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refactor/c
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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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||||||
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AlignAfterOpenBracket: true
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||||||
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AccessModifierOffset: -4
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||||||
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AlignArrayOfStructures: None
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||||||
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AlignConsecutiveAssignments:
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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: true
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||||||
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AlignConsecutiveBitFields:
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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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||||||
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AlignConsecutiveDeclarations:
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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: true
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AlignFunctionPointers: false
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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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||||||
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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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||||||
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AlignConsecutiveTableGenBreakingDAGArgColons:
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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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AlignCompound: false
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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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||||||
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AlignConsecutiveTableGenCondOperatorColons:
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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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||||||
|
AlignConsecutiveTableGenDefinitionColons:
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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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||||||
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AlignEscapedNewlines: Right
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||||||
|
AlignOperands: Align
|
||||||
|
AlignTrailingComments:
|
||||||
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AlignPPAndNotPP: true
|
||||||
|
Kind: Always
|
||||||
|
OverEmptyLines: 0
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||||||
|
AllowAllArgumentsOnNextLine: true
|
||||||
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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
|
||||||
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AfterExternBlock: false
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||||||
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AfterFunction: false
|
||||||
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AfterNamespace: false
|
||||||
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AfterObjCDeclaration: false
|
||||||
|
AfterStruct: false
|
||||||
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AfterUnion: false
|
||||||
|
BeforeCatch: false
|
||||||
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BeforeElse: false
|
||||||
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BeforeLambdaBody: false
|
||||||
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BeforeWhile: false
|
||||||
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IndentBraces: false
|
||||||
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SplitEmptyFunction: true
|
||||||
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SplitEmptyRecord: true
|
||||||
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SplitEmptyNamespace: true
|
||||||
|
BreakAdjacentStringLiterals: true
|
||||||
|
BreakAfterAttributes: Leave
