { return m_points; }
|
||||
bool RiverPath::is_finished() const { return m_pending_chunks.empty(); }
|
||||
|
||||
float& RiverPath::radius_xz_min() { return m_radius_xz_min; }
|
||||
float& RiverPath::radius_xz_max() { return m_radius_xz_max; }
|
||||
float& RiverPath::radius_y_min() { return m_radius_y_min; }
|
||||
float& RiverPath::radius_y_max() { return m_radius_y_max; }
|
||||
float& RiverPath::delta_angle_min() { return m_delta_angle_min; }
|
||||
float& RiverPath::delta_angle_max() { return m_delta_angle_max; }
|
||||
int& RiverPath::step_min() { return m_step_min; }
|
||||
int& RiverPath::step_max() { return m_step_max; }
|
||||
} // namespace Cubed
|
||||
61
src/gameplay/river_worm.cpp
Normal file
@@ -0,0 +1,61 @@
|
||||
#include "Cubed/gameplay/river_worm.hpp"
|
||||
|
||||
#include "Cubed/constants.hpp"
|
||||
|
||||
namespace Cubed {
|
||||
RiverWorm::RiverWorm() {}
|
||||
|
||||
RiverWorm::RiverHashMap& RiverWorm::paths() { return m_paths; }
|
||||
|
||||
void RiverWorm::init(unsigned world_seed) {
|
||||
m_seed = world_seed;
|
||||
|
||||
m_random.init(m_seed);
|
||||
}
|
||||
|
||||
void RiverWorm::reload(unsigned world_seed) {
|
||||
m_seed = world_seed;
|
||||
m_paths.clear();
|
||||
init(world_seed);
|
||||
}
|
||||
|
||||
void RiverWorm::add_path(const glm::vec3& pos, unsigned chunk_seed) {
|
||||
m_paths.emplace(chunk_seed, RiverPath{chunk_seed, m_seed, pos});
|
||||
}
|
||||
|
||||
void RiverWorm::try_to_add_path(const ChunkPos& chunk_pos,
|
||||
unsigned chunk_seed) {
|
||||
{
|
||||
RiverHashMap::const_accessor acc;
|
||||
if (m_paths.find(acc, chunk_seed)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
Random random{chunk_seed};
|
||||
if (random.random_bool(static_cast<double>(m_probability))) {
|
||||
const int CHUNK_MIN_X = chunk_pos.x * CHUNK_SIZE;
|
||||
const int CHUNK_MIN_Z = chunk_pos.z * CHUNK_SIZE;
|
||||
const int CHUNK_MAX_X = CHUNK_MIN_X + SIZE_X - 1;
|
||||
const int CHUNK_MAX_Z = CHUNK_MIN_Z + SIZE_Z - 1;
|
||||
int x = random.random_int(CHUNK_MIN_X, CHUNK_MAX_X);
|
||||
int y = SEA_LEVEL + 2;
|
||||
int z = random.random_int(CHUNK_MIN_Z, CHUNK_MAX_Z);
|
||||
add_path(glm::vec3{x, y, z}, chunk_seed);
|
||||
}
|
||||
}
|
||||
|
||||
void RiverWorm::cleanup_finished_rivers() {
|
||||
std::vector<unsigned> finished_keys;
|
||||
for (const auto& pair : m_paths) {
|
||||
if (pair.second.is_finished()) {
|
||||
finished_keys.push_back(pair.first);
|
||||
}
|
||||
}
|
||||
for (const auto& key : finished_keys) {
|
||||
m_paths.erase(key);
|
||||
}
|
||||
}
|
||||
|
||||
int RiverWorm::river_sum() const { return m_paths.size(); }
|
||||
float& RiverWorm::river_probability() { return m_probability; }
|
||||
} // namespace Cubed
|
||||
@@ -31,7 +31,6 @@ bool build_tree(Chunk& chunk, const glm::ivec3& pos) {
|
||||
auto& block = chunk.get_chunk_blocks();
|
||||
|
||||
if (block[Chunk::index(pos)] != 1) {
|
||||
Logger::info("Root is not Grass Block");
|
||||
return false;
|
||||
}
|
||||
for (const auto& d : TREE) {
|
||||
|
||||
63
src/gameplay/vertex_data.cpp
Normal file
@@ -0,0 +1,63 @@
|
||||
#include "Cubed/gameplay/vertex_data.hpp"
|
||||
|
||||
#include "Cubed/gameplay/world.hpp"
|
||||
|
||||
namespace Cubed {
|
||||
VertexData::VertexData(World& world) : m_world(world) {}
|
||||
VertexData::~VertexData() {
|
||||
if (m_vbo != 0) {
|
||||
m_world.push_delete_vbo(m_vbo);
|
||||
}
|
||||
if (m_vao != 0) {
|
||||
m_world.push_delete_vao(m_vao);
|
||||
}
|
||||
}
|
||||
VertexData::VertexData(VertexData&& o) noexcept
|
||||
: m_vertices(std::move(o.m_vertices)), m_vbo(o.m_vbo), m_vao(o.m_vao),
|
||||
m_sum(o.m_sum.load()), m_world(o.m_world) {
|
||||
o.m_vbo = 0;
|
||||
o.m_sum = 0;
|
||||
o.m_vao = 0;
|
||||
}
|
||||
VertexData& VertexData::operator=(VertexData&& o) noexcept {
|
||||
m_vbo = o.m_vbo;
|
||||
o.m_vbo = 0;
|
||||
m_sum = o.m_sum.load();
|
||||
o.m_sum = 0;
|
||||
m_vertices = std::move(o.m_vertices);
|
||||
m_vao = o.m_vao;
|
||||
o.m_vao = 0;
|
||||
return *this;
|
||||
}
|
||||
void VertexData::upload() {
|
||||
if (m_vertices.size() == 0) {
|
||||
return;
|
||||
}
|
||||
if (m_vao == 0) {
|
||||
glGenVertexArrays(1, &m_vao);
|
||||
}
|
||||
if (m_vbo == 0) {
|
||||
glGenBuffers(1, &m_vbo);
|
||||
}
|
||||
glBindVertexArray(m_vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(Vertex3D),
|
||||
m_vertices.data(), GL_DYNAMIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void*)0);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
|
||||
(void*)offsetof(Vertex3D, s));
|
||||
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
|
||||
(void*)offsetof(Vertex3D, layer));
|
||||
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
|
||||
(void*)offsetof(Vertex3D, nx));
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
glEnableVertexAttribArray(3);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
void VertexData::update_sum() { m_sum = m_vertices.size(); }
|
||||
} // namespace Cubed
|
||||
@@ -1,11 +1,14 @@
|
||||
#include "Cubed/gameplay/world.hpp"
|
||||
|
||||
#include "Cubed/config.hpp"
|
||||
#include "Cubed/debug_collector.hpp"
|
||||
#include "Cubed/gameplay/player.hpp"
|
||||
#include "Cubed/tools/cubed_assert.hpp"
|
||||
#include "Cubed/tools/cubed_hash.hpp"
|
||||
#include "Cubed/tools/math_tools.hpp"
|
||||
|
||||
#include <execution>
|
||||
#include <glm/gtc/constants.hpp>
|
||||
#include <numbers>
|
||||
using namespace std::chrono;
|
||||
|
||||
namespace Cubed {
|
||||
|
||||
@@ -18,6 +21,7 @@ World::World() {}
|
||||
|
||||
World::~World() {
|
||||
stop_gen_thread();
|
||||
stop_server_thread();
|
||||
m_chunks.clear();
|
||||
{
|
||||
std::lock_guard lk(m_delete_vbo_mutex);
|
||||
@@ -26,6 +30,13 @@ World::~World() {
|
||||
}
|
||||
m_pending_delete_vbo.clear();
|
||||
}
|
||||
{
|
||||
std::lock_guard lk(m_delete_vao_mutex);
|
||||
for (auto x : m_pending_delete_vao) {
|
||||
glDeleteVertexArrays(1, &x);
|
||||
}
|
||||
m_pending_delete_vao.clear();
|
||||
}
|
||||
}
|
||||
|
||||
bool World::can_move(const AABB& player_box) const { return true; }
|
||||
@@ -64,6 +75,7 @@ Player& World::get_player(const std::string& name) {
|
||||
|
||||
void World::init_world() {
|
||||
m_cave_carcer.init(ChunkGenerator::seed());
|
||||
m_river_worm.init(ChunkGenerator::seed());
|
||||
m_chunks.reserve(MAX_DISTANCE * MAX_DISTANCE * 4);
|
||||
auto t1 = std::chrono::system_clock::now();
|
||||
|
||||
@@ -78,11 +90,14 @@ void World::init_world() {
|
||||
auto d = std::chrono::duration_cast<std::chrono::milliseconds>(t2 - t1);
|
||||
Logger::info("Chunk Block Init Finish, Time Consuming: {}", d);
|
||||
|
||||
start_server_thread();
|
||||
|
||||
Logger::info("TestPlayer Create Finish");
|
||||
}
|
||||
void World::init_chunks() {
|
||||
hot_reload();
|
||||
while (!m_chunk_gen_finished) {
|
||||
// Logger::info("World Spawn: {:.2f}%", m_chunk_gen_fraction.load());
|
||||
std::this_thread::sleep_for(std::chrono::microseconds(200));
|
||||
}
|
||||
}
|
||||
@@ -289,32 +304,6 @@ void World::init_chunks() {
|
||||
}
|
||||
}
|
||||
*/
|
||||
void World::render(const glm::mat4& mvp_matrix) {
|
||||
Math::extract_frustum_planes(mvp_matrix, m_planes);
|
||||
int rendered_sum = 0;
|
||||
for (const auto& snapshot : m_render_snapshots) {
|
||||
|
||||
