14 Commits

Author SHA1 Message Date
zhenyan121
cc2df5e4ec feature: UI (#31)
* refactor(ui): replace Text with Label/Widget component system

Replace the old `Text` class with a new component-based UI system consisting of `Widget` and `Label` classes. Key changes:

- Remove `Text` class and its GPU upload logic; introduce `Label` as a `Widget` subclass with dirty-flag vertex update.
- Add `UIVertexData` struct to manage per-label vertex buffer/array and memory.
- Refactor `DebugCollector` to store labels in a `Widget` tree, removing hash-based lookup.
- Simplify `Font::vertices()` signature by removing position/scale parameters; scaling is now applied in the renderer’s model matrix.
- Update `Renderer` with `render_label()` and move UI rendering to a `render_ui()` that renders the widget tree.
- Add new source files `label.cpp`, `widget.cpp`, `ui_vertex_data.cpp` and update CMakeLists.

* refactor(render): replace UI shaders with image shaders and Image widget

* refactor(core): add event system and scene management

- Introduce Event variant and Overloaded helper for input handling
- Move game state (camera, client_world, dev_panel) from App to WorldScene
- Add SceneManager with push/pop/change operations for scene stack
- Refactor input callbacks to dispatch events through scene hierarchy
- Extract Argument struct to separate header
- Update Renderer and WorldRenderer to accept world reference
- Replace global input state with event-driven processing in ClientPlayer, Camera, etc.

* refactor: add framebuffer resize event and separate UI management

* fix(font): use correct texture format and clamp to edge for font atlas

* feat(input): add KeyAction::REPEAT for key repeat events

Add a new REPEAT value to the KeyAction enum and update the input callbacks to map GLFW_REPEAT actions to the new value instead of treating them as press.

* feat(client-player): add block cooldown and track mouse state

Introduce a time-based cooldown for block placement (PLACE_BLOCK_INTERVAL) to prevent rapid clicking. Replace the global InputState with per-player MouseState tracking in ClientPlayer. Rename place_block() to get_current_block() for clarity. Remove the old src/input.cpp and the Cubed/input.hpp header, moving input structures to Cubed/input/input.hpp.

* ui: add main menu scene and interactive button widget

- Implement MainMenuScene with a "Start Game" button that pushes the WorldScene.
- Extend Button class with background/foreground, hover detection, and size queries.
- Add virtual width/height and event handlers to Widget base class.
- Update WorldUIManager to propagate mouse move events.
- Adjust Window mouse mode based on game running state.

* feat(ui): add button scaling and change square vertices to top-left origin

* refactor(font): return TextMesh from Font::vertices to include bounding box

Replace the plain vertex vector with a TextMesh struct that carries width, height, and min coordinates. Update Label to compute and store these values immediately on text change (removing lazy dirty update). Fix Button's width/height to factor in scale and use concrete widget types for background and foreground.

* feat(ui): support scaling of labels and images

Modify width() and height() methods to multiply by m_scale for both Label and Image. Rename internal dimensions to m_real_width and m_real_height for clarity. Adjust Button foreground position to vertically center when label is scaled.

* refactor(ui): move scale property to subclasses and fix resize event handling

Remove scale from base Widget class and add per-type set_scale/scale methods to Button, Image, and Label. Dispatch separate WindowResizeEvent alongside existing FrameBufferResizeEvent. Correct centering calculations from `+` to `-` in main menu and world UI managers.

* fix(render): remove duplicate scaling in render_image model matrix

* feat(ui): introduce anchor-based widget positioning system

Replace set_position with anchor and offset for relative positioning. Add parent pointer to widget hierarchy. Remove manual resize logic in UI managers.

* feat(ui): introduce ColumnLayout widget and refactor widget parenting

- Add ColumnLayout widget that arranges children vertically with spacing.
- Refactor Widget::add_child to automatically pass `this` as parent.
- Update DebugCollector to use ColumnLayout for consistent spacing.
- Expose children() accessor in Widget for layout management.

* feat(main_menu): add exit button and refactor layout with ColumnLayout

- Add `should_close_window()` method to force window close from UI.
- Replace standalone button with ColumnLayout for proper centering.
- Add "Exit" button that calls `should_close_window()`.
- Update ESC key handling to only close window when game is not running.
- Fix ColumnLayout to respect parent's anchor instead of hardcoded TOP_LEFT.
- Remove unused parameter name in Image::update for consistency.

* feat(ui): add Rect widget with fill, color, and parent-relative sizing

* refactor(ui): extract common UI manager logic into base class

* refactor: move server logic to WorldScene and refactor UI methods

* feat(scene): implement pause menu with UI manager and escape key toggling

Add PauseMenuUIManager class and integrate pause state into WorldScene.
Escape key toggles pause in ClientPlayer and PauseMenuUIManager.
Refactor Window mouse and imgui control to support pause state.

* refactor(scene): dispatch events via typed handlers and move pause toggle to WorldScene

* feat(ui): add HUD visibility toggle and image fill features

* refactor(app): remove redundant ImGui WantCaptureMouse check in cursor callback

* feat(scene): add credits scene and UI

* feat(credits): add ESC key handling; remove about tab from dev panel

* feat(ui): add Slider widget for value selection

* refactor(ui/slider): improve track/thumb initialization and validation

Rename track/thumb accessors from set_track/set_thumb to get_track/get_thumb.
Add private init methods and a constant THUMB_WIDTH.
Add validation to set_width with log and assert.
Modify set_height to assume non-null m_thumb.

* refactor(ui): simplify Button API with property setters

* feat(ui): add label and image support to slider

- Add `set_text()`, `set_track_image()`, `set_thumb_image()` methods.
- Include label rendering and auto-scaling based on slider dimensions.
- Replace static `THUMB_WIDTH` with dynamic thumb sizing.
- Add slider thumb and track texture assets.

