mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-06-18 00:27:02 +08:00
Compare commits
15 Commits
32b703a0f4
...
feat/light
| Author | SHA1 | Date | |
|---|---|---|---|
| c00f05aafd | |||
| dc1ef70231 | |||
| e224110452 | |||
| 74b0aebc9f | |||
| be425a705c | |||
| 31bf337f6f | |||
| 662f10047a | |||
| 943c6f1f46 | |||
| 7ede49da72 | |||
| a4f92e3659 | |||
| f43ef64691 | |||
|
|
f4114c2699 | ||
|
|
932463663f | ||
|
|
bac3df801b | ||
|
|
d0bc8d627f |
@@ -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 ${PROJECT_SOURCE_DIR}/include)
|
||||
|
||||
add_executable(${PROJECT_NAME}
|
||||
@@ -124,6 +138,7 @@ add_executable(${PROJECT_NAME}
|
||||
src/gameplay/river_path.cpp
|
||||
src/block.cpp
|
||||
src/gameplay/vertex_data.cpp
|
||||
src/gameplay/builders/ocean_builder.cpp
|
||||
)
|
||||
|
||||
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
|
||||
@@ -163,10 +178,11 @@ target_link_libraries(${PROJECT_NAME}
|
||||
Freetype::Freetype
|
||||
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)
|
||||
@@ -186,3 +202,19 @@ if (UNIX AND NOT APPLE)
|
||||
|
||||
target_compile_options(${PROJECT_NAME} PRIVATE ${EGL_CFLAGS_OTHER} ${Wayland_CFLAGS_OTHER})
|
||||
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()
|
||||
@@ -5,5 +5,6 @@ is_discard = true
|
||||
is_gas = true
|
||||
is_liquid = false
|
||||
is_passable = true
|
||||
is_transitional = false
|
||||
is_transparent = true
|
||||
name = 'air'
|
||||
@@ -5,5 +5,6 @@ is_discard = false
|
||||
is_gas = false
|
||||
is_liquid = false
|
||||
is_passable = false
|
||||
is_transitional = true
|
||||
is_transparent = false
|
||||
name = 'dirt'
|
||||
@@ -5,5 +5,6 @@ is_discard = true
|
||||
is_gas = false
|
||||
is_liquid = false
|
||||
is_passable = true
|
||||
is_transitional = false
|
||||
is_transparent = true
|
||||
name = 'grass'
|
||||
@@ -5,5 +5,6 @@ is_discard = false
|
||||
is_gas = false
|
||||
is_liquid = false
|
||||
is_passable = false
|
||||
is_transitional = true
|
||||
is_transparent = false
|
||||
name = 'grass_block'
|
||||
@@ -5,5 +5,6 @@ is_discard = true
|
||||
is_gas = false
|
||||
is_liquid = false
|
||||
is_passable = false
|
||||
is_transitional = false
|
||||
is_transparent = true
|
||||
name = 'leaf'
|
||||
@@ -5,5 +5,6 @@ is_discard = false
|
||||
is_gas = false
|
||||
is_liquid = false
|
||||
is_passable = false
|
||||
is_transitional = false
|
||||
is_transparent = false
|
||||
name = 'log'
|
||||
@@ -5,5 +5,6 @@ is_discard = false
|
||||
is_gas = false
|
||||
is_liquid = false
|
||||
is_passable = false
|
||||
is_transitional = true
|
||||
is_transparent = false
|
||||
name = 'sand'
|
||||
@@ -5,5 +5,6 @@ is_discard = false
|
||||
is_gas = false
|
||||
is_liquid = false
|
||||
is_passable = false
|
||||
is_transitional = true
|
||||
is_transparent = false
|
||||
name = 'snowy_grass_block'
|
||||
@@ -5,5 +5,6 @@ is_discard = false
|
||||
is_gas = false
|
||||
is_liquid = false
|
||||
is_passable = false
|
||||
is_transitional = true
|
||||
is_transparent = false
|
||||
name = 'stone'
|
||||
@@ -7,3 +7,4 @@ is_cross_plane = false
|
||||
is_transparent = false
|
||||
is_discard = false
|
||||
is_blend = false
|
||||
is_transitional = false
|
||||
|
||||
@@ -5,5 +5,6 @@ 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
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
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
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
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 < 0.45) {
|
||||
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
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
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);
|
||||
|
||||
}
|
||||
@@ -32,6 +32,7 @@ public:
|
||||
const glm::vec3& get_camera_pos() const;
|
||||
|
||||
bool is_under_water() const;
|
||||
glm::vec3 get_camera_front() const;
|
||||
};
|
||||
|
||||
} // namespace Cubed
|
||||
|
||||
@@ -6,7 +6,7 @@ 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_UI_NUM = 1;
|
||||
constexpr int MAX_BLOCK_STATUS = 1;
|
||||
@@ -23,9 +23,9 @@ 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}};
|
||||
|
||||
@@ -44,14 +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();
|
||||
|
||||
@@ -15,6 +15,7 @@ enum class BiomeType {
|
||||
MOUNTAIN,
|
||||
RIVER,
|
||||
SNOWY_PLAIN,
|
||||
OCEAN,
|
||||
NONE
|
||||
};
|
||||
|
||||
|
||||
@@ -50,13 +50,14 @@ struct BlockData {
|
||||
|
||||
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 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_transparent(transparent), is_discard(discard), is_blend(blend),
|
||||
is_transitional(transitional) {}
|
||||
};
|
||||
|
||||
class BlockManager {