if (is_aabb_in_frustum(snapshot.center, snapshot.half_extents)) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, snapshot.vbo);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||
(void*)0);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||
(void*)offsetof(Vertex, s));
|
||||
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||
(void*)offsetof(Vertex, layer));
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, snapshot.vertex_count);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
rendered_sum++;
|
||||
}
|
||||
}
|
||||
DebugCollector::get().report(
|
||||
"rendered_chunk", "Rendered Chunk: " + std::to_string(rendered_sum));
|
||||
}
|
||||
|
||||
ChunkPos World::chunk_pos(int world_x, int world_z) {
|
||||
int chunk_x, chunk_z;
|
||||
@@ -339,43 +328,70 @@ void World::gen_chunks_internal() {
|
||||
m_chunk_gen_fraction = 0.0f;
|
||||
m_chunk_gen_finished = false;
|
||||
ChunkPosSet required_chunks;
|
||||
compute_required_chunks(required_chunks);
|
||||
ChunkPairVector temp_neighbor;
|
||||
std::vector<ChunkPos> need_gen_temp_chunks_pos;
|
||||
compute_required_chunks(required_chunks, temp_neighbor,
|
||||
need_gen_temp_chunks_pos);
|
||||
|
||||
ASSERT_MSG(!required_chunks.empty(), "required chunks is empty!!");
|
||||
|
||||
std::vector<ChunkPos> need_gen_chunks_pos;
|
||||
|
||||
sync_and_collect_missing_chunks(need_gen_chunks_pos, required_chunks);
|
||||
|
||||
Logger::info("New Gen Chunks Sum: {}", need_gen_chunks_pos.size());
|
||||
Logger::info("Temp Chunks sum {}", temp_neighbor.size());
|
||||
if (need_gen_chunks_pos.empty()) {
|
||||
m_could_gen = true;
|
||||
m_chunk_gen_fraction = 1.0f;
|
||||
return;
|
||||
}
|
||||
|
||||
m_chunk_gen_fraction = 0.1f;
|
||||
ChunkUpdateList new_chunks;
|
||||
|
||||
ChunkPairVector new_chunks;
|
||||
ChunkHashMap new_temp_chunks;
|
||||
for (auto& pos : need_gen_chunks_pos) {
|
||||
new_chunks.push_back({pos, Chunk(*this, pos)});
|
||||
}
|
||||
|
||||
for (auto& pos : need_gen_temp_chunks_pos) {
|
||||
new_temp_chunks.emplace(pos, Chunk(*this, pos));
|
||||
}
|
||||
ConstChunkMap new_chunks_neighbor;
|
||||
// affected neighbor
|
||||
// affected neighbor
|
||||
ChunkPtrUpdateList affected_neighbor;
|
||||
ChunkHashMap temp_neighbor;
|
||||
build_neighbor_context_for_new_chunks(
|
||||
new_chunks_neighbor, affected_neighbor, new_chunks, temp_neighbor);
|
||||
Logger::info("Temp neighbor sum {}", temp_neighbor.size());
|
||||
// build new chunk, but the neighbor in m_chunks also need to re-build
|
||||
|
||||
for (auto& [pos, chunk] : new_chunks) {
|
||||
chunk.gen_phase_one();
|
||||
m_cave_carcer.try_to_add_path(pos, chunk.seed());
|
||||
}
|
||||
for (auto& [pos, chunk] : temp_neighbor) {
|
||||
chunk.gen_phase_one();
|
||||
m_cave_carcer.try_to_add_path(pos, chunk.seed());
|
||||
}
|
||||
build_neighbor_context_for_new_chunks(new_chunks_neighbor,
|
||||
affected_neighbor, new_chunks);
|
||||
|
||||
// build new chunk, but the neighbor in m_chunks also need to re-build
|
||||
|
||||
std::for_each(std::execution::par, new_chunks.begin(), new_chunks.end(),
|
||||
[this](std::pair<ChunkPos, Chunk>& new_chunk) {
|
||||
auto& [pos, chunk] = new_chunk;
|
||||
chunk.gen_phase_one();
|
||||
m_cave_carcer.try_to_add_path(pos, chunk.seed());
|
||||
m_river_worm.try_to_add_path(pos, chunk.seed());
|
||||
});
|
||||
|
||||
std::for_each(new_temp_chunks.begin(), new_temp_chunks.end(),
|
||||
[](std::pair<const ChunkPos, Chunk>& new_chunk) {
|
||||
auto& [pos, chunk] = new_chunk;
|
||||
chunk.gen_phase_one();
|
||||
});
|
||||
// precompute path to ensure the continuity of the path
|
||||
std::for_each(std::execution::par, temp_neighbor.begin(),
|
||||
temp_neighbor.end(),
|
||||
[this](std::pair<ChunkPos, Chunk>& new_chunk) {
|
||||
auto& [pos, chunk] = new_chunk;
|
||||
chunk.gen_phase_one();
|
||||
m_cave_carcer.try_to_add_path(pos, chunk.seed());
|
||||
m_river_worm.try_to_add_path(pos, chunk.seed());
|
||||
});
|
||||
|
||||
m_chunk_gen_fraction = 0.2f;
|
||||
|
||||
/*
|
||||
std::array<const Chunk*, 8> neighbor_chunks;
|
||||
for (auto& [pos, chunks] : new_chunks) {
|
||||
for (int i = 0; i < 8; i++) {
|
||||
@@ -383,13 +399,16 @@ void World::gen_chunks_internal() {
|
||||
auto it = new_chunks_neighbor.find(neighbor_pos);
|
||||
if (it == new_chunks_neighbor.end()) {
|
||||
neighbor_chunks[i] = nullptr;
|
||||
ASSERT_MSG(false, "Cant Find Neighbot");
|
||||
// ASSERT_MSG(false, "Cant Find Neighbot");
|
||||
continue;
|
||||
}
|
||||
neighbor_chunks[i] = it->second;
|
||||
}
|
||||
chunks.gen_phase_two(neighbor_chunks);
|
||||
}
|
||||
*/
|
||||
|
||||
/*
|
||||
for (auto& [pos, chunks] : temp_neighbor) {
|
||||
for (int i = 0; i < 8; i++) {
|
||||
auto neighbor_pos = pos + CHUNK_DIR[i];
|
||||
@@ -402,14 +421,24 @@ void World::gen_chunks_internal() {
|
||||
}
|
||||
chunks.gen_phase_two(neighbor_chunks);
|
||||
}
|
||||
*/
|
||||
|
||||
m_chunk_gen_fraction = 0.3f;
|
||||
for (auto& [pos, chunks] : new_chunks) {
|
||||
chunks.gen_phase_three();
|
||||
|
||||
std::for_each(std::execution::par, new_chunks.begin(), new_chunks.end(),
|
||||
[](std::pair<ChunkPos, Chunk>& pair) {
|
||||
auto& [pos, chunks] = pair;
|
||||
chunks.gen_phase_three();
|
||||
});
|
||||
|
||||
for (auto& [pos, chunk] : new_temp_chunks) {
|
||||
chunk.gen_phase_three();
|
||||
}
|
||||
for (auto& [pos, chunks] : temp_neighbor) {
|
||||
chunks.gen_phase_three();
|
||||
}
|
||||
m_chunk_gen_fraction = 0.4f;
|
||||
// for (auto& [pos, chunks] : temp_neighbor) {
|
||||
// chunks.gen_phase_three();
|
||||
// }
|
||||
|
||||
/*
|
||||
for (int i = 0; i < 4; i++) {
|
||||
for (auto& [pos, chunks] : temp_neighbor) {
|
||||
std::array<std::optional<HeightMapArray>, 8>
|
||||
@@ -451,64 +480,115 @@ void World::gen_chunks_internal() {
|
||||
chunks.gen_phase_four(neighbor_chunk_heightmap, neighbor_biome);
|
||||
}
|
||||
}
|
||||
*/
|
||||
m_chunk_gen_fraction = 0.4f;
|
||||
|
||||
m_chunk_gen_fraction = 0.5f;
|
||||
for (auto& [pos, chunks] : new_chunks) {
|
||||
chunks.gen_phase_five();
|
||||
}
|
||||
m_chunk_gen_fraction = 0.45f;
|
||||
for (auto& [pos, chunk] : new_temp_chunks) {
|
||||
chunk.gen_phase_five();
|
||||
}
|
||||
m_chunk_gen_fraction = 0.5f;
|
||||
/*
|
||||
for (auto& [pos, chunks] : temp_neighbor) {
|
||||
chunks.gen_phase_five();
|
||||
}
|
||||
std::array<std::optional<std::vector<BlockType>>, 4> neighbor_blocks_data;
|
||||
for (auto& [pos, chunks] : new_chunks) {
|
||||
*/
|
||||
|
||||
std::vector<std::pair<Chunk*, OptionalBlockVectorArray>>
|
||||
new_chunks_surface_blend_data(new_chunks.size());
|
||||
for (size_t idx = 0; idx < new_chunks.size(); idx++) {
|
||||
auto& [pos, chunk] = new_chunks[idx];
|
||||
new_chunks_surface_blend_data[idx].first = &chunk;
|
||||
{
|
||||
// std::lock_guard lk(m_chunks_mutex);
|
||||
for (int i = 0; i < 4; i++) {
|
||||
auto neighbor_pos = pos + CHUNK_DIR[i];
|
||||
auto it = new_chunks_neighbor.find(neighbor_pos);
|
||||
if (it == new_chunks_neighbor.end()) {
|
||||
neighbor_blocks_data[i] = std::nullopt;
|
||||
auto it = new_temp_chunks.find(neighbor_pos);
|
||||
if (it == new_temp_chunks.end()) {
|
||||
new_chunks_surface_blend_data[idx].second[i] =
|
||||
std::nullopt;
|
||||
Logger::warn(
|
||||
"Can't find neighbor for chunk surface blend");
|
||||
continue;
|
||||
}
|
||||
