skybox: added moon and stars

This commit is contained in:
MihailRis 2024-01-26 02:49:42 +03:00
parent b42a517cc6
commit a4a5aef422
22 changed files with 258 additions and 52 deletions

View File

@ -39,6 +39,7 @@ void main(){
skyLightColor.g *= 0.9;
skyLightColor.b *= 0.8;
skyLightColor = min(vec3(1.0), skyLightColor*SKY_LIGHT_MUL);
skyLightColor = max(vec3(0.1, 0.11, 0.14), skyLightColor);
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a);
a_distance = length(u_view * u_model * vec4(pos3d.x, pos3d.y*0.2, pos3d.z, 0.0));

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@ -277,7 +277,7 @@ void main() {
MIE_BETA, // Mie scattering coefficient
ABSORPTION_BETA, // Absorbtion coefficient
AMBIENT_BETA, // ambient scattering, turned off for now. This causes the air to glow a bit when no light reaches it
G*fog, // Mie preferred scattering direction
G*fog*0.7, // Mie preferred scattering direction
HEIGHT_RAY, // Rayleigh scale height
HEIGHT_MIE*u_mie*u_mie, // Mie scale height
HEIGHT_ABSORPTION, // the height at which the most absorption happens

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res/textures/misc/moon.png Normal file

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res/textures/misc/sun.png Normal file

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@ -60,6 +60,8 @@ void AssetsLoader::addDefaults(AssetsLoader& loader, bool allAssets) {
loader.add(ASSET_SHADER, SHADERS_FOLDER"/skybox_gen", "skybox_gen");
loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/gui/menubg.png", "gui/menubg");
loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/gui/delete_icon.png", "gui/delete_icon");
loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/misc/moon.png", "misc/moon");
loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/misc/sun.png", "misc/sun");
loader.add(ASSET_FONT, FONTS_FOLDER"/font", "normal");
}
loader.add(ASSET_ATLAS, TEXTURES_FOLDER"/blocks", "blocks");

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@ -6,7 +6,15 @@
namespace gzip {
const unsigned char MAGIC[] = "\x1F\x8B";
/* Compress bytes array to GZIP format
@param src source bytes array
@param size length of source bytes array */
std::vector<ubyte> compress(const ubyte* src, size_t size);
/* Decompress bytes array from GZIP
@param src GZIP data
@param size length of GZIP data */
std::vector<ubyte> decompress(const ubyte* src, size_t size);
}

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@ -355,7 +355,9 @@ Texture* png::load_texture(std::string filename) {
std::cerr << "Could not load texture " << filename << std::endl;
return nullptr;
}
return Texture::from(image.get());
auto texture = Texture::from(image.get());
texture->setNearestFilter();
return texture;
}
void png::write_image(std::string filename, const ImageData* image) {

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@ -5,13 +5,14 @@
#include <memory>
#include <assert.h>
#include "../content/Content.h"
#include "../graphics/ChunksRenderer.h"
#include "../window/Window.h"
#include "../window/Camera.h"
#include "../content/Content.h"
#include "../graphics/ChunksRenderer.h"
#include "../graphics/Mesh.h"
#include "../graphics/Atlas.h"
#include "../graphics/Shader.h"
#include "../graphics/Batch3D.h"
#include "../graphics/Texture.h"
#include "../graphics/LineBatch.h"
#include "../voxels/Chunks.h"
@ -46,7 +47,8 @@ WorldRenderer::WorldRenderer(Engine* engine, LevelFrontend* frontend)
lineBatch(new LineBatch()),
renderer(new ChunksRenderer(level,
frontend->getContentGfxCache(),
engine->getSettings())) {
engine->getSettings())),
batch3d(new Batch3D(4096)) {
auto& settings = engine->getSettings();
level->events->listen(EVT_CHUNK_HIDDEN,
@ -129,31 +131,24 @@ void WorldRenderer::drawChunks(Chunks* chunks,
void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool hudVisible){
Window::clearDepth();
EngineSettings& settings = engine->getSettings();
skybox->refresh(level->world->daytime,
1.0f+fog*2.0f, 4);
skybox->refresh(pctx, level->world->daytime, 1.0f+fog*2.0f, 4);
const Content* content = level->content;
auto indices = content->getIndices();
Assets* assets = engine->getAssets();
Atlas* atlas = assets->getAtlas("blocks");
Shader* shader = assets->getShader("main");
Shader* linesShader = assets->getShader("lines");
const Viewport& viewport = pctx.getViewport();
int displayWidth = viewport.getWidth();
int displayHeight = viewport.getHeight();
Window::clearDepth();
Window::viewport(0, 0, displayWidth, displayHeight);
// Drawing background sky plane
Shader* backShader = assets->getShader("background");
backShader->use();
backShader->uniformMatrix("u_view", camera->getView(false));
backShader->uniform1f("u_zoom", camera->zoom*camera->getFov()/(3.141592*0.5f));
backShader->uniform1f("u_ar", float(displayWidth)/float(displayHeight));
skybox->draw(backShader);
skybox->draw(pctx, camera, assets, level->getWorld()->daytime, fog);
Shader* linesShader = assets->getShader("lines");
{
GfxContext ctx = pctx.sub();
ctx.depthTest(true);

