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17c7ad989d
| Author | SHA1 | Date | |
|---|---|---|---|
| 17c7ad989d | |||
| b824504502 |
18
.github/workflows/format-check.yml
vendored
@@ -1,3 +1,4 @@
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|||||||
|
# .github/workflows/format-check.yml
|
||||||
name: Code Format Check
|
name: Code Format Check
|
||||||
|
|
||||||
on: [push, pull_request]
|
on: [push, pull_request]
|
||||||
@@ -8,22 +9,9 @@ permissions:
|
|||||||
jobs:
|
jobs:
|
||||||
formatting:
|
formatting:
|
||||||
runs-on: ubuntu-latest
|
runs-on: ubuntu-latest
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||||||
|
container: silkeh/clang:latest
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||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v4
|
- uses: actions/checkout@v4
|
||||||
|
|
||||||
- name: Install LLVM 22
|
|
||||||
run: |
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|
||||||
wget https://apt.llvm.org/llvm.sh
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|
||||||
chmod +x llvm.sh
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sudo ./llvm.sh 22
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|
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|
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||||||
sudo apt-get install -y clang-format-22
|
|
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|
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clang-format-22 --version
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|
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|
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- name: Run clang-format
|
- name: Run clang-format
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||||||
run: |
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run: |
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find src include \
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find src include -name '*.cpp' -o -name '*.h' -print0 | xargs -0 clang-format --dry-run --Werror
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\( -name '*.cpp' -o -name '*.hpp' \) \
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|
||||||
-print0 | xargs -0 clang-format-22 --dry-run --Werror
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|
||||||
161
.github/workflows/release-build.yml
vendored
@@ -1,161 +0,0 @@
|
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name: Release-Build
|
|
||||||
|
|
||||||
on:
|
|
||||||
workflow_dispatch:
|
|
||||||
inputs:
|
|
||||||
version:
|
|
||||||
description: Version
|
|
||||||
required: false
|
|
||||||
default: dev
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|
||||||
|
|
||||||
push:
|
|
||||||
tags:
|
|
||||||
- "v*"
|
|
||||||
|
|
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permissions:
|
|
||||||
contents: write
|
|
||||||
|
|
||||||
jobs:
|
|
||||||
|
|
||||||
build:
|
|
||||||
strategy:
|
|
||||||
fail-fast: false
|
|
||||||
matrix:
|
|
||||||
include:
|
|
||||||
- os: windows-2022
|
|
||||||
platform: windows
|
|
||||||
|
|
||||||
|
|
||||||
runs-on: ${{ matrix.os }}
|
|
||||||
env:
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|
||||||
VCPKG_BINARY_SOURCES: clear;files,${{ github.workspace }}/.vcpkg-cache,readwrite
|
|
||||||
steps:
|
|
||||||
|
|
||||||
- uses: actions/checkout@v4
|
|
||||||
|
|
||||||
|
|
||||||
- name: Get Version
|
|
||||||
id: version
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|
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shell: bash
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|
||||||
run: |
|
|
||||||
if [[ "${GITHUB_REF}" == refs/tags/* ]]; then
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|
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VERSION="${GITHUB_REF_NAME#v}"
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|
||||||
else
|
|
||||||
VERSION="${{ github.event.inputs.version }}"
|
|
||||||
fi
|
|
||||||
|
|
||||||
echo "version=$VERSION" >> "$GITHUB_OUTPUT"
|
|
||||||
|
|
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- name: Setup MSVC
|
|
||||||
if: matrix.platform == 'windows'
|
|
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uses: ilammy/msvc-dev-cmd@v1
|
|
||||||
- name: Cache vcpkg
|
|
||||||
uses: actions/cache@v4
|
|
||||||
with:
|
|
||||||
path: .vcpkg-cache
|
|
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key: ${{ runner.os }}-vcpkg-${{ hashFiles('vcpkg.json') }}
|
|
||||||
restore-keys: |
|
|
||||||
${{ runner.os }}-vcpkg-
|
|
||||||
- name: Bootstrap vcpkg
|
|
||||||
run: |
|
|
||||||
git clone https://github.com/microsoft/vcpkg.git
|
|
||||||
./vcpkg/bootstrap-vcpkg.bat
|
|
||||||
|
|
||||||
- name: Configure
|
|
||||||
if: matrix.platform == 'windows'
|
|
||||||
run: >
|
|
||||||
cmake
|
|
||||||
-B build
|
|
||||||
-G Ninja
|
|
||||||
-DCMAKE_BUILD_TYPE=Release
|
|
||||||
-DCMAKE_TOOLCHAIN_FILE=${{ github.workspace }}/vcpkg/scripts/buildsystems/vcpkg.cmake
|
|
||||||
-DVCPKG_TARGET_TRIPLET=x64-windows-release
|
|
||||||
-DVCPKG_BUILD_TYPE=release
|
|
||||||
-DBUILD_TESTING=OFF
|
|
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"-DCUBED_VERSION=${{ steps.version.outputs.version }}"
|
|
||||||
|
|
||||||
- name: Build
|
|
||||||
run: cmake --build build --config Release --target Cubed
|
|
||||||
|
|
||||||
- name: Copy assets
|
|
||||||
if: matrix.platform == 'windows'
|
|
||||||
shell: pwsh
|
|
||||||
run: |
|
|
||||||
if (Test-Path assets) {
|
|
||||||
Copy-Item -Path assets -Destination build/Cubed -Recurse
|
|
||||||
} else {
|
|
||||||
Write-Warning "assets folder not found, skipping copy"
|
|
||||||
}
|
|
||||||
|
|
||||||
- name: Create Zip
|
|
||||||
if: matrix.platform == 'windows'
|
|
||||||
shell: pwsh
|
|
||||||
run: |
|
|
||||||
Compress-Archive `
|
|
||||||
-Path build/Cubed/* `
|
|
||||||
-DestinationPath Cubed-${{ steps.version.outputs.version }}-windows-x64.zip
|
|
||||||
|
|
||||||
####################################################################
|
|
||||||
# Upload
|
|
||||||
####################################################################
|
|
||||||
|
|
||||||
- name: Upload Windows Artifacts
|
|
||||||
if: matrix.platform == 'windows'
|
|
||||||
uses: actions/upload-artifact@v4
|
|
||||||
with:
|
|
||||||
name: windows
|
|
||||||
path: |
|
|
||||||
*.zip
|
|
||||||
|
|
||||||
##########################################################################
|
|
||||||
# Release
|
|
||||||
##########################################################################
|
|
||||||
|
|
||||||
release:
|
|
||||||
|
|
||||||
needs: build
|
|
||||||
|
|
||||||
runs-on: ubuntu-latest
|
|
||||||
|
|
||||||
steps:
|
|
||||||
- uses: actions/checkout@v4
|
|
||||||
with:
|
|
||||||
fetch-depth: 1
|
|
||||||
|
|
||||||
- name: Download Artifacts
|
|
||||||
uses: actions/download-artifact@v4
|
|
||||||
with:
|
|
||||||
path: artifacts
|
|
||||||
|
|
||||||
- name: Generate SHA256
|
|
||||||
run: |
|
|
||||||
cd artifacts
|
|
||||||
|
|
||||||
find . -type f | while read file
|
|
||||||
do
|
|
||||||
sha256sum "$file"
|
|
||||||
done > SHA256SUMS
|
|
||||||
|
|
||||||
- name: Determine prerelease
|
|
||||||
id: prerelease
|
|
||||||
run: |
|
|
||||||
MAIN_BRANCH="${{ github.event.repository.default_branch }}"
|
|
||||||
git fetch origin "$MAIN_BRANCH" --depth=1 2>/dev/null || true
|
|
||||||
|
|
||||||
if git merge-base --is-ancestor "${{ github.sha }}" "origin/$MAIN_BRANCH"; then
|
|
||||||
echo "is_prerelease=false" >> $GITHUB_OUTPUT
|
|
||||||
echo "is_prerelease=false"
|
|
||||||
else
|
|
||||||
echo "is_prerelease=true" >> $GITHUB_OUTPUT
|
|
||||||
echo "is_prerelease=true"
|
|
||||||
fi
|
|
||||||
|
|
||||||
- name: Release
|
|
||||||
uses: softprops/action-gh-release@v2
|
|
||||||
with:
|
|
||||||
files: |
|
|
||||||
artifacts/**/*
|
|
||||||
artifacts/SHA256SUMS
|
|
||||||
generate_release_notes: true
|
|
||||||
draft: false
|
|
||||||
prerelease: ${{ steps.prerelease.outputs.is_prerelease }}
|
|
||||||
5
.gitignore
vendored
@@ -14,7 +14,6 @@
|
|||||||
*.pch
|
*.pch
|
||||||
*.sbr
|
*.sbr
|
||||||
build/
|
build/
|
||||||
build_debug/
|
|
||||||
Build/
|
Build/
|
||||||
bin/
|
bin/
|
||||||
Debug/
|
Debug/
|
||||||
@@ -42,7 +41,3 @@ CMakeError.log
|
|||||||
*~
|
*~
|
||||||
.DS_Store
|
.DS_Store
|
||||||
assets/config.toml
|
assets/config.toml
|
||||||
assets/server-config.toml
|
|
||||||
.venv/
|
|
||||||
pyout/
|
|
||||||
vcpkg_installed/
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
3.14
|
|
||||||
251
AGENTS.md
@@ -1,251 +0,0 @@
|
|||||||
# Code Modification Guidelines
|
|
||||||
|
|
||||||
## 1. Git Branch Protection
|
|
||||||
|
|
||||||
- Never modify code directly on the `main` branch.
