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104 Commits
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v0.1.3
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321
.clang-format
Normal file
@@ -0,0 +1,321 @@
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|||||||
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---
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||||||
|
Language: Cpp
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||||||
|
AlignAfterOpenBracket: true
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||||||
|
AccessModifierOffset: -4
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||||||
|
AlignArrayOfStructures: None
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||||||
|
AlignConsecutiveAssignments:
|
||||||
|
Enabled: false
|
||||||
|
AcrossEmptyLines: false
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||||||
|
AcrossComments: false
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||||||
|
AlignCompound: false
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||||||
|
AlignFunctionDeclarations: false
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||||||
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AlignFunctionPointers: false
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||||||
|
PadOperators: true
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||||||
|
AlignConsecutiveBitFields:
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||||||
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Enabled: false
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||||||
|
AcrossEmptyLines: false
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||||||
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AcrossComments: false
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||||||
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AlignCompound: false
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||||||
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AlignFunctionDeclarations: false
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||||||
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AlignFunctionPointers: false
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||||||
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PadOperators: false
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||||||
|
AlignConsecutiveDeclarations:
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||||||
|
Enabled: false
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||||||
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AcrossEmptyLines: false
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||||||
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AcrossComments: false
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||||||
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AlignCompound: false
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||||||
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AlignFunctionDeclarations: true
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||||||
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AlignFunctionPointers: false
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||||||
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PadOperators: false
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||||||
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AlignConsecutiveMacros:
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||||||
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Enabled: false
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||||||
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AcrossEmptyLines: false
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||||||
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AcrossComments: false
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||||||
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AlignCompound: false
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||||||
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AlignFunctionDeclarations: false
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||||||
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AlignFunctionPointers: false
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||||||
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PadOperators: false
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||||||
|
AlignConsecutiveShortCaseStatements:
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||||||
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Enabled: false
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||||||
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AcrossEmptyLines: false
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||||||
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AcrossComments: false
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||||||
|
AlignCaseArrows: false
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||||||
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AlignCaseColons: false
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||||||
|
AlignConsecutiveTableGenBreakingDAGArgColons:
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||||||
|
Enabled: false
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||||||
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AcrossEmptyLines: false
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||||||
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AcrossComments: false
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||||||
|
AlignCompound: false
|
||||||
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AlignFunctionDeclarations: false
|
||||||
|
AlignFunctionPointers: false
|
||||||
|
PadOperators: false
|
||||||
|
AlignConsecutiveTableGenCondOperatorColons:
|
||||||
|
Enabled: false
|
||||||
|
AcrossEmptyLines: false
|
||||||
|
AcrossComments: false
|
||||||
|
AlignCompound: false
|
||||||
|
AlignFunctionDeclarations: false
|
||||||
|
AlignFunctionPointers: false
|
||||||
|
PadOperators: false
|
||||||
|
AlignConsecutiveTableGenDefinitionColons:
|
||||||
|
Enabled: false
|
||||||
|
AcrossEmptyLines: false
|
||||||
|
AcrossComments: false
|
||||||
|
AlignCompound: false
|
||||||
|
AlignFunctionDeclarations: false
|
||||||
|
AlignFunctionPointers: false
|
||||||
|
PadOperators: false
|
||||||
|
AlignEscapedNewlines: Right
|
||||||
|
AlignOperands: Align
|
||||||
|
AlignTrailingComments:
|
||||||
|
AlignPPAndNotPP: true
|
||||||
|
Kind: Always
|
||||||
|
OverEmptyLines: 0
|
||||||
|
AllowAllArgumentsOnNextLine: true
|
||||||
|
AllowAllParametersOfDeclarationOnNextLine: true
|
||||||
|
AllowBreakBeforeNoexceptSpecifier: Never
|
||||||
|
AllowBreakBeforeQtProperty: false
|
||||||
|
AllowShortBlocksOnASingleLine: Never
|
||||||
|
AllowShortCaseExpressionOnASingleLine: true
|
||||||
|
AllowShortCaseLabelsOnASingleLine: false
|
||||||
|
AllowShortCompoundRequirementOnASingleLine: true
|
||||||
|
AllowShortEnumsOnASingleLine: true
|
||||||
|
AllowShortFunctionsOnASingleLine: All
|
||||||
|
AllowShortIfStatementsOnASingleLine: Never
|
||||||
|
AllowShortLambdasOnASingleLine: All
|
||||||
|
AllowShortLoopsOnASingleLine: false
|
||||||
|
AllowShortNamespacesOnASingleLine: false
|
||||||
|
AlwaysBreakAfterDefinitionReturnType: None
|
||||||
|
AlwaysBreakBeforeMultilineStrings: false
|
||||||
|
AttributeMacros:
|
||||||
|
- __capability
|
||||||
|
BinPackArguments: true
|
||||||
|
BinPackLongBracedList: true
|
||||||
|
BinPackParameters: BinPack
|
||||||
|
BitFieldColonSpacing: Both
|
||||||
|
BracedInitializerIndentWidth: -1
|
||||||
|
BraceWrapping:
|
||||||
|
AfterCaseLabel: false
|
||||||
|
AfterClass: false
|
||||||
|
AfterControlStatement: Never
|
||||||
|
AfterEnum: false
|
||||||
|
AfterExternBlock: false
|
||||||
|
AfterFunction: false
|
||||||
|
AfterNamespace: false
|
||||||
|
AfterObjCDeclaration: false
|
||||||
|
AfterStruct: false
|
||||||
|
AfterUnion: false
|
||||||
|
BeforeCatch: false
|
||||||
|
BeforeElse: false
|
||||||
|
BeforeLambdaBody: false
|
||||||
|
BeforeWhile: false
|
||||||
|
IndentBraces: false
|
||||||
|
SplitEmptyFunction: true
|
||||||
|
SplitEmptyRecord: true
|
||||||
|
SplitEmptyNamespace: true
|
||||||
|
BreakAdjacentStringLiterals: true
|
||||||
|
BreakAfterAttributes: Leave
|
||||||
|
BreakAfterJavaFieldAnnotations: false
|
||||||
|
BreakAfterOpenBracketBracedList: false
|
||||||
|
BreakAfterOpenBracketFunction: false
|
||||||
|
BreakAfterOpenBracketIf: false
|
||||||
|
BreakAfterOpenBracketLoop: false
|
||||||
|
BreakAfterOpenBracketSwitch: false
|
||||||
|
BreakAfterReturnType: None
|
||||||
|
BreakArrays: true
|
||||||
|
BreakBeforeBinaryOperators: None
|
||||||
|
BreakBeforeCloseBracketBracedList: false
|
||||||
|
BreakBeforeCloseBracketFunction: false
|
||||||
|
BreakBeforeCloseBracketIf: false
|
||||||
|
BreakBeforeCloseBracketLoop: false
|
||||||
|
BreakBeforeCloseBracketSwitch: false
|
||||||
|
BreakBeforeConceptDeclarations: Always
|
||||||
|
BreakBeforeBraces: Attach
|
||||||
|
BreakBeforeInlineASMColon: OnlyMultiline
|
||||||
|
BreakBeforeTemplateCloser: false
|
||||||
|
BreakBeforeTernaryOperators: true
|
||||||
|
BreakBinaryOperations: Never
|
||||||
|
BreakConstructorInitializers: BeforeColon
|
||||||
|
BreakFunctionDefinitionParameters: false
|
||||||
|
BreakInheritanceList: BeforeColon
|
||||||
|
BreakStringLiterals: true
|
||||||
|
BreakTemplateDeclarations: MultiLine
|
||||||
|
ColumnLimit: 80
|
||||||
|
CommentPragmas: '^ IWYU pragma:'
|
||||||
|
CompactNamespaces: false
|
||||||
|
ConstructorInitializerIndentWidth: 4
|
||||||
|
ContinuationIndentWidth: 4
|
||||||
|
Cpp11BracedListStyle: AlignFirstComment
|
||||||
|
DerivePointerAlignment: false
|
||||||
|
DisableFormat: false
|
||||||
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EmptyLineAfterAccessModifier: Never
|
||||||
|
EmptyLineBeforeAccessModifier: LogicalBlock
|
||||||
|
EnumTrailingComma: Leave
|
||||||
|
ExperimentalAutoDetectBinPacking: false
|
||||||
|
FixNamespaceComments: true
|
||||||
|
ForEachMacros:
|
||||||
|
- foreach
|
||||||
|
- Q_FOREACH
|
||||||
|
- BOOST_FOREACH
|
||||||
|
IfMacros:
|
||||||
|
- KJ_IF_MAYBE
|
||||||
|
IncludeBlocks: Regroup
|
||||||
|
IncludeCategories:
|
||||||
|
- Regex: '^"(llvm|llvm-c|clang|clang-c)/'
|
||||||
|
Priority: 2
|
||||||
|
SortPriority: 0
|
||||||
|
CaseSensitive: false
|
||||||
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- Regex: '^(<|"(gtest|gmock|isl|json)/)'
|
||||||
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Priority: 3
|
||||||
|
SortPriority: 0
|
||||||
|
CaseSensitive: false
|
||||||
|
- Regex: '.*'
|
||||||
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Priority: 1
|
||||||
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SortPriority: 0
|
||||||
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CaseSensitive: false
|
||||||
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IncludeIsMainRegex: '(Test)?$'
|
||||||
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IncludeIsMainSourceRegex: ''
|
||||||
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IndentAccessModifiers: false
|
||||||
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IndentCaseBlocks: false
|
||||||
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IndentCaseLabels: false
|
||||||
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IndentExportBlock: true
|
||||||
|
IndentExternBlock: AfterExternBlock
|
||||||
|
IndentGotoLabels: true
|
||||||
|
IndentPPDirectives: None
|
||||||
|
IndentRequiresClause: true
|
||||||
|
IndentWidth: 4
|
||||||
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IndentWrappedFunctionNames: false
|
||||||
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InsertBraces: false
|
||||||
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InsertNewlineAtEOF: false
|
||||||
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InsertTrailingCommas: None
|
||||||
|
IntegerLiteralSeparator:
|
||||||
|
Binary: 0
|
||||||
|
BinaryMinDigitsInsert: 0
|
||||||
|
BinaryMaxDigitsRemove: 0
|
||||||
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Decimal: 0
|
||||||
|
DecimalMinDigitsInsert: 0
|
||||||
|
DecimalMaxDigitsRemove: 0
|
||||||
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Hex: 0
|
||||||
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HexMinDigitsInsert: 0
|
||||||
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HexMaxDigitsRemove: 0
|
||||||
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BinaryMinDigits: 0
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||||||
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DecimalMinDigits: 0
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||||||
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HexMinDigits: 0
|
||||||
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JavaScriptQuotes: Leave
|
||||||
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JavaScriptWrapImports: true
|
||||||
|
KeepEmptyLines:
|
||||||
|
AtEndOfFile: false
|
||||||
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AtStartOfBlock: true
|
||||||
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AtStartOfFile: true
|
||||||
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KeepFormFeed: false
|
||||||
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LambdaBodyIndentation: Signature
|
||||||
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LineEnding: DeriveLF
|
||||||
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MacroBlockBegin: ''
|
||||||
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MacroBlockEnd: ''
|
||||||
|
MainIncludeChar: Quote
|
||||||
|
MaxEmptyLinesToKeep: 1
|
||||||
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NamespaceIndentation: None
|
||||||
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NumericLiteralCase:
|
||||||
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ExponentLetter: Leave
|
||||||
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HexDigit: Leave
|
||||||
|
Prefix: Leave
|
||||||
|
Suffix: Leave
|
||||||
|
ObjCBinPackProtocolList: Auto
|
||||||
|
ObjCBlockIndentWidth: 2
|
||||||
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ObjCBreakBeforeNestedBlockParam: true
|
||||||
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ObjCSpaceAfterProperty: false
|
||||||
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ObjCSpaceBeforeProtocolList: true
|
||||||
|
OneLineFormatOffRegex: ''
|
||||||
|
PackConstructorInitializers: BinPack
|
||||||
|
PenaltyBreakAssignment: 2
|
||||||
|
PenaltyBreakBeforeFirstCallParameter: 19
|
||||||
|
PenaltyBreakBeforeMemberAccess: 150
|
||||||
|
PenaltyBreakComment: 300
|
||||||
|
PenaltyBreakFirstLessLess: 120
|
||||||
|
PenaltyBreakOpenParenthesis: 0
|
||||||
|
PenaltyBreakScopeResolution: 500
|
||||||
|
PenaltyBreakString: 1000
|
||||||
|
PenaltyBreakTemplateDeclaration: 10
|
||||||
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PenaltyExcessCharacter: 1000000
|
||||||
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PenaltyIndentedWhitespace: 0
|
||||||
|
PenaltyReturnTypeOnItsOwnLine: 60
|
||||||
|
PointerAlignment: Left
|
||||||
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PPIndentWidth: -1
|
||||||
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QualifierAlignment: Leave
|
||||||
|
ReferenceAlignment: Pointer
|
||||||
|
ReflowComments: Always
|
||||||
|
RemoveBracesLLVM: false
|
||||||
|
RemoveEmptyLinesInUnwrappedLines: false
|
||||||
|
RemoveParentheses: Leave
|
||||||
|
RemoveSemicolon: false
|
||||||
|
RequiresClausePosition: OwnLine
|
||||||
|
RequiresExpressionIndentation: OuterScope
|
||||||
|
SeparateDefinitionBlocks: Leave
|
||||||
|
ShortNamespaceLines: 1
|
||||||
|
SkipMacroDefinitionBody: false
|
||||||
|
SortIncludes:
|
||||||
|
Enabled: true
|
||||||
|
IgnoreCase: false
|
||||||
|
IgnoreExtension: false
|
||||||
|
SortJavaStaticImport: Before
|
||||||
|
SortUsingDeclarations: LexicographicNumeric
|
||||||
|
SpaceAfterCStyleCast: false
|
||||||
|
SpaceAfterLogicalNot: false
|
||||||
|
SpaceAfterOperatorKeyword: false
|
||||||
|
SpaceAfterTemplateKeyword: true
|
||||||
|
SpaceAroundPointerQualifiers: Default
|
||||||
|
SpaceBeforeAssignmentOperators: true
|
||||||
|
SpaceBeforeCaseColon: false
|
||||||
|
SpaceBeforeCpp11BracedList: false
|
||||||
|
SpaceBeforeCtorInitializerColon: true
|
||||||
|
SpaceBeforeInheritanceColon: true
|
||||||
|
SpaceBeforeJsonColon: false
|
||||||
|
SpaceBeforeParens: ControlStatements
|
||||||
|
SpaceBeforeParensOptions:
|
||||||
|
AfterControlStatements: true
|
||||||
|
AfterForeachMacros: true
|
||||||
|
AfterFunctionDefinitionName: false
|
||||||
|
AfterFunctionDeclarationName: false
|
||||||
|
AfterIfMacros: true
|
||||||
|
AfterNot: false
|
||||||
|
AfterOverloadedOperator: false
|
||||||
|
AfterPlacementOperator: true
|
||||||
|
AfterRequiresInClause: false
|
||||||
|
AfterRequiresInExpression: false
|
||||||
|
BeforeNonEmptyParentheses: false
|
||||||
|
SpaceBeforeRangeBasedForLoopColon: true
|
||||||
|
SpaceBeforeSquareBrackets: false
|
||||||
|
SpaceInEmptyBraces: Never
|
||||||
|
SpacesBeforeTrailingComments: 1
|
||||||
|
SpacesInAngles: Never
|
||||||
|
SpacesInContainerLiterals: true
|
||||||
|
SpacesInLineCommentPrefix:
|
||||||
|
Minimum: 1
|
||||||
|
Maximum: -1
|
||||||
|
SpacesInParens: Never
|
||||||
|
SpacesInParensOptions:
|
||||||
|
ExceptDoubleParentheses: false
|
||||||
|
InCStyleCasts: false
|
||||||
|
InConditionalStatements: false
|
||||||
|
InEmptyParentheses: false
|
||||||
|
Other: false
|
||||||
|
SpacesInSquareBrackets: false
|
||||||
|
Standard: Latest
|
||||||
|
StatementAttributeLikeMacros:
|
||||||
|
- Q_EMIT
|
||||||
|
StatementMacros:
|
||||||
|
- Q_UNUSED
|
||||||
|
- QT_REQUIRE_VERSION
|
||||||
|
TableGenBreakInsideDAGArg: DontBreak
|
||||||
|
TabWidth: 8
|
||||||
|
UseTab: Never
|
||||||
|
VerilogBreakBetweenInstancePorts: true
|
||||||
|
WhitespaceSensitiveMacros:
|
||||||
|
- BOOST_PP_STRINGIZE
|
||||||
|
- CF_SWIFT_NAME
|
||||||
|
- NS_SWIFT_NAME
|
||||||
|
- PP_STRINGIZE
|
||||||
|
- STRINGIZE
|
||||||
|
WrapNamespaceBodyWithEmptyLines: Leave
|
||||||
|
...