|
||||
@@ -77,7 +78,7 @@ public:
|
||||
|
||||
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:
|
||||
|
||||
@@ -9,6 +9,7 @@ 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();
|
||||
|
||||
23
include/Cubed/gameplay/builders/ocean_builder.hpp
Normal file
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
|
||||
@@ -1,10 +1,14 @@
|
||||
#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<unsigned, CavePath>& paths();
|
||||
CaveHashMap& paths();
|
||||
void init(unsigned world_seed);
|
||||
void reload(unsigned world_seed);
|
||||
void add_path(const glm::vec3& pos, unsigned chunk_seed);
|
||||
@@ -15,9 +19,8 @@ public:
|
||||
float& cave_probability();
|
||||
|
||||
private:
|
||||
std::unordered_map<unsigned, CavePath> m_paths;
|
||||
CaveHashMap m_paths;
|
||||
unsigned m_seed = 0;
|
||||
int m_sum = 0;
|
||||
Random m_random;
|
||||
float m_cave_probability = 0.035f;
|
||||
};
|
||||
|
||||
@@ -5,12 +5,16 @@
|
||||
#include "Cubed/tools/cubed_random.hpp"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <unordered_set>
|
||||
#include <tbb/concurrent_hash_map.h>
|
||||
namespace Cubed {
|
||||
|
||||
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;
|
||||
@@ -34,7 +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;
|
||||
@@ -44,7 +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();
|
||||
};
|
||||
|
||||
@@ -14,6 +14,8 @@ 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;
|
||||
@@ -46,8 +48,7 @@ private:
|
||||
BiomeConditions m_conditions;
|
||||
|
||||
void clear_dirty();
|
||||
void gen_vertices(
|
||||
const std::array<const std::vector<BlockType>*, 4>& neighbor_block);
|
||||
void gen_vertices(const OptionalBlockVectorArray& neighbor_block);
|
||||
void gen_cross_plane_vertices(int world_x, int world_y, int world_z,
|
||||
BlockType id);
|
||||
|
||||
@@ -97,20 +98,19 @@ 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_normal_vbo() const;
|
||||
GLuint get_normal_vao() const;
|
||||
size_t get_normal_vertices_sum() const;
|
||||
|
||||
GLuint get_cross_vbo() const;
|
||||
GLuint get_cross_vao() const;
|
||||
size_t get_cross_vertices_sum() const;
|
||||
|
||||
GLuint get_normal_discard_vbo() const;
|
||||
GLuint get_normal_discard_vao() const;
|
||||
size_t get_normal_discard_vertices_sum() const;
|
||||
|
||||
GLuint get_normal_blend_vbo() const;
|
||||
GLuint get_normal_blend_vao() const;
|
||||
size_t get_normal_blend_vertices_sum() const;
|
||||
|
||||
bool is_dirty() const;
|
||||
|
||||
@@ -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 +46,7 @@ public:
|
||||
Chunk& chunk();
|
||||
Random& random();
|
||||
const std::array<BiomeType, 8>& neighbor_biome() const;
|
||||
void ocean_build();
|
||||
void generate_cave();
|
||||
void generate_river();
|
||||
|
||||
@@ -60,6 +62,9 @@ private:
|
||||
unsigned m_chunk_seed = 0;
|
||||
|
||||
void make_biome_builder();
|
||||
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
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;
|
||||
@@ -5,13 +5,16 @@
|
||||
#include "Cubed/tools/cubed_random.hpp"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <unordered_set>
|
||||
#include <tbb/concurrent_hash_map.h>
|
||||
|
||||
namespace Cubed {
|
||||
class RiverPath {
|
||||
using ChunkPosSet =
|
||||
tbb::concurrent_hash_map<ChunkPos, bool, ChunkPos::TBBHash>;
|
||||
|
||||
public:
|
||||
RiverPath(unsigned int world_seed, int path_id, const glm::vec3& start_pos);
|
||||
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;
|
||||
@@ -32,12 +35,12 @@ private:
|
||||
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 = 150;
|
||||
static inline int m_step_min = 200;
|
||||
static inline int m_step_max = 400;
|
||||
|
||||
int m_path_id = 0;
|
||||
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;
|
||||
@@ -45,7 +48,7 @@ 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();
|
||||
};
|
||||
|
||||
@@ -4,13 +4,15 @@
|
||||
#include "Cubed/tools/cubed_random.hpp"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <unordered_map>
|
||||
#include <tbb/concurrent_hash_map.h>
|
||||
namespace Cubed {
|
||||
|
||||
class RiverWorm {
|
||||
using RiverHashMap = tbb::concurrent_hash_map<unsigned, RiverPath>;
|
||||
|
||||
public:
|
||||
RiverWorm();
|
||||
std::unordered_map<unsigned, RiverPath>& paths();
|
||||
RiverHashMap& paths();
|
||||
void init(unsigned world_seed);
|
||||
void reload(unsigned world_seed);
|
||||
void add_path(const glm::vec3& pos, unsigned chunk_seed);
|
||||
@@ -21,9 +23,8 @@ public:
|
||||
float& river_probability();
|
||||
|
||||
private:
|
||||
std::unordered_map<unsigned, RiverPath> m_paths;
|
||||
RiverHashMap m_paths;
|
||||