View File

@ -2,6 +2,7 @@
#define WORLD_RENDERER_CPP
#include <vector>
#include <memory>
#include <algorithm>
#include <GL/glew.h>
#include <string>
@ -14,6 +15,7 @@
class Level;
class Camera;
class Batch3D;
class LineBatch;
class ChunksRenderer;
class Shader;
@ -31,6 +33,7 @@ class WorldRenderer {
LineBatch* lineBatch;
ChunksRenderer* renderer;
Skybox* skybox;
std::unique_ptr<Batch3D> batch3d;
bool drawChunk(size_t index, Camera* camera, Shader* shader, bool culling);
void drawChunks(Chunks* chunks, Camera* camera, Shader* shader);
public:

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@ -1,19 +1,28 @@
#include "Skybox.h"
#include <GL/glew.h>
#include <iostream>
#include <GL/glew.h>
#include <glm/glm.hpp>
#include "../../assets/Assets.h"
#include "../../graphics/Shader.h"
#include "../../graphics/Mesh.h"
#include "../../graphics/Batch3D.h"
#include "../../window/Window.h"
#include "../../window/Camera.h"
#ifndef M_PI
#define M_PI 3.141592
#endif // M_PI
using glm::vec3;
const int STARS_COUNT = 3000;
const int STARS_SEED = 632;
Skybox::Skybox(uint size, Shader* shader) : size(size), shader(shader) {
Skybox::Skybox(uint size, Shader* shader)
: size(size),
shader(shader),
batch3d(new Batch3D(4096))
{
glGenTextures(1, &cubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -31,30 +40,118 @@ Skybox::Skybox(uint size, Shader* shader) : size(size), shader(shader) {
-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f
};
vattr attrs[] {2, 0};
mesh = new Mesh(vertices, 6, attrs);
mesh = std::make_unique<Mesh>(vertices, 6, attrs);
sprites.push_back(skysprite {
"misc/moon",
M_PI*0.5f,
4.0f,
false
});
sprites.push_back(skysprite {
"misc/sun",
M_PI*1.5f,
4.0f,
true
});
}
Skybox::~Skybox() {
glDeleteTextures(1, &cubemap);
glDeleteFramebuffers(1, &fbo);
delete mesh;
}
void Skybox::draw(Shader* shader) {
shader->uniform1i("u_cubemap", 1);
void Skybox::drawBackground(Camera* camera, Assets* assets, int width, int height) {
Shader* backShader = assets->getShader("background");
backShader->use();
backShader->uniformMatrix("u_view", camera->getView(false));
backShader->uniform1f("u_zoom", camera->zoom*camera->getFov()/(M_PI*0.5f));
backShader->uniform1f("u_ar", float(width)/float(height));
backShader->uniform1i("u_cubemap", 1);
bind();
mesh->draw();
unbind();
}
void Skybox::refresh(float t, float mie, uint quality) {
void Skybox::drawStars(Camera* camera, float angle, float opacity) {
batch3d->texture(nullptr);
random.setSeed(STARS_SEED);
for (int i = 0; i < STARS_COUNT; i++) {
float rx = (random.randFloat()) - 0.5f;
float ry = (random.randFloat()) - 0.5f;
float z = (random.randFloat()) - 0.5f;
float x = rx * sin(angle) + ry * -cos(angle);
float y = rx * cos(angle) + ry * sin(angle);
float sopacity = random.randFloat();
if (y < 0.0f)
continue;
sopacity *= (0.2f+sqrt(cos(angle))*0.5) - 0.05;
glm::vec4 tint (1,1,1, sopacity * opacity);
batch3d->point(camera->position + glm::vec3(x, y, z), tint);
}
batch3d->flushPoints();
}
void Skybox::draw(
const GfxContext& pctx,
Camera* camera,
Assets* assets,
float daytime,
float fog)
{
const Viewport& viewport = pctx.getViewport();
int width = viewport.getWidth();
int height = viewport.getHeight();
drawBackground(camera, assets, width, height);
GfxContext ctx = pctx.sub();