new_chunks_surface_blend_data[idx].second[i] =
|
||||
it->second.get_chunk_blocks();
|
||||
continue;
|
||||
}
|
||||
neighbor_blocks_data[i] = it->second->get_chunk_blocks();
|
||||
new_chunks_surface_blend_data[idx].second[i] =
|
||||
it->second->get_chunk_blocks();
|
||||
}
|
||||
}
|
||||
chunks.gen_phase_six(neighbor_blocks_data);
|
||||
}
|
||||
for (auto& [pos, chunks] : new_chunks) {
|
||||
chunks.gen_phase_seven();
|
||||
}
|
||||
|
||||
std::for_each(
|
||||
std::execution::par, new_chunks_surface_blend_data.begin(),
|
||||
new_chunks_surface_blend_data.end(),
|
||||
[](std::pair<Chunk*, OptionalBlockVectorArray>& new_chunk_data) {
|
||||
auto& [chunk, neighbor_data] = new_chunk_data;
|
||||
chunk->gen_phase_six(neighbor_data);
|
||||
});
|
||||
|
||||
m_chunk_gen_fraction = 0.55f;
|
||||
std::for_each(std::execution::par, new_chunks.begin(), new_chunks.end(),
|
||||
[](std::pair<ChunkPos, Chunk>& new_chunk) {
|
||||
auto& [pos, chunk] = new_chunk;
|
||||
chunk.gen_phase_seven();
|
||||
});
|
||||
|
||||
m_chunk_gen_fraction = 0.6f;
|
||||
std::array<const std::vector<BlockType>*, 4> neighbor_block;
|
||||
for (auto& [pos, chunk] : new_chunks) {
|
||||
|
||||
std::vector<std::pair<Chunk*, OptionalBlockVectorArray>>
|
||||
new_chunk_vertices_data(new_chunks.size());
|
||||
for (size_t idx = 0; idx < new_chunks.size(); idx++) {
|
||||
auto& [pos, chunk] = new_chunks[idx];
|
||||
new_chunk_vertices_data[idx].first = &chunk;
|
||||
for (int i = 0; i < 4; i++) {
|
||||
auto it = new_chunks_neighbor.find(pos + CHUNK_DIR[i]);
|
||||
if (it != new_chunks_neighbor.end()) {
|
||||
neighbor_block[i] = &(it->second->get_chunk_blocks());
|
||||
new_chunk_vertices_data[idx].second[i] =
|
||||
(it->second->get_chunk_blocks());
|
||||
} else {
|
||||
neighbor_block[i] = nullptr;
|
||||
new_chunk_vertices_data[idx].second[i] = std::nullopt;
|
||||
}
|
||||
}
|
||||
chunk.gen_vertex_data(neighbor_block);
|
||||
}
|
||||
|
||||
std::for_each(
|
||||
std::execution::par, new_chunk_vertices_data.begin(),
|
||||
new_chunk_vertices_data.end(),
|
||||
[](std::pair<Chunk*, OptionalBlockVectorArray>& new_chunk_data) {
|
||||
auto& [chunk, neighbor_data] = new_chunk_data;
|
||||
chunk->gen_vertex_data(neighbor_data);
|
||||
});
|
||||
|
||||
m_chunk_gen_fraction = 0.7f;
|
||||
|
||||
build_neighbor_context_for_affected_neighbors(affected_neighbor,
|
||||
new_chunks_neighbor);
|
||||
|
||||
m_chunk_gen_fraction = 0.8f;
|
||||
OptionalBlockVectorArray neighbor_block;
|
||||
for (auto& [pos, chunk] : affected_neighbor) {
|
||||
for (int i = 0; i < 4; i++) {
|
||||
auto it = new_chunks_neighbor.find(pos + CHUNK_DIR[i]);
|
||||
if (it != new_chunks_neighbor.end()) {
|
||||
neighbor_block[i] = &(it->second->get_chunk_blocks());
|
||||
neighbor_block[i] = (it->second->get_chunk_blocks());
|
||||
} else {
|
||||
neighbor_block[i] = nullptr;
|
||||
neighbor_block[i] = std::nullopt;
|
||||
}
|
||||
}
|
||||
chunk->gen_vertex_data(neighbor_block);
|
||||
chunk->need_upload();
|
||||
}
|
||||
|
||||
m_chunk_gen_fraction = 0.9f;
|
||||
|
||||
{
|
||||
std::lock_guard lk(m_new_chunk_queue_mutex);
|
||||
for (auto& x : new_chunks) {
|
||||
@@ -516,6 +596,7 @@ void World::gen_chunks_internal() {
|
||||
}
|
||||
}
|
||||
m_cave_carcer.cleanup_finished_caves();
|
||||
m_river_worm.cleanup_finished_rivers();
|
||||
m_chunk_gen_fraction = 1.0f;
|
||||
m_chunk_gen_finished = true;
|
||||
}
|
||||
@@ -525,19 +606,53 @@ void World::sync_player_pos(glm::vec3& player_pos) {
|
||||
player_pos = m_gen_player_pos;
|
||||
}
|
||||
|
||||
void World::compute_required_chunks(ChunkPosSet& required_chunks) {
|
||||
void World::compute_required_chunks(
|
||||
ChunkPosSet& required_chunks, ChunkPairVector& temp_neighbor,
|
||||
std::vector<ChunkPos>& need_gen_temp_chunks_pos) {
|
||||
glm::vec3 player_pos;
|
||||
sync_player_pos(player_pos);
|
||||
|
||||
int x = std::floor(player_pos.x);
|
||||
int z = std::floor(player_pos.z);
|
||||
auto [chunk_x, chunk_z] = chunk_pos(x, z);
|
||||
int radius = m_rendering_distance;
|
||||
int r2 = radius * radius;
|
||||
required_chunks.reserve(radius * radius);
|
||||
|
||||
required_chunks.reserve(m_rendering_distance * m_rendering_distance);
|
||||
int half = m_rendering_distance / 2;
|
||||
for (int u = chunk_x - half; u <= chunk_x + half; ++u) {
|
||||
for (int v = chunk_z - half; v <= chunk_z + half; ++v) {
|
||||
required_chunks.emplace(u, v);
|
||||
for (int dx = -radius; dx <= radius; ++dx) {
|
||||
for (int dz = -radius; dz <= radius; ++dz) {
|
||||
if (dx * dx + dz * dz <= r2) {
|
||||
required_chunks.emplace(chunk_x + dx, chunk_z + dz);
|
||||
}
|
||||
}
|
||||
}
|
||||
int new_radius = radius + 1;
|
||||
int new_r2 = new_radius * new_radius;
|
||||
for (int dx = -new_radius; dx <= new_radius; ++dx) {
|
||||
for (int dz = -new_radius; dz <= new_radius; ++dz) {
|
||||
if (dx * dx + dz * dz <= new_r2) {
|
||||
int nx = chunk_x + dx;
|
||||
int nz = chunk_z + dz;
|
||||
auto it = required_chunks.find({nx, nz});
|
||||
if (it == required_chunks.end()) {
|
||||
need_gen_temp_chunks_pos.push_back({nx, nz});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
int max_path_len = std::max(CavePath::step_max(), RiverPath::step_max());
|
||||
radius = max_path_len / 2;
|
||||
r2 = radius * radius;
|
||||
for (int dx = -radius; dx <= radius; ++dx) {
|
||||
for (int dz = -radius; dz <= radius; ++dz) {
|
||||
if (dx * dx + dz * dz <= r2) {
|
||||
ChunkPos pos{chunk_x + dx, chunk_z + dz};
|
||||
auto it = required_chunks.find(pos);
|
||||
if (it != required_chunks.end()) {
|
||||
continue;
|
||||
}
|
||||
temp_neighbor.emplace_back(pos, Chunk(*this, pos));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -564,7 +679,7 @@ void World::sync_and_collect_missing_chunks(
|
||||
|
||||
void World::build_neighbor_context_for_new_chunks(
|
||||
ConstChunkMap& new_chunks_neighbor, ChunkPtrUpdateList& affected_neighbor,
|
||||
const ChunkUpdateList& new_chunks, ChunkHashMap& temp_neighbor) {
|
||||
const ChunkPairVector& new_chunks) {
|
||||
{
|
||||
std::lock_guard lk(m_chunks_mutex);
|
||||
for (auto& [pos, chunk] : new_chunks) {
|
||||
@@ -573,8 +688,6 @@ void World::build_neighbor_context_for_new_chunks(
|
||||
if (it != m_chunks.end()) {
|
||||
new_chunks_neighbor.insert({it->first, &(it->second)});
|
||||
affected_neighbor.push_back({it->first, &(it->second)});
|
||||
} else {
|
||||
temp_neighbor.emplace(pos + dir, Chunk(*this, pos + dir));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -582,9 +695,6 @@ void World::build_neighbor_context_for_new_chunks(
|
||||
for (auto& [pos, chunk] : new_chunks) {
|
||||
new_chunks_neighbor.insert({pos, &chunk});
|
||||
}
|
||||
for (auto& [pos, chunk] : temp_neighbor) {
|
||||
new_chunks_neighbor.insert({pos, &chunk});
|
||||
}
|
||||
}
|
||||
|
||||
void World::build_neighbor_context_for_affected_neighbors(
|
||||
@@ -623,6 +733,11 @@ void World::start_gen_thread() {
|
||||
});
|
||||
}
|
||||
|
||||
void World::start_server_thread() {
|
||||
m_server_thread = std::thread(
|
||||
[this]() { serever_run(m_server_stop_source.get_token()); });
|
||||
}
|
||||
|
||||
void World::stop_gen_thread() {
|
||||
m_gen_running = false;
|
||||
m_gen_cv.notify_all();
|
||||
@@ -632,6 +747,25 @@ void World::stop_gen_thread() {