|
||||||
|
BreakAfterJavaFieldAnnotations: false
|
||||||
|
BreakAfterOpenBracketBracedList: false
|
||||||
|
BreakAfterOpenBracketFunction: false
|
||||||
|
BreakAfterOpenBracketIf: false
|
||||||
|
BreakAfterOpenBracketLoop: false
|
||||||
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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
|
||||||
|
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
|
||||||
|
- Regex: '^(<|"(gtest|gmock|isl|json)/)'
|
||||||
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Priority: 3
|
||||||
|
SortPriority: 0
|
||||||
|
CaseSensitive: false
|
||||||
|
- Regex: '.*'
|
||||||
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Priority: 1
|
||||||
|
SortPriority: 0
|
||||||
|
CaseSensitive: false
|
||||||
|
IncludeIsMainRegex: '(Test)?$'
|
||||||
|
IncludeIsMainSourceRegex: ''
|
||||||
|
IndentAccessModifiers: false
|
||||||
|
IndentCaseBlocks: false
|
||||||
|
IndentCaseLabels: false
|
||||||
|
IndentExportBlock: true
|
||||||
|
IndentExternBlock: AfterExternBlock
|
||||||
|
IndentGotoLabels: true
|
||||||
|
IndentPPDirectives: None
|
||||||
|
IndentRequiresClause: true
|
||||||
|
IndentWidth: 4
|
||||||
|
IndentWrappedFunctionNames: false
|
||||||
|
InsertBraces: false
|
||||||
|
InsertNewlineAtEOF: false
|
||||||
|
InsertTrailingCommas: None
|
||||||
|
IntegerLiteralSeparator:
|
||||||
|
Binary: 0
|
||||||
|
BinaryMinDigitsInsert: 0
|
||||||
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BinaryMaxDigitsRemove: 0
|
||||||
|
Decimal: 0
|
||||||
|
DecimalMinDigitsInsert: 0
|
||||||
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DecimalMaxDigitsRemove: 0
|
||||||
|
Hex: 0
|
||||||
|
HexMinDigitsInsert: 0
|
||||||
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HexMaxDigitsRemove: 0
|
||||||
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BinaryMinDigits: 0
|
||||||
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DecimalMinDigits: 0
|
||||||
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HexMinDigits: 0
|
||||||
|
JavaScriptQuotes: Leave
|
||||||
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JavaScriptWrapImports: true
|
||||||
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KeepEmptyLines:
|
||||||
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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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||||||
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MacroBlockEnd: ''
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||||||
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MainIncludeChar: Quote
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||||||
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MaxEmptyLinesToKeep: 1
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||||||
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NamespaceIndentation: None
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||||||
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NumericLiteralCase:
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||||||
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ExponentLetter: Leave
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||||||
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HexDigit: Leave
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||||||
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Prefix: Leave
|
||||||
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Suffix: Leave
|
||||||
|
ObjCBinPackProtocolList: Auto
|
||||||
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ObjCBlockIndentWidth: 2
|
||||||
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ObjCBreakBeforeNestedBlockParam: true
|
||||||
|
ObjCSpaceAfterProperty: false
|
||||||
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ObjCSpaceBeforeProtocolList: true
|
||||||
|
OneLineFormatOffRegex: ''
|
||||||
|
PackConstructorInitializers: BinPack
|
||||||
|
PenaltyBreakAssignment: 2
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||||||
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PenaltyBreakBeforeFirstCallParameter: 19
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||||||
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PenaltyBreakBeforeMemberAccess: 150
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||||||
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PenaltyBreakComment: 300
|
||||||