|
|
||||||
- Before editing, check the current branch:
|
|
||||||
|
|
||||||
```bash
|
|
||||||
git branch --show-current
|
|
||||||
````
|
|
||||||
|
|
||||||
* If the result is `main`, create or switch to a development branch first:
|
|
||||||
|
|
||||||
```bash
|
|
||||||
git checkout -b feature/xxx
|
|
||||||
```
|
|
||||||
|
|
||||||
* Do not bypass branch protection by:
|
|
||||||
|
|
||||||
* Committing directly to `main`.
|
|
||||||
* Running code generation, formatting, or large refactors on `main`.
|
|
||||||
* Rewriting or damaging `main` history.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 2. Code Comments
|
|
||||||
|
|
||||||
* All new comments must be written in English.
|
|
||||||
* Comments must be:
|
|
||||||
|
|
||||||
* Short and clear.
|
|
||||||
* Explain the purpose, not repeat the code.
|
|
||||||
* Avoid unnecessary details.
|
|
||||||
|
|
||||||
Recommended:
|
|
||||||
|
|
||||||
```cpp
|
|
||||||
// AI-generated: Prevent stale handle access.
|
|
||||||
```
|
|
||||||
|
|
||||||
Avoid:
|
|
||||||
|
|
||||||
```cpp
|
|
||||||
// AI-generated: This checks if the handle is invalid because...
|
|
||||||
```
|
|
||||||
|
|
||||||
* Important AI-added or modified logic should include:
|
|
||||||
|
|
||||||
```cpp
|
|
||||||
// AI-generated
|
|
||||||
```
|
|
||||||
|
|
||||||
* Do not add comments for trivial changes such as:
|
|
||||||
|
|
||||||
* One or two line logic fixes.
|
|
||||||
* Spelling corrections.
|
|
||||||
* Simple variable renames.
|
|
||||||
|
|
||||||
### 2.1 Do not write excessive or granular comments
|
|
||||||
|
|
||||||
AI must avoid sprinkling small explanatory comments throughout code.
|
|
||||||
Specifically:
|
|
||||||
|
|
||||||
* **No line-by-line narration.** Do not add a comment above (or beside)
|
|
||||||
every field, signal, slot, branch, or block just to restate what it is.
|
|
||||||
If the name is self-explanatory, no comment is needed.
|
|
||||||
* **No multi-part explanations on a single marker.** A line like
|
|
||||||
`// AI-generated: abort the in-flight download; finished handler clears state.`
|
|
||||||
is too much. Either drop it, or shorten to a single short clause
|
|
||||||
(e.g. `// AI-generated: abort in-flight download.`).
|
|
||||||
* **Prefer zero or one comment per file/section**, not many. A short
|
|
||||||
header comment explaining the file's purpose is acceptable; dozens of
|
|
||||||
inline labels are not.
|
|
||||||
* **Do not comment obvious QML/C++ bindings, layout splits, or default
|
|
||||||
values** (e.g. `// AI-generated: index 0 -> zh_CN, index 1 -> en.`).
|
|
||||||
The code already says that.
|
|
||||||
* **When in doubt, omit the comment.** A missing comment is fine; a
|
|
||||||
redundant one is noise that future maintainers must clean up.
|
|
||||||
|
|
||||||
Rule of thumb: if removing the comment would not lose useful
|
|
||||||
information, remove it.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 3. Project Style
|
|
||||||
|
|
||||||
Follow the existing project style strictly:
|
|
||||||
|
|
||||||
* Naming conventions.
|
|
||||||
* File organization.
|
|
||||||
* Formatting rules.
|
|
||||||
* Include order.
|
|
||||||
* Existing architecture.
|
|
||||||
|
|
||||||
Do not:
|
|
||||||
|
|
||||||
* Introduce unrelated coding styles.
|
|
||||||
* Add unnecessary design patterns.
|
|
||||||
* Create duplicate systems.
|
|
||||||
* Add abstractions without need.
|
|
||||||
* Change module responsibilities.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 4. Modification Scope
|
|
||||||
|
|
||||||
Only modify the minimum code required.
|
|
||||||
|
|
||||||
Do not:
|
|
||||||
|
|
||||||
* Format unrelated files.
|
|
||||||
* Remove existing comments.
|
|
||||||
* Rename large numbers of symbols.
|
|
||||||
* Change public APIs.
|
|
||||||
* Perform large refactors without confirmation.
|
|
||||||
|
|
||||||
If large changes are required, explain first:
|
|
||||||
|
|
||||||
1. Current problem.
|
|
||||||
2. Required changes.
|
|
||||||
3. Affected modules.
|
|
||||||
4. Expected impact.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 5. Build and Test
|
|
||||||
|
|
||||||
After modifications:
|
|
||||||
|
|
||||||
* Verify compilation.
|
|
||||||
* Check for new warnings.
|
|
||||||
* Ensure existing features still work.
|
|
||||||
|
|
||||||
Do not:
|
|
||||||
|
|
||||||
* Commit without verification.
|
|
||||||
* Ignore compiler errors.
|
|
||||||
* Hide problems with temporary hacks.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 6. Compatibility
|
|
||||||
|
|
||||||
Consider:
|
|
||||||
|
|
||||||
* Existing callers.
|
|
||||||
* API/ABI compatibility.
|
|
||||||
* Serialization formats.
|
|
||||||
* Network protocols.
|
|
||||||
* Save data.
|
|
||||||
* Threading impact.
|
|
||||||
|
|
||||||
Do not:
|
|
||||||
|
|
||||||
* Change network structures without compatibility handling.
|
|
||||||
* Break old data formats.
|
|
||||||
* Change public data layouts carelessly.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 7. Multi-threading Safety
|
|
||||||
|
|
||||||
For multi-threaded code, check:
|
|
||||||
|
|
||||||
* Data races.
|
|
||||||
* Object lifetime.
|
|
||||||
* Lock contention.
|
|
||||||
* Atomic correctness.
|
|
||||||
* Cross-thread resource access.
|
|
||||||
|
|
||||||
Do not:
|
|
||||||
|
|
||||||
* Assume single-threaded execution.
|
|
||||||
* Modify shared data without protection.
|
|
||||||
* Add hidden locks that hurt performance.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 8. Memory Safety
|
|
||||||
|
|
||||||
Consider:
|
|
||||||
|
|
||||||
* Ownership.
|
|
||||||
* Lifetime.
|
|
||||||
* RAII.
|
|
||||||
* Memory leaks.
|
|
||||||
* Dangling references.
|
|
||||||
* Iterator invalidation.
|
|
||||||
|
|
||||||
Do not:
|
|
||||||
|
|
||||||
* Return references to local variables.
|
|
||||||
* Store pointers to temporary objects.
|
|
||||||
* Use uninitialized data.
|
|
||||||
* Introduce undefined behavior.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 9. Third-party Libraries
|
|
||||||
|
|
||||||
Before adding or changing dependencies:
|
|
||||||
|
|
||||||
Check:
|
|
||||||
|
|
||||||
* Existing project dependencies.
|
|
||||||
* Build system impact.
|
|
||||||
* Maintenance cost.
|
|
||||||
|
|
||||||
Do not:
|
|
||||||
|
|
||||||
* Add large libraries for simple features.
|
|
||||||
* Duplicate existing library functionality.
|
|
||||||
* Modify third-party source code.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 10. AI Behavior Rules
|
|
||||||
|
|
||||||
AI-generated code must:
|
|
||||||
|
|
||||||
* Reuse existing code first.
|
|
||||||
* Preserve current architecture.
|
|
||||||
* Prefer simple solutions.
|
|
||||||
* Minimize risk and code changes.
|
|
||||||
|
|
||||||
Do not:
|
|
||||||
|
|
||||||
* Guess requirements.