* feat(ui): add int slider support and fix update_text_scale calls

* refactor(config): rename hot_reload to reload_config and add settings scene

* feat(ui): add auto-scaling option for button and slider text

* feat(ui): add button enable/disable and reset on re-enter

Prevent double-clicking on buttons that push new scenes by disabling them on click and re-enabling when the UI manager's on_re_enter is called.

* fix(input): reset key status on pause

* feat(ui): add ComboButton widget and integrate into settings

Introduce ComboButton, a button that cycles through options on click.
Used in SettingsUI for fullscreen, V-Sync, and anisotropic filtering.
Adds texture reload support in SettingsScene and makes Button methods
virtual to allow overriding. Also fixes default mouse_enable to true.

* feat(ui): add child anchor and content sizing to column layout

* feat(ui): add TextField widget with UTF-8 text input support

* feat(scene): add host game scene and world parameter handling

* feat(scene): add join game scene and UI

* feat(ui): add clipboard paste to TextField

* feat(ui): add blinking cursor to text field

* feat(ui): add error UI for connection failures and network errors

Introduce ErrorUI to display error messages in-world when the client encounters connection failures or network errors. The network client now stores error strings thread-safely and exposes them via `get_error_string()`. The world scene suspends normal update/render when an error is active and shows the error overlay, allowing the user to return to the previous scene. Additionally, the client world checks for connection errors during exit to avoid hanging, and the join game UI is fixed to correctly default to client mode.

* refactor: move connect error check to WorldScene and add UI titles

* feat(ui): add error display in host and join game screens

* feat(ui): add configurable child traversal order for event handling

Add TraversalOrder enum to Widget, allowing event handlers to iterate children in back-to-front (default) or front-to-back order.
Set ColumnLayout to front-to-back order.
Change TextField mouse button handler to return false, enabling event propagation.

* fix: window build fail

* style(ui): remove extra blank line
2026-07-16 11:30:27 +08:00
zhenyan121
03259f323c refactor: config (#30)
* refactor(config): replace singleton with dependency injection

* refactor(client_player): return ChunkPosSet by value in non-const getter

Copy the internal set under the mutex lock to avoid exposing a mutable reference that could be used unsafely after the lock is released. This fixes a potential data race when the caller holds the returned reference beyond the critical section. Also update the caller in `client_world` to remove the now-unnecessary `std::move`.

* fix(gameplay): prevent use-after-free in pending delete queues during destruction

* refactor(config): separate game and server configuration with explicit paths
2026-07-11 09:22:40 +08:00
zhenyan121
913809a5f0 refactor: renderer (#29)
* refactor(render): move render files to subdirectory, add RAII vertex buffer/array classes

* refactor(render): encapsulate OpenGL textures into Texture class

* refactor(texture): encapsulate textures with unique_ptr and bind methods

Replace raw GLuint framebuffer textures with std::unique_ptr<Texture>. Update TextureManager to return const Texture* instead of GLuint. Use Texture::bind() for active texture binding. Add RGBA16F and RGB formats. Add texture parameter methods. Update destructors accordingly.

* refactor(render): use Texture, VertexBuffer, VertexArray classes

* feat(render): add FrameBuffer class to encapsulate framebuffer operations

* refactor(render): extract world rendering into WorldRenderer class

* refactor(render): rename projection and model matrix members for clarity

* chore(render): remove unused matrix members

* fix(texture-manager): correct delet_texture typo and add null checks for textures
2026-07-10 14:51:43 +08:00
zhenyan121
b1341d7da4 feat: sound (#28)
* build: add OpenAL dependency

* feat(deps): add dr_libs audio library

* feat(audio): integrate OpenAL audio engine with WAV/MP3/FLAC support

* feat: add bgm001

* feat(audio): add audio fade in/out and fix delta time naming

* fix(audio-source): improve state, volume, and const correctness

* feat(audio): add 3D audio playback with source pool and auto-loading

* feat: add ogg loader

* feat(audio): add footstep sounds and fix audio listener orientation

* feat(sound): add block place and break sounds

* feat(audio): add per-channel volume control and config reload

* fix(audio): set distance model, reduce max distance, fix sound pos

- Set OpenAL distance model to AL_INVERSE_DISTANCE_CLAMPED in engine.
- Reduced AL_MAX_DISTANCE from 100 to 48 for better falloff.
- Fixed block sound position to use world coordinates instead of local block coordinates.

* refactor(game_time): introduce Timer for time-based updates and rename existing to TickTimer

Add a new `Timer` class that operates in seconds (using `TimeType`) alongside the existing `TickTimer` which uses `TickType`. Rename the original `Timer` to `TickTimer` throughout the codebase. Update `ClientWorld` to maintain separate maps for tick-based and time-based timers, and replace the hardcoded footstep timer in `ClientPlayer` with a time-based callback timer. Also add `play_2d` to `AudioEngine` and load an ambient bird sound to demonstrate the new timer functionality.

* feat(gameplay): add ocean wave ambient sounds with random selection

Add four ocean wave FLAC sound files and play one randomly when player is within 10 blocks of sea level and in an ocean biome. Include a Random member initialized from ChunkGenerator seed for consistent randomization.

* feat(gameplay): detect underwater state and play transition/bubble sounds

- Add is_underwater() and set_underwater() to ClientPlayer.
- Change get_world() to return non-const reference for audio access.
- Update Camera::update_move_camera() to detect water block changes and trigger transition sound.
- Add repeating timer in ClientWorld to play random bubble ambient sounds while underwater.
- Include new ambient sound assets for water transitions and bubbles.
- Also add sand walk sound asset (unused in this commit).

* feat(assets): add and update block break/place/walk sounds

Add sounds for dirt, grass_block, leaf, log, sand, snowy_grass_block, stone.
Update existing leaf/walk, sand/place, sand/walk, and stone/place sounds.