|
||||
Logger::info("Gen Thread Stopped");
|
||||
}
|
||||
|
||||
void World::stop_server_thread() {
|
||||
m_server_stop_source.request_stop();
|
||||
if (m_server_thread.joinable()) {
|
||||
m_server_thread.join();
|
||||
}
|
||||
}
|
||||
|
||||
void World::serever_run(std::stop_token stoken) {
|
||||
Logger::info("Server Thread Started!");
|
||||
while (!stoken.stop_requested()) {
|
||||
std::this_thread::sleep_for(milliseconds(m_per_tick_time));
|
||||
if (m_tick_running) {
|
||||
++m_game_ticks;
|
||||
m_day_tick = (m_day_tick + 1) % DAY_TIME;
|
||||
}
|
||||
}
|
||||
Logger::info("Server Thread Stopped!");
|
||||
}
|
||||
|
||||
void World::need_gen() {
|
||||
if (!m_could_gen) {
|
||||
Logger::warn("It is generating or consuming new chunks");
|
||||
@@ -647,21 +781,6 @@ void World::need_gen() {
|
||||
m_gen_cv.notify_one();
|
||||
}
|
||||
|
||||
bool World::is_aabb_in_frustum(const glm::vec3& center,
|
||||
const glm::vec3& half_extents) {
|
||||
for (const auto& plane : m_planes) {
|
||||
// distance
|
||||
float d = glm::dot(glm::vec3(plane), center) + plane.w;
|
||||
float r = half_extents.x * std::abs(plane.x) +
|
||||
half_extents.y * std::abs(plane.y) +
|
||||
half_extents.z * std::abs(plane.z);
|
||||
if (d + r < 0) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
int World::get_block(const glm::ivec3& block_pos) const {
|
||||
auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z);
|
||||
std::lock_guard lk(m_chunks_mutex);
|
||||
@@ -680,7 +799,7 @@ int World::get_block(const glm::ivec3& block_pos) const {
|
||||
return chunk_blocks[Chunk::index(x, y, z)];
|
||||
}
|
||||
|
||||
bool World::is_block(const glm::ivec3& block_pos) const {
|
||||
bool World::is_solid(const glm::ivec3& block_pos) const {
|
||||
auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z);
|
||||
std::lock_guard lk(m_chunks_mutex);
|
||||
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
|
||||
@@ -695,13 +814,52 @@ bool World::is_block(const glm::ivec3& block_pos) const {
|
||||
return false;
|
||||
}
|
||||
auto id = chunk_blocks[Chunk::index(x, y, z)];
|
||||
if (id == 0) {
|
||||
if (BlockManager::is_gas(id) || BlockManager::is_liquid(id)) {
|
||||
return false;
|
||||
} else {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
bool World::can_pass_block(const glm::ivec3& block_pos) const {
|
||||
auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z);
|
||||
std::lock_guard lk(m_chunks_mutex);
|
||||
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
|
||||
|
||||
if (it == m_chunks.end()) {
|
||||
return true;
|
||||
}
|
||||
const auto& chunk_blocks = it->second.get_chunk_blocks();
|
||||
auto [x, y, z] = Chunk::world_to_block(block_pos, {chunk_x, chunk_z});
|
||||
if (x < 0 || y < 0 || z < 0 || x >= CHUNK_SIZE || y >= WORLD_SIZE_Y ||
|
||||
z >= CHUNK_SIZE) {
|
||||
return true;
|
||||
}
|
||||
auto id = chunk_blocks[Chunk::index(x, y, z)];
|
||||
return BlockManager::is_passable(id);
|
||||
}
|
||||
|
||||
BlockType World::get_block_tpye(const glm::ivec3& block_pos) const {
|
||||
auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z);
|
||||
std::lock_guard lk(m_chunks_mutex);
|
||||
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
|
||||
|
||||
if (it == m_chunks.end()) {
|
||||
Logger::error("Can't Find Block {} {} {}", block_pos.x, block_pos.y,
|
||||
block_pos.z);
|
||||
return 0;
|
||||
}
|
||||
const auto& chunk_blocks = it->second.get_chunk_blocks();
|
||||
auto [x, y, z] = Chunk::world_to_block(block_pos, {chunk_x, chunk_z});
|
||||
if (x < 0 || y < 0 || z < 0 || x >= CHUNK_SIZE || y >= WORLD_SIZE_Y ||
|
||||
z >= CHUNK_SIZE) {
|
||||
Logger::error("Can't Find Block {} {} {}", block_pos.x, block_pos.y,
|
||||
block_pos.z);
|
||||
return 0;
|
||||
}
|
||||
return chunk_blocks[Chunk::index(x, y, z)];
|
||||
}
|
||||
|
||||
void World::set_block(const glm::ivec3& block_pos, unsigned id) {
|
||||
|
||||
int world_x, world_y, world_z;
|
||||
@@ -751,6 +909,15 @@ void World::update(float delta_time) {
|
||||
}
|
||||
m_pending_delete_vbo.clear();
|
||||
}
|
||||
|
||||
{
|
||||
std::lock_guard lk(m_delete_vao_mutex);
|
||||
for (auto x : m_pending_delete_vao) {
|
||||
glDeleteVertexArrays(1, &x);
|
||||
}
|
||||
m_pending_delete_vao.clear();
|
||||
}
|
||||
|
||||
{
|
||||
std::scoped_lock lk(m_chunks_mutex, m_new_chunk_queue_mutex);
|
||||
m_new_chunk.clear();
|
||||
@@ -781,13 +948,13 @@ void World::update(float delta_time) {
|
||||
for (auto& [pos, chunk] : m_chunks) {
|
||||
if (chunk.is_dirty()) {
|
||||
// the curial fator influence
|
||||
std::array<const std::vector<BlockType>*, 4> neighbor_block;
|
||||
OptionalBlockVectorArray neighbor_block;
|
||||
for (int i = 0; i < 4; i++) {
|
||||
auto it = m_chunks.find(pos + CHUNK_DIR[i]);
|
||||
if (it != m_chunks.end()) {
|
||||
neighbor_block[i] = &(it->second.get_chunk_blocks());
|
||||
neighbor_block[i] = (it->second.get_chunk_blocks());
|
||||
} else {
|
||||
neighbor_block[i] = nullptr;
|
||||
neighbor_block[i] = std::nullopt;
|
||||
}
|
||||
}
|
||||
chunk.gen_vertex_data(neighbor_block);
|
||||
@@ -798,7 +965,12 @@ void World::update(float delta_time) {
|
||||
chunk.upload_to_gpu();
|
||||
}
|
||||
m_render_snapshots.push_back(
|
||||
{chunk.get_vbo(), chunk.get_vertex_sum(),
|
||||
{chunk.get_normal_vao(), chunk.get_normal_vertices_sum(),
|
||||
chunk.get_cross_vao(), chunk.get_cross_vertices_sum(),
|
||||
chunk.get_normal_discard_vao(),
|
||||
chunk.get_normal_discard_vertices_sum(),
|
||||
chunk.get_normal_blend_vao(),
|
||||
chunk.get_normal_blend_vertices_sum(),
|
||||
glm::vec3(static_cast<float>(pos.x * CHUNK_SIZE) +
|
||||
static_cast<float>(CHUNK_SIZE / 2),
|
||||
static_cast<float>(WORLD_SIZE_Y / 2),
|
||||
@@ -817,6 +989,11 @@ void World::push_delete_vbo(GLuint vbo) {
|
||||
m_pending_delete_vbo.push_back(vbo);
|
||||
}
|
||||
|
||||
void World::push_delete_vao(GLuint vao) {
|
||||
std::lock_guard lk(m_delete_vao_mutex);
|
||||
m_pending_delete_vao.push_back(vao);
|
||||
}
|
||||
|
||||
void World::hot_reload() {
|
||||
auto& config = Config::get();
|
||||
int dist = config.get<int>("world.rendering_distance");
|
||||
@@ -831,6 +1008,7 @@ void World::rebuild_world() {
|
||||
m_is_rebuilding = true;
|
||||
stop_gen_thread();
|
||||
m_cave_carcer.reload(ChunkGenerator::seed());
|
||||
m_river_worm.reload(ChunkGenerator::seed());
|
||||
{
|
||||
std::scoped_lock lk(m_chunks_mutex, m_new_chunk_queue_mutex);
|
||||
m_chunks.clear();
|
||||
@@ -853,5 +1031,54 @@ void World::rendering_distance(int rendering_distance) {
|
||||
}
|
||||
|
||||
CaveCarver& World::cave_carcer() { return m_cave_carcer; }
|
||||
RiverWorm& World::river_worm() { return m_river_worm; }
|
||||
std::vector<glm::vec4>& World::planes() { return m_planes; }
|
||||
std::vector<ChunkRenderSnapshot>& World::render_snapshots() {
|
||||
return m_render_snapshots;
|
||||
};
|
||||
/*
|
||||
glm::vec3 World::sunlight_dir() const {
|
||||
float t = static_cast<float>(m_day_tick) / DAY_TIME;
|
||||
|
||||
float azimuth = glm::radians(90.0f - t * 360.0f);
|
||||
|
||||
float altitude =
|
||||
glm::half_pi<float>() * sin((t - 0.25f) * glm::two_pi<float>());
|
||||
|
||||
glm::vec3 dir{cos(altitude) * cos(azimuth), sin(altitude),
|
||||
cos(altitude) * sin(azimuth)};
|
||||
|
||||