unsigned m_seed = 0;
|
||||
int m_sum = 0;
|
||||
Random m_random;
|
||||
float m_probability = 0.01f;
|
||||
};
|
||||
|
||||
@@ -7,8 +7,9 @@
|
||||
namespace Cubed {
|
||||
class World;
|
||||
struct VertexData {
|
||||
std::vector<Vertex> m_vertices;
|
||||
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);
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
#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>
|
||||
@@ -15,13 +16,13 @@
|
||||
namespace Cubed {
|
||||
|
||||
struct ChunkRenderSnapshot {
|
||||
GLuint normal_vbo;
|
||||
GLuint normal_vao;
|
||||
size_t normal_vertices_count;
|
||||
GLuint cross_vbo;
|
||||
GLuint cross_vao;
|
||||
size_t cross_vertices_count;
|
||||
GLuint normal_discard_vbo;
|
||||
GLuint normal_discard_vao;
|
||||
size_t normal_discard_vertices_count;
|
||||
GLuint normal_blend_vbo;
|
||||
GLuint normal_blend_vao;
|
||||
size_t normal_blend_vertices_count;
|
||||
glm::vec3 center;
|
||||
glm::vec3 half_extents;
|
||||
@@ -31,32 +32,49 @@ 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;
|
||||
@@ -68,14 +86,16 @@ private:
|
||||
|
||||
void gen_chunks_internal();
|
||||
void sync_player_pos(glm::vec3& player_pos);
|
||||
void compute_required_chunks(ChunkPosSet& required_chunks,
|
||||
ChunkHashMap& temp_neighbor);
|
||||
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);
|
||||
const ChunkPairVector& new_chunks);
|
||||
void build_neighbor_context_for_affected_neighbors(ChunkPtrUpdateList&,
|
||||
ConstChunkMap&);
|
||||
|
||||
@@ -92,9 +112,6 @@ 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_solid(const glm::ivec3& block_pos) const;
|
||||
bool can_pass_block(const glm::ivec3& block_pos) const;
|
||||
@@ -102,15 +119,12 @@ public:
|
||||
static ChunkPos chunk_pos(int world_x, int world_z);
|
||||
|
||||
void need_gen();
|
||||
void render(const glm::mat4& mvp_matrix,
|
||||
const TextureManager& texture_manager,
|
||||
const glm::vec3& camera_pos);
|
||||
|
||||
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();
|
||||
@@ -119,10 +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
|
||||
|
||||
@@ -91,6 +91,51 @@ constexpr float TEX_COORDS[6][6][2] = {
|
||||
{0.0f, 1.0f}, // back left
|
||||
{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,
|
||||
@@ -148,6 +193,24 @@ constexpr float CROSS_TEX_COORDS[2][6][2] = {
|
||||
{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[] = {
|
||||
@@ -156,10 +219,11 @@ constexpr float QUAD_VERTICES[] = {
|
||||
|
||||
-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 Vertex {
|
||||
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 = 6;
|
||||
constexpr static int NUM_VAO = 7;
|
||||
|
||||
Renderer(const Camera& camera, World& world,
|
||||
const TextureManager& texture_manager, DevPanel& dev_panel);
|
||||
@@ -28,19 +28,44 @@ public:
|
||||
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;
|
||||
|
||||
float m_delta_time = 0.0f;
|
||||
|
||||
glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat;
|
||||
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;
|
||||
@@ -55,15 +80,38 @@ private:
|
||||
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_underwater();
|
||||
void init_quad();
|
||||
void init_text();
|
||||
|
||||
void render_outline();
|
||||
@@ -73,6 +121,11 @@ private:
|
||||
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
|
||||
@@ -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
|
||||
@@ -104,7 +104,13 @@ bool BlockManager::is_blend(BlockType id) {
|
||||
}
|
||||
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};
|
||||
|
||||
@@ -142,9 +148,10 @@ void BlockManager::init() {
|
||||
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_discard, *is_blend, *is_transitional);
|
||||
}
|
||||
std::sort(
|
||||
m_datas.begin(), m_datas.end(),
|
||||
|
||||
@@ -60,4 +60,6 @@ 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
|
||||
|
||||
@@ -84,6 +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();
|
||||
@@ -107,6 +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");
|
||||
@@ -263,6 +265,31 @@ 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();
|
||||
|
||||
@@ -336,6 +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",
|
||||
@@ -457,6 +485,10 @@ 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();
|
||||
@@ -577,6 +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 =
|
||||
|
||||
@@ -62,6 +62,10 @@ std::string get_biome_str(BiomeType biome) {
|
||||
break;
|
||||
case SNOWY_PLAIN:
|
||||
str = "Snowy Plain";
|
||||
break;
|
||||
case OCEAN:
|
||||
str = "Ocean";
|
||||
break;
|
||||
case NONE:
|
||||
str = "Unknown";
|
||||
break;
|
||||
