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60 Commits
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refactor/c
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321
.clang-format
Normal file
@@ -0,0 +1,321 @@
|
||||
---
|
||||
Language: Cpp
|
||||
AlignAfterOpenBracket: true
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AccessModifierOffset: -4
|
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AlignArrayOfStructures: None
|
||||
AlignConsecutiveAssignments:
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|
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|
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AcrossComments: false
|
||||
AlignCompound: false
|
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AlignFunctionDeclarations: false
|
||||
AlignFunctionPointers: false
|
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PadOperators: true
|
||||
AlignConsecutiveBitFields:
|
||||
Enabled: false
|
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AcrossEmptyLines: false
|
||||
AcrossComments: false
|
||||
AlignCompound: false
|
||||
AlignFunctionDeclarations: false
|
||||
AlignFunctionPointers: false
|
||||
PadOperators: false
|
||||
AlignConsecutiveDeclarations:
|
||||
Enabled: false
|
||||
AcrossEmptyLines: false
|
||||
AcrossComments: false
|
||||
AlignCompound: false
|
||||
AlignFunctionDeclarations: true
|
||||
AlignFunctionPointers: false
|
||||
PadOperators: false
|
||||
AlignConsecutiveMacros:
|
||||
Enabled: false
|
||||
AcrossEmptyLines: false
|
||||
AcrossComments: false
|
||||
AlignCompound: false
|
||||
AlignFunctionDeclarations: false
|
||||
AlignFunctionPointers: false
|
||||
PadOperators: false
|
||||
AlignConsecutiveShortCaseStatements:
|
||||
Enabled: false
|
||||
AcrossEmptyLines: false
|
||||
AcrossComments: false
|
||||
AlignCaseArrows: false
|
||||
AlignCaseColons: false
|
||||
AlignConsecutiveTableGenBreakingDAGArgColons:
|
||||
Enabled: false
|
||||
AcrossEmptyLines: false
|
||||
AcrossComments: false
|
||||
AlignCompound: false
|
||||
AlignFunctionDeclarations: false
|
||||
AlignFunctionPointers: false
|
||||
PadOperators: false
|
||||
AlignConsecutiveTableGenCondOperatorColons:
|
||||
Enabled: false
|
||||
AcrossEmptyLines: false
|
||||
AcrossComments: false
|
||||
AlignCompound: false
|
||||
AlignFunctionDeclarations: false
|
||||
AlignFunctionPointers: false
|
||||
PadOperators: false
|
||||
AlignConsecutiveTableGenDefinitionColons:
|
||||
Enabled: false
|
||||
AcrossEmptyLines: false
|
||||
AcrossComments: false
|
||||
AlignCompound: false
|
||||
AlignFunctionDeclarations: false
|
||||
AlignFunctionPointers: false
|
||||
PadOperators: false
|
||||
AlignEscapedNewlines: Right
|
||||
AlignOperands: Align
|
||||
AlignTrailingComments:
|
||||
AlignPPAndNotPP: true
|
||||
Kind: Always
|
||||
OverEmptyLines: 0
|
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AllowAllArgumentsOnNextLine: true
|
||||
AllowAllParametersOfDeclarationOnNextLine: true
|
||||
AllowBreakBeforeNoexceptSpecifier: Never
|
||||
AllowBreakBeforeQtProperty: false
|
||||
AllowShortBlocksOnASingleLine: Never
|
||||
AllowShortCaseExpressionOnASingleLine: true
|
||||
AllowShortCaseLabelsOnASingleLine: false
|
||||
AllowShortCompoundRequirementOnASingleLine: true
|
||||
AllowShortEnumsOnASingleLine: true
|
||||
AllowShortFunctionsOnASingleLine: All
|
||||
AllowShortIfStatementsOnASingleLine: Never
|
||||
AllowShortLambdasOnASingleLine: All
|
||||
AllowShortLoopsOnASingleLine: false
|
||||
AllowShortNamespacesOnASingleLine: false
|
||||
AlwaysBreakAfterDefinitionReturnType: None
|
||||
AlwaysBreakBeforeMultilineStrings: false
|
||||
AttributeMacros:
|
||||
- __capability
|
||||