return glm::normalize(-dir);
|
||||
}
|
||||
*/
|
||||
|
||||
glm::vec3 World::sunlight_dir() const {
|
||||
float altitude = sin((m_day_tick - 6 * PER_HOUR) /
|
||||
static_cast<float>(DAY_TIME / 2) * std::numbers::pi) *
|
||||
90.0f;
|
||||
|
||||
float t = static_cast<float>(m_day_tick) / DAY_TIME;
|
||||
float azimuth = 90.0f - 360.0f * (t - 0.25f);
|
||||
|
||||
float alt = glm::radians(altitude);
|
||||
float az = glm::radians(azimuth);
|
||||
glm::vec3 dir;
|
||||
dir.x = cos(alt) * sin(az);
|
||||
dir.y = sin(alt);
|
||||
dir.z = cos(alt) * cos(az);
|
||||
|
||||
return glm::normalize(-dir);
|
||||
}
|
||||
|
||||
TickType World::game_tick() const { return m_game_ticks.load(); }
|
||||
TickType World::day_tick() const { return m_day_tick.load(); }
|
||||
void World::day_tick(TickType tick) {
|
||||
tick %= DAY_TIME;
|
||||
m_day_tick = tick;
|
||||
}
|
||||
int World::per_tick_time() const { return m_per_tick_time.load(); }
|
||||
void World::per_tick_time(int ms) { m_per_tick_time = ms; }
|
||||
|
||||
bool World::is_tick_running() const { return m_tick_running.load(); }
|
||||
void World::tick_running(bool run) { m_tick_running = run; }
|
||||
} // namespace Cubed
|
||||
@@ -1,11 +1,7 @@
|
||||
#include "Cubed/map_table.hpp"
|
||||
|
||||
#include "Cubed/gameplay/block.hpp"
|
||||
#include "Cubed/tools/cubed_assert.hpp"
|
||||
#include "Cubed/tools/cubed_hash.hpp"
|
||||
|
||||
namespace Cubed {
|
||||
|
||||
/*
|
||||
std::string_view MapTable::get_name_from_id(unsigned id) {
|
||||
auto it = id_to_name_map.find(id);
|
||||
ASSERT_MSG(it != id_to_name_map.end(),
|
||||
@@ -25,8 +21,9 @@ std::string_view MapTable::item_name(unsigned id) {
|
||||
}
|
||||
|
||||
const std::vector<std::string>& MapTable::item_map() { return item_id_to_name; }
|
||||
|
||||
*/
|
||||
void MapTable::init_map() {
|
||||
/*
|
||||
id_to_name_map.reserve(MAX_BLOCK_NUM);
|
||||
name_to_id_map.reserve(MAX_BLOCK_NUM);
|
||||
|
||||
@@ -37,6 +34,7 @@ void MapTable::init_map() {
|
||||
for (auto s : BLOCK_REISTER) {
|
||||
item_id_to_name.emplace_back(s);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
} // namespace Cubed
|
||||
|
||||
612
src/renderer.cpp
@@ -12,11 +12,13 @@
|
||||
#include "Cubed/tools/cubed_hash.hpp"
|
||||
#include "Cubed/tools/font.hpp"
|
||||
#include "Cubed/tools/log.hpp"
|
||||
#include "Cubed/tools/math_tools.hpp"
|
||||
#include "Cubed/tools/shader_tools.hpp"
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <format>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
namespace Cubed {
|
||||
|
||||
Renderer::Renderer(const Camera& camera, World& world,
|
||||
@@ -33,6 +35,17 @@ Renderer::~Renderer() {
|
||||
glDeleteBuffers(1, &m_text_vbo);
|
||||
glBindVertexArray(0);
|
||||
glDeleteVertexArrays(NUM_VAO, m_vao.data());
|
||||
glDeleteFramebuffers(1, &m_fbo);
|
||||
glDeleteTextures(1, &m_screen_texture);
|
||||
glDeleteRenderbuffers(1, &m_depth_render_buffer);
|
||||
|
||||
glDeleteFramebuffers(1, &m_oit_fbo);
|
||||
glDeleteTextures(1, &m_accum_texture);
|
||||
glDeleteTextures(1, &m_reveal_texture);
|
||||
glDeleteRenderbuffers(1, &m_oit_depth_render_buffer);
|
||||
|
||||
glDeleteFramebuffers(1, &m_depth_map_fbo);
|
||||
glDeleteTextures(1, &m_depth_map_texture);
|
||||
}
|
||||
|
||||
void Renderer::hot_reload() {
|
||||
@@ -49,7 +62,7 @@ void Renderer::init() {
|
||||
Logger::info("Renderer: {}",
|
||||
reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
|
||||
|
||||
Shader world_shader{"world", "shaders/block_v_shader.glsl",
|
||||
Shader world_shader{"normal_block", "shaders/block_v_shader.glsl",
|
||||
"shaders/block_f_shader.glsl"};
|
||||
Shader outline_shader{"outline", "shaders/outline_v_shader.glsl",
|
||||
"shaders/outline_f_shader.glsl"};
|
||||
@@ -59,13 +72,27 @@ void Renderer::init() {
|
||||
"shaders/ui_f_shader.glsl"};
|
||||
Shader text_shdaer{"text", "shaders/text_v_shader.glsl",
|
||||
"shaders/text_f_shader.glsl"};
|
||||
|
||||
Shader under_water_shader{"under_water",
|
||||
"shaders/under_water_v_shader.glsl",
|
||||
"shaders/under_water_f_shader.glsl"};
|
||||
Shader accum_shader{"accum", "shaders/block_accumulation_v_shader.glsl",
|
||||
"shaders/block_accumulation_f_shader.glsl"};
|
||||
Shader composite_block_shader{"composite",
|
||||
"shaders/block_composite_v_shader.glsl",
|
||||
"shaders/block_composite_f_shader.glsl"};
|
||||
Shader depth_shader{"depth_shader", "shaders/depth_shader.glsl",
|
||||
"shaders/depth_fragment_shader.glsl"};
|
||||
m_shaders.insert({world_shader.hash(), std::move(world_shader)});
|
||||
m_shaders.insert({outline_shader.hash(), std::move(outline_shader)});
|
||||
m_shaders.insert({sky_shdaer.hash(), std::move(sky_shdaer)});
|
||||
m_shaders.insert({ui_shdaer.hash(), std::move(ui_shdaer)});
|
||||
m_shaders.insert({text_shdaer.hash(), std::move(text_shdaer)});
|
||||
|
||||
m_shaders.insert(
|
||||
{under_water_shader.hash(), std::move(under_water_shader)});
|
||||
m_shaders.insert({accum_shader.hash(), std::move(accum_shader)});
|
||||
m_shaders.insert(
|
||||
{composite_block_shader.hash(), std::move(composite_block_shader)});
|
||||
m_shaders.insert({depth_shader.hash(), std::move(depth_shader)});
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
|
||||
@@ -86,20 +113,28 @@ void Renderer::init() {
|
||||
m_vao.resize(NUM_VAO);
|
||||
glGenVertexArrays(NUM_VAO, m_vao.data());
|
||||
glBindVertexArray(0);
|
||||
glGenBuffers(1, &m_outline_vbo);
|
||||
|
||||
glBindVertexArray(m_vao[2]);
|
||||
glGenBuffers(1, &m_outline_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_outline_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(CUBE_VER), CUBE_VER, GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glGenBuffers(1, &m_outline_indices_vbo);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_outline_indices_vbo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(OUTLINE_CUBE_INDICES),
|
||||
OUTLINE_CUBE_INDICES, GL_STATIC_DRAW);
|
||||
|
||||
glBindVertexArray(m_vao[1]);
|
||||
glGenBuffers(1, &m_sky_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_sky_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES_POS), VERTICES_POS,
|
||||
GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glBindVertexArray(m_vao[3]);
|
||||
glGenBuffers(1, &m_ui_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_ui_vbo);
|
||||
|
||||
@@ -112,13 +147,23 @@ void Renderer::init() {
|
||||
glBufferData(GL_ARRAY_BUFFER, m_ui.size() * sizeof(Vertex2D), m_ui.data(),
|
||||
GL_STATIC_DRAW);
|
||||
|
||||
glGenBuffers(1, &m_text_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_text_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_ui_vbo);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)0);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
|
||||
(void*)offsetof(Vertex2D, s));
|
||||
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
|
||||
(void*)offsetof(Vertex2D, layer));
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
init_quad();
|
||||
init_text();
|
||||
hot_reload();
|
||||
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
const Shader& Renderer::get_shader(const std::string& name) const {
|
||||
@@ -127,28 +172,52 @@ const Shader& Renderer::get_shader(const std::string& name) const {
|
||||
return it->second;
|
||||
}
|
||||
|
||||