* feat(gameplay): add walking sound for players and adjust underwater bubble interval

- Move walk/run sound interval constants from anonymous namespace to ClientPlayer header
- Add moving_time field to PlayerInfo to track continuous movement
- Implement play_walk_sound callback triggered by WALK and RUN gaits
- Increase underwater bubble timer from 1.0s to 1.5s

* feat(asset): add grass block break and place sound effects

* feat(renderer): add --no-debug flag to disable OpenGL debug output

* feat(audio): add day/night-based BGM switching

* feat(audio): add underwater low-pass filter effect

* feat(audio): add pitch control to audio sources

Implement set_pitch method that clamps pitch between 0.0 and 1.0 and applies it via AL_PITCH. Includes minor whitespace cleanup in audio_engine.cpp.

* feat(audio): implement reverb effect and integrate into underwater system

* asset(sound): update dirt and grass block break/place sounds

* feat(network): synchronize player water sound

* fix: include <numbers>

* fix(audio): play ambient water bubble sound in 3D at player position
2026-07-08 19:41:10 +08:00
zhenyan121
8a4081cf9c feat: player rendering (#27)
* refactor(player): extract player rendering into PlayerRenderer class

Move player rendering code from Renderer to new PlayerRenderer class.
Add normal and tangent vertex attributes for improved per-pixel lighting.


* feat(player-renderer): add shadow rendering and include local player data

* feat(gameplay): add player yaw/pitch synchronization and rendering

* refactor(player_renderer): split rendering into per-body-part VAOs and VBOs

Move `PlayerVertex` struct to header and replace single VAO/VBO with arrays of 6 parts. Implement head pitch rotation in `render()` and `shadow_render()` by applying a separate model matrix for the head (index 0). Remove old `vao()` and `sum()` accessors. Adjust model translation for consistency.

* feat(player): add texture mapping to player model using skin

* fix(player-renderer): correct player rendering rotation and texture coordinates

* feat(gameplay): add player gait system with limb animation

* fix(player): update leg UVs and remove yaw wrap

Update left and right leg UV coordinates to align with updated player texture. Remove yaw modulo operation to allow unrestricted yaw rotation beyond 360 degrees.

* feat(camera): add third-person perspective and walk animation

- Introduce Perspective enum (FIRST_PERSON, THIRD_PERSON_BACK, THIRD_PERSON_FRONT) and m_front member for camera direction.
- Handle F5 key to cycle perspectives.
- Add angle and walk_time to ClientPlayer for walking animation.
- Update player rendering to skip local player only in first person and fix rotation sign.
- Remove redundant player info reporting; update player data with animation angle.

* fix(camera): replace magic number with constant and fix missing break

* fix(client-player): stop sprinting on forward key release

* feat: add camera collision and sphere collision for world

* fix(skin): update player001 texture

* refactor(gameplay): improve thread safety and remove debug logging

* refactor(shaders): extract shadow and normal logic into include files and add lighting to player shaders

* chore(shader): remove unused uniforms cameraPos and specularStrength

* fix: inlcude <array> header
2026-07-05 17:18:40 +08:00
zhenyan121
0f75144b2f fix: release build (#26)
* ci(release): use local vcpkg bootstrap and custom release triplet

* refactor(triplets): set arch and linkage explicitly in x64-windows-release

* ci(release-build): remove unused vcpkg overlay triplets

* ci(release-build): add VCPKG_BUILD_TYPE and disable testing
2026-07-02 16:06:46 +08:00
zhenyan121
30f843ba6b feature: multiplayer (#25)
* build: add asio library

* feat(dev_panel): add Asio to about table

* refactor(gameplay): split Chunk into server/client variants and add networking

* feat(gameplay): add Session class and UUID generation utility

* feat(network): integrate protobuf for player sync and session management

Add Protobuf dependency, define proto messages for player requests, positions, and chunk data. Refactor Session to use strand and async write. Implement player join/exit and position sync in ServerWorld.

* refactor(proto): restructure protobuf definitions and update build system

* feat(protocol): add packet serialization and login handling

Introduce packet header and ID mapping for protobuf messages.
Refactor session and server_world to use new packet wrapper.
Fix missing semicolons in proto files.

* refactor(packet): serialize directly into packet buffer with ByteSizeLong

* feat(world): add player-based chunk loading and UUID support

Restructure world generation to trigger chunk loading based on player
movement. Replace player name with UUID for identification. Implement
chunk request/response protocol. Improve thread management for gen
thread.

* feat(server): add block change packet handling and increase reserved threads

* refactor(server): enhance thread safety and session management

* fix(session): catch std::exception in read_loop and log error

* fix(network-server): stop accept loop on shutdown flag

* fix(gameplay): correct unknown error log condition and missing chunk pos update

* feat(client): add client-side chunk, player, world and network classes

* feat(client-chunk): add greedy meshing, receive_chunk, and biome field

* feat(client_player): add name constructor param, remove chunk transition

* feat(gameplay): integrate network client and thread-safe player pos

* feat(gameplay): add block change sync and coordinate utils

* refactor(server): replace Chunk with ServerChunk

* refactor(gameplay): split world into client and server

Remove monolithic World, Player, Chunk classes. Introduce ClientWorld, ServerWorld, ClientPlayer, and related networked components. Add Abseil dependency for logging and checks. Rename old files to pre_remove_* and update all includes and references accordingly.

* feat(gameplay): add time sync and network improvements

* fix: correct neighbor block indexing and add time update support

* feat(gameplay): optimize chunk request with player chunk tracking

Add `update_player_chunk()` method to `ClientPlayer` that triggers a chunk request when the player moves more than 2 chunks away from the last recorded chunk. Introduce an atomic `m_requesting_chunk` flag in `ClientWorld` to prevent concurrent requests. Rename `m_player_chunk_pos` to `m_last_chunk_pos` for clarity.

* refactor(client_world): split pending queue into data and upload queues

* feat(client): add center-based chunk loading priority

* feat(app): add client/server CLI arguments and init guards

* feat(multiplayer): add rendering of other players as colored cubes

* feat(gameplay): add thread pool for asynchronous chunk data processing

* feat(gameplay): add player logout and disconnect handling

* fix(dev_panel): add protobuf to about table libraries

* build: add ZLIB dependency

* refactor(packet): replace zlib with zstd compression and restructure header

Increase header length to 12 bytes, add CompressType and PacketHeader struct, and implement decode_packet_header. Update CMake to find zstd and link against it, adding Findzstd module.