|
||||||
|
|
||||||
3
.clang-format-ignore
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
third_party/
|
||||||
|
build/
|
||||||
|
vendor/
|
||||||
2
.clangd
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
CompileFlags:
|
||||||
|
Add: [-Wall, -Wextra, -Wpedantic, -Wno-unused-parameter]
|
||||||
29
.github/workflows/format-check.yml
vendored
Normal file
@@ -0,0 +1,29 @@
|
|||||||
|
name: Code Format Check
|
||||||
|
|
||||||
|
on: [push, pull_request]
|
||||||
|
|
||||||
|
permissions:
|
||||||
|
contents: read
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
formatting:
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v4
|
||||||
|
|
||||||
|
- name: Install LLVM 22
|
||||||
|
run: |
|
||||||
|
wget https://apt.llvm.org/llvm.sh
|
||||||
|
chmod +x llvm.sh
|
||||||
|
sudo ./llvm.sh 22
|
||||||
|
|
||||||
|
sudo apt-get install -y clang-format-22
|
||||||
|
|
||||||
|
clang-format-22 --version
|
||||||
|
|
||||||
|
- name: Run clang-format
|
||||||
|
run: |
|
||||||
|
find src include \
|
||||||
|
\( -name '*.cpp' -o -name '*.hpp' \) \
|
||||||
|
-print0 | xargs -0 clang-format-22 --dry-run --Werror
|
||||||
161
.github/workflows/release-build.yml
vendored
Normal file
@@ -0,0 +1,161 @@
|
|||||||
|
name: Release-Build
|
||||||
|
|
||||||
|
on:
|
||||||
|
workflow_dispatch:
|
||||||
|
inputs:
|
||||||
|
version:
|
||||||
|
description: Version
|
||||||
|
required: false
|
||||||
|
default: dev
|
||||||
|
|
||||||
|
push:
|
||||||
|
tags:
|
||||||
|
- "v*"
|
||||||
|
|
||||||
|
permissions:
|
||||||
|
contents: write
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
|
||||||
|
build:
|
||||||
|
strategy:
|
||||||
|
fail-fast: false
|
||||||
|
matrix:
|
||||||
|
include:
|
||||||
|
- os: windows-2022
|
||||||
|
platform: windows
|
||||||
|
|
||||||
|
|
||||||
|
runs-on: ${{ matrix.os }}
|
||||||
|
env:
|
||||||
|
VCPKG_BINARY_SOURCES: clear;files,${{ github.workspace }}/.vcpkg-cache,readwrite
|
||||||
|
steps:
|
||||||
|
|
||||||
|
- uses: actions/checkout@v4
|
||||||
|
|
||||||
|
|
||||||
|
- name: Get Version
|
||||||
|
id: version
|
||||||
|
shell: bash
|
||||||
|
run: |
|
||||||
|
if [[ "${GITHUB_REF}" == refs/tags/* ]]; then
|
||||||
|
VERSION="${GITHUB_REF_NAME#v}"
|
||||||
|
else
|
||||||
|
VERSION="${{ github.event.inputs.version }}"
|
||||||
|
fi
|
||||||
|
|
||||||
|
echo "version=$VERSION" >> "$GITHUB_OUTPUT"
|
||||||
|
|
||||||
|
- name: Setup MSVC
|
||||||
|
if: matrix.platform == 'windows'
|
||||||
|
uses: ilammy/msvc-dev-cmd@v1
|
||||||
|
- name: Cache vcpkg
|
||||||
|
uses: actions/cache@v4
|
||||||
|
with:
|
||||||
|
path: .vcpkg-cache
|
||||||
|
key: ${{ runner.os }}-vcpkg-${{ hashFiles('vcpkg.json') }}
|
||||||
|
restore-keys: |
|
||||||
|
${{ runner.os }}-vcpkg-
|
||||||
|
- name: Bootstrap vcpkg
|
||||||
|
run: |
|
||||||
|
git clone https://github.com/microsoft/vcpkg.git
|
||||||
|
./vcpkg/bootstrap-vcpkg.bat
|
||||||
|
|
||||||
|
- name: Configure
|
||||||
|
if: matrix.platform == 'windows'
|
||||||
|
run: >
|
||||||
|
cmake
|
||||||
|
-B build
|
||||||
|
-G Ninja
|
||||||
|
-DCMAKE_BUILD_TYPE=Release
|
||||||
|
-DCMAKE_TOOLCHAIN_FILE=${{ github.workspace }}/vcpkg/scripts/buildsystems/vcpkg.cmake
|
||||||
|
-DVCPKG_TARGET_TRIPLET=x64-windows-release
|
||||||
|
-DVCPKG_BUILD_TYPE=release
|
||||||
|
-DBUILD_TESTING=OFF
|
||||||
|
"-DCUBED_VERSION=${{ steps.version.outputs.version }}"
|
||||||
|
|
||||||
|
- name: Build
|
||||||
|
run: cmake --build build --config Release --target Cubed
|
||||||
|
|
||||||
|
- name: Copy assets
|
||||||
|
if: matrix.platform == 'windows'
|
||||||
|
shell: pwsh
|
||||||
|
run: |
|
||||||
|
if (Test-Path assets) {
|
||||||
|
Copy-Item -Path assets -Destination build/Cubed -Recurse
|
||||||
|
} else {
|
||||||
|
Write-Warning "assets folder not found, skipping copy"
|
||||||
|
}
|
||||||
|
|
||||||
|
- name: Create Zip
|
||||||
|
if: matrix.platform == 'windows'
|
||||||
|
shell: pwsh
|
||||||
|
run: |
|
||||||
|
Compress-Archive `
|
||||||
|
-Path build/Cubed/* `
|
||||||
|
-DestinationPath Cubed-${{ steps.version.outputs.version }}-windows-x64.zip
|
||||||
|
|
||||||
|
####################################################################
|
||||||
|
# Upload
|
||||||
|
####################################################################
|
||||||
|
|
||||||
|
- name: Upload Windows Artifacts
|
||||||
|
if: matrix.platform == 'windows'
|
||||||
|
uses: actions/upload-artifact@v4
|
||||||
|
with:
|
||||||
|
name: windows
|
||||||
|
path: |
|
||||||
|
*.zip
|
||||||
|
|
||||||
|
##########################################################################
|
||||||
|
# Release
|
||||||
|
##########################################################################
|
||||||
|
|
||||||
|
release:
|
||||||
|
|
||||||
|
needs: build
|
||||||
|
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v4
|
||||||
|
with:
|
||||||
|
fetch-depth: 1
|
||||||
|
|
||||||
|
- name: Download Artifacts
|
||||||
|
uses: actions/download-artifact@v4
|
||||||
|
with:
|
||||||
|
path: artifacts
|
||||||
|
|
||||||
|
- name: Generate SHA256
|
||||||
|
run: |
|
||||||
|
cd artifacts
|
||||||
|
|
||||||
|
find . -type f | while read file
|
||||||
|
do
|
||||||
|
sha256sum "$file"
|
||||||
|
done > SHA256SUMS
|
||||||
|
|
||||||
|
- name: Determine prerelease
|
||||||
|
id: prerelease
|
||||||
|
run: |
|
||||||
|
MAIN_BRANCH="${{ github.event.repository.default_branch }}"
|
||||||
|
git fetch origin "$MAIN_BRANCH" --depth=1 2>/dev/null || true
|
||||||
|
|
||||||
|
if git merge-base --is-ancestor "${{ github.sha }}" "origin/$MAIN_BRANCH"; then
|
||||||
|
echo "is_prerelease=false" >> $GITHUB_OUTPUT
|
||||||
|
echo "is_prerelease=false"
|
||||||
|
else
|
||||||
|
echo "is_prerelease=true" >> $GITHUB_OUTPUT
|
||||||
|
echo "is_prerelease=true"
|
||||||
|
fi
|
||||||
|
|
||||||
|
- name: Release
|
||||||
|
uses: softprops/action-gh-release@v2
|
||||||
|
with:
|
||||||
|
files: |
|
||||||
|
artifacts/**/*
|
||||||
|
artifacts/SHA256SUMS
|
||||||
|
generate_release_notes: true
|
||||||
|
draft: false
|
||||||
|
prerelease: ${{ steps.prerelease.outputs.is_prerelease }}
|
||||||
5
.gitignore
vendored
@@ -40,3 +40,8 @@ CMakeError.log
|
|||||||
*.swo
|
*.swo
|
||||||
*~
|
*~
|
||||||
.DS_Store
|
.DS_Store
|
||||||
|
assets/config.toml
|
||||||
|
assets/server-config.toml
|
||||||
|
.venv/
|
||||||
|
pyout/
|
||||||
|
vcpkg_installed/
|
||||||
8
.pre-commit-config.yaml
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
repos:
|
||||||
|
- repo: https://github.com/pre-commit/mirrors-clang-format
|
||||||
|
rev: "v22.1.4"
|
||||||
|
hooks:
|
||||||
|
- id: clang-format
|
||||||
|
args: ["--style=file"]
|
||||||
|
types_or: ["c++", "c"]
|
||||||
|
exclude: '^third_party/.*$'
|
||||||
1
.python-version
Normal file
@@ -0,0 +1 @@
|
|||||||
|
3.14
|
||||||
240
CMakeLists.txt
@@ -1,150 +1,164 @@
|
|||||||
cmake_minimum_required(VERSION 3.14...3.24)
|
cmake_minimum_required(VERSION 3.21)
|
||||||
|
|
||||||
|
if(APPLE)
|
||||||
|
message(FATAL_ERROR "This game does not support macOS")
|
||||||
|
endif()
|
||||||
|
|
||||||
project(Cubed LANGUAGES C CXX)
|
project(Cubed LANGUAGES C CXX)
|
||||||
|
|
||||||
set(CMAKE_CXX_STANDARD 20)
|
set(CMAKE_CXX_STANDARD 23)
|
||||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||||
set(CMAKE_CXX_EXTENSIONS OFF)
|
set(CMAKE_CXX_EXTENSIONS OFF)
|
||||||
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
|
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
|
||||||
|
|
||||||
if(NOT CMAKE_BUILD_TYPE)
|
if(NOT CMAKE_CONFIGURATION_TYPES
|
||||||
set(CMAKE_BUILD_TYPE Debug)
|
AND NOT CMAKE_BUILD_TYPE)
|
||||||
|
|
||||||
|
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||||
|
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if(NOT DEFINED CUBED_VERSION)
|
||||||
|
set(CUBED_VERSION "dev")
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/${PROJECT_NAME})
|
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/${PROJECT_NAME})
|
||||||
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/${PROJECT_NAME})
|
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/${PROJECT_NAME})
|
||||||
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
|
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
|
||||||
|
|
||||||
if(MSVC)
|
list(APPEND CMAKE_MODULE_PATH
|
||||||
add_compile_options(/utf-8)
|
"${CMAKE_CURRENT_SOURCE_DIR}/cmake"
|
||||||
endif()
|
"${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules"
|
||||||
|
)
|
||||||
|
|
||||||
find_package(OpenGL REQUIRED)
|
include(Dependencies)
|
||||||
|
|
||||||
if (UNIX AND NOT APPLE)
|
add_subdirectory(third_party/glad)
|
||||||
find_package(Freetype REQUIRED)
|
|
||||||
find_package(PkgConfig REQUIRED)
|
|
||||||
pkg_check_modules(EGL REQUIRED egl)
|
|
||||||
pkg_check_modules(Wayland REQUIRED wayland-client wayland-egl)
|
|
||||||
find_package(glfw3 REQUIRED)
|
|
||||||
endif()
|
|
||||||
|
|
||||||
add_library(glad STATIC third_party/glad/src/glad.c)
|
add_subdirectory(third_party/imgui)
|
||||||
target_include_directories(glad PUBLIC third_party/glad/include)
|
|
||||||
|
|
||||||
include(FetchContent)
|
add_subdirectory(third_party/dr_libs)
|
||||||
|
|
||||||
if (WIN32)
|
add_executable(${PROJECT_NAME})
|
||||||
FetchContent_Declare(
|
|
||||||
glfw
|
add_subdirectory(src)
|
||||||
GIT_REPOSITORY https://github.com/glfw/glfw.git
|
|
||||||
GIT_TAG 3.4
|
file(GLOB_RECURSE PROTO_FILES
|
||||||
|
${CMAKE_CURRENT_SOURCE_DIR}/src/proto/*.proto
|
||||||
|
)
|
||||||
|
|
||||||
|
protobuf_generate(
|
||||||
|
TARGET ${PROJECT_NAME}
|
||||||
|
LANGUAGE cpp
|
||||||
|
PROTOS ${PROTO_FILES}
|
||||||
|
IMPORT_DIRS ${CMAKE_CURRENT_SOURCE_DIR}/src/proto
|
||||||
|
)
|
||||||
|
|
||||||
|
configure_file(
|
||||||
|
src/version.hpp.in
|
||||||
|
${CMAKE_BINARY_DIR}/generated/version.hpp
|
||||||
|
@ONLY
|
||||||
|
)
|
||||||
|
|
||||||
|
target_compile_options(${PROJECT_NAME}
|
||||||
|
PRIVATE
|
||||||
|
$<$<CONFIG:Debug>:-fno-omit-frame-pointer>
|
||||||
|
$<$<CONFIG:Debug>:-g>
|
||||||
|
#$<$<CONFIG:Debug>:-fsanitize=address>
|
||||||
|
#$<$<CONFIG:Debug>:-fsanitize=thread>
|
||||||
|
|
||||||
|
$<$<CXX_COMPILER_ID:GNU,Clang>:-Wall>
|
||||||
|
$<$<CXX_COMPILER_ID:GNU,Clang>:-Wextra>
|
||||||
|
$<$<CXX_COMPILER_ID:GNU,Clang>:-Wpedantic>
|
||||||
|
|
||||||
|
$<$<CXX_COMPILER_ID:MSVC>:/utf-8>
|
||||||
|
$<$<CXX_COMPILER_ID:MSVC>:/W4>
|
||||||
|
)
|
||||||
|
|
||||||
|
target_link_options(${PROJECT_NAME}
|
||||||
|
PRIVATE
|
||||||
|
#$<$<CONFIG:Debug>:-fsanitize=address>
|
||||||
|
#$<$<CONFIG:Debug>:-fsanitize=thread>
|
||||||
|
)
|
||||||
|
|
||||||
|
target_compile_definitions(${PROJECT_NAME}
|
||||||
|
PRIVATE
|
||||||
|
ASIO_STANDALONE
|
||||||
|
ASIO_NO_DEPRECATED
|
||||||
|
$<$<CONFIG:Debug>:DEBUG_MODE>
|
||||||
|
$<$<CXX_COMPILER_ID:MSVC>:
|
||||||
|
WIN32_LEAN_AND_MEAN
|
||||||
|
NOMINMAX
|
||||||
|
_CRT_SECURE_NO_WARNINGS
|
||||||
|
>
|
||||||
|
)
|
||||||
|
|
||||||
|
if(CMAKE_CONFIGURATION_TYPES)
|
||||||
|
# Visual Studio / Xcode multi-configuration generator
|
||||||
|
target_compile_definitions(${PROJECT_NAME}
|
||||||
|
PRIVATE
|
||||||
|
ASSETS_PATH="$<$<CONFIG:Debug>:${PROJECT_SOURCE_DIR}/assets/>$<$<NOT:$<CONFIG:Debug>>:./assets/>"
|
||||||
)
|
)
|
||||||
|
else()
|
||||||
set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
|
# Ninja / Makefiles single-configuration generator
|
||||||
set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
|
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
|
||||||
set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
|
target_compile_definitions(${PROJECT_NAME}
|
||||||
set(GLFW_INSTALL OFF CACHE BOOL "" FORCE)
|
PRIVATE
|
||||||
set(GLFW_VULKAN_STATIC ON CACHE BOOL "" FORCE)
|
ASSETS_PATH="${PROJECT_SOURCE_DIR}/assets/"
|
||||||
set(GLFW_STATIC ON CACHE BOOL "" FORCE)
|
)
|
||||||
|
else()
|
||||||
FetchContent_MakeAvailable(glfw)
|
target_compile_definitions(${PROJECT_NAME}
|
||||||
|
PRIVATE
|
||||||
FetchContent_Declare(
|
ASSETS_PATH="./assets/"
|
||||||
freetype
|
|
||||||