void Renderer::init_quad() {
|
||||
glBindVertexArray(m_vao[0]);
|
||||
glGenBuffers(1, &m_quad_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_quad_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(QUAD_VERTICES), QUAD_VERTICES,
|
||||
GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
|
||||
(void*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
|
||||
(void*)(2 * sizeof(float)));
|
||||
}
|
||||
|
||||
void Renderer::init_text() {
|
||||
glBindVertexArray(m_vao[4]);
|
||||
glGenBuffers(1, &m_text_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_text_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
|
||||
|
||||
const auto& shader = get_shader("text");
|
||||
Text::set_loc(shader);
|
||||
DebugCollector::get().init_text();
|
||||
}
|
||||
|
||||
void Renderer::render() {
|
||||
glDisable(GL_FRAMEBUFFER_SRGB);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
||||
glClearColor(0.0, 0.0, 0.0, 1.0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glBindVertexArray(m_vao[0]);
|
||||
render_sky();
|
||||
glBindVertexArray(m_vao[1]);
|
||||
render_world();
|
||||
glBindVertexArray(m_vao[2]);
|
||||
render_outline();
|
||||
glBindVertexArray(m_vao[3]);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glEnable(GL_FRAMEBUFFER_SRGB);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
render_underwater();
|
||||
glDisable(GL_FRAMEBUFFER_SRGB);
|
||||
render_ui();
|
||||
glBindVertexArray(m_vao[4]);
|
||||
render_text();
|
||||
glBindVertexArray(0);
|
||||
render_dev_panel();
|
||||
}
|
||||
|
||||
@@ -156,23 +225,24 @@ void Renderer::render_outline() {
|
||||
const auto& shader = get_shader("outline");
|
||||
shader.use();
|
||||
|
||||
m_mv_loc = shader.loc("mv_matrix");
|
||||
m_proj_loc = shader.loc("proj_matrix");
|
||||
|
||||
const auto& block_pos = m_world.get_look_block_pos("TestPlayer");
|
||||
|
||||
if (block_pos != std::nullopt) {
|
||||
|
||||
m_mv_loc = shader.loc("mv_matrix");
|
||||
m_proj_loc = shader.loc("proj_matrix");
|
||||
|
||||
m_m_mat =
|
||||
glm::translate(glm::mat4(1.0f), glm::vec3(block_pos.value().pos));
|
||||
|
||||
m_v_mat = m_camera.get_camera_lookat();
|
||||
m_mv_mat = m_v_mat * m_m_mat;
|
||||
|
||||
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
|
||||
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_p_mat));
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_outline_vbo);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindVertexArray(m_vao[2]);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_outline_indices_vbo);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
glLineWidth(4.0f);
|
||||
@@ -195,22 +265,59 @@ void Renderer::render_sky() {
|
||||
|
||||
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
|
||||
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_p_mat));
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_sky_vbo);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glUniform3fv(shader.loc("color"), 1, glm::value_ptr(SKY_COLOR));
|
||||
glBindVertexArray(m_vao[1]);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// draw sun and moon
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
glBindVertexArray(m_vao[0]);
|
||||
// draw sum
|
||||
glm::vec3 sun_pos = m_camera.get_camera_pos() +
|
||||
normalize(-m_world.sunlight_dir()) * (FAR_PLANE * 0.9f);
|
||||
glm::vec3 sun_view_pos = glm::vec3(m_v_mat * glm::vec4(sun_pos, 1.0f));
|
||||
m_mv_mat = glm::translate(glm::mat4(1.0f), sun_view_pos) *
|
||||
glm::scale(glm::mat4(1.0f), glm::vec3(SUN_SIZE)) *
|
||||
glm::translate(glm::mat4(1.0f), glm::vec3(-0.5f, -0.5f, 0.0f));
|
||||
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
|
||||
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_p_mat));
|
||||
glUniform3fv(shader.loc("color"), 1, glm::value_ptr(SUN_COLOR));
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
glm::vec3 moon_pos = m_camera.get_camera_pos() +
|
||||
normalize(m_world.sunlight_dir()) * (FAR_PLANE * 0.9f);
|
||||
glm::vec3 moon_view_pos = glm::vec3(m_v_mat * glm::vec4(moon_pos, 1.0f));
|
||||
m_mv_mat = glm::translate(glm::mat4(1.0f), moon_view_pos) *
|
||||
glm::scale(glm::mat4(1.0f), glm::vec3(MOON_SIZE)) *
|
||||
glm::translate(glm::mat4(1.0f), glm::vec3(-0.5f, -0.5f, 0.0f));
|
||||
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
|
||||
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_p_mat));
|
||||
glUniform3fv(shader.loc("color"), 1, glm::value_ptr(MOON_COLOR));
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
||||
|
||||
void Renderer::render_text() {
|
||||
|
||||
glBindVertexArray(m_vao[4]);
|
||||
|
||||
const auto& shader = get_shader("text");
|
||||
|
||||
shader.use();
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
m_proj_loc = shader.loc("projection");
|
||||
|
||||
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_ui_proj));
|
||||
@@ -228,34 +335,46 @@ void Renderer::render_ui() {
|
||||
shader.use();
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
m_mv_loc = shader.loc("m_matrix");
|
||||
m_proj_loc = shader.loc("proj_matrix");
|
||||
|
||||
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_ui_m_matrix));
|
||||
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_ui_proj));
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_ui_vbo);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)0);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
|
||||
(void*)offsetof(Vertex2D, s));
|
||||
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
|
||||
(void*)offsetof(Vertex2D, layer));
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
glBindVertexArray(m_vao[3]);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_ui_array());
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
Tools::check_opengl_error();
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
void Renderer::render_underwater() {
|
||||
const auto& shader = get_shader("under_water");
|
||||
shader.use();
|
||||
|
||||
glBindVertexArray(m_vao[0]);
|
||||
|
||||
glUniform1i(shader.loc("u_sceneTexture"), 0);
|
||||
glUniform1f(shader.loc("u_time"), glfwGetTime());
|
||||
glUniform1i(shader.loc("u_underwater"), m_camera.is_under_water());
|
||||
glUniform3f(shader.loc("u_waterColor"), 0.1f, 0.25f, 0.35f);
|
||||
glUniform1f(shader.loc("u_fogDensity"), 0.08f);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_screen_texture);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Renderer::update(float delta_time) { m_delta_time = delta_time; }
|
||||
|
||||
void Renderer::update_fov(float fov) {
|
||||
m_fov = fov;
|
||||
m_p_mat = glm::perspective(glm::radians(fov), m_aspect, 0.1f, 1000.0f);
|
||||
@@ -263,7 +382,8 @@ void Renderer::update_fov(float fov) {
|
||||
|
||||
void Renderer::update_proj_matrix(float aspect, float width, float height) {
|
||||
m_aspect = aspect;
|
||||
m_p_mat = glm::perspective(glm::radians(m_fov), aspect, 0.1f, 1000.0f);
|
||||
m_p_mat =
|
||||
glm::perspective(glm::radians(m_fov), aspect, NEAR_PLANE, FAR_PLANE);
|
||||
m_ui_proj = glm::ortho(0.0f, width, height, 0.0f, -1.0f, 1.0f);
|
||||
// scale and then translate
|
||||
m_ui_m_matrix =
|
||||
@@ -272,22 +392,368 @@ void Renderer::update_proj_matrix(float aspect, float width, float height) {
|
||||
glm::scale(glm::mat4(1.0f), glm::vec3(50.0f, 50.0f, 1.0f));
