Refactor, shader fix

This commit is contained in:
MihailRis 2022-10-01 18:02:48 +03:00
parent 6965bbe809
commit fbce36a05c
5 changed files with 26 additions and 17 deletions

View File

@ -7,11 +7,14 @@ out vec4 f_color;
uniform sampler2D u_texture0;
uniform vec3 u_fogColor;
uniform float u_fogFactor;
void main(){
vec4 tex_color = texture(u_texture0, a_texCoord);
//if (tex_color.a < 0.5)
// discard;
float depth = (a_distance/256.0)*(a_distance/256.0)*256.0/6;
f_color = mix(a_color * tex_color, vec4(u_fogColor,1.0), min(1.0, depth/256.0/1.0f));
float alpha = a_color.a * tex_color.a;
f_color = mix(a_color * tex_color, vec4(u_fogColor,1.0), min(1.0, depth*u_fogFactor));
f_color.a = alpha;
}

View File

@ -78,18 +78,12 @@ void write_world(World* world, Level* level){
world->wfile->writePlayer(level->player);
}
void update_level(World* world, Level* level, vec3 position, float delta, long frame, VoxelRenderer* renderer, PlayerController* playerController){
playerController->update_controls(delta);
playerController->update_interaction();
void update_level(World* world, Level* level, float delta, long frame, VoxelRenderer* renderer){
level->playerController->update_controls(delta);
level->playerController->update_interaction();
vec3 position = level->player->hitbox->position;
level->chunks->setCenter(world->wfile, position.x, 0, position.z);
int freeLoaders = level->chunksController->countFreeLoaders();
for (int i = 0; i < freeLoaders; i++)
level->chunksController->_buildMeshes(renderer, frame);
freeLoaders = level->chunksController->countFreeLoaders();
for (int i = 0; i < freeLoaders; i++)
level->chunksController->loadVisible(world->wfile);
}
Level* load_level(World* world, Player* player) {
@ -137,7 +131,6 @@ int main() {
std::cout << "-- preparing systems" << std::endl;
HudRenderer hud;
WorldRenderer worldRenderer(level);
PlayerController playerController(level);
float lastTime = glfwGetTime();
float delta = 0.0f;
@ -162,12 +155,19 @@ int main() {
devdata = !devdata;
}
update_level(world, level, camera->position, delta, frame, worldRenderer.renderer, &playerController);
update_level(world, level, delta, frame, worldRenderer.renderer);
int freeLoaders = level->chunksController->countFreeLoaders();
for (int i = 0; i < freeLoaders; i++)
level->chunksController->_buildMeshes(worldRenderer.renderer, frame);
freeLoaders = level->chunksController->countFreeLoaders();
for (int i = 0; i < freeLoaders; i++)
level->chunksController->loadVisible(world->wfile);
worldRenderer.draw(world, camera, assets, occlusion);
if (playerController.selectedBlockId != -1){
Block* selectedBlock = Block::blocks[playerController.selectedBlockId];
if (level->playerController->selectedBlockId != -1){
Block* selectedBlock = Block::blocks[level->playerController->selectedBlockId];
LineBatch* lineBatch = worldRenderer.lineBatch;
vec3 pos = playerController.selectedBlockPosition;
vec3 pos = level->playerController->selectedBlockPosition;
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);
} else if (selectedBlock->model == 2){

View File

@ -1,6 +1,7 @@
#include "Level.h"
#include "../lighting/Lighting.h"
#include "../voxels/ChunksController.h"
#include "../player_control.h"
Level::Level(World* world, Player* player, Chunks* chunks, PhysicsSolver* physics) :
player(player),
@ -8,6 +9,7 @@ Level::Level(World* world, Player* player, Chunks* chunks, PhysicsSolver* physic
physics(physics) {
lighting = new Lighting(chunks);
chunksController = new ChunksController(world, chunks, lighting);
playerController = new PlayerController(this);
}
Level::~Level(){
@ -16,4 +18,5 @@ Level::~Level(){
delete player;
delete lighting;
delete chunksController;
delete playerController;
}

View File

@ -7,6 +7,7 @@ class Chunks;
class Lighting;
class PhysicsSolver;
class ChunksController;
class PlayerController;
class Level {
public:
@ -15,6 +16,7 @@ public:
PhysicsSolver* physics;
Lighting* lighting;
ChunksController* chunksController;
PlayerController* playerController;
Level(World* world, Player* player, Chunks* chunks, PhysicsSolver* physics);
~Level();
};

View File

@ -112,7 +112,8 @@ void WorldRenderer::draw(World* world, Camera* camera, Assets* assets, bool occl
shader->uniformMatrix("u_view", camera->getView());
shader->uniform1f("u_gamma", 1.6f);
shader->uniform3f("u_skyLightColor", 2.2f,2.2f,2.2f);
shader->uniform3f("u_fogColor", 0.7f,0.71f,0.73f);
shader->uniform3f("u_fogColor", 0.7f,0.81f,1.0f);
shader->uniform1f("u_fogFactor", 0.03f);
shader->uniform3f("u_cameraPos", camera->position.x,camera->position.y,camera->position.z);
texture->bind();