@@ -190,6 +194,9 @@ 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) {
|
||||
|
||||
@@ -39,4 +39,23 @@ void BiomeBuilder::place_grass() {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
34
src/gameplay/builders/ocean_builder.cpp
Normal file
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
|
||||
@@ -5,11 +5,10 @@
|
||||
namespace Cubed {
|
||||
CaveCarver::CaveCarver() {}
|
||||
|
||||
std::unordered_map<unsigned, 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);
|
||||
}
|
||||
|
||||
@@ -20,16 +19,18 @@ void CaveCarver::reload(unsigned world_seed) {
|
||||
}
|
||||
|
||||
void CaveCarver::add_path(const glm::vec3& pos, unsigned chunk_seed) {
|
||||
m_paths.emplace(chunk_seed, CavePath{m_seed, m_sum, pos});
|
||||
m_sum++;
|
||||
m_paths.emplace(chunk_seed, CavePath{chunk_seed, m_seed, pos});
|
||||
}
|
||||
|
||||
void CaveCarver::try_to_add_path(const ChunkPos& chunk_pos,
|
||||
unsigned chunk_seed) {
|
||||
auto it = m_paths.find(chunk_seed);
|
||||
if (it != m_paths.end()) {
|
||||
return;
|
||||
{
|
||||
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;
|
||||
@@ -47,10 +48,17 @@ void CaveCarver::try_to_add_path(const ChunkPos& chunk_pos,
|
||||
}
|
||||
|
||||
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));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -103,8 +103,7 @@ 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;
|
||||
}
|
||||
@@ -123,7 +122,7 @@ void Chunk::gen_vertex_data(
|
||||
m_is_on_gen_vertex_data = false;
|
||||
}
|
||||
|
||||
GLuint Chunk::get_normal_vbo() const { return m_vertex_data[0].m_vbo; }
|
||||
GLuint Chunk::get_normal_vao() const { return m_vertex_data[0].m_vao; }
|
||||
|
||||
size_t Chunk::get_normal_vertices_sum() const {
|
||||
if (m_vertex_data[0].m_sum == 0) {
|
||||
@@ -132,17 +131,17 @@ size_t Chunk::get_normal_vertices_sum() const {
|
||||
return m_vertex_data[0].m_sum.load();
|
||||
}
|
||||
|
||||
GLuint Chunk::get_cross_vbo() const { return m_vertex_data[1].m_vbo; }
|
||||
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_vbo() const { return m_vertex_data[2].m_vbo; }
|
||||
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_vbo() const { return m_vertex_data[3].m_vbo; }
|
||||
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();
|
||||
}
|
||||
@@ -199,9 +198,8 @@ void Chunk::gen_phase_six(
|
||||
Logger::error("ChunkGenerator is Nullptr");
|
||||
return;
|
||||
}
|
||||
// This must be fully completed before any other operations can proceed!
|
||||
m_generator->blend_surface_blocks_borders(neighbor_block);
|
||||
m_generator->generate_cave();
|
||||
m_generator->generate_river();
|
||||
}
|
||||
|
||||
void Chunk::gen_phase_seven() {
|
||||
@@ -209,6 +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;
|
||||
@@ -262,8 +264,7 @@ unsigned Chunk::seed() const {
|
||||
|
||||
BiomeConditions& Chunk::conditions() { return m_conditions; }
|
||||
|
||||
void Chunk::gen_vertices(
|
||||
const std::array<const std::vector<BlockType>*, 4>& neighbor_block) {
|
||||
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}};
|
||||
|
||||
@@ -296,8 +297,9 @@ void Chunk::gen_vertices(
|
||||
World::chunk_pos(world_nx, world_nz);
|
||||
|
||||
auto is_culled =
|
||||
[&](const std::vector<BlockType>* chunk_blocks) {
|
||||
if (chunk_blocks == nullptr) {
|
||||
[&](const std::optional<std::vector<BlockType>>&
|
||||
chunk_blocks) {
|
||||
if (chunk_blocks == std::nullopt) {
|
||||
return true;
|
||||
}
|
||||
int x, y, z;
|
||||
@@ -364,16 +366,28 @@ void Chunk::gen_vertices(
|
||||
cur_id);
|
||||
}
|
||||
for (int i = 0; i < 6; i++) {
|
||||
Vertex vex = {
|
||||
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)
|
||||
|
||||
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)) {
|
||||
@@ -404,13 +418,16 @@ void Chunk::gen_cross_plane_vertices(int world_x, int world_y, int world_z,
|
||||
}
|
||||
for (int face = 0; face < 2; face++) {
|
||||
for (int i = 0; i < 6; i++) {
|
||||
Vertex vex = {
|
||||
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))
|
||||
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);
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
#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"
|
||||
@@ -17,11 +18,11 @@ 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;
|
||||
}
|
||||
@@ -166,18 +167,43 @@ void ChunkGenerator::generate_heightmap() {
|
||||
amplitude = std::lerp(10, 40, t);
|
||||
*/
|
||||
float t;
|
||||
if (mountainous >= 0.7f) {
|
||||
t = Math::smootherstep(0.7f, 0.75, mountainous);
|
||||
base_y = std::lerp(70, 88, t);
|
||||
amplitude = std::lerp(28, 48, t);
|
||||
} else if (mountainous >= 0.65f) {
|
||||
t = Math::smootherstep(0.65f, 0.7f, mountainous);