GIT_REPOSITORY https://gitlab.freedesktop.org/freetype/freetype.git
|
|
||||||
GIT_TAG VER-2-14-3
|
|
||||||
)
|
)
|
||||||
FetchContent_MakeAvailable(freetype)
|
|
||||||
if(TARGET freetype)
|
|
||||||
add_library(Freetype::Freetype ALIAS freetype)
|
|
||||||
endif()
|
endif()
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
FetchContent_Declare(
|
|
||||||
glm
|
target_include_directories(${PROJECT_NAME}
|
||||||
GIT_REPOSITORY https://github.com/g-truc/glm.git
|
PRIVATE
|
||||||
GIT_TAG 1.0.3
|
${PROJECT_SOURCE_DIR}/include
|
||||||
|
${PROJECT_SOURCE_DIR}/third_party/asio/include
|
||||||
|
${CMAKE_BINARY_DIR}/generated
|
||||||
|
${PROJECT_BINARY_DIR}
|
||||||
|
${PROJECT_BINARY_DIR}/src
|
||||||
|
|
||||||
)
|
)
|
||||||
FetchContent_MakeAvailable(glm)
|
|
||||||
FetchContent_Declare(
|
|
||||||
soil2
|
|
||||||
GIT_REPOSITORY https://github.com/SpartanJ/SOIL2.git
|
|
||||||
GIT_TAG 1.31
|
|
||||||
|
|
||||||
)
|
|
||||||
FetchContent_MakeAvailable(soil2)
|
|
||||||
|
|
||||||
set(INCLUDE_DIR ${PROJECT_SOURCE_DIR}/include)
|
|
||||||
|
|
||||||
add_executable(${PROJECT_NAME}
|
|
||||||
src/main.cpp
|
|
||||||
src/app.cpp
|
|
||||||
src/camera.cpp
|
|
||||||
src/gameplay/chunk.cpp
|
|
||||||
src/gameplay/player.cpp
|
|
||||||
src/gameplay/world.cpp
|
|
||||||
src/input.cpp
|
|
||||||
src/map_table.cpp
|
|
||||||
src/renderer.cpp
|
|
||||||
src/shader.cpp
|
|
||||||
src/texture_manager.cpp
|
|
||||||
src/tools/math_tools.cpp
|
|
||||||
src/tools/shader_tools.cpp
|
|
||||||
src/tools/font.cpp
|
|
||||||
src/tools/log.cpp
|
|
||||||
src/tools/perlin_noise.cpp
|
|
||||||
src/window.cpp
|
|
||||||
)
|
|
||||||
|
|
||||||
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
|
|
||||||
message(STATUS "Building with AddressSanitizer enabled for target: ${PROJECT_NAME}")
|
|
||||||
|
|
||||||
target_compile_options(${PROJECT_NAME} PRIVATE
|
|
||||||
-fsanitize=address
|
|
||||||
-fno-omit-frame-pointer
|
|
||||||
-g
|
|
||||||
)
|
|
||||||
|
|
||||||
target_link_options(${PROJECT_NAME} PRIVATE
|
|
||||||
-fsanitize=address
|
|
||||||
)
|
|
||||||
endif()
|
|
||||||
|
|
||||||
target_include_directories(${PROJECT_NAME} PUBLIC ${INCLUDE_DIR})
|
|
||||||
|
|
||||||
target_link_libraries(${PROJECT_NAME}
|
target_link_libraries(${PROJECT_NAME}
|
||||||
PRIVATE
|
PRIVATE
|
||||||
glfw
|
SDL3::SDL3
|
||||||
glad
|
glad
|
||||||
glm::glm
|
glm::glm
|
||||||
OpenGL::GL
|
OpenGL::GL
|
||||||
soil2
|
soil2
|
||||||
Freetype::Freetype
|
Freetype::Freetype
|
||||||
|
tomlplusplus::tomlplusplus
|
||||||
|
imgui
|
||||||
|
dr_libs
|
||||||
|
tbb
|
||||||
|
protobuf::libprotobuf
|
||||||
|
absl::log
|
||||||
|
absl::check
|
||||||
|
absl::base
|
||||||
|
absl::strings
|
||||||
|
absl::flat_hash_map
|
||||||
|
zstd::zstd
|
||||||
|
OpenAL::OpenAL
|
||||||
|
harfbuzz::harfbuzz
|
||||||
|
Opus::Opus
|
||||||
|
$<$<PLATFORM_ID:Windows>:ws2_32>
|
||||||
|
|
||||||
)
|
)
|
||||||
|
|
||||||
if (UNIX AND NOT APPLE)
|
if(WIN32)
|
||||||
target_link_libraries(${PROJECT_NAME}
|
add_custom_command(
|
||||||
PRIVATE
|
TARGET ${PROJECT_NAME}
|
||||||
${EGL_LIBRARIES}
|
POST_BUILD
|
||||||
${Wayland_LIBRARIES}
|
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||||
|
$<TARGET_RUNTIME_DLLS:${PROJECT_NAME}>
|
||||||
|
$<TARGET_FILE_DIR:${PROJECT_NAME}>
|
||||||
|
COMMAND_EXPAND_LISTS
|
||||||
)
|
)
|
||||||
|
|
||||||
|
|
||||||
target_include_directories(${PROJECT_NAME}
|
|
||||||
PRIVATE
|
|
||||||
${EGL_INCLUDE_DIRS}
|
|
||||||
${Wayland_INCLUDE_DIRS}
|
|
||||||
)
|
|
||||||
|
|
||||||
|
|
||||||
target_compile_options(${PROJECT_NAME} PRIVATE ${EGL_CFLAGS_OTHER} ${Wayland_CFLAGS_OTHER})
|
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
|
|
||||||
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
|
|
||||||
COMMAND ${CMAKE_COMMAND} -E copy_directory
|
|
||||||
"${PROJECT_SOURCE_DIR}/src/shaders"
|
|
||||||
"$<TARGET_FILE_DIR:${PROJECT_NAME}>/shaders"
|
|
||||||
COMMENT "Copying shaders to output directory"
|
|
||||||
)
|
|
||||||
19
README.md
@@ -1,2 +1,21 @@
|
|||||||
## What's it
|
## What's it
|
||||||
A cube game like Minecraft, using C++ and OpenGL.
|
A cube game like Minecraft, using C++ and OpenGL.
|
||||||
|
|
||||||
|
## Build Guide
|
||||||
|
### Prerequisites
|
||||||
|
- **CMake** (>= 3.24)
|
||||||
|
- **C++ 23** compatible compiler
|
||||||
|
### Step
|
||||||
|
1. Clone the repository
|
||||||
|
```bash
|
||||||
|
git clone https://github.com/zhenyan121/Cubed.git && cd Cubed
|
||||||
|
```
|
||||||
|
2. Configure with CMake
|
||||||
|
```bash
|
||||||
|
mkdir build && cd build
|
||||||
|
cmake -G "Ninja" ..
|
||||||
|
```
|
||||||
|
3. Build the project
|
||||||
|
```bash
|
||||||
|
ninja
|
||||||
|
```
|
||||||
4
assets/SensitiveLexicon.json
Normal file
11
assets/data/block/air.toml
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
id = 0
|
||||||
|
is_blend = false
|
||||||
|
is_cross_plane = false
|
||||||
|
is_discard = true
|
||||||
|
is_gas = true
|
||||||
|
is_liquid = false
|
||||||
|
is_passable = true
|
||||||
|
is_transitional = false
|
||||||
|
is_transparent = true
|
||||||
|
name = 'air'
|
||||||
|
roughness = 1.0
|
||||||
11
assets/data/block/dirt.toml
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
id = 2
|
||||||
|
is_blend = false
|
||||||
|
is_cross_plane = false
|
||||||
|
is_discard = false
|
||||||
|
is_gas = false
|
||||||
|
is_liquid = false
|
||||||
|
is_passable = false
|
||||||
|
is_transitional = true
|
||||||
|
is_transparent = false
|
||||||
|
name = 'dirt'
|
||||||
|
roughness = 1.0
|
||||||
11
assets/data/block/grass.toml
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
id = 9
|
||||||
|
is_blend = false
|
||||||
|
is_cross_plane = true
|
||||||
|
is_discard = true
|
||||||
|
is_gas = false
|
||||||
|
is_liquid = false
|
||||||
|
is_passable = true
|
||||||
|
is_transitional = false
|
||||||
|
is_transparent = true
|
||||||
|
name = 'grass'
|
||||||
|
roughness = 0.9
|
||||||
11
assets/data/block/grass_block.toml
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
id = 1
|
||||||
|
is_blend = false
|
||||||
|
is_cross_plane = false
|
||||||
|
is_discard = false
|
||||||
|
is_gas = false
|
||||||
|
is_liquid = false
|
||||||
|
is_passable = false
|
||||||
|
is_transitional = true
|
||||||
|
is_transparent = false
|
||||||
|
name = 'grass_block'
|
||||||
|
roughness = 0.9
|
||||||
11
assets/data/block/leaf.toml
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
id = 6
|
||||||
|
is_blend = false
|
||||||
|
is_cross_plane = false
|
||||||
|
is_discard = true
|
||||||
|
is_gas = false
|
||||||
|
is_liquid = false
|
||||||
|
is_passable = false
|
||||||
|
is_transitional = false
|
||||||
|
is_transparent = true
|
||||||
|
name = 'leaf'
|
||||||
|
roughness = 0.7
|
||||||
11
assets/data/block/log.toml
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
id = 5
|
||||||
|
is_blend = false
|
||||||
|
is_cross_plane = false
|
||||||
|
is_discard = false
|
||||||
|
is_gas = false
|
||||||
|
is_liquid = false
|
||||||
|
is_passable = false
|
||||||
|
is_transitional = false
|
||||||
|
is_transparent = false
|
||||||
|
name = 'log'
|
||||||
|
roughness = 0.7
|
||||||
11
assets/data/block/sand.toml
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
id = 4
|
||||||
|
is_blend = false
|
||||||
|
is_cross_plane = false
|
||||||
|
is_discard = false
|
||||||
|
is_gas = false
|
||||||
|
is_liquid = false
|
||||||
|
is_passable = false
|
||||||
|
is_transitional = true
|
||||||
|
is_transparent = false
|
||||||
|
name = 'sand'
|
||||||
|
roughness = 0.8
|
||||||
11
assets/data/block/snowy_grass_block.toml
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
id = 8
|
||||||
|
is_blend = false
|
||||||
|
is_cross_plane = false
|
||||||
|
is_discard = false
|
||||||
|
is_gas = false
|
||||||
|
is_liquid = false
|
||||||
|
is_passable = false
|
||||||
|
is_transitional = true
|
||||||
|
is_transparent = false
|
||||||
|
name = 'snowy_grass_block'
|
||||||
|
roughness = 0.9
|
||||||
11
assets/data/block/stone.toml
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
id = 3
|
||||||
|
is_blend = false
|
||||||
|
is_cross_plane = false
|
||||||
|
is_discard = false
|
||||||
|
is_gas = false
|
||||||
|
is_liquid = false
|
||||||
|
is_passable = false
|
||||||
|
is_transitional = true
|
||||||
|
is_transparent = false
|
||||||
|
name = 'stone'
|
||||||
|
roughness = 0.75
|
||||||
11
assets/data/block/template.toml
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
name = "template"
|
||||||
|
id = 0
|
||||||
|
is_liquid = false
|
||||||
|
is_gas = false
|
||||||
|
is_passable = false
|
||||||
|
is_cross_plane = false
|
||||||
|
is_transparent = false
|
||||||
|
is_discard = false
|
||||||
|
is_blend = false
|
||||||
|
is_transitional = false
|
||||||
|
roughness = 1.0
|
||||||
11
assets/data/block/water.toml
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
id = 7
|
||||||
|
is_blend = true
|
||||||
|
is_cross_plane = false
|
||||||
|
is_discard = false
|
||||||
|
is_gas = false
|
||||||
|
is_liquid = true
|
||||||
|
is_passable = true
|
||||||
|
is_transitional = false
|
||||||
|
is_transparent = true
|
||||||
|
name = 'water'
|
||||||
|
roughness = 0.02
|
||||||
BIN
assets/fonts/unifont_t-17.0.05.otf
Normal file
39
assets/lang/en_US.json
Normal file
@@ -0,0 +1,39 @@
|
|||||||
|
{
|
||||||
|
"menu.settings": "Settings",
|
||||||
|
"menu.main.host_game": "Host Game",
|
||||||
|
"menu.main.join_game": "Join Game",
|
||||||
|
"menu.main.credits": "Credits",
|
||||||
|
"menu.main.quit": "Quit",
|
||||||
|
"menu.main.player_name": "Player: {name}",
|
||||||
|
"menu.main.cubed_version": "Cubed: {version}",
|
||||||
|
"menu.pause.pause_menu": "Pause Menu",
|
||||||
|
"menu.pause.back_to_game": "Back To Game",
|
||||||
|
"menu.pause.return_to_main_menu": "Return to Menu",
|
||||||
|
"button.done": "Done",
|
||||||
|
"button.return": "Return",
|
||||||
|
"settings.title": "Settings",
|
||||||
|
"settings.fov": "Fov: {fov}",
|
||||||
|
"settings.mouse_sensitivity": "Sensitivity: {sensitivity}",
|
||||||
|
"settings.distance": "Distance: {distance}",
|
||||||
|
"settings.music_volume": "Music: {music}",
|
||||||
|
"settings.sfx_volume": "SFX: {sfx}",
|
||||||
|
"settings.player_voice": "Player Voice: {volume}",
|
||||||
|
"settings.fullscreen": "fullscreen: {state}",
|
||||||
|
"settings.aniso": "Aniso: {aniso}",
|
||||||
|
"settings.vsync": "V-Sync: {state}",
|
||||||
|
"settings.language": "Language: {lang}",
|
||||||
|
"settings.restart_game_info": "You need to restart the game to apply this changes.",
|
||||||
|
"settings.voice_input": "Voice Input: {type}",
|
||||||
|
"voice_input.ptt": "PTT",
|
||||||
|
"voice_input.always": "always",
|
||||||
|
"common.on": "on",
|
||||||
|
"common.off": "off",
|
||||||
|
"hostgame.create_a_new_world": "Create A New World",
|
||||||
|
"hostgame.world_seed": "World Seed",
|
||||||
|
"hostgame.port": "Port",
|
||||||
|
"hostgame.create_world": "Create World",
|
||||||
|
"joingame.join_a_world": "Join A World",
|
||||||
|
"joingame.server_ip": "Server Ip",
|
||||||
|
"joingame.join_world": "Join World",
|
||||||
|
"error.disable_voice": "Server Disable Voice Chat"
|
||||||
|
}
|
||||||
39
assets/lang/zh_CN.json
Normal file
@@ -0,0 +1,39 @@
|
|||||||
|
{
|
||||||
|
"menu.settings": "设置",
|
||||||
|
"menu.main.host_game": "创建游戏",
|
||||||
|
"menu.main.join_game": "加入游戏",
|
||||||
|
"menu.main.credits": "制作人员",
|
||||||
|
"menu.main.quit": "退出",
|
||||||
|
"menu.main.player_name": "玩家:{name}",
|
||||||
|
"menu.main.cubed_version": "Cubed:{version}",
|
||||||
|
"menu.pause.pause_menu": "暂停菜单",
|
||||||
|
"menu.pause.back_to_game": "返回游戏",
|
||||||
|
"menu.pause.return_to_main_menu": "返回主菜单",
|
||||||
|
"button.done": "完成",
|
||||||
|
"button.return": "返回",
|
||||||
|
"settings.title": "设置",
|
||||||
|
"settings.fov": "视野:{fov}",
|
||||||
|
"settings.mouse_sensitivity": "灵敏度:{sensitivity}",
|
||||||
|
"settings.distance": "距离:{distance}",
|
||||||
|
"settings.music_volume": "音乐:{music}",
|
||||||
|
"settings.sfx_volume": "音效:{sfx}",