|
PenaltyBreakFirstLessLess: 120
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||||||
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PenaltyBreakOpenParenthesis: 0
|
||||||
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PenaltyBreakScopeResolution: 500
|
||||||
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PenaltyBreakString: 1000
|
||||||
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PenaltyBreakTemplateDeclaration: 10
|
||||||
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PenaltyExcessCharacter: 1000000
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||||||
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PenaltyIndentedWhitespace: 0
|
||||||
|
PenaltyReturnTypeOnItsOwnLine: 60
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||||||
|
PointerAlignment: Left
|
||||||
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PPIndentWidth: -1
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||||||
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QualifierAlignment: Leave
|
||||||
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ReferenceAlignment: Pointer
|
||||||
|
ReflowComments: Always
|
||||||
|
RemoveBracesLLVM: false
|
||||||
|
RemoveEmptyLinesInUnwrappedLines: false
|
||||||
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RemoveParentheses: Leave
|
||||||
|
RemoveSemicolon: false
|
||||||
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RequiresClausePosition: OwnLine
|
||||||
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RequiresExpressionIndentation: OuterScope
|
||||||
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SeparateDefinitionBlocks: Leave
|
||||||
|
ShortNamespaceLines: 1
|
||||||
|
SkipMacroDefinitionBody: false
|
||||||
|
SortIncludes:
|
||||||
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Enabled: true
|
||||||
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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
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|
|||||||
|
third_party/
|
||||||
|
build/
|
||||||
|
vendor/
|
||||||
17
.github/workflows/format-check.yml
vendored
Normal file
@@ -0,0 +1,17 @@
|
|||||||
|
# .github/workflows/format-check.yml
|
||||||
|
name: Code Format Check
|
||||||
|
|
||||||
|
on: [push, pull_request]
|
||||||
|
|
||||||
|
permissions:
|
||||||
|
contents: read
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
formatting:
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
container: silkeh/clang:latest
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v4
|
||||||
|
- name: Run clang-format
|
||||||
|
run: |
|
||||||
|
find src include -name '*.cpp' -o -name '*.h' -print0 | xargs -0 clang-format --dry-run --Werror
|
||||||
3
.gitignore
vendored
@@ -40,3 +40,6 @@ CMakeError.log
|
|||||||
*.swo
|
*.swo
|
||||||
*~
|
*~
|
||||||
.DS_Store
|
.DS_Store
|
||||||
|
assets/config.toml
|
||||||
|
.venv/
|
||||||
|
pyout/
|
||||||
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
|
||||||
@@ -58,6 +58,21 @@ if (WIN32)
|
|||||||
if(TARGET freetype)
|
if(TARGET freetype)
|
||||||
add_library(Freetype::Freetype ALIAS freetype)
|
add_library(Freetype::Freetype ALIAS freetype)
|
||||||
endif()
|
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()
|
endif()
|
||||||
|
|
||||||
FetchContent_Declare(
|
FetchContent_Declare(
|
||||||
@@ -74,6 +89,14 @@ FetchContent_Declare(
|
|||||||
|
|
||||||
)
|
)
|
||||||
FetchContent_MakeAvailable(soil2)
|
FetchContent_MakeAvailable(soil2)
|
||||||
|
FetchContent_Declare(
|
||||||
|
tomlplusplus
|
||||||
|
GIT_REPOSITORY https://github.com/marzer/tomlplusplus.git
|
||||||
|
GIT_TAG v3.4.0
|
||||||
|
)
|
||||||
|
FetchContent_MakeAvailable(tomlplusplus)
|
||||||
|
|
||||||
|
add_subdirectory(third_party/imgui)
|
||||||
|
|
||||||
set(INCLUDE_DIR ${PROJECT_SOURCE_DIR}/include)
|
set(INCLUDE_DIR ${PROJECT_SOURCE_DIR}/include)
|
||||||
|
|
||||||
@@ -82,8 +105,11 @@ add_executable(${PROJECT_NAME}
|
|||||||
src/app.cpp
|
src/app.cpp
|
||||||
src/debug_collector.cpp
|
src/debug_collector.cpp
|
||||||
src/camera.cpp
|
src/camera.cpp
|
||||||
|
src/config.cpp
|
||||||
|
src/dev_panel.cpp
|
||||||
src/gameplay/biome.cpp
|
src/gameplay/biome.cpp
|
||||||
src/gameplay/chunk.cpp
|
src/gameplay/chunk.cpp
|
||||||
|
src/gameplay/chunk_generator.cpp
|
||||||
src/gameplay/player.cpp
|
src/gameplay/player.cpp
|
||||||
src/gameplay/tree.cpp
|
src/gameplay/tree.cpp
|
||||||