|
||||
}
|
||||
|
||||
void Renderer::updata_framebuffer(int width, int height) {
|
||||
if (width <= 0 || height <= 0)
|
||||
return;
|
||||
if (m_fbo == 0) {
|
||||
glGenFramebuffers(1, &m_fbo);
|
||||
}
|
||||
if (m_oit_fbo == 0) {
|
||||
glGenFramebuffers(1, &m_oit_fbo);
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
||||
|
||||
glDeleteTextures(1, &m_screen_texture);
|
||||
glDeleteRenderbuffers(1, &m_depth_render_buffer);
|
||||
|
||||
glGenTextures(1, &m_screen_texture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_screen_texture);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
|
||||
GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
|
||||
m_screen_texture, 0);
|
||||
|
||||
glGenRenderbuffers(1, &m_depth_render_buffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_depth_render_buffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
|
||||
GL_RENDERBUFFER, m_depth_render_buffer);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
Logger::error("FBO incomplete after resize!");
|
||||
} else {
|
||||
Logger::info("Frame Buffer Complete!");
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_oit_fbo);
|
||||
glDeleteTextures(1, &m_accum_texture);
|
||||
glDeleteTextures(1, &m_reveal_texture);
|
||||
glDeleteRenderbuffers(1, &m_oit_depth_render_buffer);
|
||||
glGenTextures(1, &m_accum_texture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_accum_texture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA,
|
||||
GL_HALF_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
|
||||
m_accum_texture, 0);
|
||||
glGenTextures(1, &m_reveal_texture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_reveal_texture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, width, height, 0, GL_RED,
|
||||
GL_HALF_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D,
|
||||
m_reveal_texture, 0);
|
||||
glGenRenderbuffers(1, &m_oit_depth_render_buffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_oit_depth_render_buffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
|
||||
GL_RENDERBUFFER, m_oit_depth_render_buffer);
|
||||
GLenum draw_buffer[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
|
||||
glDrawBuffers(2, draw_buffer);
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
Logger::error("FBO incomplete after resize!");
|
||||
} else {
|
||||
Logger::info("Frame Buffer Complete!");
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
// depth map fbo
|
||||
if (m_depth_map_fbo == 0) {
|
||||
glGenFramebuffers(1, &m_depth_map_fbo);
|
||||
}
|
||||
glDeleteTextures(1, &m_depth_map_texture);
|
||||
glGenTextures(1, &m_depth_map_texture);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, m_depth_map_texture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, DEPTH_MAP_SIZE,
|
||||
DEPTH_MAP_SIZE, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
float border_color[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
||||
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color);
|
||||
// Manually compare shadows
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,
|
||||
// GL_COMPARE_REF_TO_TEXTURE);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_depth_map_fbo);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
|
||||
m_depth_map_texture, 0);
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
Logger::error("FBO incomplete after resize!");
|
||||
} else {
|
||||
Logger::info("Frame Buffer Complete!");
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
m_width = width;
|
||||
m_height = height;
|
||||
}
|
||||
|
||||
void Renderer::render_world() {
|
||||
const auto& shader = get_shader("world");
|
||||
shader.use();
|
||||
// shader map
|
||||
glm::mat4 light_space_matrix;
|
||||
auto& m_render_snapshots = m_world.render_snapshots();
|
||||
auto& camera_pos = m_camera.get_camera_pos();
|
||||
if (m_shader_on) {
|
||||
const auto& depth_shader = get_shader("depth_shader");
|
||||
depth_shader.use();
|
||||
|
||||
glm::vec3 cam_pos = m_camera.get_camera_pos();
|
||||
glm::vec3 cam_fwd = m_camera.get_camera_front();
|
||||
float half_extent = 128.0f;
|
||||
|
||||
glm::vec3 center = cam_pos + cam_fwd * (half_extent * 0.5f);
|
||||
|
||||
glm::vec3 sundir = glm::normalize(m_world.sunlight_dir());
|
||||
glm::vec3 raw_shadow_sundir =
|
||||
quantize_sun_direction(sundir, ANGLE_STEP_DEG);
|
||||
glm::vec3 shadow_sundir =
|
||||
get_smoothed_shadow_sundir(raw_shadow_sundir, m_delta_time);
|
||||
glm::vec3 up = fabs(shadow_sundir.y) > 0.99f ? glm::vec3(0, 0, 1)
|
||||
: glm::vec3(0, 1, 0);
|
||||
|
||||
glm::mat4 light_basis = glm::lookAt(glm::vec3(0.0f), shadow_sundir, up);
|
||||
float texels_per_unit = DEPTH_MAP_SIZE / (half_extent * 2.0f);
|
||||
glm::vec3 ls_center = glm::vec3(light_basis * glm::vec4(center, 1.0f));
|
||||
ls_center.x =
|
||||
std::round(ls_center.x * texels_per_unit) / texels_per_unit;
|
||||
ls_center.y =
|
||||
std::round(ls_center.y * texels_per_unit) / texels_per_unit;
|
||||
glm::vec3 snapped_center =
|
||||
glm::vec3(glm::inverse(light_basis) * glm::vec4(ls_center, 1.0f));
|
||||
|
||||
float distance = half_extent * 1.5f;
|
||||
float near_plane = 1.0f;
|
||||
float far_plane = distance + half_extent * 2.0f;
|
||||
glm::vec3 light_pos = snapped_center - shadow_sundir * distance;
|
||||
glm::mat4 light_view = glm::lookAt(light_pos, snapped_center, up);
|
||||
glm::mat4 light_projection =
|
||||
glm::ortho(-half_extent, half_extent, -half_extent, half_extent,
|
||||
near_plane, far_plane);
|
||||
|
||||
light_space_matrix = light_projection * light_view;
|
||||
glUniformMatrix4fv(depth_shader.loc("lightSpaceMatrix"), 1, GL_FALSE,
|
||||
glm::value_ptr(light_space_matrix));
|
||||
glUniform1i(depth_shader.loc("is_discard_tranparent"),
|
||||
m_discard_tranparent);
|
||||
glViewport(0, 0, DEPTH_MAP_SIZE, DEPTH_MAP_SIZE);
|
||||
if (m_light_cull_face == 0) {
|
||||
glCullFace(GL_FRONT);
|
||||
} else if (m_light_cull_face == 1) {
|
||||
glCullFace(GL_BACK);
|
||||
} else {
|
||||
Logger::warn("Light Cull Face {} Over The Max Selection",
|
||||
m_light_cull_face);
|
||||
glCullFace(GL_BACK);
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_depth_map_fbo);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
for (const auto& snapshot : m_render_snapshots) {
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY,
|
||||
m_texture_manager.get_texture_array());
|
||||
glBindVertexArray(snapshot.normal_vao);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, snapshot.normal_vertices_count);
|
||||
}
|
||||
|
||||
// cross_plane and discard
|
||||
|
||||
for (const auto& snapshot : m_render_snapshots) {
|
||||
|
||||
glm::vec2 camera_pos_xz{camera_pos.x, camera_pos.z};
|
||||
if (snapshot.cross_vertices_count != 0) {
|
||||
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_texture_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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
||||
|
||||
glCullFace(GL_BACK);
|
||||
glViewport(0, 0, m_width, m_height);
|
||||
const auto& normal_block_shader = get_shader("normal_block");
|
||||
normal_block_shader.use();
|
||||
|
||||
m_mv_loc = normal_block_shader.loc("mv_matrix");
|
||||
m_proj_loc = normal_block_shader.loc("proj_matrix");
|
||||
|
||||
m_mv_loc = shader.loc("mv_matrix");
