Files
Cubed/include/Cubed/gameplay/world.hpp
zhenyan121 ca3fc5e3bf feat: lighting effects (#18)
* feat(rendering): add basic diffuse and ambient lighting to block rendering

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

* feat(renderer): add configurable cloud thresholds and white mix
2026-06-19 11:34:22 +08:00

158 lines
5.1 KiB
C++

#pragma once
#include "Cubed/AABB.hpp"
#include "Cubed/gameplay/cave_carver.hpp"
#include "Cubed/gameplay/chunk.hpp"
#include "Cubed/gameplay/game_time.hpp"
#include "Cubed/gameplay/river_worm.hpp"
#include <atomic>
#include <condition_variable>
#include <mutex>
#include <optional>
#include <thread>
#include <unordered_map>
#include <unordered_set>
namespace Cubed {
struct ChunkRenderSnapshot {
GLuint normal_vao;
size_t normal_vertices_count;
GLuint cross_vao;
size_t cross_vertices_count;
GLuint normal_discard_vao;
size_t normal_discard_vertices_count;
GLuint normal_blend_vao;
size_t normal_blend_vertices_count;
glm::vec3 center;
glm::vec3 half_extents;
};
class Player;
class TextureManager;
class World {
private:
using OptionalBlockVectorArray =
std::array<std::optional<std::vector<BlockType>>, 4>;
using ChunkPtrUpdateList = std::vector<std::pair<ChunkPos, Chunk*>>;
using ChunkPairVector = std::vector<std::pair<ChunkPos, Chunk>>;
using ConstChunkMap =
std::unordered_map<ChunkPos, const Chunk*, ChunkPos::Hash>;
using ChunkPosSet = std::unordered_set<ChunkPos, ChunkPos::Hash>;
using ChunkHashMap = std::unordered_map<ChunkPos, Chunk, ChunkPos::Hash>;
glm::vec3 m_gen_player_pos{0.0f, 0.0f, 0.0f};
ChunkHashMap m_chunks;
std::unordered_map<std::size_t, Player> m_players;
std::vector<glm::vec4> m_planes;
std::thread m_gen_thread;
std::thread m_server_thread;
std::stop_source m_server_stop_source;
std::atomic<int> m_per_tick_time = DEFAULT_PER_TICK_TIME; // ms
std::atomic<TickType> m_day_tick = 6000;
mutable std::mutex m_chunks_mutex;
std::mutex m_gen_signal_mutex;
std::mutex m_new_chunk_queue_mutex;
std::mutex m_delete_vbo_mutex;
std::mutex m_delete_vao_mutex;
std::mutex m_gen_player_pos_mutex;
std::vector<GLuint> m_pending_delete_vbo;
std::vector<GLuint> m_pending_delete_vao;
std::condition_variable m_gen_cv;
std::atomic<bool> m_gen_running{false};
std::atomic<bool> m_need_gen_chunk{false};
std::atomic<bool> m_is_rebuilding{false};
std::atomic<bool> m_chunk_gen_finished{false};
std::atomic<bool> m_could_gen{true};
std::atomic<bool> m_tick_running{true};
std::atomic<int> m_rendering_distance{24};
std::atomic<float> m_chunk_gen_fraction{0.0f};
std::atomic<TickType> m_game_ticks{0};
std::vector<ChunkPos> m_dirty_queue;
std::vector<ChunkRenderSnapshot> m_render_snapshots;
std::vector<std::pair<ChunkPos, Chunk>> m_new_chunk;
std::vector<std::pair<ChunkPos, Chunk>> m_new_chunk_queue;
CaveCarver m_cave_carcer;
RiverWorm m_river_worm;
void init_chunks();
void gen_chunks_internal();
void sync_player_pos(glm::vec3& player_pos);
void
compute_required_chunks(ChunkPosSet& required_chunks,
ChunkPairVector& temp_neighbor,
std::vector<ChunkPos>& need_gen_temp_chunks_pos);
void sync_and_collect_missing_chunks(std::vector<ChunkPos>&,
const ChunkPosSet&);
void
build_neighbor_context_for_new_chunks(ConstChunkMap& new_chunks_neighbor,
ChunkPtrUpdateList& affected_neighbor,
const ChunkPairVector& new_chunks);
void build_neighbor_context_for_affected_neighbors(ChunkPtrUpdateList&,
ConstChunkMap&);
public:
World();
~World();
bool can_move(const AABB& player_box) const;
// const BlockRenderData& get_block_render_data(int x, int y ,int z);
const std::optional<LookBlock>&
get_look_block_pos(const std::string& name) const;
const Chunk* get_chunk(const ChunkPos& pos) const;
Player& get_player(const std::string& name);
void init_world();
int get_block(const glm::ivec3& block_pos) const;
bool is_solid(const glm::ivec3& block_pos) const;
bool can_pass_block(const glm::ivec3& block_pos) const;
BlockType get_block_tpye(const glm::ivec3& block_pos) const;
static ChunkPos chunk_pos(int world_x, int world_z);
void need_gen();
void set_block(const glm::ivec3& pos, unsigned id);
void update(float delta_time);
void push_delete_vbo(GLuint vbo);
void push_delete_vao(GLuint vao);
void hot_reload();
void rebuild_world();
float chunk_gen_fraction() const;
int rendering_distance() const;
void rendering_distance(int rendering_distance);
void start_gen_thread();
void start_server_thread();
void stop_gen_thread();
void stop_server_thread();
void serever_run(std::stop_token stoken);
CaveCarver& cave_carcer();
RiverWorm& river_worm();
std::vector<glm::vec4>& planes();
std::vector<ChunkRenderSnapshot>& render_snapshots();
glm::vec3 sunlight_dir() const;
TickType game_tick() const;
TickType day_tick() const;
void day_tick(TickType tick);
int per_tick_time() const;
void per_tick_time(int ms);
bool is_tick_running() const;
void tick_running(bool run);
};
} // namespace Cubed