добавленно частичное сглаживание

This commit is contained in:
lllzebralll 2022-12-01 20:37:30 +03:00
parent fea123bc5f
commit f04bac6b43
10 changed files with 92 additions and 36 deletions

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res/block.png.old.old Normal file

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@ -210,7 +210,7 @@ void Batch2D::blockSprite(float x, float y, float w, float h, int atlasRes, int
float vu = 1.0f - ((index[3] / atlasRes) * scale) - scale; float vu = 1.0f - ((index[3] / atlasRes) * scale) - scale;
float uf = (index[0] % atlasRes) * scale; float uf = (index[0] % atlasRes) * scale;
float vf = 1.0f - ((index[0] / atlasRes) * scale) - scale; float vf = 1.0f - ((index[0] / atlasRes) * scale) - scale;
if (this->index + 18*VERTEX_SIZE >= capacity) // if (this->index + 18*VERTEX_SIZE >= capacity)
render(); render();
float ar = 0.88f; float ar = 0.88f;
@ -258,6 +258,10 @@ void Batch2D::blockSprite(float x, float y, float w, float h, int atlasRes, int
vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a); vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a); vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
vertex(points[1], uvpoints[7], tint.r, tint.g, tint.b, tint.a); vertex(points[1], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
glDisable(GL_MULTISAMPLE);
render();
glEnable(GL_MULTISAMPLE);
} }
void Batch2D::rect(float x, float y, float w, float h, void Batch2D::rect(float x, float y, float w, float h,

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@ -65,7 +65,7 @@ void HudRenderer::drawDebug(Level* level, Assets* assets, int fps, bool occlusio
} }
void HudRenderer::draw(Level* level, Assets* assets){ void HudRenderer::draw(Level* level, Assets* assets, bool devdata){
uicamera->fov = Window::height; uicamera->fov = Window::height;
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
@ -210,11 +210,12 @@ void HudRenderer::draw(Level* level, Assets* assets){
batch->render(); batch->render();
if (Events::_cursor_locked){ if (Events::_cursor_locked && !devdata){
Shader* crosshairShader = assets->getShader("crosshair"); Shader* crosshairShader = assets->getShader("crosshair");
crosshairShader->use(); crosshairShader->use();
crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width); crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f)); crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));
glLineWidth(2.0f);
crosshair->draw(GL_LINES); crosshair->draw(GL_LINES);
} }
} }

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@ -14,7 +14,7 @@ class HudRenderer {
public: public:
HudRenderer(); HudRenderer();
~HudRenderer(); ~HudRenderer();
void draw(Level* level, Assets* assets); void draw(Level* level, Assets* assets, bool devdata);
void drawDebug(Level* level, Assets* assets, int fps, bool occlusion); void drawDebug(Level* level, Assets* assets, int fps, bool occlusion);
}; };

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@ -159,8 +159,8 @@ void mainloop(Level* level, Assets* assets) {
for (int i = 0; i < freeLoaders; i++) for (int i = 0; i < freeLoaders; i++)
level->chunksController->loadVisible(world->wfile); level->chunksController->loadVisible(world->wfile);
worldRenderer.draw(world, camera, occlusion); worldRenderer.draw(world, camera, occlusion, devdata);
hud.draw(level, assets); hud.draw(level, assets, devdata);
if (devdata) { if (devdata) {
hud.drawDebug(level, assets, fps, occlusion); hud.drawDebug(level, assets, fps, occlusion);
} }