* refactor(network): extract packet header decoding into function

* feat(packet): implement zstd compression and refactor packet decoding

* perf(gameplay): optimize protobuf message allocation with Arena and limit thread pool size

Switch to Arena allocation for protobuf messages to reduce heap allocations. Pass ChunkDataRsp by value to enable move semantics. Cap thread pool size to hardware concurrency with max 4 threads.

* refactor(gameplay): use steady clock and sleep_until for tick loop timing

* refactor(gameplay): rename remote player types and add interpolation

* refactor(server_world): use thread pool for chunk request handling

* refactor(packet): replace if-constexpr chain with explicit template specializations

Refactor `get_packet_id()` by removing the if-constexpr chain and instead
providing explicit specializations for each packet type. This simplifies the
primary template (which now only contains a static assertion) and improves
compile-time dispatch clarity. The `always_false` helper is no longer needed
in the primary template.

* feat(gameplay): add packet to clear all chunks on server rebuild

Add new packet S2C_ClearAllChunks (ID 3005) to notify clients when the server rebuilds its world. Clients respond by clearing their chunk cache and requesting fresh chunks. Shift UPDATE_TIME packet ID to 3006 to accommodate.

* feat(dev_panel): split world tab; add chunk request logging and fix flag reset

* feat(tools): add RecentQueue to replace std::deque in server_world

* feat(gameplay): add task ID to chunk requests to discard stale responses

* refactor(block): move block source to gameplay directory

* feat(toml): add shared TOML utilities and handle ip.toml

* feat: add player name configuration and rename config file

- Add --player command-line argument and 'player' field in Arguments struct
- Rename ip.toml to server.toml and corresponding internal variable to 'server'
- Fix block.cpp source path in CMakeLists.txt

* build(cmake): modularize build configuration

* fix: build fail on windows

* refactor(renderer): rename Logger level enum value DEBUG to L_DEBUG

* refactor(world): rework chunk state machine and player chunk tracking

Introduce ChunkState enum and ChunkEntity struct to manage chunk lifecycle. Store chunks as shared_ptr to avoid move operations during generation. Add clear_unused_chunks to remove chunks not referenced by any player. Implement deferred chunk request queue for safe processing after generation completes. Update player chunk set during required chunk computation. Improve thread safety with mutexes on chunk and player maps. Fix m_gening flag not reset after generation and add assertions for correctness. Change need_gen to require a player UUID, removing std::optional. Add chunk_size query method for debugging.

* fix(server): ensure chunk is ready before sending or setting block

* refactor(server_world): separate gen and net thread pools

Introduce a second thread pool for network operations and a `ThreadPoolKind` enum to distinguish between gen and net pools. Rename `pool_threads()` to `gen_pool_threads()`, add `change_pool_threads()` overload that accepts the pool kind, and update the dev panel to use the gen pool. Adjust logging and initialization to handle both pools.

* feat(client_world): implement server exit acknowledgment with timeout

* feat(gameplay): implement server stop and client exit handling

Add server_stop flag to LogoutRsp protocol. Modify client_world to check for server stop or own logout to set exit flag. Add ServerWorld::stop() to broadcast stop and cleanly shut down. Refactor chunk ownership to unique_ptr. Remove name parameter from get_look_block_pos.

* fix(app): correct port validation and remove redundant TOML helper

* fix: address unused parameter warnings and missing port assignment

* refactor(gameplay): remove old pre_remove chunk, player, and world files

* refactor(server): replace chunk set with flat_hash_set and add ref count

- Replace std::unordered_set with absl::flat_hash_set for chunk position sets.
- Add ref_count field to ChunkEntity and implement update_ref_count().
- Remove clear_unused_chunks() and use ref counting for chunk lifetime.
- Add get_chunk_pos_set() accessors to ServerPlayer.

* fix(client-world): delay chunk request to wait for server central chunk generation

* refactor(gameplay): migrate chunk storage to tbb::concurrent_hash_map

* refactor(server_world): replace future-based chunk generation with queue

Remove `std::future` per-chunk tracking and poll_finished_chunks().
Instead, generation tasks push completed chunks to a concurrent queue
consumed during update. This eliminates wait_all_chunk_tasks() and
simplifies synchronization.

* refactor(client_world): use concurrent data structures for chunk management

Replace std::shared_mutex and std::unordered_set with tbb::concurrent_hash_map for chunk storage, tbb::concurrent_queue for pending uploads, and absl::flat_hash_set for player chunk positions. This improves thread safety and reduces locking overhead. Refactor receive_chunk and request_chunk to work with the new concurrent model.

* build(windows): add Nvidia and AMD GPU high performance exports

* fix(ci): update header file pattern in clang-format check

* style(clang-format): comment out AlignPPAndNotPP option

* chore: enable AlignPPAndNotPP in clang-format and pin clang version in CI

* ci(workflow): update format check to use LLVM 22

* ci(format-check): install clang-format-22

* perf(world): cull distant players from updates and rendering

Add distance2 utility function. On client, skip rendering other players if distance squared exceeds rendering distance. On server, only send player position and block change updates to players in relevant chunks.

* refactor(math_tools): convert free functions to inline in header

* refactor(dev_panel): remove seed editing and server rebuild world, move client rebuild

- Remove text editing for perlin seed and filter function
- Remove ServerWorld::rebuild_world() method and its atomic flag
- Move 'Rebuild World' button to client world tab
- Remove unused perlin_noise_input_buffer

* fix(server_world): floor block position coordinates in handle_block_change

* refactor(gameplay): pass new_chunks vector as parameter instead of member variable

* perf(client): improve chunk rendering performance with snapshots and threaded generation

* feat(tools): add PriorityThreadPool with priority scheduling

Implement PriorityThreadPool supporting task priorities and FIFO ordering for same priority.
Update ClientWorld to use the new pool with explicit priority for chunk operations.
Fix ThreadPool stop logic with atomic exchange and remove unnecessary lambda capture.