ctx.blendMode(blendmode::addition);
Shader* shader = assets->getShader("ui3d");
shader->use();
shader->uniformMatrix("u_projview", camera->getProjView());
shader->uniformMatrix("u_apply", glm::mat4(1.0f));
batch3d->begin();
float angle = daytime * M_PI * 2;
float opacity = glm::pow(1.0f-fog, 7.0f);
for (auto& sprite : sprites) {
batch3d->texture(assets->getTexture(sprite.texture));
float sangle = daytime * M_PI*2 + sprite.phase;
float distance = sprite.distance;
glm::vec3 pos(-cos(sangle)*distance, sin(sangle)*distance, 0);
glm::vec3 up(-sin(-sangle), cos(-sangle), 0.0f);
glm::vec4 tint (1,1,1, opacity);
if (!sprite.emissive) {
tint *= 0.6f+cos(angle)*0.4;
}
batch3d->sprite(camera->position+pos, up,
glm::vec3(0, 0, -1), 1, 1, UVRegion(), tint);
}
drawStars(camera, angle, opacity);
}
void Skybox::refresh(const GfxContext& pctx, float t, float mie, uint quality) {
GfxContext ctx = pctx.sub();
ctx.depthMask(false);
ctx.depthTest(false);
ready = true;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
shader->use();
Window::viewport(0,0, size, size);
const vec3 xaxs[] = {
const glm::vec3 xaxs[] = {
{0.0f, 0.0f, -1.0f},
{0.0f, 0.0f, 1.0f},
{-1.0f, 0.0f, 0.0f},
@ -63,7 +160,7 @@ void Skybox::refresh(float t, float mie, uint quality) {
{-1.0f, 0.0f, 0.0f},
{1.0f, 0.0f, 0.0f},
};
const vec3 yaxs[] = {
const glm::vec3 yaxs[] = {
{0.0f, 1.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
{0.0f, 0.0f, -1.0f},
@ -73,7 +170,7 @@ void Skybox::refresh(float t, float mie, uint quality) {
{0.0f, 1.0f, 0.0f},
};
const vec3 zaxs[] = {
const glm::vec3 zaxs[] = {
{1.0f, 0.0f, 0.0f},
{-1.0f, 0.0f, 0.0f},
{0.0f, -1.0f, 0.0f},
@ -87,7 +184,7 @@ void Skybox::refresh(float t, float mie, uint quality) {
shader->uniform1i("u_quality", quality);
shader->uniform1f("u_mie", mie);
shader->uniform1f("u_fog", mie - 1.0f);
shader->uniform3f("u_lightDir", glm::normalize(vec3(sin(t), -cos(t), -0.7f)));
shader->uniform3f("u_lightDir", glm::normalize(glm::vec3(sin(t), -cos(t), 0.0f)));
for (uint face = 0; face < 6; face++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, cubemap, 0);
shader->uniform3f("u_xaxis", xaxs[face]);

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@ -1,25 +1,52 @@
#ifndef FRONTEND_GRAPHICS_SKYBOX_H_
#define FRONTEND_GRAPHICS_SKYBOX_H_
#include <memory>
#include <string>
#include <vector>
#include "../../typedefs.h"
#include "../../maths/fastmaths.h"
#include "../../graphics/GfxContext.h"
class Mesh;
class Shader;
class Assets;
class Camera;
class Batch3D;
struct skysprite {
std::string texture;
float phase;
float distance;
bool emissive;
};
class Skybox {
uint fbo;
uint cubemap;
uint size;
Mesh* mesh;
Shader* shader;
bool ready = false;
FastRandom random;
std::unique_ptr<Mesh> mesh;
std::unique_ptr<Batch3D> batch3d;
std::vector<skysprite> sprites;
void drawStars(Camera* camera, float angle, float opacity);
void drawBackground(Camera* camera, Assets* assets, int width, int height);
public:
Skybox(uint size, Shader* shader);
~Skybox();
void draw(Shader* shader);
void draw(
const GfxContext& pctx,
Camera* camera,
Assets* assets,
float daytime,
float fog);
void refresh(float t, float mie, uint quality);
void refresh(const GfxContext& pctx, float t, float mie, uint quality);
void bind() const;
void unbind() const;
bool isReady() const {