|
|
||||||
* Add unrequested features.
|
|
||||||
* Redesign architecture.
|
|
||||||
* Add unnecessary abstraction layers.
|
|
||||||
|
|
||||||
Choose the implementation with:
|
|
||||||
|
|
||||||
> The smallest change, lowest risk, and best compatibility with existing code.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 11. Pre-commit Checklist
|
|
||||||
|
|
||||||
Before committing:
|
|
||||||
|
|
||||||
* [ ] Not on `main`.
|
|
||||||
* [ ] Changes match the requested task.
|
|
||||||
* [ ] New comments are in English.
|
|
||||||
* [ ] AI changes are marked when needed.
|
|
||||||
* [ ] No unrelated formatting changes.
|
|
||||||
* [ ] Build passes.
|
|
||||||
* [ ] No obvious performance/security/thread issues.
|
|
||||||
* [ ] No API, protocol, or data format breakage.
|
|
||||||
|
|
||||||
272
CMakeLists.txt
@@ -1,9 +1,4 @@
|
|||||||
cmake_minimum_required(VERSION 3.21)
|
cmake_minimum_required(VERSION 3.14...3.24)
|
||||||
|
|
||||||
if(APPLE)
|
|
||||||
message(FATAL_ERROR "This game does not support macOS")
|
|
||||||
endif()
|
|
||||||
|
|
||||||
project(Cubed LANGUAGES C CXX)
|
project(Cubed LANGUAGES C CXX)
|
||||||
|
|
||||||
set(CMAKE_CXX_STANDARD 23)
|
set(CMAKE_CXX_STANDARD 23)
|
||||||
@@ -11,155 +6,178 @@ set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
|||||||
set(CMAKE_CXX_EXTENSIONS OFF)
|
set(CMAKE_CXX_EXTENSIONS OFF)
|
||||||
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
|
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
|
||||||
|
|
||||||
if(NOT CMAKE_CONFIGURATION_TYPES
|
if(NOT CMAKE_BUILD_TYPE)
|
||||||
AND NOT CMAKE_BUILD_TYPE)
|
set(CMAKE_BUILD_TYPE Debug)
|
||||||
|
|
||||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
|
||||||
|
|
||||||
endif()
|
|
||||||
|
|
||||||
if(NOT DEFINED CUBED_VERSION)
|
|
||||||
set(CUBED_VERSION "dev")
|
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/${PROJECT_NAME})
|
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/${PROJECT_NAME})
|
||||||
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/${PROJECT_NAME})
|
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/${PROJECT_NAME})
|
||||||
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
|
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
|
||||||
|
|
||||||
list(APPEND CMAKE_MODULE_PATH
|
if(MSVC)
|
||||||
"${CMAKE_CURRENT_SOURCE_DIR}/cmake"
|
add_compile_options(/utf-8)
|
||||||
"${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules"
|
endif()
|
||||||
|
|
||||||
|
find_package(OpenGL REQUIRED)
|
||||||
|
|
||||||
|
if (UNIX AND NOT APPLE)
|
||||||
|
find_package(Freetype REQUIRED)
|
||||||
|
find_package(PkgConfig REQUIRED)
|
||||||
|
pkg_check_modules(EGL REQUIRED egl)
|
||||||
|
pkg_check_modules(Wayland REQUIRED wayland-client wayland-egl)
|
||||||
|
find_package(glfw3 REQUIRED)
|
||||||
|
endif()
|
||||||
|
|
||||||
|
add_library(glad STATIC third_party/glad/src/glad.c)
|
||||||
|
target_include_directories(glad PUBLIC third_party/glad/include)
|
||||||
|
|
||||||
|
include(FetchContent)
|
||||||
|
|
||||||
|
if (WIN32)
|
||||||
|
FetchContent_Declare(
|
||||||
|
glfw
|
||||||
|
GIT_REPOSITORY https://github.com/glfw/glfw.git
|
||||||
|
GIT_TAG 3.4
|
||||||
)
|
)
|
||||||
|
|
||||||
include(Dependencies)
|
set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
|
||||||
|
set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
|
||||||
|
set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
|
||||||
|
set(GLFW_INSTALL OFF CACHE BOOL "" FORCE)
|
||||||
|
set(GLFW_VULKAN_STATIC ON CACHE BOOL "" FORCE)
|
||||||
|
set(GLFW_STATIC ON CACHE BOOL "" FORCE)
|
||||||
|
|
||||||
add_subdirectory(third_party/glad)
|
FetchContent_MakeAvailable(glfw)
|
||||||
|
|
||||||
|
FetchContent_Declare(
|
||||||
|
freetype
|
||||||
|
GIT_REPOSITORY https://gitlab.freedesktop.org/freetype/freetype.git
|
||||||
|
GIT_TAG VER-2-14-3
|
||||||
|
)
|
||||||
|
FetchContent_MakeAvailable(freetype)
|
||||||
|
if(TARGET freetype)
|
||||||
|
add_library(Freetype::Freetype ALIAS freetype)
|
||||||
|
endif()
|
||||||
|
endif()
|
||||||
|
|
||||||
|
FetchContent_Declare(
|
||||||
|
glm
|
||||||
|
GIT_REPOSITORY https://github.com/g-truc/glm.git
|
||||||
|
GIT_TAG 1.0.3
|
||||||
|
|
||||||
|
)
|
||||||
|
FetchContent_MakeAvailable(glm)
|
||||||
|
FetchContent_Declare(
|
||||||
|
soil2
|
||||||
|
GIT_REPOSITORY https://github.com/SpartanJ/SOIL2.git
|
||||||
|
GIT_TAG 1.31
|
||||||
|
|
||||||
|
)
|
||||||
|
FetchContent_MakeAvailable(soil2)
|
||||||
|
FetchContent_Declare(
|
||||||
|
tomlplusplus
|
||||||
|
GIT_REPOSITORY https://github.com/marzer/tomlplusplus.git
|
||||||
|
GIT_TAG v3.4.0
|
||||||
|
)
|
||||||
|
FetchContent_MakeAvailable(tomlplusplus)
|
||||||
|
|
||||||
add_subdirectory(third_party/imgui)
|
add_subdirectory(third_party/imgui)
|
||||||
|
|
||||||
add_subdirectory(third_party/dr_libs)
|
|
||||||
|
|
||||||
add_subdirectory(third_party/stb)
|
set(INCLUDE_DIR ${PROJECT_SOURCE_DIR}/include)
|
||||||
|
|
||||||
add_executable(${PROJECT_NAME})
|
add_executable(${PROJECT_NAME}
|
||||||
|
src/main.cpp
|
||||||
add_subdirectory(src)
|
src/app.cpp
|
||||||
|
src/debug_collector.cpp
|
||||||
file(GLOB_RECURSE PROTO_FILES
|
src/camera.cpp
|
||||||
${CMAKE_CURRENT_SOURCE_DIR}/src/proto/*.proto
|
src/config.cpp
|
||||||
|
src/dev_panel.cpp
|
||||||
|
src/gameplay/biome.cpp
|
||||||
|
src/gameplay/chunk.cpp
|
||||||
|
src/gameplay/chunk_generator.cpp
|
||||||
|
src/gameplay/player.cpp
|
||||||
|
src/gameplay/tree.cpp
|
||||||
|
src/gameplay/world.cpp
|
||||||
|
src/input.cpp
|
||||||
|
src/map_table.cpp
|
||||||
|
src/renderer.cpp
|
||||||
|
src/shader.cpp
|
||||||
|
src/texture_manager.cpp
|
||||||
|
src/tools/cubed_random.cpp
|
||||||
|
src/tools/math_tools.cpp
|
||||||
|
src/tools/shader_tools.cpp
|
||||||
|
src/tools/font.cpp
|
||||||
|
src/tools/perlin_noise.cpp
|
||||||
|
src/ui/text.cpp
|
||||||
|
src/window.cpp
|
||||||
|
src/gameplay/builders/biome_builder.cpp
|
||||||
|
src/gameplay/builders/plain_builder.cpp
|
||||||
|
src/gameplay/builders/mountain_builder.cpp
|
||||||
|
src/gameplay/builders/river_builder.cpp
|
||||||
|
src/gameplay/builders/desert_builder.cpp
|
||||||
|
src/gameplay/builders/forest_builder.cpp
|
||||||
|
src/gameplay/cave_carver.cpp
|
||||||
|
src/gameplay/cave_path.cpp
|
||||||
)
|
)
|
||||||
|
|
||||||
protobuf_generate(
|
|
||||||
TARGET ${PROJECT_NAME}
|
|
||||||
LANGUAGE cpp
|
|
||||||
PROTOS ${PROTO_FILES}
|
|
||||||
IMPORT_DIRS ${CMAKE_CURRENT_SOURCE_DIR}/src/proto
|
|
||||||
)
|
|
||||||
|
|
||||||
configure_file(
|
|
||||||
src/version.hpp.in
|
|
||||||
${CMAKE_BINARY_DIR}/generated/version.hpp
|
|
||||||
@ONLY
|
|
||||||
)
|
|
||||||
|
|
||||||
target_compile_options(${PROJECT_NAME}
|
|
||||||
PRIVATE
|
|
||||||
$<$<CONFIG:Debug>:-fno-omit-frame-pointer>
|
|
||||||
$<$<CONFIG:Debug>:-g>
|
|
||||||
#$<$<CONFIG:Debug>:-fsanitize=address>
|
|
||||||
#$<$<CONFIG:Debug>:-fsanitize=thread>
|
|
||||||
|
|