|
||||
m_proj_loc = shader.loc("proj_matrix");
|
||||
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());
|
||||
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) * m_world.sunlight_dir());
|
||||
|
||||
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
|
||||
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_p_mat));
|
||||
glUniformMatrix4fv(normal_block_shader.loc("norm_matrix"), 1, GL_FALSE,
|
||||
glm::value_ptr(m_norm_mat));
|
||||
glUniformMatrix4fv(normal_block_shader.loc("lightSpaceMatrix"), 1, GL_FALSE,
|
||||
glm::value_ptr(light_space_matrix));
|
||||
glUniform1f(normal_block_shader.loc("ambientStrength"), m_ambient_strength);
|
||||
glUniform3fv(normal_block_shader.loc("sunlightColor"), 1,
|
||||
glm::value_ptr(SUNLIGHT_COLOR));
|
||||
glUniform3fv(normal_block_shader.loc("sunlightDir"), 1,
|
||||
glm::value_ptr(light_dir_view));
|
||||
glUniform1i(normal_block_shader.loc("shadowMode"), m_shadow_mode);
|
||||
glUniform1i(normal_block_shader.loc("shader_on"), m_shader_on);
|
||||
m_mvp_mat = m_p_mat * m_mv_mat;
|
||||
m_world.render(m_mvp_mat);
|
||||
|
||||
auto& m_planes = m_world.planes();
|
||||
|
||||
Math::extract_frustum_planes(m_mvp_mat, m_planes);
|
||||
|
||||
int rendered_sum = 0;
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
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);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, snapshot.normal_vertices_count);
|
||||
|
||||
rendered_sum++;
|
||||
}
|
||||
}
|
||||
// cross_plane and discard
|
||||
|
||||
for (const auto& snapshot : m_render_snapshots) {
|
||||
if (!Math::is_aabb_in_frustum(snapshot.center, snapshot.half_extents,
|
||||
m_planes)) {
|
||||
continue;
|
||||
}
|
||||
glm::vec2 camera_pos_xz{camera_pos.x, camera_pos.z};
|
||||
if (snapshot.cross_vertices_count != 0) {
|
||||
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
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_oit_fbo);
|
||||
glBlitFramebuffer(0, 0, m_width, m_height, 0, 0, m_width, m_height,
|
||||
GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_oit_fbo);
|
||||
|
||||
// pass one accumulate
|
||||
auto& accum_shader = get_shader("accum");
|
||||
accum_shader.use();
|
||||
|
||||
GLint mv_loc = accum_shader.loc("mv_matrix");
|
||||
GLint proj_loc = accum_shader.loc("proj_matrix");
|
||||
|
||||
glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
|
||||
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, glm::value_ptr(m_p_mat));
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_oit_fbo);
|
||||
|
||||
glClearBufferfv(GL_COLOR, 0, glm::value_ptr(glm::vec4(0.0f)));
|
||||
float one = 1.0f;
|
||||
glClearBufferfv(GL_COLOR, 1, &one);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunci(0, GL_ONE, GL_ONE);
|
||||
|
||||
glBlendFunci(1, GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
for (const auto& snapshot : m_render_snapshots) {
|
||||
if (!Math::is_aabb_in_frustum(snapshot.center, snapshot.half_extents,
|
||||
m_planes)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
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);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_TRUE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glBindVertexArray(m_vao[0]);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_accum_texture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_reveal_texture);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glBindVertexArray(0);
|
||||
|
||||
DebugCollector::get().report(
|
||||
"rendered_chunk", "Rendered Chunk: " + std::to_string(rendered_sum));
|
||||
}
|
||||
|
||||
void Renderer::render_dev_panel() {
|
||||
@@ -296,4 +762,56 @@ void Renderer::render_dev_panel() {
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
glm::vec3 Renderer::quantize_sun_direction(const glm::vec3& sundir,
|
||||
float angle_step_deg) const {
|
||||
float elevation = std::asin(glm::clamp(sundir.y, -1.0f, 1.0f));
|
||||
float azimuth = std::atan2(sundir.z, sundir.x);
|
||||
|
||||
float step = glm::radians(angle_step_deg);
|
||||
|
||||
float quantized_elevation = std::round(elevation / step) * step;
|
||||
float quantized_azimuth = std::round(azimuth / step) * step;
|
||||
|
||||
glm::vec3 quantized_dir;
|
||||
quantized_dir.x =
|
||||
std::cos(quantized_elevation) * std::cos(quantized_azimuth);
|
||||
quantized_dir.z =
|
||||
std::cos(quantized_elevation) * std::sin(quantized_azimuth);
|
||||
quantized_dir.y = std::sin(quantized_elevation);
|
||||
|
||||
return glm::normalize(quantized_dir);
|
||||
}
|
||||
|
||||
glm::vec3
|
||||
Renderer::get_smoothed_shadow_sundir(const glm::vec3& raw_shadow_sundir,
|
||||
float dt) {
|
||||
if (!m_blend_initialized) {
|
||||
|
||||
m_blend_from_sundir = raw_shadow_sundir;
|
||||
m_blend_to_sundir = raw_shadow_sundir;
|
||||
m_blend_t = 1.0f;
|
||||
m_blend_initialized = true;
|
||||
return raw_shadow_sundir;
|
||||
}
|
||||
|
||||
if (raw_shadow_sundir != m_blend_to_sundir) {
|
||||
glm::vec3 current_displayed = glm::normalize(
|
||||
Math::slerp(m_blend_from_sundir, m_blend_to_sundir, m_blend_t));
|
||||
|
||||
m_blend_from_sundir = current_displayed;
|
||||
m_blend_to_sundir = raw_shadow_sundir;
|
||||
m_blend_t = 0.0f;
|
||||
}
|
||||
|
||||
m_blend_t = glm::min(m_blend_t + dt / BLEND_DURATION, 1.0f);
|
||||
|
||||
return glm::normalize(
|
||||
Math::slerp(m_blend_from_sundir, m_blend_to_sundir, m_blend_t));
|
||||
}
|
||||
|
||||
float& Renderer::ambient_strength() { return m_ambient_strength; }
|
||||
bool& Renderer::discard_transparent() { return m_discard_tranparent; }
|
||||
bool& Renderer::shader_on() { return m_shader_on; }
|
||||
int& Renderer::shadow_mode() { return m_shadow_mode; }
|
||||
int& Renderer::light_cull_face() { return m_light_cull_face; }
|
||||
} // namespace Cubed
|
||||
@@ -18,7 +18,8 @@ Shader::Shader(const std::string& name, const std::string& v_shader_path,
|
||||
|
||||
Shader::Shader(Shader&& shader) noexcept
|
||||
: m_program(shader.m_program), m_hash(shader.m_hash),
|
||||
m_name(std::move(shader.m_name)) {
|
||||
m_name(std::move(shader.m_name)),
|
||||
m_uniform_cache(std::move(shader.m_uniform_cache)) {
|
||||
shader.m_hash = 0;
|
||||
shader.m_program = 0;
|
||||
}
|
||||
@@ -33,6 +34,7 @@ Shader& Shader::operator=(Shader&& shader) noexcept {
|
||||
m_hash = shader.m_hash;
|
||||
m_name = std::move(shader.m_name);
|
||||
m_program = shader.m_program;
|
||||
m_uniform_cache = std::move(shader.m_uniform_cache);
|
||||
shader.m_hash = 0;
|
||||
shader.m_program = 0;
|
||||
return *this;
|
||||
@@ -59,11 +61,18 @@ std::size_t Shader::hash() const {
|
||||
|
||||
GLuint Shader::loc(const std::string& loc) const {
|
||||
ASSERT_MSG(m_program != 0, "Shader program not created");
|
||||
|
||||
auto it = m_uniform_cache.find(loc);
|
||||
if (it != m_uniform_cache.end()) {
|
||||
return it->second;
|
||||
}
|
||||
|
||||
GLint pos = glGetUniformLocation(m_program, loc.c_str());
|
||||
if (pos == -1) {
|
||||
Logger::info("Shader name {}, loc name {}, pos {}", m_name, loc, pos);
|
||||
Logger::error("Shader name {}, loc name {}, pos {}", m_name, loc, pos);
|
||||
ASSERT_MSG(pos == -1, "Can't find UniformLocation");
|
||||
}
|
||||
m_uniform_cache[loc] = pos;
|
||||
return static_cast<GLuint>(pos);
|
||||
}
|
||||
|
||||
|
||||