src/gameplay/world.cpp
|
src/gameplay/world.cpp
|
||||||
@@ -99,20 +125,34 @@ add_executable(${PROJECT_NAME}
|
|||||||
src/tools/perlin_noise.cpp
|
src/tools/perlin_noise.cpp
|
||||||
src/ui/text.cpp
|
src/ui/text.cpp
|
||||||
src/window.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
|
||||||
)
|
)
|
||||||
|
|
||||||
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
|
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
|
||||||
message(STATUS "Building with AddressSanitizer enabled for target: ${PROJECT_NAME}")
|
message(STATUS "Building with AddressSanitizer enabled for target: ${PROJECT_NAME}")
|
||||||
|
|
||||||
target_compile_options(${PROJECT_NAME} PRIVATE
|
target_compile_options(${PROJECT_NAME} PRIVATE
|
||||||
-fsanitize=address
|
#-fsanitize=address
|
||||||
#-fsanitize=thread
|
#-fsanitize=thread
|
||||||
-fno-omit-frame-pointer
|
-fno-omit-frame-pointer
|
||||||
-g
|
-g
|
||||||
)
|
)
|
||||||
|
|
||||||
target_link_options(${PROJECT_NAME} PRIVATE
|
target_link_options(${PROJECT_NAME} PRIVATE
|
||||||
-fsanitize=address
|
#-fsanitize=address
|
||||||
#-fsanitize=thread
|
#-fsanitize=thread
|
||||||
)
|
)
|
||||||
|
|
||||||
@@ -136,10 +176,13 @@ target_link_libraries(${PROJECT_NAME}
|
|||||||
OpenGL::GL
|
OpenGL::GL
|
||||||
soil2
|
soil2
|
||||||
Freetype::Freetype
|
Freetype::Freetype
|
||||||
|
tomlplusplus::tomlplusplus
|
||||||
|
imgui
|
||||||
|
tbb
|
||||||
)
|
)
|
||||||
|
|
||||||
if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
|
if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
|
||||||
target_link_libraries(${PROJECT_NAME} PRIVATE tbb)
|
# target_link_libraries(${PROJECT_NAME} PRIVATE tbb)
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
if (UNIX AND NOT APPLE)
|
if (UNIX AND NOT APPLE)
|
||||||
@@ -159,3 +202,19 @@ if (UNIX AND NOT APPLE)
|
|||||||
|
|
||||||
target_compile_options(${PROJECT_NAME} PRIVATE ${EGL_CFLAGS_OTHER} ${Wayland_CFLAGS_OTHER})
|
target_compile_options(${PROJECT_NAME} PRIVATE ${EGL_CFLAGS_OTHER} ${Wayland_CFLAGS_OTHER})
|
||||||
endif()
|
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()
|
||||||
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/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 |
11
assets/shaders/billboard_f_shader.glsl
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
out vec4 frag_color;
|
||||||
|
|
||||||
|
uniform vec3 color;
|
||||||
|
|
||||||
|
void main(void) {
|
||||||
|
|
||||||
|
frag_color = vec4(color, 1.0);
|
||||||
|
|
||||||
|
}
|
||||||
10
assets/shaders/billboard_v_shader.glsl
Normal 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);
|
||||||
|
}
|
||||||
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;
|
||||||
|
}
|
||||||
@@ -1,15 +1,363 @@
|
|||||||
#version 460
|
#version 460
|
||||||
|
|
||||||
in vec2 tc;
|
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;
|
flat in int tex_layer;
|
||||||
out vec4 color;
|
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;
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
void main(void) {
|
void main(void) {
|
||||||
color = texture(samp, vec3(tc, tex_layer));
|
vec4 objectColor = texture(samp, vec3(tc, tex_layer));
|
||||||
if (color.a < 0.5) {
|
|
||||||
|
if (objectColor.a < 0.8) {
|
||||||
discard;
|
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);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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) {
|
||||||
|
|||||||
16
assets/shaders/depth_fragment_shader.glsl
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
in vec2 tc;
|
||||||
|
flat in int tex_layer;
|
||||||
|
layout (binding = 1) uniform sampler2DArray samp;
|
||||||
|
|
||||||
|
uniform bool is_discard_tranparent;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
if (is_discard_tranparent) {
|
||||||
|
vec4 texColor = texture(samp, vec3(tc, tex_layer));
|
||||||
|
if (texColor.a < 0.8)
|
||||||
|
discard;
|
||||||
|
}
|
||||||
|
//gl_FragDepth = gl_FragCoord.z;
|
||||||
|
}
|
||||||
12
assets/shaders/depth_shader.glsl
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
#version 460
|
||||||
|
layout (location = 0) in vec3 pos;
|
||||||
|
layout (location = 1) in vec2 texCoord;
|
||||||
|
layout (location = 2) in float layer;
|
||||||
|
uniform mat4 lightSpaceMatrix;
|
||||||
|
out vec2 tc;
|
||||||
|
flat out int tex_layer;
|
||||||
|
void main() {
|
||||||
|
tc = texCoord;
|
||||||
|
tex_layer = int(layer);
|