|
||||
base_y = std::lerp(66, 70, 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(0.55, 0.65, mountainous);
|
||||
base_y = std::lerp(58, 66, t);
|
||||
amplitude = std::lerp(8, 18, t);
|
||||
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,
|
||||
@@ -451,9 +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
|
||||
@@ -473,8 +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;
|
||||
@@ -523,47 +551,50 @@ 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 (final_type == 0) {
|
||||
return;
|
||||
if (!BlockManager::is_transitional(final_type)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Update the top block if the type changed
|
||||
if (final_type != type_self) {
|
||||
// top block
|
||||
if (final_type == 7 && top_y > SEA_LEVEL) {
|
||||
if (type_self == 7) {
|
||||
m_blocks[Chunk::index(x, top_y, z)] = 0;
|
||||
} else {
|
||||
m_blocks[Chunk::index(x, top_y, z)] = type_self;
|
||||
}
|
||||
|
||||
} else {
|
||||
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++) {
|
||||
if (fill_type == 7 && y > SEA_LEVEL) {
|
||||
m_blocks[Chunk::index(x, y, z)] = 0;
|
||||
} else {
|
||||
m_blocks[Chunk::index(x, y, z)] = fill_type;
|
||||
}
|
||||
for (int y = std::max(0, top_y - 5); y < top_y; y++) {
|
||||
m_blocks[Chunk::index(x, y, z)] = fill_type;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -600,63 +631,109 @@ void ChunkGenerator::make_biome_builder() {
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -667,63 +744,27 @@ void ChunkGenerator::generate_river() {
|
||||
auto& paths = river_worm.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;
|
||||
|
||||
bool is_river = false;
|
||||
|
||||
for (auto& [id, path] : paths) {
|
||||
for (const auto& point : path.points()) {
|
||||
if (m_chunk.biome() == BiomeType::DESERT) {
|
||||
path.clear_chunk(chunk_pos);
|
||||
continue;
|
||||
}
|
||||
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 > SEA_LEVEL) {
|
||||
blocks[Chunk::index(x, y, z)] = 0;
|
||||
continue;
|
||||
}
|
||||
is_river = true;
|
||||
if (blocks[Chunk::index(x, y, z)] == 0) {
|
||||
continue;
|
||||
}
|
||||
blocks[Chunk::index(x, y, z)] = 7;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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) {
|
||||
|
||||
@@ -5,12 +5,15 @@
|
||||
|
||||
#include <algorithm>
|
||||
namespace Cubed {
|
||||
RiverPath::RiverPath(unsigned int world_seed, int path_id,
|
||||
RiverPath::RiverPath(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_initial_yaw = m_yaw;
|
||||
m_pitch = 0.0f;
|
||||
m_start_path_point.pos = start_pos;
|
||||
m_start_path_point.rad_xz =
|
||||
@@ -41,14 +44,15 @@ void RiverPath::collect_path_points() {
|
||||
|
||||
float t = Math::smootherstep(0, m_step - 1, i);
|
||||
|
||||
float drad_xz = m_start_path_point.rad_xz * (1.0f - t);
|
||||
float drad_y = m_start_path_point.rad_y * (1.0f - t);
|
||||
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) {
|
||||
@@ -72,7 +76,8 @@ void RiverPath::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));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -5,11 +5,11 @@
|
||||
namespace Cubed {
|
||||
RiverWorm::RiverWorm() {}
|
||||
|
||||
std::unordered_map<unsigned, RiverPath>& RiverWorm::paths() { return m_paths; }
|
||||
RiverWorm::RiverHashMap& RiverWorm::paths() { return m_paths; }
|
||||
|
||||
void RiverWorm::init(unsigned world_seed) {
|
||||
m_seed = world_seed;
|
||||
m_sum = 0;
|
||||
|
||||
m_random.init(m_seed);
|
||||
}
|
||||
|
||||
@@ -20,15 +20,16 @@ void RiverWorm::reload(unsigned world_seed) {
|
||||
}
|
||||
|
||||
void RiverWorm::add_path(const glm::vec3& pos, unsigned chunk_seed) {
|
||||
m_paths.emplace(chunk_seed, RiverPath{m_seed, m_sum, pos});
|
||||
m_sum++;
|
||||
m_paths.emplace(chunk_seed, RiverPath{chunk_seed, m_seed, pos});
|
||||
}
|
||||
|
||||
void RiverWorm::try_to_add_path(const ChunkPos& chunk_pos,
|
||||
unsigned chunk_seed) {
|
||||
auto it = m_paths.find(chunk_seed);
|
||||
if (it != m_paths.end()) {
|
||||
return;
|
||||
{
|
||||
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))) {
|
||||
@@ -44,10 +45,17 @@ void RiverWorm::try_to_add_path(const ChunkPos& chunk_pos,
|
||||
}
|
||||
|
||||
void RiverWorm::cleanup_finished_rivers() {
|
||||
std::erase_if(m_paths,
|
||||
[](const auto& kv) { return kv.second.is_finished(); });
|
||||
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_sum; }
|
||||
int RiverWorm::river_sum() const { return m_paths.size(); }
|
||||
float& RiverWorm::river_probability() { return m_probability; }
|
||||
} // namespace Cubed
|
||||
@@ -1,7 +1,6 @@
|
||||
#include "Cubed/gameplay/tree.hpp"
|
||||
|
||||