BinPackArguments: true
|
||||
BinPackLongBracedList: true
|
||||
BinPackParameters: BinPack
|
||||
BitFieldColonSpacing: Both
|
||||
BracedInitializerIndentWidth: -1
|
||||
BraceWrapping:
|
||||
AfterCaseLabel: false
|
||||
AfterClass: false
|
||||
AfterControlStatement: Never
|
||||
AfterEnum: false
|
||||
AfterExternBlock: false
|
||||
AfterFunction: false
|
||||
AfterNamespace: false
|
||||
AfterObjCDeclaration: false
|
||||
AfterStruct: false
|
||||
AfterUnion: false
|
||||
BeforeCatch: false
|
||||
BeforeElse: false
|
||||
BeforeLambdaBody: false
|
||||
BeforeWhile: false
|
||||
IndentBraces: false
|
||||
SplitEmptyFunction: true
|
||||
SplitEmptyRecord: true
|
||||
SplitEmptyNamespace: true
|
||||
BreakAdjacentStringLiterals: true
|
||||
BreakAfterAttributes: Leave
|
||||
BreakAfterJavaFieldAnnotations: false
|
||||
BreakAfterOpenBracketBracedList: false
|
||||
BreakAfterOpenBracketFunction: false
|
||||
BreakAfterOpenBracketIf: false
|
||||
BreakAfterOpenBracketLoop: false
|
||||
BreakAfterOpenBracketSwitch: false
|
||||
BreakAfterReturnType: None
|
||||
BreakArrays: true
|
||||
BreakBeforeBinaryOperators: None
|
||||
BreakBeforeCloseBracketBracedList: false
|
||||
BreakBeforeCloseBracketFunction: false
|
||||
BreakBeforeCloseBracketIf: false
|
||||
BreakBeforeCloseBracketLoop: false
|
||||
BreakBeforeCloseBracketSwitch: false
|
||||
BreakBeforeConceptDeclarations: Always
|
||||
BreakBeforeBraces: Attach
|
||||
BreakBeforeInlineASMColon: OnlyMultiline
|
||||
BreakBeforeTemplateCloser: false
|
||||
BreakBeforeTernaryOperators: true
|
||||
BreakBinaryOperations: Never
|
||||
BreakConstructorInitializers: BeforeColon
|
||||
BreakFunctionDefinitionParameters: false
|
||||
BreakInheritanceList: BeforeColon
|
||||
BreakStringLiterals: true
|
||||
BreakTemplateDeclarations: MultiLine
|
||||
ColumnLimit: 80
|
||||
CommentPragmas: '^ IWYU pragma:'
|
||||
CompactNamespaces: false
|
||||
ConstructorInitializerIndentWidth: 4
|
||||
ContinuationIndentWidth: 4
|
||||
Cpp11BracedListStyle: AlignFirstComment
|
||||
DerivePointerAlignment: false
|
||||
DisableFormat: false
|
||||
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)/)'
|
||||
Priority: 3
|
||||
SortPriority: 0
|
||||
CaseSensitive: false
|
||||
- Regex: '.*'
|
||||
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
|
||||
BinaryMaxDigitsRemove: 0
|
||||
Decimal: 0
|
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DecimalMinDigitsInsert: 0
|
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DecimalMaxDigitsRemove: 0
|
||||
Hex: 0
|
||||
HexMinDigitsInsert: 0
|
||||
HexMaxDigitsRemove: 0
|
||||
BinaryMinDigits: 0
|
||||
DecimalMinDigits: 0
|
||||
HexMinDigits: 0
|
||||
JavaScriptQuotes: Leave
|
||||
JavaScriptWrapImports: true
|
||||
KeepEmptyLines:
|
||||
AtEndOfFile: false
|
||||
AtStartOfBlock: true
|
||||
AtStartOfFile: true
|
||||
KeepFormFeed: false
|
||||
LambdaBodyIndentation: Signature
|
||||
LineEnding: DeriveLF
|
||||
MacroBlockBegin: ''
|
||||
MacroBlockEnd: ''
|
||||
MainIncludeChar: Quote
|
||||
MaxEmptyLinesToKeep: 1
|
||||
NamespaceIndentation: None
|
||||
NumericLiteralCase:
|
||||
ExponentLetter: Leave
|
||||
HexDigit: Leave
|
||||
Prefix: Leave
|
||||
Suffix: Leave
|
||||
ObjCBinPackProtocolList: Auto
|
||||
ObjCBlockIndentWidth: 2
|
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ObjCBreakBeforeNestedBlockParam: true
|
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ObjCSpaceAfterProperty: false
|
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ObjCSpaceBeforeProtocolList: true
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OneLineFormatOffRegex: ''
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PackConstructorInitializers: BinPack