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@ -31,7 +31,11 @@ public:
} }
void setSeed(int number){ void setSeed(int number){
seed = ((unsigned short)number+23729 xor (unsigned short)number+16786); seed = ((unsigned short)(number*23729) xor (unsigned short)(number+16786));
rand();
}
void setSeed(int number1,int number2){
seed = (((unsigned short)(number1*23729) or (unsigned short)(number2%16786)) xor (unsigned short)(number2*number1));
rand(); rand();
} }
}; };
@ -70,27 +74,28 @@ float calc_height_faster(fnl_state *noise, int real_x, int real_z){
return height; return height;
} }
int generate_tree(fnl_state *noise, PseudoRandom* random, const float* heights, int real_x, int real_y, int real_z, int tileSize){ int generate_tree(fnl_state *noise, PseudoRandom* random, float* heights, int real_x, int real_y, int real_z, int tileSize){
const int tileX = floor((double)real_x/(double)tileSize); const int tileX = floor((double)real_x/(double)tileSize);
const int tileY = floor((double)real_z/(double)tileSize); const int tileZ = floor((double)real_z/(double)tileSize);
random->setSeed(tileX*4325261+tileY*12160951+tileSize*9431111); random->setSeed(tileX*4325261+tileZ*12160951+tileSize*9431111);
bool gentree = fnlGetNoise3D(noise, tileX*3.0f+633, 0.0, tileY*3.0f) > -0.1f && (random->rand() % 10) < 7; bool gentree = fnlGetNoise3D(noise, tileX*3.0f+633, 0.0, tileZ*3.0f) > -0.1f && (random->rand() % 10) < 7;
if (!gentree) if (!gentree)
return 0; return 0;
const int randomX = (random->rand() % (tileSize/2)) - tileSize/4; const int randomX = (random->rand() % (tileSize/2)) - tileSize/4;
const int randomZ = (random->rand() % (tileSize/2)) - tileSize/4; const int randomZ = (random->rand() % (tileSize/2)) - tileSize/4;
int centerX = tileX * tileSize + tileSize/2 + randomX; int centerX = tileX * tileSize + tileSize/2 + randomX;
int centerY = tileY * tileSize + tileSize/2 + randomZ; int centerZ = tileZ * tileSize + tileSize/2 + randomZ;
int height = (int)calc_height_faster(noise, centerX, centerY); // int height = (int)(heights[centerX*CHUNK_W+centerZ]);
if ((height < 57) || (fnlGetNoise3D(noise, real_x*0.025f,real_z*0.025f, 0.0f)*0.5f > 0.5)) int height = (int)calc_height_faster(noise, centerX, centerZ);
if ((height < 57)/* || (fnlGetNoise3D(noise, real_x*0.025f,real_z*0.025f, 0.0f)*0.5f > 0.5)*/)
return 0; return 0;
int lx = real_x - centerX; int lx = real_x - centerX;
int radius = random->rand() % 4 + 3; int radius = random->rand() % 4 + 2;
int ly = real_y - height - 3 * radius; int ly = real_y - height - 3 * radius;
int lz = real_z - centerY; int lz = real_z - centerZ;
if (lx == 0 && lz == 0 && real_y - height < 4*radius) if (lx == 0 && lz == 0 && real_y - height < (3*radius + radius/2))
return 6; return 6;
if (lx*lx+ly*ly/2+lz*lz < radius*radius) if (lx*lx+ly*ly/2+lz*lz < radius*radius)