||||||
|
gl_Position = lightSpaceMatrix * vec4(pos, 1.0);
|
||||||
|
}
|
||||||
@@ -1,9 +1,102 @@
|
|||||||
#version 460
|
#version 460
|
||||||
|
|
||||||
|
in vec3 dir;
|
||||||
|
|
||||||
out vec4 frag_color;
|
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;
|
||||||
|
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
void main(void) {
|
void main(void) {
|
||||||
|
|
||||||
frag_color = vec4(0.529, 0.808, 0.922, 1.0);
|
vec3 sky = computeSkyColor(dir);
|
||||||
|
|
||||||
|
frag_color = vec4(sky, 1.0);
|
||||||
|
//frag_color = vec4(vec3(sunAmount), 1.0);
|
||||||
|
//frag_color = vec4(t,0,0,1);
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -5,6 +5,12 @@ layout (location = 0) in vec3 vertices_pos;
|
|||||||
uniform mat4 mv_matrix;
|
uniform mat4 mv_matrix;
|
||||||
uniform mat4 proj_matrix;
|
uniform mat4 proj_matrix;
|
||||||
|
|
||||||
|
out vec3 dir;
|
||||||
|
|
||||||
void main(void) {
|
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);
|
gl_Position = proj_matrix * mv_matrix * vec4(vertices_pos, 1.0);
|
||||||
}
|
}
|
||||||
137
assets/shaders/under_water_f_shader.glsl
Normal file
@@ -0,0 +1,137 @@
|
|||||||
|
#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;
|
||||||
|
|
||||||
|
float hash(vec2 p) {
|
||||||
|
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
|
||||||
|
}
|
||||||
|
|
||||||
|
float noise(vec2 p) {
|
||||||
|
vec2 i = floor(p);
|
||||||
|
vec2 f = fract(p);
|
||||||
|
f = f * f * (3.0 - 2.0 * f);
|
||||||
|
|
||||||
|
return mix(
|
||||||
|
mix(hash(i), hash(i + vec2(1.0, 0.0)), f.x),
|
||||||
|
mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), f.x),
|
||||||
|
f.y
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
float fbm(vec2 p) {
|
||||||
|
float value = 0.0;
|
||||||
|
float amp = 0.5;
|
||||||
|
float freq = 1.0;
|
||||||
|
for (int i = 0; i < 4; ++i) {
|
||||||
|
value += amp * noise(p * freq);
|
||||||
|
freq *= 2.0;
|
||||||
|
amp *= 0.5;
|
||||||
|
}
|
||||||
|
return value;
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
|
|
||||||
|
}
|
||||||
315
assets/shaders/water_f_shader.glsl
Normal file
@@ -0,0 +1,315 @@
|
|||||||
|
#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;
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
BIN
assets/texture/block/grass/cross.png
Normal file
|
After Width: | Height: | Size: 277 B |
|
Before Width: | Height: | Size: 563 B After Width: | Height: | Size: 555 B |
|
Before Width: | Height: | Size: 563 B After Width: | Height: | Size: 555 B |
|
Before Width: | Height: | Size: 563 B After Width: | Height: | Size: 555 B |
|
Before Width: | Height: | Size: 563 B After Width: | Height: | Size: 555 B |
|
Before Width: | Height: | Size: 399 B After Width: | Height: | Size: 381 B |
BIN
assets/texture/block/snowy_grass_block/back.png
Normal file
|
After Width: | Height: | Size: 568 B |
BIN
assets/texture/block/snowy_grass_block/base.png
Normal file
|
After Width: | Height: | Size: 482 B |
BIN
assets/texture/block/snowy_grass_block/front.png
Normal file
|
After Width: | Height: | Size: 568 B |
BIN
assets/texture/block/snowy_grass_block/left.png
Normal file
|
After Width: | Height: | Size: 568 B |
BIN
assets/texture/block/snowy_grass_block/right.png
Normal file
|
After Width: | Height: | Size: 568 B |
BIN
assets/texture/block/snowy_grass_block/top.png
Normal file
|
After Width: | Height: | Size: 394 B |
BIN
assets/texture/block/water/back.png
Normal file
|
After Width: | Height: | Size: 261 B |
BIN
assets/texture/block/water/base.png
Normal file
|
After Width: | Height: | Size: 261 B |
BIN
assets/texture/block/water/front.png
Normal file
|
After Width: | Height: | Size: 261 B |
BIN
assets/texture/block/water/left.png
Normal file
|
After Width: | Height: | Size: 261 B |
BIN
assets/texture/block/water/right.png
Normal file
|
After Width: | Height: | Size: 261 B |
BIN
assets/texture/block/water/top.png
Normal file
|
After Width: | Height: | Size: 261 B |
BIN
assets/texture/item/block/air.png
Normal file
|
After Width: | Height: | Size: 99 B |
BIN
assets/texture/item/block/dirt.png
Normal file
|
After Width: | Height: | Size: 882 B |
BIN
assets/texture/item/block/grass.png
Normal file
|
After Width: | Height: | Size: 277 B |
BIN
assets/texture/item/block/grass_block.png
Normal file
|
After Width: | Height: | Size: 499 B |
BIN
assets/texture/item/block/leaf.png
Normal file
|
After Width: | Height: | Size: 890 B |
BIN