|
||||||
|
"settings.player_voice": "玩家语音:{volume}",
|
||||||
|
"settings.fullscreen": "全屏:{state}",
|
||||||
|
"settings.aniso": "各向异性过滤:{aniso}",
|
||||||
|
"settings.vsync": "垂直同步: {state}",
|
||||||
|
"settings.language": "语言: {lang}",
|
||||||
|
"settings.restart_game_info": "您需要重启游戏以应用这些更改。",
|
||||||
|
"settings.voice_input": "语音输入: {type}",
|
||||||
|
"voice_input.ptt": "按键通话",
|
||||||
|
"voice_input.always": "始终",
|
||||||
|
"common.on": "开",
|
||||||
|
"common.off": "关",
|
||||||
|
"hostgame.create_a_new_world": "创建新世界",
|
||||||
|
"hostgame.world_seed": "世界种子",
|
||||||
|
"hostgame.port": "端口",
|
||||||
|
"hostgame.create_world": "创建世界",
|
||||||
|
"joingame.join_a_world": "加入世界",
|
||||||
|
"joingame.server_ip": "服务器IP",
|
||||||
|
"joingame.join_world": "加入世界",
|
||||||
|
"error.disable_voice": "服务器已禁用语音聊天"
|
||||||
|
}
|
||||||
90
assets/licenses/OFL-1.1.txt
Normal file
@@ -0,0 +1,90 @@
|
|||||||
|
The SIL Open Font License version 1.1 is copied below, and is also
|
||||||
|
available with a FAQ at http://scripts.sil.org/OFL.
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
development of collaborative font projects, to support the font creation
|
||||||
|
efforts of academic and linguistic communities, and to provide a free and
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
redistributed freely as long as they are not sold by themselves. The
|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
||||||
|
names are not used by derivative works. The fonts and derivatives,
|
||||||
|
however, cannot be released under any other type of license. The
|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright
|
||||||
|
Holder(s) under this license and clearly marked as such. This may
|
||||||
|
include source files, build scripts and documentation.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
|
||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as
|
||||||
|
distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
||||||
|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled,
|
||||||
|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
contains the above copyright notice and this license. These can be
|
||||||
|
included either as stand-alone text files, human-readable headers or
|
||||||
|
in the appropriate machine-readable metadata fields within text or
|
||||||
|
binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font
|
||||||
|
Name(s) unless explicit written permission is granted by the corresponding
|
||||||
|
Copyright Holder. This restriction only applies to the primary font name as
|
||||||
|
presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||||
|
Software shall not be used to promote, endorse or advertise any
|
||||||
|
Modified Version, except to acknowledge the contribution(s) of the
|
||||||
|
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||||
|
permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole,
|
||||||
|
must be distributed entirely under this license, and must not be
|
||||||
|
distributed under any other license. The requirement for fonts to
|
||||||
|
remain under this license does not apply to any document created
|
||||||
|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||||
|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||||
|
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
437
assets/licenses/OPENAL_SOFT_LICENSE.txt
Normal file
@@ -0,0 +1,437 @@
|
|||||||
|
GNU LIBRARY GENERAL PUBLIC LICENSE
|
||||||
|
Version 2, June 1991
|
||||||
|
|
||||||
|
Copyright (C) 1991 Free Software Foundation, Inc.
|
||||||
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||||
|
Everyone is permitted to copy and distribute verbatim copies
|
||||||
|
of this license document, but changing it is not allowed.
|
||||||
|
|
||||||
|
[This is the first released version of the library GPL. It is
|
||||||
|
numbered 2 because it goes with version 2 of the ordinary GPL.]
|
||||||
|
|
||||||
|
Preamble
|
||||||
|
|
||||||
|
The licenses for most software are designed to take away your
|
||||||
|
freedom to share and change it. By contrast, the GNU General Public
|
||||||
|
Licenses are intended to guarantee your freedom to share and change
|
||||||
|
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|
||||||
|
|
||||||
|
This license, the Library General Public License, applies to some
|
||||||
|
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|
||||||
|
other libraries whose authors decide to use it. You can use it for
|
||||||
|
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|
||||||
|
|
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|
When we speak of free software, we are referring to freedom, not
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
To protect your rights, we need to make restrictions that forbid
|
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|
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|
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|
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|
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|
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Finally, any free program is threatened constantly by software
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|
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|
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|
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|
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|
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|
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Note that it is possible for a library to be covered by the ordinary
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(For example, a function in a library to compute square roots has
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|
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Thus, it is not the intent of this section to claim rights or contest
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|
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|
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the Library or works based on it.
|
||||||
|
|
||||||
|
10. Each time you redistribute the Library (or any work based on the
|
||||||
|
Library), the recipient automatically receives a license from the
|
||||||
|
original licensor to copy, distribute, link with or modify the Library
|
||||||
|
subject to these terms and conditions. You may not impose any further
|
||||||
|
restrictions on the recipients' exercise of the rights granted herein.
|
||||||
|
You are not responsible for enforcing compliance by third parties to
|
||||||
|
this License.
|
||||||
|
|
||||||
|
11. If, as a consequence of a court judgment or allegation of patent
|
||||||
|
infringement or for any other reason (not limited to patent issues),
|
||||||
|
conditions are imposed on you (whether by court order, agreement or
|
||||||
|
otherwise) that contradict the conditions of this License, they do not
|
||||||
|
excuse you from the conditions of this License. If you cannot
|
||||||
|
distribute so as to satisfy simultaneously your obligations under this
|
||||||
|
License and any other pertinent obligations, then as a consequence you
|
||||||
|
may not distribute the Library at all. For example, if a patent
|
||||||
|
license would not permit royalty-free redistribution of the Library by
|
||||||
|
all those who receive copies directly or indirectly through you, then
|
||||||
|
the only way you could satisfy both it and this License would be to
|
||||||
|
refrain entirely from distribution of the Library.
|
||||||
|
|
||||||
|
If any portion of this section is held invalid or unenforceable under any
|
||||||
|
particular circumstance, the balance of the section is intended to apply,
|
||||||
|
and the section as a whole is intended to apply in other circumstances.
|
||||||
|
|
||||||
|
It is not the purpose of this section to induce you to infringe any
|
||||||
|
patents or other property right claims or to contest validity of any
|
||||||
|
such claims; this section has the sole purpose of protecting the
|
||||||
|
integrity of the free software distribution system which is
|
||||||
|
implemented by public license practices. Many people have made
|
||||||
|
generous contributions to the wide range of software distributed
|
||||||
|
through that system in reliance on consistent application of that
|
||||||
|
system; it is up to the author/donor to decide if he or she is willing
|
||||||
|
to distribute software through any other system and a licensee cannot
|
||||||
|
impose that choice.
|
||||||
|
|
||||||
|
This section is intended to make thoroughly clear what is believed to
|
||||||
|
be a consequence of the rest of this License.
|
||||||
|
|
||||||
|
12. If the distribution and/or use of the Library is restricted in
|
||||||
|
certain countries either by patents or by copyrighted interfaces, the
|
||||||
|
original copyright holder who places the Library under this License may add
|
||||||
|
an explicit geographical distribution limitation excluding those countries,
|
||||||
|
so that distribution is permitted only in or among countries not thus
|
||||||
|
excluded. In such case, this License incorporates the limitation as if
|
||||||
|
written in the body of this License.
|
||||||
|
|
||||||
|
13. The Free Software Foundation may publish revised and/or new
|
||||||
|
versions of the Library General Public License from time to time.
|
||||||
|
Such new versions will be similar in spirit to the present version,
|
||||||
|
but may differ in detail to address new problems or concerns.
|
||||||
|
|
||||||
|
Each version is given a distinguishing version number. If the Library
|
||||||
|
specifies a version number of this License which applies to it and
|
||||||
|
"any later version", you have the option of following the terms and
|
||||||
|
conditions either of that version or of any later version published by
|
||||||
|
the Free Software Foundation. If the Library does not specify a
|
||||||
|
license version number, you may choose any version ever published by
|
||||||
|
the Free Software Foundation.
|
||||||
|
|
||||||
|
14. If you wish to incorporate parts of the Library into other free
|
||||||
|
programs whose distribution conditions are incompatible with these,
|
||||||
|
write to the author to ask for permission. For software which is
|
||||||
|
copyrighted by the Free Software Foundation, write to the Free
|
||||||
|
Software Foundation; we sometimes make exceptions for this. Our
|
||||||
|
decision will be guided by the two goals of preserving the free status
|
||||||
|
of all derivatives of our free software and of promoting the sharing
|
||||||
|
and reuse of software generally.
|
||||||
|
|
||||||
|
NO WARRANTY
|
||||||
|
|
||||||
|
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
|
||||||
|
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
|
||||||
|
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
|
||||||
|
OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
|
||||||
|
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE
|
||||||
|
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||||
|
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
|
||||||
|
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
|
||||||
|
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||||
|
|
||||||
|
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
|
||||||
|
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
|
||||||
|
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
|
||||||
|
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
|
||||||
|
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
|
||||||
|
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
|
||||||
|
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
|
||||||
|
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
|
||||||
|
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||||
|
DAMAGES.