* feat(networking): add priority and sequence ordering to packet send queues

* feat(server-world): use priority thread pool for chunk generation

Introduce PriorityThreadPool to process chunk generation tasks with priorities based on their distance from the player. Closer chunks receive higher priority, improving responsiveness.

* refactor(client): extract AABB creation and add collision check on block place

Make ClientPlayer::get_aabb and ClientWorld::get_block_aabb static.
Change player size to static constexpr M_SIZE.
Use shared_mutex for concurrent reads of other players.
Check for collision with other players before placing a block.

* feat(build): add build-time version system via CMake configure_file

* ci(release): add release build workflow for windows
2026-07-02 14:51:34 +08:00
zhenyan121
d5a12869e6 feat: include for glsl (#24)
* refactor(gameplay): remove unused includes and members, clear vertex data after upload

* feat(shader-tools): add recursive #include support for shader sources

* refactor(shaders): extract noise and sky color functions into shared GLSL includes
2026-06-23 10:27:17 +08:00
zhenyan121
97993b72fe perf:greedy meshing (#23)
* feat(gameplay): implement greedy meshing for chunk generation

Replace the per-face vertex generation with a greedy meshing algorithm that merges adjacent faces of the same block type into larger quads. Introduce `FaceKey` struct and helper functions (`axis_dir_to_face`, `get_block_safe`, `is_face_culled`, `choose_buf`) to support the new algorithm. Comment out the old `gen_vertices` implementation.

In texture management, rename `m_pbr_texture_array` to `m_normal_texture_array` to reflect its actual usage, and set texture wrap mode to `GL_REPEAT` for both the block and normal texture arrays.

* fix(primitive_data): correct back face texture coordinates and tangents

* fix(texture-manager): correct texture deletion and refactor reload

Make hot_reload private and add public need_reload method. Update UI to call need_reload instead of hot_reload. Fix incorrect use of glDeleteBuffers for normal texture array by using glDeleteTextures.
2026-06-22 19:48:25 +08:00
zhenyan121
7ecdab08fc refactor: cave and river (#22)
* refactor(chunk): add ChunkInfo and switch to shared_mutex for chunk access

Introduced ChunkInfo struct to expose chunk metadata (position, seed, biome). Replaced std::mutex with std::shared_mutex for chunk map to allow concurrent read access. Added World::get_chunk_info() method. Temporarily disabled cave/river cleanup and debug biome reporting.

* refactor(cave,river,chunk): use ChunkPos as key for paths and track cave existence

* refactor(gameplay): use deterministic origin-based cave and river generation

Compute cave and river paths on-the-fly per chunk from a deterministic origin instead of storing them globally. Remove concurrent hash map storage, shared mutexes, and related cleanup methods. This simplifies concurrency and reduces memory overhead.

* refactor(world): remove unused chunk generation progress tracking
2026-06-22 16:43:22 +08:00
zhenyan121
7ffc349eb3 refactor: chunk load (#21)
* feat(renderer): add fog effect based on render distance

* refactor(gameplay): remove dead code and simplify chunk neighbor context

Remove the large commented-out `init_chunks()` function, and eliminate the `affected_neighbor` tracking in `gen_chunks_internal()`. This simplifies the neighbor context building and removes unused vertex data regeneration for affected neighbors.

* refactor(gameplay): move chunk generation phases into gen_chunk method

Consolidate multiple phase generation calls into a single gen_chunk() method on Chunk, which handles neighbor generation and ensures thread safety. Simplify World::gen_chunks_internal by using gen_chunk() instead of manual phase orchestration.

* fix(gameplay): use gen_phase_one to get seed

* feat(world): integrate thread pool and async chunk generation

* fix(renderer): correct shader uniform name and remove unused uniform

* feat(gameplay): add temporary chunk flag to prevent path clearing

* fix: add thread safety for cave and river path mutexes

* refactor: remove unused uniforms and set cameraPos uniform outside lambda

* feat(world): add dynamic thread pool resizing

* feat(world): add thread pool size management and UI controls

* feat(world): add ChunkLoadStyle enum and rename chunk_pos to get_chunk_pos

* feat(player): add configurable fly Y speed

* refactor(world): add thread pool start/stop and auto-detect threads

Extract thread pool starting and stopping into dedicated methods. Set default pool threads to 0 to enable automatic detection of available cores, and ensure thread pool is properly managed during world rebuild.

* fix: include shared_mutex header

* fix(gameplay): simplify set_chunk_load_style switch and fix fallthrough bug

* fix(world): add missing include for <utility>
2026-06-22 13:34:45 +08:00
zhenyan121
5385876a8a feat: pbr (#20)
* feat: add pbr texture

* feat(rendering): add normal mapping support for blocks

* fix: normal map load

* feat(scripts): add batch nearest neighbor upscale script
2026-06-20 15:03:40 +08:00
zhenyan121
a8d2ddbacd feat: water effects (#19)
* feat(shaders): add lighting to block accumulation OIT shaders

* feat(renderer): add water rendering with OIT and new shaders

* feat(water): implement screen-space reflection and refraction for water with depth fade and perturbation

* refactor(shader): replace glUniform calls with generic set_loc and remove cached locations

* feat(water): add noise-based caustics and configurable fog density

* fix(water shader): update depth fade and remove underwater check

- Increase DEPTH_FADE_DISTANCE from 8 to 10
- Remove conditional so depth fade always applies
- Darken deepColor from (0, 0.08, 0.15) to (0, 0.015, 0.045)

* feat(underwater): add volume scattering and shadow mapping for light shafts
2026-06-20 09:04:09 +08:00
zhenyan121
ca3fc5e3bf feat: lighting effects (#18)
* feat(rendering): add basic diffuse and ambient lighting to block rendering

* feat(world): add day/night cycle with server tick system

* feat(renderer): make ambient strength adjustable via dev panel

* fix(game_time): use unsigned tick type and enforce positive tick speed

* feat(renderer): add shadow mapping with PCF soft shadows

Introduce shadow mapping using a dedicated depth framebuffer and shader. The block fragment shader now performs percentage-closer filtering (PCF) with Poisson disk sampling and random rotation for soft shadows. The vertex shader outputs light-space coordinates. A new depth shader pair handles rendering from the light's perspective, discarding transparent fragments. The renderer sets up the light projection based on the camera position and sun direction, and applies the shadow factor to diffuse lighting. Day/night cycle can now be toggled off in the world server thread.