assets/texture/item/block/log.png
Normal file
|
After Width: | Height: | Size: 874 B |
BIN
assets/texture/item/block/sand.png
Normal file
|
After Width: | Height: | Size: 877 B |
BIN
assets/texture/item/block/snowy_grass_block.png
Normal file
|
After Width: | Height: | Size: 914 B |
BIN
assets/texture/item/block/stone.png
Normal file
|
After Width: | Height: | Size: 915 B |
BIN
assets/texture/item/block/water.png
Normal file
|
After Width: | Height: | Size: 874 B |
@@ -3,17 +3,12 @@
|
|||||||
|
|
||||||
namespace Cubed {
|
namespace Cubed {
|
||||||
|
|
||||||
|
|
||||||
struct AABB {
|
struct AABB {
|
||||||
glm::vec3 min{0.0f, 0.0f, 0.0f};
|
glm::vec3 min{0.0f, 0.0f, 0.0f};
|
||||||
glm::vec3 max{0.0f, 0.0f, 0.0f};
|
glm::vec3 max{0.0f, 0.0f, 0.0f};
|
||||||
|
|
||||||
AABB(glm::vec3 min_point, glm::vec3 max_point):
|
AABB(glm::vec3 min_point, glm::vec3 max_point)
|
||||||
min(min_point),
|
: min(min_point), max(max_point) {}
|
||||||
max(max_point)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
bool intersects(const AABB& other) const {
|
bool intersects(const AABB& other) const {
|
||||||
return (min.x <= other.max.x && max.x >= other.min.x) &&
|
return (min.x <= other.max.x && max.x >= other.min.x) &&
|
||||||
@@ -22,4 +17,4 @@ struct AABB {
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
} // namespace Cubed
|
||||||
@@ -1,33 +1,49 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
#define GLFW_INCLUDE_NONE
|
||||||
#include <Cubed/camera.hpp>
|
#include "Cubed/camera.hpp"
|
||||||
#include <Cubed/gameplay/world.hpp>
|
#include "Cubed/dev_panel.hpp"
|
||||||
#include <Cubed/input.hpp>
|
#include "Cubed/gameplay/world.hpp"
|
||||||
#include <Cubed/renderer.hpp>
|
#include "Cubed/renderer.hpp"
|
||||||
#include <Cubed/texture_manager.hpp>
|
#include "Cubed/texture_manager.hpp"
|
||||||
#include <Cubed/window.hpp>
|
#include "Cubed/window.hpp"
|
||||||
namespace Cubed {
|
namespace Cubed {
|
||||||
|
|
||||||
class App {
|
class App {
|
||||||
public:
|
public:
|
||||||
App();
|
App();
|
||||||
~App();
|
~App();
|
||||||
static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos);
|
static void cursor_position_callback(GLFWwindow* window, double xpos,
|
||||||
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
double ypos);
|
||||||
static void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
|
static void key_callback(GLFWwindow* window, int key, int scancode,
|
||||||
|
int action, int mods);
|
||||||
|
static void mouse_button_callback(GLFWwindow* window, int button,
|
||||||
|
int action, int mods);
|
||||||
static void window_focus_callback(GLFWwindow* window, int focused);
|
static void window_focus_callback(GLFWwindow* window, int focused);
|
||||||
static void window_reshape_callback(GLFWwindow* window, int new_width, int new_height);
|
static void window_reshape_callback(GLFWwindow* window, int new_width,
|
||||||
static void mouse_scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
int new_height);
|
||||||
|
static void mouse_scroll_callback(GLFWwindow* window, double xoffset,
|
||||||
|
double yoffset);
|
||||||
|
static void cursor_enter_callback(GLFWwindow* window, int entered);
|
||||||
|
static void char_callback(GLFWwindow* window, unsigned int ch);
|
||||||
static int start_cubed_application(int argc, char** argv);
|
static int start_cubed_application(int argc, char** argv);
|
||||||
|
|
||||||
static unsigned int seed();
|
static unsigned int seed();
|
||||||
static float delte_time();
|
static float delte_time();
|
||||||
static float get_fps();
|
static float get_fps();
|
||||||
|
|
||||||
|
Camera& camera();
|
||||||
|
DevPanel& dev_panel();
|
||||||
|
Renderer& renderer();
|
||||||
|
TextureManager& texture_manager();
|
||||||
|
Window& window();
|
||||||
|
World& world();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Camera m_camera;
|
Camera m_camera;
|
||||||
TextureManager m_texture_manager;
|
TextureManager m_texture_manager;
|
||||||
World m_world;
|
World m_world;
|
||||||
Renderer m_renderer{m_camera, m_world, m_texture_manager};
|
DevPanel m_dev_panel{*this};
|
||||||
|
Renderer m_renderer{m_camera, m_world, m_texture_manager, m_dev_panel};
|
||||||
|
|
||||||
Window m_window{m_renderer};
|
Window m_window{m_renderer};
|
||||||
|
|
||||||
@@ -49,4 +65,4 @@ private:
|
|||||||
void update();
|
void update();
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
} // namespace Cubed
|
||||||