|
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PenaltyBreakAssignment: 2
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PenaltyReturnTypeOnItsOwnLine: 60
|
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PointerAlignment: Left
|
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PPIndentWidth: -1
|
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QualifierAlignment: Leave
|
||||
ReferenceAlignment: Pointer
|
||||
ReflowComments: Always
|
||||
RemoveBracesLLVM: false
|
||||
RemoveEmptyLinesInUnwrappedLines: false
|
||||
RemoveParentheses: Leave
|
||||
RemoveSemicolon: false
|
||||
RequiresClausePosition: OwnLine
|
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RequiresExpressionIndentation: OuterScope
|
||||
SeparateDefinitionBlocks: Leave
|
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ShortNamespaceLines: 1
|
||||
SkipMacroDefinitionBody: false
|
||||
SortIncludes:
|
||||
Enabled: true
|
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IgnoreCase: false
|
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IgnoreExtension: false
|
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SortJavaStaticImport: Before
|
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SortUsingDeclarations: LexicographicNumeric
|
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SpaceAfterCStyleCast: false
|
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SpaceAfterLogicalNot: false
|
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SpaceAfterOperatorKeyword: false
|
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SpaceAfterTemplateKeyword: true
|
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SpaceAroundPointerQualifiers: Default
|
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SpaceBeforeAssignmentOperators: true
|
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SpaceBeforeCaseColon: false
|
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SpaceBeforeCpp11BracedList: false
|
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SpaceBeforeCtorInitializerColon: true
|
||||
SpaceBeforeInheritanceColon: true
|
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SpaceBeforeJsonColon: false
|
||||
SpaceBeforeParens: ControlStatements
|
||||
SpaceBeforeParensOptions:
|
||||
AfterControlStatements: true
|
||||
AfterForeachMacros: true
|
||||
AfterFunctionDefinitionName: false
|
||||
AfterFunctionDeclarationName: false
|
||||
AfterIfMacros: true
|
||||
AfterNot: false
|
||||
AfterOverloadedOperator: false
|
||||
AfterPlacementOperator: true
|
||||
AfterRequiresInClause: false
|
||||
AfterRequiresInExpression: false
|
||||
BeforeNonEmptyParentheses: false
|
||||
SpaceBeforeRangeBasedForLoopColon: true
|
||||
SpaceBeforeSquareBrackets: false
|
||||
SpaceInEmptyBraces: Never
|
||||
SpacesBeforeTrailingComments: 1
|
||||
SpacesInAngles: Never
|
||||
SpacesInContainerLiterals: true
|
||||
SpacesInLineCommentPrefix:
|
||||
Minimum: 1
|
||||
Maximum: -1
|
||||
SpacesInParens: Never
|
||||
SpacesInParensOptions:
|
||||
ExceptDoubleParentheses: false
|
||||
InCStyleCasts: false
|
||||
InConditionalStatements: false
|
||||
InEmptyParentheses: false
|
||||
Other: false
|
||||
SpacesInSquareBrackets: false
|
||||
Standard: Latest
|
||||
StatementAttributeLikeMacros:
|
||||
- Q_EMIT
|
||||
StatementMacros:
|
||||
- Q_UNUSED
|
||||
- QT_REQUIRE_VERSION
|
||||
TableGenBreakInsideDAGArg: DontBreak
|
||||
TabWidth: 8
|
||||
UseTab: Never
|
||||
VerilogBreakBetweenInstancePorts: true
|
||||
WhitespaceSensitiveMacros:
|
||||
- BOOST_PP_STRINGIZE
|
||||
- CF_SWIFT_NAME
|
||||
- NS_SWIFT_NAME
|
||||
- PP_STRINGIZE
|
||||
- STRINGIZE
|
||||
WrapNamespaceBodyWithEmptyLines: Leave
|
||||
...