||||||
$<$<CXX_COMPILER_ID:GNU,Clang>:-Wall>
|
|
||||||
$<$<CXX_COMPILER_ID:GNU,Clang>:-Wextra>
|
|
||||||
$<$<CXX_COMPILER_ID:GNU,Clang>:-Wpedantic>
|
|
||||||
|
|
||||||
$<$<CXX_COMPILER_ID:MSVC>:/utf-8>
|
|
||||||
$<$<CXX_COMPILER_ID:MSVC>:/W4>
|
|
||||||
)
|
|
||||||
|
|
||||||
target_link_options(${PROJECT_NAME}
|
|
||||||
PRIVATE
|
|
||||||
#$<$<CONFIG:Debug>:-fsanitize=address>
|
|
||||||
#$<$<CONFIG:Debug>:-fsanitize=thread>
|
|
||||||
)
|
|
||||||
|
|
||||||
target_compile_definitions(${PROJECT_NAME}
|
|
||||||
PRIVATE
|
|
||||||
ASIO_STANDALONE
|
|
||||||
ASIO_NO_DEPRECATED
|
|
||||||
$<$<CONFIG:Debug>:DEBUG_MODE>
|
|
||||||
$<$<CXX_COMPILER_ID:MSVC>:
|
|
||||||
WIN32_LEAN_AND_MEAN
|
|
||||||
NOMINMAX
|
|
||||||
_CRT_SECURE_NO_WARNINGS
|
|
||||||
>
|
|
||||||
)
|
|
||||||
|
|
||||||
if(CMAKE_CONFIGURATION_TYPES)
|
|
||||||
# Visual Studio / Xcode multi-configuration generator
|
|
||||||
target_compile_definitions(${PROJECT_NAME}
|
|
||||||
PRIVATE
|
|
||||||
ASSETS_PATH="$<$<CONFIG:Debug>:${PROJECT_SOURCE_DIR}/assets/>$<$<NOT:$<CONFIG:Debug>>:./assets/>"
|
|
||||||
)
|
|
||||||
else()
|
|
||||||
# Ninja / Makefiles single-configuration generator
|
|
||||||
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
|
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
|
||||||
target_compile_definitions(${PROJECT_NAME}
|
message(STATUS "Building with AddressSanitizer enabled for target: ${PROJECT_NAME}")
|
||||||
PRIVATE
|
|
||||||
ASSETS_PATH="${PROJECT_SOURCE_DIR}/assets/"
|
target_compile_options(${PROJECT_NAME} PRIVATE
|
||||||
|
#-fsanitize=address
|
||||||
|
#-fsanitize=thread
|
||||||
|
-fno-omit-frame-pointer
|
||||||
|
-g
|
||||||
|
)
|
||||||
|
|
||||||
|
target_link_options(${PROJECT_NAME} PRIVATE
|
||||||
|
#-fsanitize=address
|
||||||
|
#-fsanitize=thread
|
||||||
|
)
|
||||||
|
|
||||||
|
target_compile_definitions(${PROJECT_NAME} PRIVATE DEBUG_MODE)
|
||||||
|
target_compile_definitions(${PROJECT_NAME} PRIVATE
|
||||||
|
ASSETS_PATH="${CMAKE_SOURCE_DIR}/assets/"
|
||||||
)
|
)
|
||||||
else()
|
else()
|
||||||
target_compile_definitions(${PROJECT_NAME}
|
target_compile_definitions(${PROJECT_NAME} PRIVATE
|
||||||
PRIVATE
|
|
||||||
ASSETS_PATH="./assets/"
|
ASSETS_PATH="./assets/"
|
||||||
)
|
)
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
|
target_include_directories(${PROJECT_NAME} PUBLIC ${INCLUDE_DIR})
|
||||||
|
|
||||||
|
target_link_libraries(${PROJECT_NAME}
|
||||||
|
PRIVATE
|
||||||
|
glfw
|
||||||
|
glad
|
||||||
|
glm::glm
|
||||||
|
OpenGL::GL
|
||||||
|
soil2
|
||||||
|
Freetype::Freetype
|
||||||
|
tomlplusplus::tomlplusplus
|
||||||
|
imgui
|
||||||
|
)
|
||||||
|
|
||||||
|
if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
|
||||||
|
target_link_libraries(${PROJECT_NAME} PRIVATE tbb)
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
|
if (UNIX AND NOT APPLE)
|
||||||
|
target_link_libraries(${PROJECT_NAME}
|
||||||
|
PRIVATE
|
||||||
|
${EGL_LIBRARIES}
|
||||||
|
${Wayland_LIBRARIES}
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
target_include_directories(${PROJECT_NAME}
|
target_include_directories(${PROJECT_NAME}
|
||||||
PRIVATE
|
PRIVATE
|
||||||
${PROJECT_SOURCE_DIR}/include
|
${EGL_INCLUDE_DIRS}
|
||||||
${PROJECT_SOURCE_DIR}/third_party/asio/include
|
${Wayland_INCLUDE_DIRS}
|
||||||
${CMAKE_BINARY_DIR}/generated
|
|
||||||
${PROJECT_BINARY_DIR}
|
|
||||||
${PROJECT_BINARY_DIR}/src
|
|
||||||
|
|
||||||
)
|
)
|
||||||
|
|
||||||
|
|
||||||
target_link_libraries(${PROJECT_NAME}
|
target_compile_options(${PROJECT_NAME} PRIVATE ${EGL_CFLAGS_OTHER} ${Wayland_CFLAGS_OTHER})
|
||||||
PRIVATE
|
|
||||||
SDL3::SDL3
|
|
||||||
glad
|
|
||||||
OpenGL::GL
|
|
||||||
Freetype::Freetype
|
|
||||||
imgui
|
|
||||||
dr_libs
|
|
||||||
tbb
|
|
||||||
stb
|
|
||||||
protobuf::libprotobuf
|
|
||||||
absl::log
|
|
||||||
absl::check
|
|
||||||
absl::base
|
|
||||||
absl::strings
|
|
||||||
absl::flat_hash_map
|
|
||||||
zstd::zstd
|
|
||||||
OpenAL::OpenAL
|
|
||||||
harfbuzz::harfbuzz
|
|
||||||
Opus::Opus
|
|
||||||
assimp::assimp
|
|
||||||
$<$<PLATFORM_ID:Windows>:ws2_32>
|
|
||||||
|
|
||||||
)
|
|
||||||
|
|
||||||
if(WIN32)
|
|
||||||
add_custom_command(
|
|
||||||
TARGET ${PROJECT_NAME}
|
|
||||||
POST_BUILD
|
|
||||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
|
||||||
$<TARGET_RUNTIME_DLLS:${PROJECT_NAME}>
|
|
||||||
$<TARGET_FILE_DIR:${PROJECT_NAME}>
|
|
||||||
COMMAND_EXPAND_LISTS
|
|
||||||
)
|
|
||||||
endif()
|
endif()
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
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
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
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
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
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 = 0.90000000000000002
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
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 = 0.90000000000000002
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
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 = 0.69999999999999996
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
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 = 0.69999999999999996
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
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 = 0.80000000000000004
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
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 = 0.90000000000000002
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
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
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
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
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
id = 7
|
|
||||||
is_blend = true
|
|
||||||
is_cross_plane = false
|
|
||||||
is_discard = false
|
|
||||||
is_gas = false
|
|
||||||
is_liquid = true
|
|
||||||
is_passable = true
|
|
||||||
is_transitional = false
|
|
||||||
is_transparent = true
|
|
||||||
name = 'water'
|
|
||||||
roughness = 0.02
|
|
||||||
BIN
assets/fonts/IBMPlexSans-Regular.ttf
Normal file
@@ -1,6 +0,0 @@
|
|||||||
{
|
|
||||||
"id": 0,
|
|
||||||
"name": "air",
|
|
||||||
"description": "",
|
|
||||||
"type": "block"
|
|
||||||
}
|
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
{
|
|
||||||
"id": 2,
|
|
||||||
"name": "dirt",
|
|
||||||
"description": "",
|
|
||||||
"texture": "texture/item/block/dirt.png",
|
|
||||||
"type": "block"
|
|
||||||
}
|
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
{
|
|
||||||
"id": 9,
|
|
||||||
"name": "grass",
|
|
||||||
"description": "",
|
|
||||||
"texture": "texture/item/block/grass.png",
|
|
||||||
"type": "block"
|
|
||||||
}
|
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
{
|
|
||||||
"id": 1,
|
|
||||||
"name": "grass_block",
|
|
||||||
"description": "",
|
|
||||||
"texture": "texture/item/block/grass_block.png",
|
|
||||||