return 7; return 7;
@ -102,6 +107,7 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){
noise.noise_type = FNL_NOISE_OPENSIMPLEX2; noise.noise_type = FNL_NOISE_OPENSIMPLEX2;
noise.seed = seed * 60617077 % 25896307; noise.seed = seed * 60617077 % 25896307;
PseudoRandom randomtree; PseudoRandom randomtree;
PseudoRandom randomgrass;
float heights[CHUNK_VOL]; float heights[CHUNK_VOL];
@ -123,6 +129,7 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){
for (int y = 0; y < CHUNK_H; y++){ for (int y = 0; y < CHUNK_H; y++){
int real_y = y; int real_y = y;
int id = real_y < 55 ? BLOCK_WATER : BLOCK_AIR; int id = real_y < 55 ? BLOCK_WATER : BLOCK_AIR;
int states = 0;
if ((real_y == (int)height) && (54 < real_y)) { if ((real_y == (int)height) && (54 < real_y)) {
id = BLOCK_GRASS_BLOCK; id = BLOCK_GRASS_BLOCK;
} else if (real_y < (height - 6)){ } else if (real_y < (height - 6)){
@ -130,13 +137,14 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){
} else if (real_y < height){ } else if (real_y < height){
id = BLOCK_DIRT; id = BLOCK_DIRT;
} else { } else {
int tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 16); int tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 23);
if (tree) { if (tree) {
id = tree; id = tree;
} else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 19))){ states = 0x32;
id = tree; // } else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 19))){
} else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 23))){ // id = tree;
id = tree; // } else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 23))){
// id = tree;
} }
} }
if ( ((height - (1.5 - 0.2 * pow(height - 54, 4))) < real_y) && (real_y < height)){ if ( ((height - (1.5 - 0.2 * pow(height - 54, 4))) < real_y) && (real_y < height)){
@ -144,14 +152,20 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){
} }
if (real_y <= 2) if (real_y <= 2)
id = BLOCK_BEDROCK; id = BLOCK_BEDROCK;
if ((id == 0) && (height > 55.5) && ((int)(height + 1) == real_y) && ((unsigned short)random() > 56000)){
randomgrass.setSeed(real_x,real_z);
if ((id == 0) && (height > 55.5) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 56000)){
id = BLOCK_GRASS; id = BLOCK_GRASS;
} }
if ((id == 0) && (height > 55.5) && ((int)(height + 1) == real_y) && ((unsigned short)random() > 64000)){ if ((id == 0) && (height > 55.5) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 65000)){
id = BLOCK_FLOWER; id = BLOCK_FLOWER;
} }
if ((height > 56) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 65533)){
id = BLOCK_WOOD;
states = 0x32;
}
voxels[(y * CHUNK_D + z) * CHUNK_W + x].id = id; voxels[(y * CHUNK_D + z) * CHUNK_W + x].id = id;
voxels[(y * CHUNK_D + z) * CHUNK_W + x].states = 0x32; voxels[(y * CHUNK_D + z) * CHUNK_W + x].states = states;
} }
} }
} }