* perf(shadow): increase depth map resolution and refine PCF sampling

* feat(dev-panel): add tick freeze toggle and fix TickType sign

Add checkbox to freeze tick advancement in dev panel.
Change TickType from unsigned long long to signed long long to prevent underflow.

* chore(world): add missing <numbers> include

* feat(renderer): add runtime shader and shadow mode controls

Introduce user-controllable shader on/off, shadow mode (rotated Poisson disk, 3x3 grid, or off), light cull face, and discard transparent in depth pass. Expose all settings in new dev panel "shader" tab. Move ambient strength slider to the new tab.

* fix(texture): set texture wrap mode to clamp to edge

* feat(renderer): smooth shadow sun direction transitions using quantized directions and slerp

* feat(renderer): add PCSS shadow mode with configurable samples and softness

Implement Percentage Closer Soft Shadows (PCSS) as shadow mode 3.
Add a FindBlocker function and three Poisson disk arrays (8, 16, 32 samples).
Expose new uniforms (lightSizeUV, minRadius, maxRadius, samples) and provide
slider/combo controls in the dev panel for sample count, light size, and penumbra radius limits.

* feat(renderer): add roughness-based specular lighting to blocks

* feat(renderer): compute ambient and sunlight colors based on sun height

* feat(renderer): add moonlight and smooth day/night light blending

* refactor(renderer): extract day/night calculation and add billboard shaders

Add a new ParallelLight struct to encapsulate lighting parameters.
Move day-night cycle computation from render_world() to a new
day_night_calculation() method. Update sky shaders to use procedural
colors based on sun position. Add separate billboard shaders for sun/moon.

* feat(sky): add animated clouds to sky shader with speed control

* feat(renderer): add configurable cloud thresholds and white mix
2026-06-19 11:34:22 +08:00
973 changed files with 226871 additions and 4777 deletions

View File

@@ -1,4 +1,3 @@
# .github/workflows/format-check.yml
name: Code Format Check
on: [push, pull_request]
@@ -9,9 +8,22 @@ permissions:
jobs:
formatting:
runs-on: ubuntu-latest
container: silkeh/clang: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 '*.h' -print0 | xargs -0 clang-format --dry-run --Werror
find src include \
\( -name '*.cpp' -o -name '*.hpp' \) \
-print0 | xargs -0 clang-format-22 --dry-run --Werror

154
.github/workflows/release-build.yml vendored Normal file
View File

@@ -0,0 +1,154 @@
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: ${{ matrix.os }}
steps:
- uses: actions/checkout@v4
- name: Get Version
id: version
shell: bash
run: |
if [[ "${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: 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
View File

@@ -41,4 +41,7 @@ CMakeError.log
*~
.DS_Store
assets/config.toml
.venv/
assets/server-config.toml
.venv/
pyout/
vcpkg_installed/