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@ -134,9 +134,9 @@ void Batch3D::sprite(vec3 pos, vec3 up, vec3 right, float w, float h, const UVRe
uv.u2, uv.v2,
r,g,b,a);
vertex(pos.x - right.x * w - up.x * h,
pos.y + right.y * w + up.y * h,
pos.z - right.z * w - up.z * h,
vertex(pos.x - right.x * w + up.x * h,
pos.y - right.y * w + up.y * h,
pos.z - right.z * w + up.z * h,
uv.u1, uv.v2,
r,g,b,a);
@ -146,9 +146,9 @@ void Batch3D::sprite(vec3 pos, vec3 up, vec3 right, float w, float h, const UVRe
uv.u1, uv.v1,
r,g,b,a);
vertex(pos.x + right.x * w + up.x * h,
pos.y - right.y * w - up.y * h,
pos.z + right.z * w + up.z * h,
vertex(pos.x + right.x * w - up.x * h,
pos.y + right.y * w - up.y * h,
pos.z + right.z * w - up.z * h,
uv.u2, uv.v1,
r,g,b,a);
@ -178,8 +178,18 @@ void Batch3D::blockCube(const vec3 size, const UVRegion(&texfaces)[6], const vec
face(coord+vec3(size.x, 0.0f, 0.0f), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[1], (shading ? do_tint(0.9f)*tint : tint));
}
void Batch3D::point(glm::vec3 coord, glm::vec4 tint) {
vertex(coord, glm::vec2(), tint.r, tint.g, tint.b, tint.a);
}
void Batch3D::flush() {
mesh->reload(buffer, index / B3D_VERTEX_SIZE);
mesh->draw();
index = 0;
}
void Batch3D::flushPoints() {
mesh->reload(buffer, index / B3D_VERTEX_SIZE);
mesh->draw(GL_POINTS);
index = 0;
}

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@ -43,7 +43,9 @@ public:
void sprite(glm::vec3 pos, glm::vec3 up, glm::vec3 right, float w, float h, const UVRegion& uv, glm::vec4 tint);
void xSprite(float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading=true);
void blockCube(const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
void point(glm::vec3 pos, glm::vec4 tint);
void flush();
void flushPoints();
};
#endif /* GRAPHICS_BATCH3D_H_ */

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@ -11,6 +11,9 @@ GfxContext::GfxContext(const GfxContext* parent, Viewport& viewport, Batch2D* g2
GfxContext::~GfxContext() {
if (parent == nullptr)
return;
if (depthMask_ != parent->depthMask_) {
glDepthMask(parent->depthMask_);
}
if (depthTest_ != parent->depthTest_) {
if (depthTest_) glDisable(GL_DEPTH_TEST);
else glEnable(GL_DEPTH_TEST);
@ -19,6 +22,9 @@ GfxContext::~GfxContext() {
if (cullFace_) glDisable(GL_CULL_FACE);
else glEnable(GL_CULL_FACE);
}
if (blendMode_ != parent->blendMode_) {
Window::setBlendMode(parent->blendMode_);
}
}
const Viewport& GfxContext::getViewport() const {
@ -36,11 +42,18 @@ GfxContext GfxContext::sub() const {
return ctx;
}
void GfxContext::depthMask(bool flag) {
if (depthMask_ == flag)
return;
depthMask_ = flag;
glDepthMask(GL_FALSE + flag);
}
void GfxContext::depthTest(bool flag) {
if (depthTest_ == flag)
return;
depthTest_ = flag;
if (depthTest_) {
if (flag) {
glEnable(GL_DEPTH_TEST);
} else {
glDisable(GL_DEPTH_TEST);
@ -51,9 +64,16 @@ void GfxContext::cullFace(bool flag) {
if (cullFace_ == flag)
return;
cullFace_ = flag;
if (cullFace_) {
if (flag) {
glEnable(GL_CULL_FACE);
} else {
glDisable(GL_CULL_FACE);
}
}
void GfxContext::blendMode(blendmode mode) {
if (blendMode_ == mode)
return;
blendMode_ = mode;
Window::setBlendMode(mode);
}