#include "Cubed/gameplay/chunk.hpp"
|
||||
#include "Cubed/tools/log.hpp"
|
||||
|
||||
#include <array>
|
||||
|
||||
@@ -32,7 +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) {
|
||||
|
||||
@@ -8,12 +8,16 @@ 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_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;
|
||||
@@ -21,18 +25,38 @@ VertexData& VertexData::operator=(VertexData&& o) noexcept {
|
||||
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(Vertex),
|
||||
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(); }
|
||||
|
||||
@@ -1,12 +1,14 @@
|
||||
#include "Cubed/gameplay/world.hpp"
|
||||
|
||||
#include "Cubed/config.hpp"
|
||||
#include "Cubed/debug_collector.hpp"
|
||||
#include "Cubed/gameplay/player.hpp"
|
||||
#include "Cubed/texture_manager.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 {
|
||||
|
||||
@@ -19,6 +21,7 @@ World::World() {}
|
||||
|
||||
World::~World() {
|
||||
stop_gen_thread();
|
||||
stop_server_thread();
|
||||
m_chunks.clear();
|
||||
{
|
||||
std::lock_guard lk(m_delete_vbo_mutex);
|
||||
@@ -27,6 +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; }
|
||||
@@ -80,11 +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));
|
||||
}
|
||||
}
|
||||
@@ -291,134 +304,6 @@ void World::init_chunks() {
|
||||
}
|
||||
}
|
||||
*/
|
||||
void World::render(const glm::mat4& mvp_matrix,
|
||||
const TextureManager& texture_manager,
|
||||
const glm::vec3& camera_pos) {
|
||||
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)) {
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY,
|
||||
texture_manager.get_texture_array());
|
||||
glBindBuffer(GL_ARRAY_BUFFER, snapshot.normal_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.normal_vertices_count);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
rendered_sum++;
|
||||
}
|
||||
}
|
||||
// cross_plane and normal discard
|
||||
|
||||
for (const auto& snapshot : m_render_snapshots) {
|
||||
if (!is_aabb_in_frustum(snapshot.center, snapshot.half_extents)) {
|
||||
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,
|
||||
texture_manager.get_cross_plane_array());
|
||||
glBindBuffer(GL_ARRAY_BUFFER, snapshot.cross_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.cross_vertices_count);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
}
|
||||
if (snapshot.normal_discard_vertices_count != 0) {
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY,
|
||||
texture_manager.get_texture_array());
|
||||
glBindBuffer(GL_ARRAY_BUFFER, snapshot.normal_discard_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.normal_discard_vertices_count);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
}
|
||||
|
||||
// blend block
|
||||
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
struct SortableSnapshot {
|
||||
const ChunkRenderSnapshot* snapshot;
|
||||
float distance;
|
||||
};
|
||||
|
||||
std::vector<SortableSnapshot> blend_list;
|
||||
|
||||
for (const auto& snapshot : m_render_snapshots) {
|
||||
|
||||
if (!is_aabb_in_frustum(snapshot.center, snapshot.half_extents)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
float dist = glm::distance(camera_pos, snapshot.center);
|
||||
if (snapshot.normal_blend_vertices_count != 0) {
|
||||
blend_list.push_back({&snapshot, dist});
|
||||
}
|
||||
}
|
||||
std::sort(blend_list.begin(), blend_list.end(),
|
||||
[](const SortableSnapshot& a, const SortableSnapshot& b) {
|
||||
return a.distance > b.distance;
|
||||
});
|
||||
|
||||
for (const auto& item : blend_list) {
|
||||
const auto& snapshot = *item.snapshot;
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, texture_manager.get_texture_array());
|
||||
glBindBuffer(GL_ARRAY_BUFFER, snapshot.normal_blend_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.normal_blend_vertices_count);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
glDepthMask(GL_TRUE);
|
||||
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;
|
||||
@@ -443,8 +328,10 @@ void World::gen_chunks_internal() {
|
||||
m_chunk_gen_fraction = 0.0f;
|
||||
m_chunk_gen_finished = false;
|
||||
ChunkPosSet required_chunks;
|
||||
ChunkHashMap temp_neighbor;
|
||||
compute_required_chunks(required_chunks, temp_neighbor);
|
||||
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!!");
|
||||
|
||||
@@ -462,11 +349,14 @@ void World::gen_chunks_internal() {
|
||||
|
||||
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
|
||||
ChunkPtrUpdateList affected_neighbor;
|
||||
@@ -476,17 +366,28 @@ void World::gen_chunks_internal() {
|
||||
|
||||
// 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());
|
||||
m_river_worm.try_to_add_path(pos, chunk.seed());
|
||||
}
|
||||