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@ -13,7 +13,7 @@ int Window::initialize(int width, int height, const char* title){
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
//glfwWindowHint(GLFW_SAMPLES, 2); glfwWindowHint(GLFW_SAMPLES, 16);
window = glfwCreateWindow(width, height, title, nullptr, nullptr); window = glfwCreateWindow(width, height, title, nullptr, nullptr);
if (window == nullptr){ if (window == nullptr){
@ -34,6 +34,8 @@ int Window::initialize(int width, int height, const char* title){
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glEnable(GL_MULTISAMPLE);
// glDisable(GL_MULTISAMPLE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Window::width = width; Window::width = width;

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@ -2,6 +2,7 @@
#include <iostream> #include <iostream>
#include "graphics/VoxelRenderer.h" #include "graphics/VoxelRenderer.h"
#include <GL/glew.h>
#include "window/Window.h" #include "window/Window.h"
#include "window/Camera.h" #include "window/Camera.h"
@ -63,15 +64,16 @@ bool WorldRenderer::drawChunk(size_t index, Camera* camera, Shader* shader, bool
} }
} }
} }
mat4 model = glm::translate(mat4(1.0f), vec3(chunk->x*CHUNK_W+0.5f, 0.5f, chunk->z*CHUNK_D+0.5f)); mat4 model = glm::translate(mat4(1.0f), vec3(chunk->x*CHUNK_W+0.5f, 0.5f, chunk->z*CHUNK_D+0.5f));
shader->uniformMatrix("u_model", model); shader->uniformMatrix("u_model", model);
glDisable(GL_MULTISAMPLE);
mesh->draw(GL_TRIANGLES); mesh->draw(GL_TRIANGLES);
glEnable(GL_MULTISAMPLE);
return false; return false;
} }
void WorldRenderer::draw(World* world, Camera* camera, bool occlusion){ void WorldRenderer::draw(World* world, Camera* camera, bool occlusion, bool devdata){
Chunks* chunks = level->chunks; Chunks* chunks = level->chunks;
vec4 skyColor(0.7f, 0.81f, 1.0f, 1.0f); vec4 skyColor(0.7f, 0.81f, 1.0f, 1.0f);
@ -133,21 +135,54 @@ void WorldRenderer::draw(World* world, Camera* camera, bool occlusion){
// draw 3D stuff here // draw 3D stuff here
batch3d->render(); batch3d->render();
linesShader->use(); if (devdata) {
linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView()); linesShader->use();
glLineWidth(2.0f); linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView());
lineBatch->line(camera->position.x, camera->position.y-0.1f, camera->position.z, camera->position.x+0.01f, camera->position.y-0.1f, camera->position.z, 1, 0, 0, 1);
lineBatch->line(camera->position.x, camera->position.y-0.1f, camera->position.z, camera->position.x, camera->position.y-0.1f, camera->position.z+0.01f, 0, 0, 1, 1); vec3 point = vec3(camera->position.x+camera->front.x/1,
lineBatch->line(camera->position.x, camera->position.y-0.1f, camera->position.z, camera->position.x, camera->position.y-0.1f+0.01f, camera->position.z, 0, 1, 0, 1); camera->position.y+camera->front.y/1,
lineBatch->render(); camera->position.z+camera->front.z/1);
glDisable(GL_DEPTH_TEST);
glLineWidth(3.0f);
lineBatch->line(point.x, point.y, point.z,
point.x+0.1f, point.y, point.z,
0, 0, 0, 1);
lineBatch->line(point.x, point.y, point.z,
point.x, point.y, point.z+0.1f,
0, 0, 0, 1);
lineBatch->line(point.x, point.y, point.z,
point.x, point.y+0.1f, point.z,
0, 0, 0, 1);
lineBatch->render();
glLineWidth(1.0f);
lineBatch->line(point.x, point.y, point.z,
point.x+0.1f, point.y, point.z,
1, 0, 0, 1);
lineBatch->line(point.x, point.y, point.z,
point.x, point.y, point.z+0.1f,
0, 0, 1, 1);
lineBatch->line(point.x, point.y, point.z,
point.x, point.y+0.1f, point.z,
0, 1, 0, 1);
lineBatch->render();
glEnable(GL_DEPTH_TEST);
}
if (level->playerController->selectedBlockId != -1){ if (level->playerController->selectedBlockId != -1){
Block* selectedBlock = Block::blocks[level->playerController->selectedBlockId]; Block* selectedBlock = Block::blocks[level->playerController->selectedBlockId];
vec3 pos = level->playerController->selectedBlockPosition; vec3 pos = level->playerController->selectedBlockPosition;
linesShader->use();
linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView());
glLineWidth(2.0f);
if (selectedBlock->model == 1){ if (selectedBlock->model == 1){
lineBatch->box(pos.x+0.5f, pos.y+0.5f, pos.z+0.5f, 1.005f,1.005f,1.005f, 0,0,0,0.5f); lineBatch->box(pos.x+0.5f, pos.y+0.5f, pos.z+0.5f, 1.005f,1.005f,1.005f, 0,0,0,0.5f);
} else if (selectedBlock->model == 2){ } else if (selectedBlock->model == 2){
lineBatch->box(pos.x+0.5f, pos.y+0.35f, pos.z+0.5f, 0.805f,0.705f,0.805f, 0,0,0,0.5f); lineBatch->box(pos.x+0.5f, pos.y+0.35f, pos.z+0.5f, 0.805f,0.705f,0.805f, 0,0,0,0.5f);
} }
lineBatch->render();
} }
} }

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@ -37,7 +37,7 @@ public:
WorldRenderer(Level* level, Assets* assets); WorldRenderer(Level* level, Assets* assets);
~WorldRenderer(); ~WorldRenderer();
void draw(World* world, Camera* camera, bool occlusion); void draw(World* world, Camera* camera, bool occlusion, bool devdata);
}; };