"type": "block"
|
|
||||||
}
|
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
{
|
|
||||||
"id": 6,
|
|
||||||
"name": "leaf",
|
|
||||||
"description": "",
|
|
||||||
"texture": "texture/item/block/leaf.png",
|
|
||||||
"type": "block"
|
|
||||||
}
|
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
{
|
|
||||||
"id": 5,
|
|
||||||
"name": "log",
|
|
||||||
"description": "",
|
|
||||||
"texture": "texture/item/block/log.png",
|
|
||||||
"type": "block"
|
|
||||||
}
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
{
|
|
||||||
"id": 10,
|
|
||||||
"name": "pig_spawn_egg",
|
|
||||||
"description": "",
|
|
||||||
"texture": "texture/item/spawn_egg/pig_spawn_egg.png",
|
|
||||||
"type": "spawn_egg",
|
|
||||||
"creature": "cubed:pig"
|
|
||||||
}
|
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
{
|
|
||||||
"id": 4,
|
|
||||||
"name": "sand",
|
|
||||||
"description": "",
|
|
||||||
"texture": "texture/item/block/sand.png",
|
|
||||||
"type": "block"
|
|
||||||
}
|
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
{
|
|
||||||
"id": 8,
|
|
||||||
"name": "snowy_grass_block",
|
|
||||||
"description": "",
|
|
||||||
"texture": "texture/item/block/snowy_grass_block.png",
|
|
||||||
"type": "block"
|
|
||||||
}
|
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
{
|
|
||||||
"id": 3,
|
|
||||||
"name": "stone",
|
|
||||||
"description": "",
|
|
||||||
"texture": "texture/item/block/stone.png",
|
|
||||||
"type": "block"
|
|
||||||
}
|
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
{
|
|
||||||
"id": 7,
|
|
||||||
"name": "water",
|
|
||||||
"description": "",
|
|
||||||
"texture": "texture/item/block/water.png",
|
|
||||||
"type": "block"
|
|
||||||
}
|
|
||||||
@@ -1,56 +0,0 @@
|
|||||||
{
|
|
||||||
"menu.settings": "Settings",
|
|
||||||
"menu.main.host_game": "Host Game",
|
|
||||||
"menu.main.join_game": "Join Game",
|
|
||||||
"menu.main.credits": "Credits",
|
|
||||||
"menu.main.quit": "Quit",
|
|
||||||
"menu.screenshot": "Screenshots",
|
|
||||||
"menu.main.player_name": "Player: {name}",
|
|
||||||
"menu.main.cubed_version": "Cubed: {version}",
|
|
||||||
"menu.pause.pause_menu": "Pause Menu",
|
|
||||||
"menu.pause.back_to_game": "Back To Game",
|
|
||||||
"menu.pause.return_to_main_menu": "Return to Menu",
|
|
||||||
"button.done": "Done",
|
|
||||||
"button.return": "Return",
|
|
||||||
"settings.title": "Settings",
|
|
||||||
"settings.fov": "Fov: {fov}",
|
|
||||||
"settings.mouse_sensitivity": "Sensitivity: {sensitivity}",
|
|
||||||
"settings.distance": "Distance: {distance}",
|
|
||||||
"settings.music_volume": "Music: {music}",
|
|
||||||
"settings.sfx_volume": "SFX: {sfx}",
|
|
||||||
"settings.player_voice": "Player Voice: {volume}",
|
|
||||||
"settings.fullscreen": "fullscreen: {state}",
|
|
||||||
"settings.aniso": "Aniso: {aniso}",
|
|
||||||
"settings.vsync": "V-Sync: {state}",
|
|
||||||
"settings.language": "Language: {lang}",
|
|
||||||
"settings.restart_game_info": "You need to restart the game to apply this changes.",
|
|
||||||
"settings.voice_input": "Voice Input: {type}",
|
|
||||||
"voice_input.ptt": "PTT",
|
|
||||||
"voice_input.always": "always",
|
|
||||||
"common.on": "on",
|
|
||||||
"common.off": "off",
|
|
||||||
"hostgame.create_a_new_world": "Create A New World",
|
|
||||||
"hostgame.world_seed": "World Seed",
|
|
||||||
"hostgame.port": "Port",
|
|
||||||
"hostgame.create_world": "Create World",
|
|
||||||
"joingame.join_a_world": "Join A World",
|
|
||||||
"joingame.server_ip": "Server Ip",
|
|
||||||
"joingame.join_world": "Join World",
|
|
||||||
"error.disable_voice": "Server Disable Voice Chat",
|
|
||||||
"item.air.name": "air",
|
|
||||||
"item.dirt.name": "dirt",
|
|
||||||
"item.grass_block.name": "grass block",
|
|
||||||
"item.grass.name": "grass",
|
|
||||||
"item.leaf.name": "leaf",
|
|
||||||
"item.log.name": "log",
|
|
||||||
"item.sand.name": "sand",
|
|
||||||
"item.snowy_grass_block.name": "snowy grass block",
|
|
||||||
"item.stone.name": "stone",
|
|
||||||
"item.water.name": "water",
|
|
||||||
"item.pig_spawn_egg.name": "pig spawn egg",
|
|
||||||
"screenshot.no_screenshot": "No Screenshot",
|
|
||||||
"button.show_in_file_manager": "Show In File Manager",
|
|
||||||
"file.sort_type": "File Sort Type: {type}",
|
|
||||||
"file.newest_first": "Newest First",
|
|
||||||
"file.oldest_first": "Oldest First"
|
|
||||||
}
|
|
||||||
@@ -1,56 +0,0 @@
|
|||||||
{
|
|
||||||
"menu.settings": "设置",
|
|
||||||
"menu.main.host_game": "创建游戏",
|
|
||||||
"menu.main.join_game": "加入游戏",
|
|
||||||
"menu.main.credits": "制作人员",
|
|
||||||
"menu.main.quit": "退出",
|
|
||||||
"menu.screenshot": "屏幕截图",
|
|
||||||
"menu.main.player_name": "玩家:{name}",
|
|
||||||
"menu.main.cubed_version": "Cubed:{version}",
|
|
||||||
"menu.pause.pause_menu": "暂停菜单",
|
|
||||||
"menu.pause.back_to_game": "返回游戏",
|
|
||||||
"menu.pause.return_to_main_menu": "返回主菜单",
|
|
||||||
"button.done": "完成",
|
|
||||||
"button.return": "返回",
|
|
||||||
"settings.title": "设置",
|
|
||||||
"settings.fov": "视野:{fov}",
|
|
||||||
"settings.mouse_sensitivity": "灵敏度:{sensitivity}",
|
|
||||||
"settings.distance": "距离:{distance}",
|
|
||||||
"settings.music_volume": "音乐:{music}",
|
|
||||||
"settings.sfx_volume": "音效:{sfx}",
|
|
||||||
"settings.player_voice": "玩家语音:{volume}",
|
|
||||||
"settings.fullscreen": "全屏:{state}",
|
|
||||||
"settings.aniso": "各向异性过滤:{aniso}",
|
|
||||||
"settings.vsync": "垂直同步: {state}",
|
|
||||||
"settings.language": "语言: {lang}",
|
|
||||||
"settings.restart_game_info": "您需要重启游戏以应用这些更改。",
|
|
||||||
"settings.voice_input": "语音输入: {type}",
|
|
||||||
"voice_input.ptt": "按键通话",
|
|
||||||
"voice_input.always": "始终",
|
|
||||||
"common.on": "开",
|
|
||||||
"common.off": "关",
|
|
||||||
"hostgame.create_a_new_world": "创建新世界",
|
|
||||||
"hostgame.world_seed": "世界种子",
|
|
||||||
"hostgame.port": "端口",
|
|
||||||
"hostgame.create_world": "创建世界",
|
|
||||||
"joingame.join_a_world": "加入世界",
|
|
||||||
"joingame.server_ip": "服务器IP",
|
|
||||||
"joingame.join_world": "加入世界",
|
|
||||||
"error.disable_voice": "服务器已禁用语音聊天",
|
|
||||||
"item.air.name": "空气",
|
|
||||||
"item.dirt.name": "泥土",
|
|
||||||
"item.grass_block.name": "草方块",
|
|
||||||
"item.grass.name": "草",
|
|
||||||
"item.leaf.name": "树叶",
|
|
||||||
"item.log.name": "原木",
|
|
||||||
"item.sand.name": "沙子",
|
|
||||||
"item.snowy_grass_block.name": "覆雪草方块",
|
|
||||||
"item.stone.name": "石头",
|
|
||||||
"item.water.name": "水",
|
|
||||||
"item.pig_spawn_egg.name": "猪猪刷怪蛋",
|
|
||||||
"screenshot.no_screenshot": "没有截图",
|
|
||||||
"button.show_in_file_manager": "在文件管理器中显示",
|
|
||||||
"file.sort_type": "文件排序方式:{type}",
|
|
||||||
"file.newest_first": "最新在前",
|
|
||||||
"file.oldest_first": "最旧在前"
|
|
||||||
}
|
|
||||||
@@ -1,90 +0,0 @@
|
|||||||
The SIL Open Font License version 1.1 is copied below, and is also
|
|
||||||
available with a FAQ at http://scripts.sil.org/OFL.
