Refactor, shader fix
This commit is contained in:
parent
6965bbe809
commit
fbce36a05c
@ -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;
|
||||
}
|
||||
|
||||
@ -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){
|
||||
|
||||
@ -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;
|
||||
}
|
||||
|
||||
@ -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();
|
||||
};
|
||||
|
||||
@ -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();
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user