View File

@@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.14...3.24)
cmake_minimum_required(VERSION 3.21)
project(Cubed LANGUAGES C CXX)
set(CMAKE_CXX_STANDARD 23)
@@ -6,167 +6,120 @@ set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug)
if(NOT CMAKE_CONFIGURATION_TYPES
AND NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
endif()
if(NOT DEFINED CUBED_VERSION)
set(CUBED_VERSION "dev")
endif()
set(CMAKE_RUNTIME_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)
if(MSVC)
add_compile_options(/utf-8)
endif()
find_package(OpenGL REQUIRED)
if (UNIX AND NOT APPLE)
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)
target_include_directories(glad PUBLIC third_party/glad/include)
include(FetchContent)
if (WIN32)
FetchContent_Declare(
glfw
GIT_REPOSITORY https://github.com/glfw/glfw.git
GIT_TAG 3.4
)
set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
set(GLFW_INSTALL OFF CACHE BOOL "" FORCE)
set(GLFW_VULKAN_STATIC ON CACHE BOOL "" FORCE)
set(GLFW_STATIC ON CACHE BOOL "" FORCE)
FetchContent_MakeAvailable(glfw)
FetchContent_Declare(
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()
set(_BUILD_SHARED_LIBS_SAVED ${BUILD_SHARED_LIBS})
set(BUILD_SHARED_LIBS ON)
FetchContent_Declare(
onetbb
GIT_REPOSITORY https://github.com/uxlfoundation/oneTBB.git
GIT_TAG v2023.0.0
)
set(BUILD_TESTING OFF CACHE BOOL "Build tests" FORCE)
set(TBB_TEST OFF CACHE BOOL "Build TBB tests" FORCE)
FetchContent_MakeAvailable(onetbb)
set(BUILD_SHARED_LIBS ${_BUILD_SHARED_LIBS_SAVED})
unset(_BUILD_SHARED_LIBS_SAVED)
endif()
FetchContent_Declare(
glm
GIT_REPOSITORY https://github.com/g-truc/glm.git
GIT_TAG 1.0.3
list(APPEND CMAKE_MODULE_PATH
"${CMAKE_CURRENT_SOURCE_DIR}/cmake"
"${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules"
)
FetchContent_MakeAvailable(glm)
FetchContent_Declare(
soil2
GIT_REPOSITORY https://github.com/SpartanJ/SOIL2.git
GIT_TAG 1.31
)
FetchContent_MakeAvailable(soil2)
FetchContent_Declare(
tomlplusplus
GIT_REPOSITORY https://github.com/marzer/tomlplusplus.git
GIT_TAG v3.4.0
)
FetchContent_MakeAvailable(tomlplusplus)
include(Dependencies)
add_subdirectory(third_party/glad)
add_subdirectory(third_party/imgui)
set(INCLUDE_DIR ${PROJECT_SOURCE_DIR}/include)
add_subdirectory(third_party/dr_libs)
add_executable(${PROJECT_NAME}
src/main.cpp
src/app.cpp
src/debug_collector.cpp
src/camera.cpp
src/config.cpp
src/dev_panel.cpp
src/gameplay/biome.cpp
src/gameplay/chunk.cpp
src/gameplay/chunk_generator.cpp
src/gameplay/player.cpp
src/gameplay/tree.cpp
src/gameplay/world.cpp
src/input.cpp
src/map_table.cpp
src/renderer.cpp
src/shader.cpp
src/texture_manager.cpp
src/tools/cubed_random.cpp
src/tools/math_tools.cpp
src/tools/shader_tools.cpp
src/tools/font.cpp
src/tools/perlin_noise.cpp
src/ui/text.cpp
src/window.cpp
src/gameplay/builders/biome_builder.cpp
src/gameplay/builders/plain_builder.cpp
src/gameplay/builders/mountain_builder.cpp
src/gameplay/builders/river_builder.cpp
src/gameplay/builders/desert_builder.cpp
src/gameplay/builders/forest_builder.cpp
src/gameplay/cave_carver.cpp
src/gameplay/cave_path.cpp
src/gameplay/builders/snowy_plain_builder.cpp
src/gameplay/river_worm.cpp
src/gameplay/river_path.cpp
src/block.cpp
src/gameplay/vertex_data.cpp
src/gameplay/builders/ocean_builder.cpp
add_executable(${PROJECT_NAME})
add_subdirectory(src)
file(GLOB_RECURSE PROTO_FILES
${CMAKE_CURRENT_SOURCE_DIR}/src/proto/*.proto
)
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
message(STATUS "Building with AddressSanitizer enabled for target: ${PROJECT_NAME}")
protobuf_generate(
TARGET ${PROJECT_NAME}
LANGUAGE cpp
PROTOS ${PROTO_FILES}
IMPORT_DIRS ${CMAKE_CURRENT_SOURCE_DIR}/src/proto
)
target_compile_options(${PROJECT_NAME} PRIVATE
#-fsanitize=address
#-fsanitize=thread
-fno-omit-frame-pointer
-g
)
configure_file(
src/version.hpp.in
${CMAKE_BINARY_DIR}/generated/version.hpp
@ONLY
)
target_link_options(${PROJECT_NAME} PRIVATE
#-fsanitize=address
#-fsanitize=thread
)
target_compile_options(${PROJECT_NAME}
PRIVATE
$<$<CONFIG:Debug>:-fno-omit-frame-pointer>
$<$<CONFIG:Debug>:-g>
#$<$<CONFIG:Debug>:-fsanitize=address>
#$<$<CONFIG:Debug>:-fsanitize=thread>
target_compile_definitions(${PROJECT_NAME} PRIVATE DEBUG_MODE)
target_compile_definitions(${PROJECT_NAME} PRIVATE
ASSETS_PATH="${CMAKE_SOURCE_DIR}/assets/"
$<$<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:$<CONFIG:Debug>>:./assets/>"
)
else()
target_compile_definitions(${PROJECT_NAME} PRIVATE
ASSETS_PATH="./assets/"
)
# Ninja / Makefiles single-configuration generator
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
target_compile_definitions(${PROJECT_NAME}
PRIVATE
ASSETS_PATH="${PROJECT_SOURCE_DIR}/assets/"
)
else()
target_compile_definitions(${PROJECT_NAME}
PRIVATE
ASSETS_PATH="./assets/"
)
endif()
endif()
target_include_directories(${PROJECT_NAME} PUBLIC ${INCLUDE_DIR})
target_include_directories(${PROJECT_NAME}
PRIVATE
${PROJECT_SOURCE_DIR}/include
${PROJECT_SOURCE_DIR}/third_party/asio/include
${CMAKE_BINARY_DIR}/generated
${PROJECT_BINARY_DIR}
${PROJECT_BINARY_DIR}/src
)
target_link_libraries(${PROJECT_NAME}
PRIVATE
@@ -178,43 +131,27 @@ target_link_libraries(${PROJECT_NAME}
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
$<$<PLATFORM_ID:Windows>:ws2_32>
)
if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
# target_link_libraries(${PROJECT_NAME} PRIVATE tbb)
endif()
if (UNIX AND NOT APPLE)
target_link_libraries(${PROJECT_NAME}
PRIVATE
${EGL_LIBRARIES}
${Wayland_LIBRARIES}
if(WIN32)
add_custom_command(
TARGET ${PROJECT_NAME}
POST_BUILD
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()
if (WIN32)
foreach(TBB_LIB IN ITEMS tbb tbbmalloc tbbmalloc_proxy)
if(TARGET ${TBB_LIB})
add_custom_command(
TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
$<TARGET_FILE:${TBB_LIB}>
$<TARGET_FILE_DIR:${PROJECT_NAME}>
COMMENT "Copying ${TBB_LIB}.dll"
)
else()
message(STATUS "Target ${TBB_LIB} not found, skipping copy")
endif()
endforeach()
endif()

View File

@@ -7,4 +7,5 @@ is_liquid = false
is_passable = true
is_transitional = false
is_transparent = true
name = 'air'
name = 'air'
roughness = 1.0

View File

@@ -7,4 +7,5 @@ is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'dirt'
name = 'dirt'
roughness = 1.0

View File

@@ -7,4 +7,5 @@ is_liquid = false
is_passable = true
is_transitional = false
is_transparent = true
name = 'grass'
name = 'grass'
roughness = 0.9