|
|
||||||
|
|
||||||
|
|
||||||
-----------------------------------------------------------
|
|
||||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
|
||||||
-----------------------------------------------------------
|
|
||||||
|
|
||||||
PREAMBLE
|
|
||||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
|
||||||
development of collaborative font projects, to support the font creation
|
|
||||||
efforts of academic and linguistic communities, and to provide a free and
|
|
||||||
open framework in which fonts may be shared and improved in partnership
|
|
||||||
with others.
|
|
||||||
|
|
||||||
The OFL allows the licensed fonts to be used, studied, modified and
|
|
||||||
redistributed freely as long as they are not sold by themselves. The
|
|
||||||
fonts, including any derivative works, can be bundled, embedded,
|
|
||||||
redistributed and/or sold with any software provided that any reserved
|
|
||||||
names are not used by derivative works. The fonts and derivatives,
|
|
||||||
however, cannot be released under any other type of license. The
|
|
||||||
requirement for fonts to remain under this license does not apply
|
|
||||||
to any document created using the fonts or their derivatives.
|
|
||||||
|
|
||||||
DEFINITIONS
|
|
||||||
"Font Software" refers to the set of files released by the Copyright
|
|
||||||
Holder(s) under this license and clearly marked as such. This may
|
|
||||||
include source files, build scripts and documentation.
|
|
||||||
|
|
||||||
"Reserved Font Name" refers to any names specified as such after the
|
|
||||||
copyright statement(s).
|
|
||||||
|
|
||||||
"Original Version" refers to the collection of Font Software components as
|
|
||||||
distributed by the Copyright Holder(s).
|
|
||||||
|
|
||||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
|
||||||
or substituting -- in part or in whole -- any of the components of the
|
|
||||||
Original Version, by changing formats or by porting the Font Software to a
|
|
||||||
new environment.
|
|
||||||
|
|
||||||
"Author" refers to any designer, engineer, programmer, technical
|
|
||||||
writer or other person who contributed to the Font Software.
|
|
||||||
|
|
||||||
PERMISSION & CONDITIONS
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining
|
|
||||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
|
||||||
redistribute, and sell modified and unmodified copies of the Font
|
|
||||||
Software, subject to the following conditions:
|
|
||||||
|
|
||||||
1) Neither the Font Software nor any of its individual components,
|
|
||||||
in Original or Modified Versions, may be sold by itself.
|
|
||||||
|
|
||||||
2) Original or Modified Versions of the Font Software may be bundled,
|
|
||||||
redistributed and/or sold with any software, provided that each copy
|
|
||||||
contains the above copyright notice and this license. These can be
|
|
||||||
included either as stand-alone text files, human-readable headers or
|
|
||||||
in the appropriate machine-readable metadata fields within text or
|
|
||||||
binary files as long as those fields can be easily viewed by the user.
|
|
||||||
|
|
||||||
3) No Modified Version of the Font Software may use the Reserved Font
|
|
||||||
Name(s) unless explicit written permission is granted by the corresponding
|
|
||||||
Copyright Holder. This restriction only applies to the primary font name as
|
|
||||||
presented to the users.
|
|
||||||
|
|
||||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
|
||||||
Software shall not be used to promote, endorse or advertise any
|
|
||||||
Modified Version, except to acknowledge the contribution(s) of the
|
|
||||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
|
||||||
permission.
|
|
||||||
|
|
||||||
5) The Font Software, modified or unmodified, in part or in whole,
|
|
||||||
must be distributed entirely under this license, and must not be
|
|
||||||
distributed under any other license. The requirement for fonts to
|
|
||||||
remain under this license does not apply to any document created
|
|
||||||
using the Font Software.
|
|
||||||
|
|
||||||
TERMINATION
|
|
||||||
This license becomes null and void if any of the above conditions are
|
|
||||||
not met.
|
|
||||||
|
|
||||||
DISCLAIMER
|
|
||||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
|
||||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
|
||||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
|
||||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
|
||||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
|
||||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
|
||||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
||||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
|
||||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
|
||||||
@@ -1,437 +0,0 @@
|
|||||||
GNU LIBRARY GENERAL PUBLIC LICENSE
|
|
||||||
Version 2, June 1991
|
|
||||||
|
|
||||||
Copyright (C) 1991 Free Software Foundation, Inc.
|
|
||||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
|
||||||
Everyone is permitted to copy and distribute verbatim copies
|
|
||||||
of this license document, but changing it is not allowed.
|
|
||||||
|
|
||||||
[This is the first released version of the library GPL. It is
|
|
||||||
numbered 2 because it goes with version 2 of the ordinary GPL.]
|
|
||||||
|
|
||||||
Preamble
|
|
||||||
|
|
||||||
The licenses for most software are designed to take away your
|
|
||||||
freedom to share and change it. By contrast, the GNU General Public
|
|
||||||
Licenses are intended to guarantee your freedom to share and change
|
|
||||||
free software--to make sure the software is free for all its users.
|
|
||||||
|
|
||||||
This license, the Library General Public License, applies to some
|
|
||||||
specially designated Free Software Foundation software, and to any
|
|
||||||
other libraries whose authors decide to use it. You can use it for
|
|
||||||
your libraries, too.
|
|
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|
||||||
system; it is up to the author/donor to decide if he or she is willing
|
|
||||||
to distribute software through any other system and a licensee cannot
|
|
||||||
impose that choice.
|
|
||||||
|
|
||||||
This section is intended to make thoroughly clear what is believed to
|
|
||||||
be a consequence of the rest of this License.
|
|
||||||
|
|
||||||
12. If the distribution and/or use of the Library is restricted in
|
|
||||||
certain countries either by patents or by copyrighted interfaces, the
|
|
||||||
original copyright holder who places the Library under this License may add
|
|
||||||
an explicit geographical distribution limitation excluding those countries,
|
|
||||||
so that distribution is permitted only in or among countries not thus
|
|
||||||
excluded. In such case, this License incorporates the limitation as if
|
|
||||||
written in the body of this License.
|
|
||||||
|
|
||||||
13. The Free Software Foundation may publish revised and/or new
|
|
||||||
versions of the Library General Public License from time to time.
|
|
||||||
Such new versions will be similar in spirit to the present version,
|
|
||||||
but may differ in detail to address new problems or concerns.
|
|
||||||
|
|
||||||
Each version is given a distinguishing version number. If the Library
|
|
||||||
specifies a version number of this License which applies to it and
|
|
||||||
"any later version", you have the option of following the terms and
|
|
||||||
conditions either of that version or of any later version published by
|
|
||||||
the Free Software Foundation. If the Library does not specify a
|
|
||||||
license version number, you may choose any version ever published by
|
|
||||||
the Free Software Foundation.
|
|
||||||
|
|
||||||
14. If you wish to incorporate parts of the Library into other free
|
|
||||||
programs whose distribution conditions are incompatible with these,
|
|
||||||
write to the author to ask for permission. For software which is
|
|
||||||
copyrighted by the Free Software Foundation, write to the Free
|
|
||||||
Software Foundation; we sometimes make exceptions for this. Our
|
|
||||||
decision will be guided by the two goals of preserving the free status
|
|
||||||
of all derivatives of our free software and of promoting the sharing
|
|
||||||
and reuse of software generally.