|
||||
|
||||
3
.clang-format-ignore
Normal file
@@ -0,0 +1,3 @@
|
||||
third_party/
|
||||
build/
|
||||
vendor/
|
||||
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
|
||||
*~
|
||||
.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)
|
||||
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(
|
||||
@@ -74,6 +89,14 @@ FetchContent_Declare(
|
||||
|
||||
)
|
||||
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 ${PROJECT_SOURCE_DIR}/include)
|
||||
|
||||
@@ -82,8 +105,11 @@ add_executable(${PROJECT_NAME}
|
||||
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
|
||||
@@ -99,20 +125,34 @@ add_executable(${PROJECT_NAME}
|
||||
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
|
||||
)
|
||||
|
||||
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
|
||||
message(STATUS "Building with AddressSanitizer enabled for target: ${PROJECT_NAME}")
|
||||
|
||||
target_compile_options(${PROJECT_NAME} PRIVATE
|
||||
-fsanitize=address
|
||||
#-fsanitize=address
|
||||
#-fsanitize=thread
|
||||
-fno-omit-frame-pointer
|
||||
-g
|
||||
)
|
||||
|
||||
target_link_options(${PROJECT_NAME} PRIVATE
|
||||
-fsanitize=address
|
||||
#-fsanitize=address
|
||||
#-fsanitize=thread
|
||||
)
|
||||
|
||||
@@ -136,10 +176,13 @@ target_link_libraries(${PROJECT_NAME}
|
||||
OpenGL::GL
|
||||
soil2
|
||||
Freetype::Freetype
|
||||
tomlplusplus::tomlplusplus
|
||||
imgui
|
||||
tbb
|
||||
)
|
||||
|
||||
if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
|
||||
target_link_libraries(${PROJECT_NAME} PRIVATE tbb)
|
||||
# target_link_libraries(${PROJECT_NAME} PRIVATE tbb)
|
||||
endif()
|
||||
|
||||
if (UNIX AND NOT APPLE)
|
||||
@@ -159,3 +202,19 @@ if (UNIX AND NOT APPLE)
|
||||
|
||||
target_compile_options(${PROJECT_NAME} PRIVATE ${EGL_CFLAGS_OTHER} ${Wayland_CFLAGS_OTHER})
|
||||
endif()
|
||||
|
||||
if (WIN32)
|
||||
foreach(TBB_LIB IN ITEMS tbb tbbmalloc tbbmalloc_proxy)
|
||||
if(TARGET ${TBB_LIB})
|
||||
add_custom_command(
|
||||
TARGET ${PROJECT_NAME} POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
$<TARGET_FILE:${TBB_LIB}>
|
||||
$<TARGET_FILE_DIR:${PROJECT_NAME}>
|
||||
COMMENT "Copying ${TBB_LIB}.dll"
|
||||
)
|
||||
else()
|
||||
message(STATUS "Target ${TBB_LIB} not found, skipping copy")
|
||||
endif()
|
||||
endforeach()
|
||||
endif()
|
||||
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
|
||||
|
||||
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;
|
||||
|
||||
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) {
|
||||
color = texture(samp, vec3(tc, tex_layer));
|
||||
if (color.a < 0.5) {
|
||||
vec4 objectColor = texture(samp, vec3(tc, tex_layer));
|
||||
|
||||
if (objectColor.a < 0.8) {
|
||||
discard;
|
||||
}
|
||||
//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 = 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) {
|
||||
|
||||
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
|
||||
|
||||
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;
|
||||
|
||||
|
||||
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) {
|
||||
|
||||
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 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);
|
||||
}
|
||||
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 {
|
||||
|
||||
|
||||
struct AABB {
|
||||
glm::vec3 min{0.0f, 0.0f, 0.0f};
|
||||
glm::vec3 max{0.0f, 0.0f, 0.0f};
|
||||
|
||||
AABB(glm::vec3 min_point, glm::vec3 max_point):
|
||||
min(min_point),
|
||||
max(max_point)
|
||||
{
|
||||
|
||||
}
|
||||
AABB(glm::vec3 min_point, glm::vec3 max_point)
|
||||
: min(min_point), max(max_point) {}
|
||||
|
||||
bool intersects(const AABB& other) const {
|
||||
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
|
||||
|
||||
#include <Cubed/camera.hpp>
|
||||
#include <Cubed/gameplay/world.hpp>
|
||||
#include <Cubed/input.hpp>
|
||||
#include <Cubed/renderer.hpp>
|
||||
#include <Cubed/texture_manager.hpp>
|
||||
#include <Cubed/window.hpp>
|
||||
#define GLFW_INCLUDE_NONE
|
||||
#include "Cubed/camera.hpp"
|
||||
#include "Cubed/dev_panel.hpp"
|
||||
#include "Cubed/gameplay/world.hpp"
|
||||
#include "Cubed/renderer.hpp"
|
||||
#include "Cubed/texture_manager.hpp"
|
||||
#include "Cubed/window.hpp"
|
||||
namespace Cubed {
|
||||
|
||||
class App {
|
||||
public:
|
||||
App();
|
||||
~App();
|
||||
static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
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 cursor_position_callback(GLFWwindow* window, double xpos,
|
||||
double ypos);
|
||||
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_reshape_callback(GLFWwindow* window, int new_width, int new_height);
|
||||
static void mouse_scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
|
||||
static void window_reshape_callback(GLFWwindow* window, int new_width,
|
||||
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 unsigned int seed();
|
||||
static float delte_time();
|
||||
static float get_fps();
|
||||
|
||||
Camera& camera();
|
||||
DevPanel& dev_panel();
|
||||
Renderer& renderer();
|
||||
TextureManager& texture_manager();
|
||||
Window& window();
|
||||
World& world();
|
||||
|
||||
private:
|
||||
Camera m_camera;
|
||||
TextureManager m_texture_manager;
|
||||
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};
|
||||
|
||||
@@ -49,4 +65,4 @@ private:
|
||||
void update();
|
||||
};
|
||||
|
||||
}
|
||||
} // namespace Cubed
|
||||