View File

@@ -7,4 +7,5 @@ is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'grass_block'
name = 'grass_block'
roughness = 0.9

View File

@@ -7,4 +7,5 @@ is_liquid = false
is_passable = false
is_transitional = false
is_transparent = true
name = 'leaf'
name = 'leaf'
roughness = 0.7

View File

@@ -7,4 +7,5 @@ is_liquid = false
is_passable = false
is_transitional = false
is_transparent = false
name = 'log'
name = 'log'
roughness = 0.7

View File

@@ -7,4 +7,5 @@ is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'sand'
name = 'sand'
roughness = 0.8

View File

@@ -7,4 +7,5 @@ is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'snowy_grass_block'
name = 'snowy_grass_block'
roughness = 0.9

View File

@@ -7,4 +7,5 @@ is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'stone'
name = 'stone'
roughness = 0.75

View File

@@ -8,3 +8,4 @@ is_transparent = false
is_discard = false
is_blend = false
is_transitional = false
roughness = 1.0

View File

@@ -7,4 +7,5 @@ is_liquid = true
is_passable = true
is_transitional = false
is_transparent = true
name = 'water'
name = 'water'
roughness = 0.02

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@@ -0,0 +1,11 @@
#version 460
out vec4 frag_color;
uniform vec3 color;
void main(void) {
frag_color = vec4(color, 1.0);
}

View File

@@ -0,0 +1,10 @@
#version 460
layout (location = 0) in vec3 vertices_pos;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
void main(void) {
gl_Position = proj_matrix * mv_matrix * vec4(vertices_pos, 1.0);
}

View File

@@ -4,10 +4,21 @@ 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));
@@ -15,7 +26,71 @@ float weight(float z, float a) {
}
void main() {
vec4 color = texture(samp, vec3(tc, tex_layer));
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;

View File

@@ -3,19 +3,28 @@
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);
gl_Position = proj_matrix * view_pos;
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;
}

View File

@@ -1,15 +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;
layout (binding = 0) uniform sampler2DArray samp;
uniform int renderDistance;
uniform vec3 skyColor;
#include "shadow.glsl"
#include "normal.glsl"
void main(void) {
color = texture(samp, vec3(tc, tex_layer));
if (color.a < 0.8) {
vec4 objectColor = texture(samp, vec3(tc, tex_layer));
if (objectColor.a < 0.8) {
discard;
}
//color = varyingColor;
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);
}

View File

@@ -3,8 +3,17 @@
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;
layout (location = 5) in vec3 aTangent;
out vec2 tc;
out vec3 normal;
out vec3 tangent;
out vec3 bitangent;
out vec3 vert_pos;
flat out int tex_layer;
out vec4 FragPosLightSpace;
out float roughness;
mat4 buildRotateX(float rad);
mat4 buildRotateY(float rad);
@@ -13,13 +22,24 @@ mat4 buildTranslate(float x, float y, float z);
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
uniform mat4 model_matrix;
uniform mat4 norm_matrix;
uniform mat4 lightSpaceMatrix;
void main(void) {
gl_Position = proj_matrix * mv_matrix * vec4(pos, 1.0);
vec4 viewPos = mv_matrix * vec4(pos, 1.0);
vert_pos = pos;
tc = texCoord;
tex_layer = int(layer);
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) {

View 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;
}

View 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;
}

View File

@@ -0,0 +1,7 @@
#version 460
in vec2 tc;
void main() {
}

View 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);
}

View File

@@ -1,18 +1,12 @@
#version 460
layout (location = 0) in vec2 pos;
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texCoord;
layout (location = 2) in float layer;
uniform mat4 lightSpaceMatrix;
out vec2 tc;
flat out int tex_layer;
uniform mat4 m_matrix;
uniform mat4 proj_matrix;
void main(void) {
gl_Position = proj_matrix * m_matrix * vec4(pos, 0.0, 1.0);
void main() {
tc = texCoord;
tex_layer = int(layer);
}
gl_Position = lightSpaceMatrix * vec4(pos, 1.0);
}

View 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);
}

View 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
View 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;
}

View 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);
}

View 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);
}

View 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;
}

View File

@@ -0,0 +1,9 @@
#version 460
out vec4 color;
uniform vec4 inColor;
void main(void) {
color = inColor;
}

View 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
View 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;
}

View File

@@ -1,9 +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) {
frag_color = vec4(0.529, 0.808, 0.922, 1.0);
vec3 sky = computeSkyColor(dir);
frag_color = vec4(sky, 1.0);
}

View File

@@ -5,6 +5,12 @@ 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);
}

View File

@@ -1,12 +0,0 @@
#version 460
in vec2 tc;
flat in int tex_layer;
out vec4 color;
layout (binding = 0) uniform sampler2DArray samp;
void main(void) {
color = texture(samp, vec3(tc, tex_layer));
}

View File

@@ -1,35 +1,111 @@
#version 460
in vec2 TexCoord;
in vec3 rayDir;
out vec4 FragColor;
uniform sampler2D u_sceneTexture;
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);
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 caustic = 0.9 + 0.1 * sin(TexCoord.x * 20.0 + u_time) * cos(TexCoord.y * 20.0 + u_time * 1.2);
vec3 causticLight = vec3(caustic, caustic * 0.95, caustic * 0.9);
//vec3 causticLight = vec3(1.0);
float fogFactor = clamp(1.0 - (TexCoord.y * u_fogDensity * 10.0), 0.0, 1.0);
vec3 mixed = mix(u_waterColor, distorted.rgb * causticLight, fogFactor);
// Volume Scattering
vec3 rayOrigin = cameraPos;
vec3 rayDirection = normalize(rayDir);
FragColor = vec4(mixed, 1.0);
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;
}

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@@ -3,9 +3,18 @@
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texCoord;
out vec2 TexCoord;
uniform mat4 InverseViewProjection;
uniform vec3 cameraPos;
out vec2 TexCoord;
out vec3 rayDir;
void main() {
gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
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;
}

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@@ -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;
}

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#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;
}

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