|
|
||||||
|
|
||||||
NO WARRANTY
|
|
||||||
|
|
||||||
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
|
|
||||||
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
|
|
||||||
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
|
|
||||||
OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
|
|
||||||
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE
|
|
||||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
||||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
|
|
||||||
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
|
|
||||||
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
|
||||||
|
|
||||||
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
|
|
||||||
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
|
|
||||||
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
|
|
||||||
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
|
|
||||||
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
|
|
||||||
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
|
|
||||||
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
|
|
||||||
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
|
|
||||||
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
|
||||||
DAMAGES.
|
|
||||||
|
|
||||||
END OF TERMS AND CONDITIONS
|
|
||||||
@@ -1,33 +0,0 @@
|
|||||||
{
|
|
||||||
"walk": {
|
|
||||||
"speed": 6.0,
|
|
||||||
"amplitude": 25.0
|
|
||||||
},
|
|
||||||
"run": {
|
|
||||||
"speed": 12.0,
|
|
||||||
"amplitude": 40.0
|
|
||||||
},
|
|
||||||
"body_bob": 0.03,
|
|
||||||
"head": {
|
|
||||||
"node": "Head",
|
|
||||||
"amplitude": 4.0
|
|
||||||
},
|
|
||||||
"legs": [
|
|
||||||
{
|
|
||||||
"node": "Foot_FL",
|
|
||||||
"phase": 0.0
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"node": "Foot_FR",
|
|
||||||
"phase": 3.14159
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"node": "Foot_HL",
|
|
||||||
"phase": 3.14159
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"node": "Foot_HR",
|
|
||||||
"phase": 0.0
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
@@ -1,16 +0,0 @@
|
|||||||
{
|
|
||||||
"boxes": [
|
|
||||||
{
|
|
||||||
"center": [
|
|
||||||
0,
|
|
||||||
0.78,
|
|
||||||
0
|
|
||||||
],
|
|
||||||
"half": [
|
|
||||||
0.53,
|
|
||||||
0.78,
|
|
||||||
0.406
|
|
||||||
]
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
@@ -1,16 +0,0 @@
|
|||||||
{
|
|
||||||
"boxes": [
|
|
||||||
{
|
|
||||||
"center": [
|
|
||||||
0,
|
|
||||||
0.9,
|
|
||||||
0
|
|
||||||
],
|
|
||||||
"half": [
|
|
||||||
0.3,
|
|
||||||
0.9,
|
|
||||||
0.3
|
|
||||||
]
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
|
Before Width: | Height: | Size: 3.3 KiB |
|
Before Width: | Height: | Size: 3.3 KiB |
|
Before Width: | Height: | Size: 3.3 KiB |
|
Before Width: | Height: | Size: 3.3 KiB |
|
Before Width: | Height: | Size: 3.3 KiB |
|
Before Width: | Height: | Size: 3.3 KiB |
|
Before Width: | Height: | Size: 4.0 KiB |
|
Before Width: | Height: | Size: 3.3 KiB |
|
Before Width: | Height: | Size: 4.0 KiB |
|
Before Width: | Height: | Size: 4.0 KiB |
|
Before Width: | Height: | Size: 4.0 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 1.5 KiB |
|
Before Width: | Height: | Size: 955 B |
|
Before Width: | Height: | Size: 1.5 KiB |
|
Before Width: | Height: | Size: 1.5 KiB |
|
Before Width: | Height: | Size: 1.5 KiB |
|
Before Width: | Height: | Size: 955 B |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 4.0 KiB |
|
Before Width: | Height: | Size: 3.3 KiB |
|
Before Width: | Height: | Size: 4.0 KiB |
|
Before Width: | Height: | Size: 4.0 KiB |
|
Before Width: | Height: | Size: 4.0 KiB |
|
Before Width: | Height: | Size: 2.9 KiB |
|
Before Width: | Height: | Size: 3.1 KiB |
|
Before Width: | Height: | Size: 3.1 KiB |
|
Before Width: | Height: | Size: 3.1 KiB |
|
Before Width: | Height: | Size: 3.1 KiB |
|
Before Width: | Height: | Size: 3.1 KiB |
|
Before Width: | Height: | Size: 3.1 KiB |
@@ -1,11 +0,0 @@
|
|||||||
#version 460
|
|
||||||
|
|
||||||
out vec4 frag_color;
|
|
||||||
|
|
||||||
uniform vec3 color;
|
|
||||||
|
|
||||||
void main(void) {
|
|
||||||
|
|
||||||
frag_color = vec4(color, 1.0);
|
|
||||||
|
|
||||||
}
|
|
||||||
@@ -1,10 +0,0 @@
|
|||||||
#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);
|
|
||||||
}
|
|
||||||
@@ -1,103 +0,0 @@
|
|||||||
#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;
|
|
||||||
}
|
|
||||||
@@ -1,30 +0,0 @@
|
|||||||
#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;
|
|
||||||
}
|
|
||||||
@@ -1,19 +0,0 @@
|
|||||||
#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);
|
|
||||||
}
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
#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;
|
|
||||||
}
|
|
||||||
@@ -1,117 +1,15 @@
|
|||||||
#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;
|
|
||||||
|
|
||||||
uniform int renderDistance;
|
layout (binding = 0) uniform sampler2DArray samp;
|
||||||
uniform vec3 skyColor;
|
|
||||||
|
|
||||||
#include "shadow.glsl"
|
|
||||||
#include "normal.glsl"
|
|
||||||
|
|
||||||
void main(void) {
|
void main(void) {
|
||||||
vec4 objectColor = texture(samp, vec3(tc, tex_layer));
|
color = texture(samp, vec3(tc, tex_layer));
|
||||||
|
if (color.a < 0.5) {
|
||||||
if (objectColor.a < 0.8) {
|
|
||||||
discard;
|
discard;
|
||||||
}
|
}
|
||||||
if (!shader_on) {
|
//color = varyingColor;
|
||||||
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);
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,17 +3,8 @@
|
|||||||
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);
|
||||||
@@ -22,24 +13,13 @@ 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) {
|
||||||
vec4 viewPos = mv_matrix * vec4(pos, 1.0);
|
gl_Position = proj_matrix * 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) {
|
||||||
|
|||||||
@@ -1,46 +0,0 @@
|
|||||||
#include "noise.glsl"
|
|
||||||
|
|
||||||
vec3 computeSkyColor(vec3 dir) {
|
|
||||||
vec3 sund = normalize(sunDir);
|
|
||||||
|
|
||||||
float t =
|
|
||||||
clamp(
|
|
||||||
dir.y * 0.5 + 0.5,
|
|
||||||
0.0,
|
|
||||||
1.0
|
|
||||||
);
|
|
||||||
|
|
||||||
|
|
||||||
vec3 sky =
|
|
||||||
mix(
|
|
||||||
skyBottom,
|
|
||||||
skyTop,
|
|
||||||
pow(t, horizonSharpness)
|
|
||||||
);
|
|
||||||
|
|
||||||
// cloud
|
|
||||||
if (dir.y > 0.0) {
|
|
||||||
vec2 cloud_uv = dir.xz / (dir.y + 0.15) * 0.5 + vec2(time * 0.005, time * 0.002);
|
|
||||||
float cloud_density = fbm(cloud_uv * 2.0);
|
|
||||||
float safeLow = cloudThresholdLow;
|
|
||||||
float safeHigh = max(cloudThresholdHigh, cloudThresholdLow + 0.001);
|
|
||||||
cloud_density = smoothstep(safeLow,safeHigh, cloud_density);
|
|
||||||
|
|
||||||
|
|
||||||
float fade = smoothstep(0.0, 0.3, dir.y) * (1.0 - smoothstep(0.85, 1.0, dir.y));
|
|
||||||
cloud_density *= fade;
|
|
||||||
|
|
||||||
vec3 cloud_color = mix(skyBottom, vec3(1.0), cloudWhiteMix);
|
|
||||||
sky = mix(sky, cloud_color, cloud_density * 0.6);
|
|
||||||
}
|
|
||||||
|
|
||||||
float sunAmount = max(dot(dir, sund), 0.0);