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
||||||
BIN
assets/normal/block/dirt/back_n.png
Normal file
|
After Width: | Height: | Size: 3.3 KiB |
BIN
assets/normal/block/dirt/base_n.png
Normal file
|
After Width: | Height: | Size: 3.3 KiB |
BIN
assets/normal/block/dirt/front_n.png
Normal file
|
After Width: | Height: | Size: 3.3 KiB |
BIN
assets/normal/block/dirt/left_n.png
Normal file
|
After Width: | Height: | Size: 3.3 KiB |
BIN
assets/normal/block/dirt/right_n.png
Normal file
|
After Width: | Height: | Size: 3.3 KiB |
BIN
assets/normal/block/dirt/top_n.png
Normal file
|
After Width: | Height: | Size: 3.3 KiB |
BIN
assets/normal/block/grass_block/back_n.png
Normal file
|
After Width: | Height: | Size: 4.0 KiB |
BIN
assets/normal/block/grass_block/base_n.png
Normal file
|
After Width: | Height: | Size: 3.3 KiB |
BIN
assets/normal/block/grass_block/front_n.png
Normal file
|
After Width: | Height: | Size: 4.0 KiB |
BIN
assets/normal/block/grass_block/left_n.png
Normal file
|
After Width: | Height: | Size: 4.0 KiB |
BIN
assets/normal/block/grass_block/right_n.png
Normal file
|
After Width: | Height: | Size: 4.0 KiB |
BIN
assets/normal/block/grass_block/top_n.png
Normal file
|
After Width: | Height: | Size: 2.7 KiB |
BIN
assets/normal/block/log/back_n.png
Normal file
|
After Width: | Height: | Size: 1.5 KiB |
BIN
assets/normal/block/log/base_n.png
Normal file
|
After Width: | Height: | Size: 955 B |
BIN
assets/normal/block/log/front_n.png
Normal file
|
After Width: | Height: | Size: 1.5 KiB |
BIN
assets/normal/block/log/left_n.png
Normal file
|
After Width: | Height: | Size: 1.5 KiB |
BIN
assets/normal/block/log/right_n.png
Normal file
|
After Width: | Height: | Size: 1.5 KiB |
BIN
assets/normal/block/log/top_n.png
Normal file
|
After Width: | Height: | Size: 955 B |
BIN
assets/normal/block/sand/back_n.png
Normal file
|
After Width: | Height: | Size: 2.7 KiB |
BIN
assets/normal/block/sand/base_n.png
Normal file
|
After Width: | Height: | Size: 2.7 KiB |
BIN
assets/normal/block/sand/front_n.png
Normal file
|
After Width: | Height: | Size: 2.7 KiB |
BIN
assets/normal/block/sand/left_n.png
Normal file
|
After Width: | Height: | Size: 2.7 KiB |
BIN
assets/normal/block/sand/right_n.png
Normal file
|
After Width: | Height: | Size: 2.7 KiB |
BIN
assets/normal/block/sand/top_n.png
Normal file
|
After Width: | Height: | Size: 2.7 KiB |
BIN
assets/normal/block/snowy_grass_block/back_n.png
Normal file
|
After Width: | Height: | Size: 4.0 KiB |
BIN
assets/normal/block/snowy_grass_block/base_n.png
Normal file
|
After Width: | Height: | Size: 3.3 KiB |
BIN
assets/normal/block/snowy_grass_block/front_n.png
Normal file
|
After Width: | Height: | Size: 4.0 KiB |
BIN
assets/normal/block/snowy_grass_block/left_n.png
Normal file
|
After Width: | Height: | Size: 4.0 KiB |
BIN
assets/normal/block/snowy_grass_block/right_n.png
Normal file
|
After Width: | Height: | Size: 4.0 KiB |
BIN
assets/normal/block/snowy_grass_block/top_n.png
Normal file
|
After Width: | Height: | Size: 2.9 KiB |
BIN
assets/normal/block/stone/back_n.png
Normal file
|
After Width: | Height: | Size: 3.1 KiB |
BIN
assets/normal/block/stone/base_n.png
Normal file
|
After Width: | Height: | Size: 3.1 KiB |
BIN
assets/normal/block/stone/front_n.png
Normal file
|
After Width: | Height: | Size: 3.1 KiB |
BIN
assets/normal/block/stone/left_n.png
Normal file
|
After Width: | Height: | Size: 3.1 KiB |
BIN
assets/normal/block/stone/right_n.png
Normal file
|
After Width: | Height: | Size: 3.1 KiB |
BIN
assets/normal/block/stone/top_n.png
Normal file
|
After Width: | Height: | Size: 3.1 KiB |
@@ -2,8 +2,10 @@
|
|||||||
|
|
||||||
out vec4 frag_color;
|
out vec4 frag_color;
|
||||||
|
|
||||||
|
uniform vec3 color;
|
||||||
|
|
||||||
void main(void) {
|
void main(void) {
|
||||||
|
|
||||||
frag_color = vec4(0.529, 0.808, 0.922, 1.0);
|
frag_color = vec4(color, 1.0);
|
||||||
|
|
||||||
}
|
}
|
||||||
103
assets/shaders/block_accumulation_f_shader.glsl
Normal file
@@ -0,0 +1,103 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
layout (location = 0) out vec4 accum;
|
||||||
|
layout (location = 1) out float reveal;
|
||||||
|
|
||||||
|
in vec2 tc;
|
||||||
|
in vec3 normal;
|
||||||
|
in vec3 vert_pos;
|
||||||
|
in float roughness;
|
||||||
|
flat in int tex_layer;
|
||||||
|
in float v_depth;
|
||||||
|
layout (binding = 0) uniform sampler2DArray samp;
|
||||||
|
|
||||||
|
uniform float ambientStrength;
|
||||||
|
uniform vec3 sunlightColor;
|
||||||
|
uniform vec3 ambientColor;
|
||||||
|
uniform vec3 sunlightDir;
|
||||||
|
uniform vec3 cameraPos;
|
||||||
|
uniform bool shader_on;
|
||||||
|
uniform float specularStrength;
|
||||||
|
|
||||||
|
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 objectColor = texture(samp, vec3(tc, tex_layer));
|
||||||
|
|
||||||
|
if (!shader_on) {
|
||||||
|
vec4 color = objectColor;
|
||||||
|
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;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 lightDir = normalize(-sunlightDir);
|
||||||
|
|
||||||
|
vec3 norm = normalize(normal);
|
||||||
|
|
||||||
|
vec3 V =
|
||||||
|
normalize(cameraPos - vert_pos);
|
||||||
|
|
||||||
|
vec3 H =
|
||||||
|
normalize(lightDir + V);
|
||||||
|
|
||||||
|
vec3 ambient = ambientStrength * ambientColor;
|
||||||
|
|
||||||
|
float diff = max(dot(norm, lightDir), 0.0);
|
||||||
|
|
||||||
|
vec3 diffuse = diff * sunlightColor;
|
||||||
|
|
||||||
|
float r =
|
||||||
|
clamp(roughness, 0.0, 1.0);
|
||||||
|
|
||||||
|
float shininess =
|
||||||
|
mix(
|
||||||
|
512.0,
|
||||||
|
4.0,
|
||||||
|
r
|
||||||
|
);
|
||||||
|
float ks =
|
||||||
|
mix(
|
||||||
|
0.8,
|
||||||
|
0.02,
|
||||||
|
r
|
||||||
|
);
|
||||||
|
|
||||||
|
float spec = 0.0;
|
||||||
|
|
||||||
|
if(diff > 0.0)
|
||||||
|
{
|
||||||
|
spec =
|
||||||
|
ks *
|
||||||
|
pow(
|
||||||
|
max(dot(norm,H),0.0),
|
||||||
|
shininess
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 specular = spec * sunlightColor * specularStrength;
|
||||||
|
|
||||||
|
vec4 color = vec4((ambient + diffuse) * objectColor.rgb + specular, objectColor.a);
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
30
assets/shaders/block_accumulation_v_shader.glsl
Normal file
@@ -0,0 +1,30 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
layout (location = 0) in vec3 pos;
|
||||||
|
layout (location = 1) in vec2 texCoord;
|
||||||
|
layout (location = 2) in float layer;
|
||||||
|
layout (location = 3) in vec3 aNormal;
|
||||||
|
layout (location = 4) in float Roughness;
|
||||||
|
|
||||||
|
out vec2 tc;
|
||||||
|
out vec3 normal;
|
||||||
|
out vec3 vert_pos;
|
||||||
|
flat out int tex_layer;
|
||||||
|
out float roughness;
|
||||||
|
out float v_depth;
|
||||||
|
|
||||||
|
uniform mat4 mv_matrix;
|
||||||
|
uniform mat4 proj_matrix;
|
||||||
|
uniform mat4 norm_matrix;
|
||||||
|
|
||||||
|
|
||||||
|
void main(void) {
|
||||||
|
vec4 view_pos = mv_matrix * vec4(pos, 1.0);
|
||||||
|
vert_pos = pos;
|
||||||
|
roughness = Roughness;
|
||||||
|
tc = texCoord;
|
||||||
|
tex_layer = int(layer);
|
||||||
|
v_depth = -view_pos.z;
|
||||||
|
normal = mat3(norm_matrix) * aNormal;
|
||||||
|
gl_Position = proj_matrix * view_pos;
|
||||||
|
}
|
||||||
19
assets/shaders/block_composite_f_shader.glsl
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
uniform sampler2D u_accumTex;
|
||||||
|
uniform sampler2D u_revealTex;
|
||||||
|
in vec2 TexCoord;
|
||||||
|
out vec4 FragColor;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec4 a = texture(u_accumTex, TexCoord);
|
||||||
|
float r = texture(u_revealTex, TexCoord).r;
|
||||||
|
|
||||||
|
if (a.a < 1e-4) discard;
|
||||||
|
|
||||||
|
vec3 color = a.rgb / max(a.a, 1e-5);
|
||||||
|
float transmittance = r;
|
||||||
|
float opacity = 1.0 - transmittance;
|
||||||
|
|
||||||
|
FragColor = vec4(color * opacity, opacity);
|
||||||
|
}
|
||||||
11
assets/shaders/block_composite_v_shader.glsl
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
layout (location = 0) in vec2 pos;
|
||||||
|
layout (location = 1) in vec2 texCoord;
|
||||||
|
|
||||||
|
out vec2 TexCoord;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
|
||||||
|
TexCoord = texCoord;
|
||||||
|
}
|
||||||
117
assets/shaders/block_f_shader.glsl
Normal file
@@ -0,0 +1,117 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
in vec2 tc;
|
||||||
|
in vec3 normal;
|
||||||
|
in vec3 vert_pos;
|
||||||
|
in vec3 tangent;
|
||||||
|
in vec3 bitangent;
|
||||||
|
in vec4 FragPosLightSpace;
|
||||||
|
in float roughness;
|
||||||
|
flat in int tex_layer;
|
||||||
|
out vec4 color;
|
||||||
|
layout (binding = 0) uniform sampler2D shadowMap;
|
||||||
|
layout (binding = 1) uniform sampler2DArray samp;
|
||||||
|
layout (binding = 2) uniform sampler2DArray normMap;
|
||||||
|
uniform float ambientStrength;
|
||||||
|
uniform vec3 sunlightColor;
|
||||||
|
uniform vec3 ambientColor;
|
||||||
|
uniform vec3 sunlightDir;
|
||||||
|
uniform vec3 cameraPos;
|
||||||
|
uniform bool shader_on;
|
||||||
|
uniform int shadowMode;
|
||||||
|
uniform float specularStrength;
|
||||||
|
uniform float lightSizeUV;
|
||||||
|
uniform float minRadius;
|
||||||
|
uniform float maxRadius;
|
||||||
|
uniform bool enablePBR;
|
||||||
|
uniform bool flipY;
|
||||||
|
|
||||||
|
uniform int renderDistance;
|
||||||
|
uniform vec3 skyColor;
|
||||||
|
|
||||||
|
#include "shadow.glsl"
|
||||||
|
#include "normal.glsl"
|
||||||
|
|
||||||
|
void main(void) {
|
||||||
|
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 norm;
|
||||||
|
if (enablePBR) {
|
||||||
|
norm = calcNewNormal();
|
||||||
|
} else {
|
||||||
|
norm = normalize(normal);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
vec3 V =
|
||||||
|
normalize(cameraPos - vert_pos);
|
||||||
|
|
||||||
|
vec3 H =
|
||||||
|
normalize(lightDir + V);
|
||||||
|
|
||||||
|
vec3 ambient = ambientStrength * ambientColor;
|
||||||
|
|
||||||
|
float diff = max(dot(norm, lightDir), 0.0);
|
||||||
|
|
||||||
|
vec3 diffuse = diff * sunlightColor;
|
||||||
|
|
||||||
|
float r =
|
||||||
|
clamp(roughness, 0.0, 1.0);
|
||||||
|
|
||||||
|
float shininess =
|
||||||
|
mix(
|
||||||
|
512.0,
|
||||||
|
4.0,
|
||||||
|
r
|
||||||
|
);
|
||||||
|
float ks =
|
||||||
|
mix(
|
||||||
|
0.8,
|
||||||
|
0.02,
|
||||||
|
r
|
||||||
|
);
|
||||||
|
|
||||||
|
float spec = 0.0;
|
||||||
|
|
||||||
|
if(diff > 0.0)
|
||||||
|
{
|
||||||
|
spec =
|
||||||
|
ks *
|
||||||
|
pow(
|
||||||
|
max(dot(norm,H),0.0),
|
||||||
|
shininess
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
vec3 specular = spec * sunlightColor * specularStrength;
|
||||||
|
|
||||||
|
float shadow = ShadowCalculation(FragPosLightSpace, norm, lightDir);
|
||||||
|
|
||||||
|
// fog
|
||||||
|
float dist = length(cameraPos - vert_pos);
|
||||||
|
vec4 fogColor = vec4(skyColor, 1.0);
|
||||||
|
float fogStart = renderDistance * 16 * 0.9;
|
||||||
|
float fogEnd = renderDistance * 16;
|
||||||
|
|
||||||
|
float fogFactor = smoothstep(fogEnd, fogStart, dist);
|
||||||
|
color = vec4((ambient + (1.0 - shadow) * (diffuse)) * objectColor.rgb + (1.0-shadow) * specular * objectColor.rgb, objectColor.a);
|
||||||
|
|
||||||
|
color = mix(fogColor, color, fogFactor);
|
||||||
|
//color = vec4(normal * 0.5 + 0.5, 1.0);
|
||||||
|
//color = vec4(tangent * 0.5 + 0.5, 1.0);;
|
||||||
|
//color = vec4(norm * 0.5 + 0.5, 1.0);
|
||||||
|
//color = vec4(calcNewNormal(), 1.0);
|
||||||
|
}
|
||||||
@@ -3,8 +3,17 @@
|
|||||||
layout (location = 0) in vec3 pos;
|
layout (location = 0) in vec3 pos;
|
||||||
layout (location = 1) in vec2 texCoord;
|
layout (location = 1) in vec2 texCoord;
|
||||||
layout (location = 2) in float layer;
|
layout (location = 2) in float layer;
|
||||||
|
layout (location = 3) in vec3 aNormal;
|
||||||
|
layout (location = 4) in float Roughness;
|
||||||
|
layout (location = 5) in vec3 aTangent;
|
||||||
out vec2 tc;
|
out vec2 tc;
|
||||||
|
out vec3 normal;
|
||||||
|
out vec3 tangent;
|
||||||
|
out vec3 bitangent;
|
||||||
|
out vec3 vert_pos;
|
||||||
flat out int tex_layer;
|
flat out int tex_layer;
|
||||||
|
out vec4 FragPosLightSpace;
|
||||||
|
out float roughness;
|
||||||
|
|
||||||
mat4 buildRotateX(float rad);
|
mat4 buildRotateX(float rad);
|
||||||
mat4 buildRotateY(float rad);
|
mat4 buildRotateY(float rad);
|
||||||
@@ -13,13 +22,24 @@ mat4 buildTranslate(float x, float y, float z);
|
|||||||
|
|
||||||
uniform mat4 mv_matrix;
|
uniform mat4 mv_matrix;
|
||||||
uniform mat4 proj_matrix;
|
uniform mat4 proj_matrix;
|
||||||
|
uniform mat4 model_matrix;
|
||||||
|
uniform mat4 norm_matrix;
|
||||||
|
uniform mat4 lightSpaceMatrix;
|
||||||
|
|
||||||
void main(void) {
|
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;
|
tc = texCoord;
|
||||||
|
|
||||||
tex_layer = int(layer);