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
|
||||
for (auto& [pos, chunk] : temp_neighbor) {
|
||||
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(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;
|
||||
|
||||
@@ -524,15 +425,19 @@ void World::gen_chunks_internal() {
|
||||
|
||||
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 (int i = 0; i < 4; i++) {
|
||||
for (auto& [pos, chunks] : temp_neighbor) {
|
||||
@@ -576,68 +481,106 @@ void World::gen_chunks_internal() {
|
||||
}
|
||||
}
|
||||
*/
|
||||
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);
|
||||
@@ -663,32 +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,
|
||||
ChunkHashMap& temp_neighbor) {
|
||||
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());
|
||||
half = std::ceil(static_cast<float>(max_path_len) / CHUNK_SIZE) * 2;
|
||||
for (int u = chunk_x - half; u <= chunk_x + half; ++u) {
|
||||
for (int v = chunk_z - half; v <= chunk_z + half; ++v) {
|
||||
ChunkPos pos{u, v};
|
||||
auto it = required_chunks.find(pos);
|
||||
if (it != required_chunks.end()) {
|
||||
continue;
|
||||
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));
|
||||
}
|
||||
temp_neighbor.emplace(pos, Chunk(*this, pos));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -715,7 +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) {
|
||||
const ChunkPairVector& new_chunks) {
|
||||
{
|
||||
std::lock_guard lk(m_chunks_mutex);
|
||||
for (auto& [pos, chunk] : new_chunks) {
|
||||
@@ -769,6 +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();
|
||||
@@ -778,6 +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");
|
||||
@@ -793,21 +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);
|
||||
@@ -936,6 +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();
|
||||
@@ -966,13 +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);
|
||||
@@ -983,11 +965,11 @@ void World::update(float delta_time) {
|
||||
chunk.upload_to_gpu();
|
||||
}
|
||||
m_render_snapshots.push_back(
|
||||
{chunk.get_normal_vbo(), chunk.get_normal_vertices_sum(),
|
||||
chunk.get_cross_vbo(), chunk.get_cross_vertices_sum(),
|
||||
chunk.get_normal_discard_vbo(),
|
||||
{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_vbo(),
|
||||
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),
|
||||
@@ -1007,6 +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");
|
||||
@@ -1045,4 +1032,53 @@ 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
|
||||
536
src/renderer.cpp
536
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,
|
||||
@@ -36,6 +38,14 @@ Renderer::~Renderer() {
|
||||
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() {
|
||||
@@ -52,7 +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"};
|
||||
@@ -65,7 +75,13 @@ void Renderer::init() {
|
||||
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)});
|
||||
@@ -73,7 +89,10 @@ void Renderer::init() {
|
||||
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);
|
||||
|
||||
@@ -94,20 +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);
|
||||
|
||||
@@ -120,13 +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);
|
||||
init_underwater();
|
||||
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 {
|
||||
@@ -135,46 +172,52 @@ const Shader& Renderer::get_shader(const std::string& name) const {
|
||||
return it->second;
|
||||
}
|
||||
|
||||
void Renderer::init_underwater() {
|
||||
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);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
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 | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glBindVertexArray(m_vao[0]);
|
||||
render_sky();
|
||||
glBindVertexArray(m_vao[1]);
|
||||
render_world();
|
||||
glBindVertexArray(m_vao[2]);
|
||||
render_outline();
|
||||
|
||||
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);
|
||||
|
||||
glBindVertexArray(m_vao[3]);
|
||||
render_underwater();
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
glBindVertexArray(m_vao[4]);
|
||||
glDisable(GL_FRAMEBUFFER_SRGB);
|
||||
render_ui();
|
||||
glBindVertexArray(m_vao[5]);
|
||||
render_text();
|
||||
glBindVertexArray(0);
|
||||
render_dev_panel();
|
||||
}
|
||||
|
||||
@@ -198,11 +241,8 @@ void Renderer::render_outline() {
|
||||
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);
|
||||
@@ -225,22 +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));
|
||||
@@ -258,30 +335,21 @@ 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);
|
||||
}
|
||||
@@ -289,13 +357,8 @@ void Renderer::render_ui() {
|
||||
void Renderer::render_underwater() {
|
||||
const auto& shader = get_shader("under_water");
|
||||