|
|
||||||
|
|
||||||
//float glow = pow(sunAmount, 8.0) * 0.15;
|
|
||||||
|
|
||||||
float glow = pow(sunAmount, 8.0) * 0.15 + pow(sunAmount, 32.0) * 0.3;
|
|
||||||
|
|
||||||
sky += glow * sunColor;
|
|
||||||
|
|
||||||
return sky;
|
|
||||||
}
|
|
||||||
@@ -1,16 +0,0 @@
|
|||||||
#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;
|
|
||||||
}
|
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
#version 460
|
|
||||||
|
|
||||||
in vec2 tc;
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
|
|
||||||
}
|
|
||||||
@@ -1,13 +0,0 @@
|
|||||||
#version 460
|
|
||||||
|
|
||||||
layout (location = 0) in vec3 pos;
|
|
||||||
layout (location = 1) in vec2 texCoord;
|
|
||||||
layout (location = 3) in mat4 modelMatrix;
|
|
||||||
uniform mat4 lightSpaceMatrix;
|
|
||||||
|
|
||||||
out vec2 tc;
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
tc = texCoord;
|
|
||||||
gl_Position = lightSpaceMatrix * modelMatrix * vec4(pos, 1.0);
|
|
||||||
}
|
|
||||||
@@ -1,14 +0,0 @@
|
|||||||
#version 460
|
|
||||||
|
|
||||||
layout (location = 0) in vec3 pos;
|
|
||||||
layout (location = 1) in vec2 texCoord;
|
|
||||||
|
|
||||||
uniform mat4 lightSpaceMatrix;
|
|
||||||
uniform mat4 modelMatrix;
|
|
||||||
|
|
||||||
out vec2 tc;
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
tc = texCoord;
|
|
||||||
gl_Position = lightSpaceMatrix * modelMatrix * vec4(pos, 1.0);
|
|
||||||
}
|
|
||||||
@@ -1,14 +0,0 @@
|
|||||||
#version 460
|
|
||||||
|
|
||||||
layout (location = 0) in vec3 pos;
|
|
||||||
layout (location = 1) in vec2 texCoord;
|
|
||||||
|
|
||||||
uniform mat4 lightSpaceMatrix;
|
|
||||||
uniform mat4 modelMatrix;
|
|
||||||
|
|
||||||
out vec2 tc;
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
tc = texCoord;
|
|
||||||
gl_Position = lightSpaceMatrix * modelMatrix * vec4(pos, 1.0);
|
|
||||||
}
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
#version 460
|
|
||||||
|
|
||||||
in vec2 tc;
|
|
||||||
|
|
||||||
out vec4 color;
|
|
||||||
|
|
||||||
layout (binding = 0) uniform sampler2D samp;
|
|
||||||
|
|
||||||
void main(void) {
|
|
||||||
color = texture(samp, tc);
|
|
||||||
}
|
|
||||||
@@ -1,14 +0,0 @@
|
|||||||
#version 460
|
|
||||||
|
|
||||||
layout (location = 0) in vec2 pos;
|
|
||||||
layout (location = 1) in vec2 texCoord;
|
|
||||||
|
|
||||||
out vec2 tc;
|
|
||||||
|
|
||||||
uniform mat4 model_matrix;
|
|
||||||
uniform mat4 proj_matrix;
|
|
||||||
|
|
||||||
void main(void) {
|
|
||||||
gl_Position = proj_matrix * model_matrix * vec4(pos, 0.0, 1.0);
|
|
||||||
tc = texCoord;
|
|
||||||
}
|
|
||||||
@@ -1,47 +0,0 @@
|
|||||||
#version 460
|
|
||||||
|
|
||||||
in vec2 tc;
|
|
||||||
in vec3 normal;
|
|
||||||
in vec3 vert_pos;
|
|
||||||
in vec4 FragPosLightSpace;
|
|
||||||
out vec4 color;
|
|
||||||
|
|
||||||
layout (binding = 0) uniform sampler2D shadowMap;
|
|
||||||
layout (binding = 1) uniform sampler2D samp;
|
|
||||||
|
|
||||||
uniform float ambientStrength;
|
|
||||||
uniform vec3 sunlightColor;
|
|
||||||
uniform vec3 ambientColor;
|
|
||||||
uniform vec3 sunlightDir;
|
|
||||||
uniform bool shader_on;
|
|
||||||
uniform int shadowMode;
|
|
||||||
uniform float lightSizeUV;
|
|
||||||
uniform float minRadius;
|
|
||||||
uniform float maxRadius;
|
|
||||||
|
|
||||||
#include "shadow.glsl"
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
vec4 objectColor = texture(samp, tc);
|
|
||||||
|
|
||||||
if (!shader_on) {
|
|
||||||
color = objectColor;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 lightDir = normalize(-sunlightDir);
|
|
||||||
|
|
||||||
vec3 norm = normalize(normal);
|
|
||||||
|
|
||||||
vec3 ambient = ambientStrength * ambientColor;
|
|
||||||
|
|
||||||
float diff = max(dot(norm, lightDir), 0.0);
|
|
||||||
|
|
||||||
vec3 diffuse = diff * sunlightColor;
|
|
||||||
|
|
||||||
float shadow = ShadowCalculation(FragPosLightSpace, norm, lightDir);
|
|
||||||
//float shadow = 0.0;
|
|
||||||
//color = vec4(vec3(shadow),1);
|
|
||||||
//color = vec4(vec3(diff),1);
|
|
||||||
color = vec4((ambient + (1.0 - shadow) * (diffuse)) * objectColor.rgb, objectColor.a);
|
|
||||||
}
|
|
||||||
@@ -1,26 +0,0 @@
|
|||||||
#version 460
|
|
||||||
|
|
||||||
layout (location = 0) in vec3 pos;
|
|
||||||
layout (location = 1) in vec2 texCoord;
|
|
||||||
layout (location = 2) in vec3 aNormal;
|
|
||||||
layout (location = 3) in mat4 modelMatrix;
|
|
||||||
uniform mat4 view_matrix;
|
|
||||||
uniform mat4 proj_matrix;
|
|
||||||
uniform mat4 lightSpaceMatrix;
|
|
||||||
out vec4 FragPosLightSpace;
|
|
||||||
out vec3 normal;
|
|
||||||
out vec2 tc;
|
|
||||||
out vec3 vert_pos;
|
|
||||||
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
vec4 worldPos = modelMatrix * vec4(pos, 1.0);
|
|
||||||
FragPosLightSpace = lightSpaceMatrix * worldPos;
|
|
||||||
mat4 mv_matrix= view_matrix * modelMatrix;
|
|
||||||
mat4 norm_matrix = transpose(inverse(mv_matrix));
|
|
||||||
vec4 viewPos = mv_matrix * vec4(pos, 1.0);
|
|
||||||
tc = texCoord;
|
|
||||||
vert_pos = pos;
|
|
||||||
normal = normalize(mat3(norm_matrix) * aNormal);
|
|
||||||
gl_Position = proj_matrix * viewPos;
|
|
||||||
}
|
|
||||||
@@ -1,26 +0,0 @@
|
|||||||
#version 460
|
|
||||||
|
|
||||||
layout (location = 0) in vec3 pos;
|
|
||||||
layout (location = 1) in vec2 texCoord;
|
|
||||||
layout (location = 2) in vec3 aNormal;
|
|
||||||
|
|
||||||
uniform mat4 mv_matrix;
|
|
||||||
uniform mat4 proj_matrix;
|
|
||||||
uniform mat4 norm_matrix;
|
|
||||||
uniform mat4 lightSpaceMatrix;
|
|
||||||
uniform mat4 modelMatrix;
|
|
||||||
out vec4 FragPosLightSpace;
|
|
||||||
out vec3 normal;
|
|
||||||
out vec2 tc;
|
|
||||||
out vec3 vert_pos;
|
|
||||||
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
vec4 worldPos = modelMatrix * vec4(pos, 1.0);
|
|
||||||
FragPosLightSpace = lightSpaceMatrix * worldPos;
|
|
||||||
vec4 viewPos = mv_matrix * vec4(pos, 1.0);
|
|
||||||
tc = texCoord;
|
|
||||||
vert_pos = pos;
|
|
||||||
normal = normalize(mat3(norm_matrix) * aNormal);
|
|
||||||
gl_Position = proj_matrix * viewPos;
|
|
||||||
}
|
|
||||||
@@ -1,25 +0,0 @@
|
|||||||
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;
|
|
||||||
}
|
|
||||||
@@ -1,10 +0,0 @@
|
|||||||
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);
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
#version 460
|
|
||||||
|
|
||||||
out vec4 color;
|
|
||||||
|
|
||||||
uniform vec4 inColor;
|
|
||||||
|
|
||||||
void main(void) {
|
|
||||||
color = inColor;
|
|
||||||
}
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
#version 460
|
|
||||||
|
|
||||||
layout (location = 0) in vec2 pos;
|
|
||||||
|
|
||||||
|
|
||||||
uniform mat4 model_matrix;
|
|
||||||
uniform mat4 proj_matrix;
|
|
||||||
|
|
||||||
void main(void) {
|
|
||||||
gl_Position = proj_matrix * model_matrix * vec4(pos, 0.0, 1.0);
|
|
||||||
}
|
|
||||||
@@ -1,238 +0,0 @@
|
|||||||
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;
|
|
||||||
}
|
|
||||||
|
|
||||||