|
tex_layer = int(layer);
|
||||||
|
roughness = Roughness;
|
||||||
|
normal = normalize(mat3(norm_matrix) * aNormal);
|
||||||
|
tangent = normalize(mat3(model_matrix) * aTangent);
|
||||||
|
bitangent = cross(normal, tangent);
|
||||||
|
FragPosLightSpace = lightSpaceMatrix * vec4(pos, 1.0);
|
||||||
|
gl_Position = proj_matrix * viewPos;
|
||||||
}
|
}
|
||||||
|
|
||||||
mat4 buildTranslate(float x, float y, float z) {
|
mat4 buildTranslate(float x, float y, float z) {
|
||||||
46
assets/shaders/compute_sky_color.glsl
Normal file
@@ -0,0 +1,46 @@
|
|||||||
|
#include "noise.glsl"
|
||||||
|
|
||||||
|
vec3 computeSkyColor(vec3 dir) {
|
||||||
|
vec3 sund = normalize(sunDir);
|
||||||
|
|
||||||
|
float t =
|
||||||
|
clamp(
|
||||||
|
dir.y * 0.5 + 0.5,
|
||||||
|
0.0,
|
||||||
|
1.0
|
||||||
|
);
|
||||||
|
|
||||||
|
|
||||||
|
vec3 sky =
|
||||||
|
mix(
|
||||||
|
skyBottom,
|
||||||
|
skyTop,
|
||||||
|
pow(t, horizonSharpness)
|
||||||
|
);
|
||||||
|
|
||||||
|
// cloud
|
||||||
|
if (dir.y > 0.0) {
|
||||||
|
vec2 cloud_uv = dir.xz / (dir.y + 0.15) * 0.5 + vec2(time * 0.005, time * 0.002);
|
||||||
|
float cloud_density = fbm(cloud_uv * 2.0);
|
||||||
|
float safeLow = cloudThresholdLow;
|
||||||
|
float safeHigh = max(cloudThresholdHigh, cloudThresholdLow + 0.001);
|
||||||
|
cloud_density = smoothstep(safeLow,safeHigh, cloud_density);
|
||||||
|
|
||||||
|
|
||||||
|
float fade = smoothstep(0.0, 0.3, dir.y) * (1.0 - smoothstep(0.85, 1.0, dir.y));
|
||||||
|
cloud_density *= fade;
|
||||||
|
|
||||||
|
vec3 cloud_color = mix(skyBottom, vec3(1.0), cloudWhiteMix);
|
||||||
|
sky = mix(sky, cloud_color, cloud_density * 0.6);
|
||||||
|
}
|
||||||
|
|
||||||
|
float sunAmount = max(dot(dir, sund), 0.0);
|
||||||
|
|
||||||
|
//float glow = pow(sunAmount, 8.0) * 0.15;
|
||||||
|
|
||||||
|
float glow = pow(sunAmount, 8.0) * 0.15 + pow(sunAmount, 32.0) * 0.3;
|
||||||
|
|
||||||
|
sky += glow * sunColor;
|
||||||
|
|
||||||
|
return sky;
|
||||||
|
}
|
||||||
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;
|
||||||
|
}
|
||||||
7
assets/shaders/depth_player_fragment_shader.glsl
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
in vec2 tc;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
|
||||||
|
}
|
||||||
15
assets/shaders/depth_player_shader.glsl
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
layout (location = 0) in vec3 pos;
|
||||||
|
layout (location = 1) in vec2 texCoord;
|
||||||
|
|
||||||
|
uniform mat4 lightSpaceMatrix;
|
||||||
|
uniform mat4 modelMatrix;
|
||||||
|
|
||||||
|
out vec2 tc;
|
||||||
|
flat out int tex_layer;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
tc = texCoord;
|
||||||
|
gl_Position = lightSpaceMatrix * modelMatrix * vec4(pos, 1.0);
|
||||||
|
}
|
||||||
@@ -1,18 +1,12 @@
|
|||||||
#version 460
|
#version 460
|
||||||
|
layout (location = 0) in vec3 pos;
|
||||||
layout (location = 0) in vec2 pos;
|
|
||||||
layout (location = 1) in vec2 texCoord;
|
layout (location = 1) in vec2 texCoord;
|
||||||
layout (location = 2) in float layer;
|
layout (location = 2) in float layer;
|
||||||
|
uniform mat4 lightSpaceMatrix;
|
||||||
out vec2 tc;
|
out vec2 tc;
|
||||||
|
|
||||||
flat out int tex_layer;
|
flat out int tex_layer;
|
||||||
|
void main() {
|
||||||
uniform mat4 m_matrix;
|
|
||||||
uniform mat4 proj_matrix;
|
|
||||||
|
|
||||||
void main(void) {
|
|
||||||
gl_Position = proj_matrix * m_matrix * vec4(pos, 0.0, 1.0);
|
|
||||||
tc = texCoord;
|
tc = texCoord;
|
||||||
tex_layer = int(layer);
|
tex_layer = int(layer);
|
||||||
|
gl_Position = lightSpaceMatrix * vec4(pos, 1.0);
|
||||||
}
|
}
|
||||||
11
assets/shaders/image_f_shader.glsl
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
in vec2 tc;
|
||||||
|
|
||||||
|
out vec4 color;
|
||||||
|
|
||||||
|
layout (binding = 0) uniform sampler2D samp;
|
||||||
|
|
||||||
|
void main(void) {
|
||||||
|
color = texture(samp, tc);
|
||||||
|
}
|
||||||
14
assets/shaders/image_v_shader.glsl
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
layout (location = 0) in vec2 pos;
|
||||||
|
layout (location = 1) in vec2 texCoord;
|
||||||
|
|
||||||
|
out vec2 tc;
|
||||||
|
|
||||||
|
uniform mat4 model_matrix;
|
||||||
|
uniform mat4 proj_matrix;
|
||||||
|
|
||||||
|
void main(void) {
|
||||||
|
gl_Position = proj_matrix * model_matrix * vec4(pos, 0.0, 1.0);
|
||||||
|
tc = texCoord;
|
||||||
|
}
|
||||||
25
assets/shaders/noise.glsl
Normal file
@@ -0,0 +1,25 @@
|
|||||||
|
float hash(vec2 p) {
|
||||||
|
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
|
||||||
|
}
|
||||||
|
|
||||||
|
float noise(vec2 p) {
|
||||||
|
vec2 i = floor(p);
|
||||||
|
vec2 f = fract(p);
|
||||||
|
f = f * f * (3.0 - 2.0 * f);
|
||||||
|
float a = hash(i);
|
||||||
|
float b = hash(i + vec2(1.0, 0.0));
|
||||||
|
float c = hash(i + vec2(0.0, 1.0));
|
||||||
|
float d = hash(i + vec2(1.0, 1.0));
|
||||||
|
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
float fbm(vec2 p) {
|
||||||
|
float v = 0.0;
|
||||||
|
float amp = 0.5;
|
||||||
|
for (int i = 0; i < 5; i++) {
|
||||||
|
v += amp * noise(p);
|
||||||
|
p *= 2.0;
|
||||||
|
amp *= 0.5;
|
||||||
|
}
|
||||||
|
return v;
|
||||||
|
}
|
||||||
10
assets/shaders/normal.glsl
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
vec3 calcNewNormal() {
|
||||||
|
mat3 TBN = mat3(normalize(tangent), normalize(bitangent), normalize(normal));
|
||||||
|
vec3 retrievedNormal = texture(normMap, vec3(tc, tex_layer)).xyz;
|
||||||
|
retrievedNormal = retrievedNormal * 2.0 - 1.0;
|
||||||
|
if (flipY) {
|
||||||
|
retrievedNormal.y = -retrievedNormal.y;
|
||||||
|
}
|
||||||
|
vec3 newNormal = TBN * retrievedNormal;
|
||||||
|
return normalize(newNormal);
|
||||||
|
}
|
||||||
47
assets/shaders/player_f_shader.glsl
Normal file
@@ -0,0 +1,47 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
in vec2 tc;
|
||||||
|
in vec3 normal;
|
||||||
|
in vec3 vert_pos;
|
||||||
|
in vec4 FragPosLightSpace;
|
||||||
|
out vec4 color;
|
||||||
|
|
||||||
|
layout (binding = 0) uniform sampler2D shadowMap;
|
||||||
|
layout (binding = 1) uniform sampler2D samp;
|
||||||
|
|
||||||
|
uniform float ambientStrength;
|
||||||
|
uniform vec3 sunlightColor;
|
||||||
|
uniform vec3 ambientColor;
|
||||||
|
uniform vec3 sunlightDir;
|
||||||
|
uniform bool shader_on;
|
||||||
|
uniform int shadowMode;
|
||||||
|
uniform float lightSizeUV;
|
||||||
|
uniform float minRadius;
|
||||||
|
uniform float maxRadius;
|
||||||
|
|
||||||
|
#include "shadow.glsl"
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec4 objectColor = texture(samp, tc);
|
||||||
|
|
||||||
|
if (!shader_on) {
|
||||||
|
color = objectColor;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 lightDir = normalize(-sunlightDir);
|
||||||
|
|
||||||
|
vec3 norm = normalize(normal);
|
||||||
|
|
||||||
|
vec3 ambient = ambientStrength * ambientColor;
|
||||||
|
|
||||||
|
float diff = max(dot(norm, lightDir), 0.0);
|
||||||
|
|
||||||
|
vec3 diffuse = diff * sunlightColor;
|
||||||
|
|
||||||
|
float shadow = ShadowCalculation(FragPosLightSpace, norm, lightDir);
|
||||||
|
//float shadow = 0.0;
|
||||||
|
//color = vec4(vec3(shadow),1);
|
||||||
|
//color = vec4(vec3(diff),1);
|
||||||
|
color = vec4((ambient + (1.0 - shadow) * (diffuse)) * objectColor.rgb, objectColor.a);
|
||||||
|
}
|
||||||
27
assets/shaders/player_v_shader.glsl
Normal file
@@ -0,0 +1,27 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
layout (location = 0) in vec3 pos;
|
||||||
|
layout (location = 1) in vec2 texCoord;
|
||||||
|
layout (location = 2) in vec3 aNormal;
|
||||||
|
layout (location = 3) in vec3 aTangent;
|
||||||
|
|
||||||
|
uniform mat4 mv_matrix;
|
||||||
|
uniform mat4 proj_matrix;
|
||||||
|
uniform mat4 norm_matrix;
|
||||||
|
uniform mat4 lightSpaceMatrix;
|
||||||
|
uniform mat4 modelMatrix;
|
||||||
|
out vec4 FragPosLightSpace;
|
||||||
|
out vec3 normal;
|
||||||
|
out vec2 tc;
|
||||||
|
out vec3 vert_pos;
|
||||||
|
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec4 worldPos = modelMatrix * vec4(pos, 1.0);
|
||||||
|
FragPosLightSpace = lightSpaceMatrix * worldPos;
|
||||||
|
vec4 viewPos = mv_matrix * vec4(pos, 1.0);
|
||||||
|
tc = texCoord;
|
||||||
|
vert_pos = pos;
|
||||||
|
normal = normalize(mat3(norm_matrix) * aNormal);
|
||||||
|
gl_Position = proj_matrix * viewPos;
|
||||||
|
}
|
||||||
9
assets/shaders/rect_f_shader.glsl
Normal file
@@ -0,0 +1,9 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
out vec4 color;
|
||||||
|
|
||||||
|
uniform vec4 inColor;
|
||||||
|
|
||||||
|
void main(void) {
|
||||||
|
color = inColor;
|
||||||
|
}
|
||||||
11
assets/shaders/rect_v_shader.glsl
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
layout (location = 0) in vec2 pos;
|
||||||
|
|
||||||
|
|
||||||
|
uniform mat4 model_matrix;
|
||||||
|
uniform mat4 proj_matrix;
|
||||||
|
|
||||||
|
void main(void) {
|
||||||
|
gl_Position = proj_matrix * model_matrix * vec4(pos, 0.0, 1.0);
|
||||||
|
}
|
||||||
238
assets/shaders/shadow.glsl
Normal file
@@ -0,0 +1,238 @@
|
|||||||
|
const vec2 poissonDisk32[32] = vec2[](
|
||||||
|
vec2(-0.975402, -0.071138),
|
||||||
|
vec2(-0.920347, -0.411420),
|
||||||
|
vec2(-0.883908, 0.217872),
|
||||||
|
vec2(-0.815442, -0.879125),
|
||||||
|
vec2(-0.775043, 0.543896),
|
||||||
|
vec2(-0.698126, -0.227570),
|
||||||
|
vec2(-0.682433, 0.801894),
|
||||||
|
vec2(-0.563905, 0.021517),
|
||||||
|
vec2(-0.443233, -0.975116),
|
||||||
|
vec2(-0.412231, 0.361307),
|
||||||
|
vec2(-0.264969, -0.418930),
|
||||||
|
vec2(-0.241888, 0.997065),
|
||||||
|
vec2(-0.094184, -0.929389),
|
||||||
|
vec2(-0.019101, 0.680997),
|
||||||
|
vec2( 0.143832, -0.141008),
|
||||||
|
vec2( 0.199841, 0.786414),
|
||||||
|
|
||||||
|
vec2( 0.344959, 0.293878),
|
||||||
|
vec2( 0.443233, -0.475115),
|
||||||
|
vec2( 0.537430, -0.473734),
|
||||||
|
vec2( 0.589349, 0.569135),
|
||||||
|
vec2( 0.674281, -0.178897),
|
||||||
|
vec2( 0.791975, 0.190902),
|
||||||
|
vec2( 0.815442, 0.879125),
|
||||||
|
vec2( 0.896420, -0.613392),
|
||||||
|
vec2( 0.945586, -0.768907),
|
||||||
|
vec2( 0.974844, 0.756484),
|
||||||
|
vec2(-0.814100, 0.914376),
|
||||||
|
vec2(-0.382775, 0.276768),
|
||||||
|
vec2(-0.915886, 0.457714),
|
||||||
|
vec2( 0.537800, 0.912200),
|
||||||
|
vec2(-0.620000, -0.650000),
|
||||||
|
vec2( 0.120000, -0.780000)
|
||||||
|
);
|
||||||
|
|
||||||
|
const vec2 poissonDisk16[16] = vec2[](
|
||||||
|
vec2(-0.94201624, -0.39906216), vec2(0.94558609, -0.76890725),
|
||||||
|
vec2(-0.09418410, -0.92938870), vec2(0.34495938, 0.29387760),
|
||||||
|
vec2(-0.91588581, 0.45771432), vec2(-0.81544232, -0.87912464),
|
||||||
|
vec2(-0.38277543, 0.27676845), vec2(0.97484398, 0.75648379),
|
||||||
|
vec2(0.44323325, -0.97511554), vec2(0.53742981, -0.47373420),
|
||||||
|
vec2(-0.26496911, -0.41893023), vec2(0.79197514, 0.19090188),
|
||||||
|
vec2(-0.24188840, 0.99706507), vec2(-0.81409955, 0.91437590),
|
||||||
|
vec2(0.19984126, 0.78641367), vec2(0.14383161, -0.14100790)
|
||||||
|
);
|
||||||
|
const vec2 poissonDisk8[8] = vec2[](
|
||||||
|
vec2( 0.1440, 0.7659), vec2(-0.5761, 0.4479),
|
||||||
|
vec2(-0.3220, -0.6058), vec2( 0.5693, -0.4048),
|
||||||
|
vec2(-0.1276, 0.1657), vec2(-0.0649, -0.0165),
|
||||||
|
vec2( 0.2773, -0.0305), vec2(-0.1134, -0.2122)
|
||||||
|
);
|
||||||
|
uniform int samples;
|
||||||
|
float random(vec3 seed) {
|
||||||
|
return fract(sin(dot(seed, vec3(12.9898,78.233,45.5432))) * 43758.5453);
|
||||||
|
}
|
||||||
|
|
||||||
|
float FindBlocker(vec2 uv,
|
||||||
|
float zReceiver,
|
||||||
|
vec2 texelSize,
|
||||||
|
float bias,
|
||||||
|
float lightSizeUV)
|
||||||
|
{
|
||||||
|
float avgDepth = 0.0;
|
||||||
|
int blockers = 0;
|
||||||
|
|
||||||
|
float searchRadius = lightSizeUV * 0.5;
|
||||||
|
|
||||||
|
for(int i = 0; i < samples; i++)
|
||||||
|
{
|
||||||
|
vec2 offset;
|
||||||
|
if (samples == 32) {
|
||||||
|
offset =
|
||||||
|
poissonDisk32[i]
|
||||||
|
* searchRadius
|
||||||
|
* texelSize;
|
||||||
|
} else if (samples == 16) {
|
||||||
|
offset =
|
||||||
|
poissonDisk16[i]
|
||||||
|
* searchRadius
|
||||||
|
* texelSize;
|
||||||
|
} else if (samples == 8) {
|
||||||
|
offset =
|
||||||
|
poissonDisk8[i]
|
||||||
|
* searchRadius
|
||||||
|
* texelSize;
|
||||||
|
} else {
|
||||||
|
offset =
|
||||||
|
poissonDisk32[i]
|
||||||
|
* searchRadius
|
||||||
|
* texelSize;
|
||||||
|
}
|
||||||
|
float depth =
|
||||||
|
texture(shadowMap, uv + offset).r;
|
||||||
|
|
||||||
|
if(depth < zReceiver - bias)
|
||||||
|
{
|
||||||
|
avgDepth += depth;
|
||||||
|
blockers++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if(blockers == 0)
|
||||||
|
return -1.0;
|
||||||
|
|
||||||
|
return avgDepth / blockers;
|
||||||
|
}
|
||||||
|
|
||||||
|