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@ -3,6 +3,7 @@
#include "../typedefs.h"
#include "Viewport.h"
#include "../window/Window.h"
class Batch2D;
@ -10,8 +11,10 @@ class GfxContext {
const GfxContext* parent;
Viewport& viewport;
Batch2D* const g2d;
bool depthMask_ = true;
bool depthTest_ = false;
bool cullFace_ = false;
blendmode blendMode_ = blendmode::normal;
public:
GfxContext(const GfxContext* parent, Viewport& viewport, Batch2D* g2d);
~GfxContext();
@ -20,8 +23,10 @@ public:
const Viewport& getViewport() const;
GfxContext sub() const;
void depthMask(bool flag);
void depthTest(bool flag);
void cullFace(bool flag);
void blendMode(blendmode mode);
};
#endif // GRAPHICS_GFX_CONTEXT_H_

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@ -46,6 +46,13 @@ ImageData* Texture::readData() {
return new ImageData(ImageFormat::rgba8888, width, height, data.release());
}
void Texture::setNearestFilter() {
bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
}
Texture* Texture::from(const ImageData* image) {
uint width = image->getWidth();
uint height = image->getHeight();

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@ -18,6 +18,8 @@ public:
void bind();
void reload(ubyte* data);
void setNearestFilter();
ImageData* readData();
static Texture* from(const ImageData* image);

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@ -125,9 +125,9 @@ void BlocksController::randomTick(int tickid, int parts) {
continue;
for (int s = 0; s < segments; s++) {
for (int i = 0; i < 4; i++) {
int bx = fastmaths::rand() % CHUNK_W;
int by = fastmaths::rand() % segheight + s * segheight;
int bz = fastmaths::rand() % CHUNK_D;
int bx = random.rand() % CHUNK_W;
int by = random.rand() % segheight + s * segheight;
int bz = random.rand() % CHUNK_D;
const voxel& vox = chunk->voxels[(by * CHUNK_D + bz) * CHUNK_W + bx];
Block* block = indices->getBlockDef(vox.id);
if (block->rt.funcsset.randupdate) {

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@ -2,6 +2,7 @@
#define LOGIC_BLOCKS_CONTROLLER_H_
#include "../typedefs.h"
#include "../maths/fastmaths.h"
class Player;
class Block;
@ -33,6 +34,7 @@ class BlocksController {
Clock randTickClock;
Clock blocksTickClock;
uint padding;
FastRandom random;
public:
BlocksController(Level* level, uint padding);

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@ -1,17 +1,23 @@
#ifndef MATHS_FASTMATHS_H_
#define MATHS_FASTMATHS_H_
namespace fastmaths {
static unsigned int g_seed;
#include "../typedefs.h"
inline void srand(int seed) {
g_seed = seed;
class FastRandom {
uint seed;
public:
inline void setSeed(uint seed) {
this->seed = seed;
}
inline int rand(void) {
g_seed = (214013*g_seed+2531011);
return (g_seed>>16)&0x7FFF;
inline int rand() {
seed = (214013 * seed + 2531011);
return (seed>>16) & 0x7FFF;
}
inline float randFloat() {
return rand() / float(0x7FFF);
}
};
#endif // MATHS_FASTMATHS_H_

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@ -167,6 +167,17 @@ int Window::initialize(DisplaySettings& settings){
return 0;
}
void Window::setBlendMode(blendmode mode) {
switch (mode) {
case blendmode::normal:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case blendmode::addition:
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
}
}
void Window::clear() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}

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@ -14,6 +14,10 @@ class ImageData;
struct DisplaySettings;
struct GLFWmonitor;
enum class blendmode {
normal, addition
};
class Window {
static GLFWwindow* window;
static DisplaySettings* settings;
@ -53,6 +57,8 @@ public:
static const char* getClipboardText();
static DisplaySettings* getSettings();
static void setBlendMode(blendmode mode);
static glm::vec2 size() {
return glm::vec2(width, height);
}