shader.use();
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_quad_vbo);
|
||||
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)));
|
||||
|
||||
glBindVertexArray(m_vao[0]);
|
||||
|
||||
glUniform1i(shader.loc("u_sceneTexture"), 0);
|
||||
glUniform1f(shader.loc("u_time"), glfwGetTime());
|
||||
@@ -319,7 +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 =
|
||||
@@ -334,6 +398,9 @@ void Renderer::updata_framebuffer(int width, int height) {
|
||||
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);
|
||||
@@ -361,23 +428,332 @@ void Renderer::updata_framebuffer(int width, int height) {
|
||||
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);
|
||||
|
||||
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, m_texture_manager, m_camera.get_camera_pos());
|
||||
|
||||
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() {
|
||||
@@ -386,4 +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
|
||||
@@ -164,6 +164,8 @@ void TextureManager::init_block() {
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
|
||||
GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
|
||||
if (m_aniso >= 1) {
|
||||
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY,
|
||||
|
||||
@@ -5,8 +5,15 @@ namespace Cubed {
|
||||
Random::Random() {}
|
||||
Random::Random(unsigned seed) { init(seed); }
|
||||
bool Random::random_bool(double probability) {
|
||||
std::bernoulli_distribution dist(probability);
|
||||
return dist(m_engine);
|
||||
if (probability <= 0.0)
|
||||
return false;
|
||||
if (probability >= 1.0)
|
||||
return true;
|
||||
|
||||
const double MAX_VAL = 4294967295.0;
|
||||
unsigned threshold = static_cast<unsigned>(probability * MAX_VAL);
|
||||
|
||||
return m_engine() <= threshold;
|
||||
}
|
||||
|
||||
std::mt19937& Random::engine() { return m_engine; }
|
||||
@@ -18,12 +25,23 @@ void Random::init(unsigned seed) {
|
||||
m_engine.seed(seed);
|
||||
}
|
||||
int Random::random_int(int min, int max) {
|
||||
std::uniform_int_distribution<int> dist(min, max);
|
||||
return dist(m_engine);
|
||||
unsigned range = static_cast<unsigned>(max - min) + 1;
|
||||
|
||||
const unsigned LIMIT =
|
||||
(std::numeric_limits<unsigned>::max() / range) * range;
|
||||
unsigned r;
|
||||
do {
|
||||
r = m_engine();
|
||||
} while (r >= LIMIT);
|
||||
|
||||
return min + static_cast<int>(r % range);
|
||||
}
|
||||
float Random::random_float(float min, float max) {
|
||||
std::uniform_real_distribution<float> dist(min, max);
|
||||
return dist(m_engine);
|
||||
}
|
||||
|
||||
unsigned r = m_engine() >> 8;
|
||||
float t = static_cast<float>(r) * (1.0f / 16777216.0f);
|
||||
float result = min + t * (max - min);
|
||||
|
||||
return result;
|
||||
}
|
||||
} // namespace Cubed
|
||||
@@ -1,7 +1,9 @@
|
||||
#include "Cubed/tools/math_tools.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
namespace Cubed {
|
||||
|
||||
namespace Math {
|
||||
@@ -45,6 +47,59 @@ float smootherstep(float edge0, float edge1, float x) {
|
||||
return x * x * x * (x * (6.0f * x - 15.0f) + 10.0f);
|
||||
}
|
||||
|
||||
bool is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents,
|
||||
const std::vector<glm::vec4>& planes) {
|
||||
for (const auto& plane : 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;
|
||||
}
|
||||
float deterministic_random(int x, int z, uint64_t seed) {
|
||||
uint64_t h = seed;
|
||||
h = h * 6364136223846793005ULL + (uint64_t)x;
|
||||
h = h * 6364136223846793005ULL + (uint64_t)z;
|
||||
return (float)(h >> 40) / (float)(1 << 24);
|
||||
}
|
||||
|
||||
glm::vec3 slerp(const glm::vec3& from, const glm::vec3& to, float t) {
|
||||
|
||||
float cos_theta = glm::clamp(glm::dot(from, to), -1.0f, 1.0f);
|
||||
|
||||
if (cos_theta > 0.9995f) {
|
||||
return glm::normalize(glm::mix(from, to, t));
|
||||
}
|
||||
|
||||
if (cos_theta < -0.9995f) {
|
||||
|
||||
glm::vec3 axis = (std::fabs(from.x) < 0.9f)
|
||||
? glm::vec3(1.0f, 0.0f, 0.0f)
|
||||
: glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
glm::vec3 ortho = glm::normalize(glm::cross(from, axis));
|
||||
|
||||
float angle = glm::pi<float>() * t;
|
||||
|
||||
glm::vec3 rotated =
|
||||
from * std::cos(angle) + glm::cross(ortho, from) * std::sin(angle);
|
||||
|
||||
return glm::normalize(rotated);
|
||||
}
|
||||
|
||||
float theta = std::acos(cos_theta);
|
||||
float sin_theta = std::sin(theta);
|
||||
|
||||
float a = std::sin((1.0f - t) * theta) / sin_theta;
|
||||
float b = std::sin(t * theta) / sin_theta;
|
||||
|
||||
return glm::normalize(a * from + b * to);
|
||||
}
|
||||
|
||||
} // namespace Math
|
||||
|
||||
} // namespace Cubed
|
||||
Reference in New Issue
Block a user