float ShadowCalculation(vec4 fragPosLightSpace, vec3 norm, vec3 lightDir)
|
||||||
|
{
|
||||||
|
|
||||||
|
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
||||||
|
|
||||||
|
projCoords = projCoords * 0.5 + 0.5;
|
||||||
|
if (projCoords.x < 0.0 || projCoords.x > 1.0 ||
|
||||||
|
projCoords.y < 0.0 || projCoords.y > 1.0 ||
|
||||||
|
projCoords.z < 0.0 || projCoords.z > 1.0) {
|
||||||
|
return 0.0;
|
||||||
|
}
|
||||||
|
float currentDepth = projCoords.z;
|
||||||
|
vec2 texelSize = 1.0 / vec2(textureSize(shadowMap, 0));
|
||||||
|
float shadow = 0.0;
|
||||||
|
|
||||||
|
float bias =
|
||||||
|
clamp(
|
||||||
|
0.001 * (1.0 - dot(norm, lightDir)),
|
||||||
|
0.0003,
|
||||||
|
0.003
|
||||||
|
);
|
||||||
|
|
||||||
|
if (shadowMode == 0) {
|
||||||
|
vec3 seed = vert_pos * 37.0 + sin(vert_pos * 91.7) * 13.0;
|
||||||
|
float angle = random(seed) * 6.2831853;; // 2*PI
|
||||||
|
float s = sin(angle), c = cos(angle);
|
||||||
|
mat2 rot = mat2(c, -s, s, c);
|
||||||
|
//float radius = 0.7;
|
||||||
|
float radius = mix(1.0, 4.0, currentDepth);
|
||||||
|
|
||||||
|
for (int i = 0; i < samples; ++i) {
|
||||||
|
vec2 offset;
|
||||||
|
if (samples == 32) {
|
||||||
|
offset = rot * poissonDisk32[i] * radius * texelSize;
|
||||||
|
} else if (samples == 16) {
|
||||||
|
offset = rot * poissonDisk16[i] * radius * texelSize;
|
||||||
|
} else if (samples == 8) {
|
||||||
|
offset = rot * poissonDisk8[i] * radius * texelSize;
|
||||||
|
} else {
|
||||||
|
offset = rot * poissonDisk32[i] * radius * texelSize;
|
||||||
|
}
|
||||||
|
float pcfDepth = texture(shadowMap, projCoords.xy + offset).r;
|
||||||
|
shadow += (currentDepth - bias > pcfDepth ? 1.0 : 0.0);
|
||||||
|
}
|
||||||
|
shadow /= float(samples);
|
||||||
|
} else if (shadowMode == 1) {
|
||||||
|
for (int x = -1; x <= 1; ++x) {
|
||||||
|
for (int y = -1; y <= 1; ++y) {
|
||||||
|
vec2 offset = vec2(x, y) * texelSize;
|
||||||
|
float pcfDepth = texture(shadowMap, projCoords.xy + offset).r;
|
||||||
|
shadow += (currentDepth - bias > pcfDepth ? 1.0 : 0.0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
shadow /= 9.0;
|
||||||
|
} else if (shadowMode == 2) {
|
||||||
|
// pcf off
|
||||||
|
float pcfDepth =
|
||||||
|
texture(shadowMap, projCoords.xy).r;
|
||||||
|
|
||||||
|
shadow =
|
||||||
|
currentDepth - bias > pcfDepth
|
||||||
|
? 1.0
|
||||||
|
: 0.0;
|
||||||
|
} else if (shadowMode == 3) {
|
||||||
|
float avgBlockerDepth =
|
||||||
|
FindBlocker(
|
||||||
|
projCoords.xy,
|
||||||
|
currentDepth,
|
||||||
|
texelSize,
|
||||||
|
bias,
|
||||||
|
lightSizeUV
|
||||||
|
);
|
||||||
|
|
||||||
|
if(avgBlockerDepth < 0.0)
|
||||||
|
{
|
||||||
|
return 0.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 seed = vert_pos * 37.0 + sin(vert_pos * 91.7) * 13.0;
|
||||||
|
float angle = random(seed) * 6.2831853;; // 2*PI
|
||||||
|
float s = sin(angle), c = cos(angle);
|
||||||
|
mat2 rot = mat2(c, -s, s, c);
|
||||||
|
/*
|
||||||
|
float penumbraRatio = (currentDepth - avgBlockerDepth);
|
||||||
|
float radius = clamp(
|
||||||
|
penumbraRatio * lightSizeUV,
|
||||||
|
minRadius,
|
||||||
|
maxRadius
|
||||||
|
);
|
||||||
|
*/
|
||||||
|
float radius =
|
||||||
|
mix(
|
||||||
|
minRadius,
|
||||||
|
maxRadius,
|
||||||
|
smoothstep(
|
||||||
|
0.0,
|
||||||
|
0.05,
|
||||||
|
currentDepth - avgBlockerDepth
|
||||||
|
)
|
||||||
|
);
|
||||||
|
for (int i = 0; i < samples; ++i) {
|
||||||
|
vec2 offset;
|
||||||
|
if (samples == 32) {
|
||||||
|
offset = rot * poissonDisk32[i] * radius * texelSize;
|
||||||
|
} else if (samples == 16) {
|
||||||
|
offset = rot * poissonDisk16[i] * radius * texelSize;
|
||||||
|
} else if (samples == 8) {
|
||||||
|
offset = rot * poissonDisk8[i] * radius * texelSize;
|
||||||
|
} else {
|
||||||
|
offset = rot * poissonDisk32[i] * radius * texelSize;
|
||||||
|
}
|
||||||
|
float pcfDepth = texture(shadowMap, projCoords.xy + offset).r;
|
||||||
|
shadow += (currentDepth - bias > pcfDepth ? 1.0 : 0.0);
|
||||||
|
}
|
||||||
|
shadow /= float(samples);
|
||||||
|
|
||||||
|
} else {
|
||||||
|
float pcfDepth =
|
||||||
|
texture(shadowMap, projCoords.xy).r;
|
||||||
|
|
||||||
|
shadow =
|
||||||
|
currentDepth - bias > pcfDepth
|
||||||
|
? 1.0
|
||||||
|
: 0.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
return shadow;
|
||||||
|
}
|
||||||
|
|
||||||
30
assets/shaders/sky_f_shader.glsl
Normal file
@@ -0,0 +1,30 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
in vec3 dir;
|
||||||
|
|
||||||
|
out vec4 frag_color;
|
||||||
|
|
||||||
|
|
||||||
|
uniform vec3 skyTop;
|
||||||
|
uniform vec3 skyBottom;
|
||||||
|
|
||||||
|
uniform vec3 sunDir;
|
||||||
|
uniform vec3 sunColor;
|
||||||
|
|
||||||
|
uniform float horizonSharpness;
|
||||||
|
uniform float cloudWhiteMix;
|
||||||
|
|
||||||
|
uniform float cloudThresholdLow;
|
||||||
|
uniform float cloudThresholdHigh;
|
||||||
|
|
||||||
|
uniform float time;
|
||||||
|
|
||||||
|
#include "compute_sky_color.glsl"
|
||||||
|
|
||||||
|
void main(void) {
|
||||||
|
|
||||||
|
vec3 sky = computeSkyColor(dir);
|
||||||
|
|
||||||
|
frag_color = vec4(sky, 1.0);
|
||||||
|
|
||||||
|
}
|
||||||
16
assets/shaders/sky_v_shader.glsl
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
layout (location = 0) in vec3 vertices_pos;
|
||||||
|
|
||||||
|
uniform mat4 mv_matrix;
|
||||||
|
uniform mat4 proj_matrix;
|
||||||
|
|
||||||
|
out vec3 dir;
|
||||||
|
|
||||||
|
void main(void) {
|
||||||
|
// Our skybox mesh uses [0,1] coordinates instead of the usual [-1,1].
|
||||||
|
// Shift to the cube center before normalizing to obtain the correct
|
||||||
|
// view direction for atmospheric calculations.
|
||||||
|
dir = normalize(vertices_pos - vec3(0.5));
|
||||||
|
gl_Position = proj_matrix * mv_matrix * vec4(vertices_pos, 1.0);
|
||||||
|
}
|
||||||
@@ -7,9 +7,9 @@ layout (location = 2) in float layer;
|
|||||||
out vec2 tc;
|
out vec2 tc;
|
||||||
flat out int tex_layer;
|
flat out int tex_layer;
|
||||||
uniform mat4 projection;
|
uniform mat4 projection;
|
||||||
|
uniform mat4 mv_matrix;
|
||||||
void main(void) {
|
void main(void) {
|
||||||
gl_Position = projection * vec4(pos, 0.0, 1.0);
|
gl_Position = projection * mv_matrix * vec4(pos, 0.0, 1.0);
|
||||||
tc = texCoord;
|
tc = texCoord;
|
||||||
tex_layer = int(layer);
|
tex_layer = int(layer);
|
||||||
}
|
}
|
||||||
111
assets/shaders/under_water_f_shader.glsl
Normal file
@@ -0,0 +1,111 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
in vec2 TexCoord;
|
||||||
|
in vec3 rayDir;
|
||||||
|
|
||||||
|
out vec4 FragColor;
|
||||||
|
|
||||||
|
layout (binding = 0) uniform sampler2D u_sceneTexture;
|
||||||
|
layout (binding = 1) uniform sampler2D u_depthTexture;
|
||||||
|
layout (binding = 2) uniform sampler2D u_shadowMap;
|
||||||
|
uniform mat4 u_lightSpaceMatrix;
|
||||||
|
uniform float u_time;
|
||||||
|
uniform bool u_underwater;
|
||||||
|
uniform vec3 u_waterColor;
|
||||||
|
uniform float u_fogDensity;
|
||||||
|
uniform mat4 InverseViewProjection;
|
||||||
|
uniform vec3 cameraPos;
|
||||||
|
uniform vec3 sunDir;
|
||||||
|
uniform vec3 sunColor;
|
||||||
|
uniform float waterDensity;
|
||||||
|
|
||||||
|
#include "noise.glsl"
|
||||||
|
|
||||||
|
float getCausticValue(float x, float y, float z) {
|
||||||
|
float w = 8.0;
|
||||||
|
float strength = 4.0;
|
||||||
|
vec2 coord = vec2(x, y) * w + z * 0.5;
|
||||||
|
|
||||||
|
float n = fbm(coord);
|
||||||
|
|
||||||
|
float caustic = pow(n, 3.0) * strength;
|
||||||
|
return caustic;
|
||||||
|
}
|
||||||
|
|
||||||
|
float getShadow(vec3 worldPos) {
|
||||||
|
vec4 posLightSpace = u_lightSpaceMatrix * vec4(worldPos, 1.0);
|
||||||
|
vec3 projCoords = posLightSpace.xyz / posLightSpace.w;
|
||||||
|
projCoords = projCoords * 0.5 + 0.5;
|
||||||
|
|
||||||
|
if (projCoords.z > 1.0) return 1.0;
|
||||||
|
|
||||||
|
float closestDepth = texture(u_shadowMap, projCoords.xy).r;
|
||||||
|
float currentDepth = projCoords.z;
|
||||||
|
|
||||||
|
return currentDepth - 0.005 > closestDepth ? 0.0 : 1.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec4 original = texture(u_sceneTexture, TexCoord);
|
||||||
|
|
||||||
|
if (!u_underwater) {
|
||||||
|
FragColor = original;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
float rawDepth = texture(u_depthTexture, TexCoord).r;
|
||||||
|
vec3 ndc = vec3(TexCoord * 2.0 - 1.0, rawDepth * 2.0 - 1.0);
|
||||||
|
vec4 worldPosH = InverseViewProjection * vec4(ndc, 1.0);
|
||||||
|
vec3 worldPos = worldPosH.xyz / worldPosH.w;
|
||||||
|
float sceneDistance = distance(cameraPos, worldPos);
|
||||||
|
|
||||||
|
vec2 distoredUV = TexCoord;
|
||||||
|
float strength = 0.003;
|
||||||
|
distoredUV.x += sin(TexCoord.y * 15.0 + u_time * 5.0) * strength;
|
||||||
|
distoredUV.y += cos(TexCoord.x * 15.0 + u_time * 4.3) * strength;
|
||||||
|
distoredUV = clamp(distoredUV, 0.001, 0.999);
|
||||||
|
vec4 distorted = texture(u_sceneTexture, distoredUV);
|
||||||
|
|
||||||
|
float rawCaustic = getCausticValue(TexCoord.x, TexCoord.y, u_time * 0.3);
|
||||||
|
float caustic = 0.5 + rawCaustic * 0.5;
|
||||||
|
vec3 causticLight = vec3(caustic * 0.9, caustic, caustic * 0.7);
|
||||||
|
|
||||||
|
float fogFactor = clamp(1.0 - (TexCoord.y * u_fogDensity * 10.0), 0.0, 1.0);
|
||||||
|
vec3 mixed = mix(u_waterColor, distorted.rgb * causticLight, fogFactor);
|
||||||
|
// Volume Scattering
|
||||||
|
vec3 rayOrigin = cameraPos;
|
||||||
|
vec3 rayDirection = normalize(rayDir);
|
||||||
|
|
||||||
|
float maxDist = 10.0; // Maximum visible distance
|
||||||
|
float stepSize = 0.4;
|
||||||
|
float phasePower = 8.0; // Beam Sharpness
|
||||||
|
|
||||||
|
vec3 scattering = vec3(0.0);
|
||||||
|
float transmittance = 1.0;
|
||||||
|
|
||||||
|
float cosTheta = dot(rayDirection, sunDir);
|
||||||
|
float phase = pow(max(cosTheta, 0.0), phasePower);
|
||||||
|
|
||||||
|
for (float t = 0.0; t < maxDist; t += stepSize) {
|
||||||
|
|
||||||
|
if (t > sceneDistance) break;
|
||||||
|
vec3 pos = rayOrigin + rayDirection * t;
|
||||||
|
|
||||||
|
float shadow = getShadow(pos);
|
||||||
|
|
||||||
|
float density = waterDensity;
|
||||||
|
|
||||||
|
|
||||||
|
vec3 absorption = vec3(0.3, 0.08, 0.02); // Absorption coefficient per meter
|
||||||
|
vec3 sunLightAtPos = sunColor * exp(-absorption * t);
|
||||||
|
|
||||||
|
scattering += density * phase * sunLightAtPos * transmittance * stepSize * shadow;
|
||||||
|
|
||||||
|
float extinction = waterDensity * 1.5; // Extinction coefficient, tunable
|
||||||
|
transmittance *= exp(-extinction * stepSize);
|
||||||
|
if (transmittance < 0.01) break;
|
||||||
|
}
|
||||||
|
|
||||||
|
FragColor.rgb = mixed + scattering;
|
||||||
|
FragColor.a = 1.0;
|
||||||
|
}
|
||||||
20
assets/shaders/under_water_v_shader.glsl
Normal file
@@ -0,0 +1,20 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
layout (location = 0) in vec2 pos;
|
||||||
|
layout (location = 1) in vec2 texCoord;
|
||||||
|
|
||||||
|
uniform mat4 InverseViewProjection;
|
||||||
|
uniform vec3 cameraPos;
|
||||||
|
|
||||||
|
out vec2 TexCoord;
|
||||||
|
out vec3 rayDir;
|
||||||
|
void main() {
|
||||||
|
TexCoord = texCoord;
|
||||||
|
vec4 clipPos = vec4(pos, 1.0, 1.0);
|
||||||
|
vec4 worldPosH = InverseViewProjection * clipPos;
|
||||||
|
vec3 worldPos = worldPosH.xyz / worldPosH.w;
|
||||||
|
vec3 RayDir = worldPos - cameraPos;
|
||||||
|
rayDir = normalize(RayDir);
|
||||||
|
gl_Position = clipPos;
|
||||||
|
|
||||||
|
}
|
||||||
248
assets/shaders/water_f_shader.glsl
Normal file
@@ -0,0 +1,248 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
layout (location = 0) out vec4 accum;
|
||||||
|
layout (location = 1) out float reveal;
|
||||||
|
|
||||||
|
in vec2 tc;
|
||||||
|
in vec3 normal;
|
||||||
|
in vec3 vert_pos;
|
||||||
|
in vec3 world_pos;
|
||||||
|
in float roughness;
|
||||||
|
flat in int tex_layer;
|
||||||
|
in float v_depth;
|
||||||
|
layout (binding = 0) uniform sampler2DArray samp;
|
||||||
|
uniform sampler2D sceneColorTex; // binding 1
|
||||||
|
uniform sampler2D sceneDepthTex; // binding 2
|
||||||
|
|
||||||
|
uniform mat4 proj_matrix;
|
||||||
|
uniform mat4 inv_proj_matrix;
|
||||||
|
uniform mat4 inv_view_matrix;
|
||||||
|
|
||||||
|
uniform float ambientStrength;
|
||||||
|
uniform vec3 sunlightColor;
|
||||||
|
uniform vec3 ambientColor;
|
||||||
|
uniform vec3 sunlightDir;
|
||||||
|
uniform bool shader_on;
|
||||||
|
uniform float specularStrength;
|
||||||
|
|
||||||
|
uniform vec3 skyTop;
|
||||||
|
uniform vec3 skyBottom;
|
||||||
|
uniform vec3 sunColor;
|
||||||
|
uniform float horizonSharpness;
|
||||||
|
uniform float cloudWhiteMix;
|
||||||
|
uniform float cloudThresholdLow;
|
||||||
|
uniform float cloudThresholdHigh;
|
||||||
|
uniform float time;
|
||||||
|
|
||||||
|
uniform vec3 sunDir; // world!
|
||||||
|
|
||||||
|
uniform bool underwater;
|
||||||
|
|
||||||
|
uniform float refractStrength;
|
||||||
|
|
||||||
|
uniform bool enablePerturb;
|
||||||
|
uniform bool enableDepthFade;
|
||||||
|
|
||||||
|
#include "compute_sky_color.glsl"
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Reconstruct eye-space coordinates from screen UV and depth buffer value
|
||||||
|
vec3 reconstructViewPos(vec2 uv, float depth) {
|
||||||
|
vec4 clip = vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
|
||||||
|
vec4 view = inv_proj_matrix * clip;
|
||||||
|
return view.xyz / view.w;
|
||||||
|
}
|
||||||
|
// Screen-space ray marching, origin/dir are in eye space
|
||||||
|
bool traceSSR(vec3 origin, vec3 dir, out vec2 hitUV) {
|
||||||
|
const int COARSE_STEPS = 32;
|
||||||
|
const float COARSE_STEP = 0.6;
|
||||||
|
const int REFINE_STEPS = 8;
|
||||||
|
const float THICKNESS = 0.3;
|
||||||
|
|
||||||
|
vec3 pos = origin;
|
||||||
|
vec3 prevPos = origin;
|
||||||
|
bool foundCoarse = false;
|
||||||
|
|
||||||
|
|
||||||
|
for (int i = 0; i < COARSE_STEPS; ++i) {
|
||||||
|
prevPos = pos;
|
||||||
|
pos += dir * COARSE_STEP;
|
||||||
|
|
||||||
|
vec4 clip = proj_matrix * vec4(pos, 1.0);
|
||||||
|
if (clip.w <= 0.0) return false;
|
||||||
|
vec3 ndc = clip.xyz / clip.w;
|
||||||
|
if (abs(ndc.x) > 1.0 || abs(ndc.y) > 1.0) return false;
|
||||||
|
|
||||||
|
vec2 uv = ndc.xy * 0.5 + 0.5;
|
||||||
|
float sceneDepth = texture(sceneDepthTex, uv).r;
|
||||||
|
vec3 scenePos = reconstructViewPos(uv, sceneDepth);
|
||||||
|
|
||||||
|
if (pos.z - scenePos.z < 0.0) {
|
||||||
|
foundCoarse = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!foundCoarse) return false;
|
||||||
|
|
||||||
|
|
||||||
|
vec3 lo = prevPos;
|
||||||
|
vec3 hi = pos;
|
||||||
|
|
||||||
|
for (int i = 0; i < REFINE_STEPS; ++i) {
|
||||||
|
vec3 mid = (lo + hi) * 0.5;
|
||||||
|
|
||||||
|
vec4 clip = proj_matrix * vec4(mid, 1.0);
|
||||||
|
vec3 ndc = clip.xyz / clip.w;
|
||||||
|
vec2 uv = ndc.xy * 0.5 + 0.5;
|
||||||
|
float sceneDepth = texture(sceneDepthTex, uv).r;
|
||||||
|
vec3 scenePos = reconstructViewPos(uv, sceneDepth);
|
||||||
|
|
||||||
|
if (mid.z - scenePos.z < 0.0) {
|
||||||
|
hi = mid;
|
||||||
|
} else {
|
||||||
|
lo = mid;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 finalClip = proj_matrix * vec4(hi, 1.0);
|
||||||
|
vec3 finalNdc = finalClip.xyz / finalClip.w;
|
||||||
|
vec2 finalUV = finalNdc.xy * 0.5 + 0.5;
|
||||||
|
|
||||||
|
float finalDepth = texture(sceneDepthTex, finalUV).r;
|
||||||
|
vec3 finalScenePos = reconstructViewPos(finalUV, finalDepth);
|
||||||
|
|
||||||
|
if (abs(hi.z - finalScenePos.z) > THICKNESS) return false;
|
||||||
|
|
||||||
|
hitUV = finalUV;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
void main() {
|
||||||
|
|
||||||
|
vec4 objectColor = texture(samp, vec3(tc, tex_layer));
|
||||||
|
|
||||||
|
if (!shader_on) {
|
||||||
|
vec4 color = objectColor;
|
||||||
|
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;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// Normal perturbation
|
||||||
|
vec3 N;
|
||||||
|
if (enablePerturb) {
|
||||||
|
const float wave_speed_scale = 40.0;
|
||||||
|
vec2 waveUV1 = world_pos.xz * 8.0 + vec2(time * 0.05 * wave_speed_scale, time * 0.03 * wave_speed_scale);
|
||||||
|
vec2 waveUV2 = world_pos.xz * 13.0 + vec2(-time * 0.04 * wave_speed_scale, time * 0.06 * wave_speed_scale);
|
||||||
|
|
||||||
|
float wave1 = noise(waveUV1);
|
||||||
|
float wave2 = noise(waveUV2);
|
||||||
|
|
||||||
|
vec2 normalPerturb = vec2(wave1 - 0.5, wave2 - 0.5) * 0.1;
|
||||||
|
N = normalize(normal + vec3(normalPerturb.x, 0.0, normalPerturb.y));
|
||||||
|
} else {
|
||||||
|
N = normalize(normal);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 V = normalize(-vert_pos);
|
||||||
|
|
||||||
|
vec3 reflectColor;
|
||||||
|
vec3 refractColor;
|
||||||
|
float fresnel;
|
||||||
|
|
||||||
|
vec2 screenUV = gl_FragCoord.xy / vec2(textureSize(sceneDepthTex, 0));
|
||||||
|
|
||||||
|
// water depth
|
||||||
|
float sceneDepthRaw = texture(sceneDepthTex, screenUV).r;
|
||||||
|
vec3 sceneViewPos = reconstructViewPos(screenUV, sceneDepthRaw);
|
||||||
|
float waterDepth = vert_pos.z - sceneViewPos.z;
|
||||||
|
waterDepth = max(waterDepth, 0.0);
|
||||||
|
|
||||||
|
const float DEPTH_FADE_DISTANCE = 10;
|
||||||
|
float depthFactor = clamp(waterDepth / DEPTH_FADE_DISTANCE, 0.0, 1.0);
|
||||||
|
|
||||||
|
if (underwater) {
|
||||||
|
reflectColor = vec3(0.0);
|
||||||
|
refractColor = objectColor.rgb;
|
||||||
|
fresnel = 0.0;
|
||||||
|
} else {
|
||||||
|
vec3 R = reflect(-V, N);
|
||||||
|
vec3 origin = vert_pos + N * 0.05;
|
||||||
|
vec2 hitUV;
|
||||||
|
|
||||||
|
if (traceSSR(origin, R, hitUV)) {
|
||||||
|
reflectColor = texture(sceneColorTex, hitUV).rgb;
|
||||||
|
} else {
|
||||||
|
vec3 worldR = mat3(inv_view_matrix) * R;
|
||||||
|
reflectColor = computeSkyColor(worldR);
|
||||||
|
}
|
||||||
|
|
||||||
|
float effectiveRefractStrength = refractStrength * (1.0 - depthFactor * 0.5);
|
||||||
|
vec2 refractOffset = N.xz * effectiveRefractStrength;
|
||||||
|
vec2 refractUV = clamp(screenUV + refractOffset, vec2(0.001), vec2(0.999));
|
||||||
|
|
||||||
|
refractColor = texture(sceneColorTex, refractUV).rgb;
|
||||||
|
|
||||||
|
fresnel = pow(1.0 - max(dot(N, V), 0.0), 5.0);
|
||||||
|
fresnel = mix(0.02, 1.0, fresnel);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 lightDir = normalize(-sunlightDir);
|
||||||
|
vec3 H = normalize(lightDir + V);
|
||||||
|
vec3 ambient = ambientStrength * ambientColor;
|
||||||
|
float diff = max(dot(N, lightDir), 0.0);
|
||||||
|
vec3 diffuse = diff * sunlightColor;
|
||||||
|
|
||||||
|
float r = clamp(roughness, 0.0, 1.0);
|
||||||
|
float shininess = mix(512.0, 4.0, r);
|
||||||
|
float ks = mix(0.8, 0.02, r);
|
||||||
|
|
||||||
|
float spec = 0.0;
|
||||||
|
if (diff > 0.0) {
|
||||||
|
spec = ks * pow(max(dot(N, H), 0.0), shininess);
|
||||||
|
}
|
||||||
|
vec3 specular = spec * sunlightColor * specularStrength;
|
||||||
|
|
||||||
|
vec3 tintedRefract;
|
||||||
|
|
||||||
|
if (enableDepthFade) {
|
||||||
|
vec3 shallowColor = vec3(0.4, 0.75, 0.7);
|
||||||
|
vec3 deepColor = vec3(0.0, 0.015, 0.045);
|
||||||
|
|
||||||
|
vec3 waterTint = mix(shallowColor, deepColor, depthFactor);
|
||||||
|
|
||||||
|
tintedRefract = mix(refractColor, refractColor * waterTint, depthFactor);
|
||||||
|
tintedRefract = mix(tintedRefract, objectColor.rgb, 0.4); // Forcefully blend 40% texture color, independent of depth
|
||||||
|
} else {
|
||||||
|
tintedRefract = mix(refractColor, objectColor.rgb, 0.4);
|
||||||
|
}
|
||||||
|
|
||||||
|
//vec3 baseWaterColor = (ambient + diffuse) * objectColor.rgb + specular;
|
||||||
|
vec3 baseWaterColor = (ambient + diffuse) * tintedRefract + specular;
|
||||||
|
|
||||||
|
vec3 finalColor = mix(baseWaterColor, reflectColor, fresnel);
|
||||||
|
|
||||||
|
float alpha = objectColor.a;
|
||||||
|
if (alpha < 1e-4) discard;
|
||||||
|
|
||||||
|
|
||||||
|
float w = weight(v_depth, alpha);
|
||||||
|
|
||||||
|
accum = vec4(finalColor * alpha * w, alpha * w);
|
||||||
|
|
||||||
|
reveal = alpha;
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
32
assets/shaders/water_v_shader.glsl
Normal file
@@ -0,0 +1,32 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
layout (location = 0) in vec3 pos;
|
||||||
|
layout (location = 1) in vec2 texCoord;
|
||||||
|
layout (location = 2) in float layer;
|
||||||
|
layout (location = 3) in vec3 aNormal;
|
||||||
|
layout (location = 4) in float Roughness;
|
||||||
|
|
||||||
|
out vec2 tc;
|
||||||
|
out vec3 normal;
|
||||||
|
out vec3 vert_pos;
|
||||||
|
out vec3 world_pos;
|
||||||
|
flat out int tex_layer;
|
||||||
|
out float roughness;
|
||||||
|
out float v_depth;
|
||||||
|
|
||||||
|
uniform mat4 mv_matrix;
|
||||||
|
uniform mat4 proj_matrix;
|
||||||
|
uniform mat4 norm_matrix;
|
||||||
|
|
||||||
|
|
||||||
|
void main(void) {
|
||||||
|
vec4 view_pos = mv_matrix * vec4(pos, 1.0);
|
||||||
|
world_pos = pos;
|
||||||
|
vert_pos = view_pos.xyz;
|
||||||
|
normal = mat3(norm_matrix) * aNormal;
|
||||||
|
roughness = Roughness;
|
||||||
|
tc = texCoord;
|
||||||
|
tex_layer = int(layer);
|
||||||
|
v_depth = -view_pos.z;
|
||||||
|
gl_Position = proj_matrix * view_pos;
|
||||||
|
}
|
||||||