add weather intensity (WIP)
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830e05733f
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@ -15,6 +15,7 @@ uniform mat4 u_proj;
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uniform mat4 u_view;
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uniform vec3 u_cameraPos;
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uniform float u_gamma;
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uniform float u_opacity;
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uniform samplerCube u_cubemap;
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uniform vec3 u_torchlightColor;
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@ -36,6 +37,7 @@ void main() {
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a_dir = modelpos.xyz - u_cameraPos;
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vec3 skyLightColor = pick_sky_color(u_cubemap);
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a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a) * v_color;
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a_color.a = u_opacity;
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a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
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gl_Position = u_proj * u_view * modelpos;
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}
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@ -115,7 +115,7 @@ void Decorator::updateRandom(
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return;
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}
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}
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if (dst2 < 128 && rainSplash.has_value()) {
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if (dst2 < 128 && random.randFloat() < glm::pow(weather.intensity, 2.0f) && rainSplash.has_value()) {
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auto treg = util::get_texture_region(
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assets, "particles:rain_splash_0", ""
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);
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@ -131,13 +131,13 @@ void Decorator::updateRandom(
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2
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));
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}
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if (random.rand() % 200 < 2 && pos.y < areaCenter.y + 1) {
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if (random.rand() % 200 < 3 && pos.y < areaCenter.y + 1) {
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auto sound = assets.get<audio::Sound>(weather.fall.noise);
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audio::play(
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sound,
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pos,
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false,
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1.0f,
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weather.intensity * weather.intensity,
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1.0f,
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false,
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audio::PRIORITY_LOW,
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@ -136,8 +136,8 @@ void WorldRenderer::setupWorldShader(
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shader.uniform1f("u_gamma", settings.graphics.gamma.get());
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shader.uniform1f("u_fogFactor", fogFactor);
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shader.uniform1f("u_fogCurve", settings.graphics.fogCurve.get());
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shader.uniform1f("u_weatherFogOpacity", 0.8f);
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shader.uniform1f("u_weatherFogDencity", 2.0f);
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shader.uniform1f("u_weatherFogOpacity", weather.fogOpacity * weather.intensity);
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shader.uniform1f("u_weatherFogDencity", weather.fogDencity);
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shader.uniform1f("u_dayTime", level.getWorld()->getInfo().daytime);
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shader.uniform2f("u_lightDir", skybox->getLightDir());
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shader.uniform3f("u_cameraPos", camera.position);
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@ -183,6 +183,7 @@ void WorldRenderer::renderLevel(
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}
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entityShader.uniform1i("u_alphaClip", true);
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entityShader.uniform1f("u_opacity", 1.0f);
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level.entities->render(
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assets,
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*modelBatch,
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@ -213,7 +214,10 @@ void WorldRenderer::renderLevel(
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setupWorldShader(entityShader, camera, settings, fogFactor);
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entityShader.uniform1i("u_alphaClip", false);
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float zero = weather.fall.minOpacity;
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entityShader.uniform1f("u_opacity", (weather.intensity * (1.0f - zero)) + zero);
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precipitation->render(camera, pause ? 0.0f : delta, weather);
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weather.intensity = -glm::cos(timer * 0.2f) * 0.5f + 0.5f;
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skybox->unbind();
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}
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@ -344,7 +348,13 @@ void WorldRenderer::draw(
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const auto& settings = engine.getSettings();
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const auto& worldInfo = world->getInfo();
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skybox->refresh(pctx, worldInfo.daytime, 1.0f + worldInfo.fog * 2.0f, 4);
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skybox->refresh(
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pctx,
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worldInfo.daytime,
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1.0f +
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glm::max(worldInfo.fog, weather.clouds * glm::sqrt(weather.intensity) * 0.5f) * 2.0f,
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4
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);
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const auto& assets = *engine.getAssets();
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auto& linesShader = assets.require<Shader>("lines");
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@ -12,6 +12,9 @@ dv::value WeatherPreset::serialize() const {
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froot["scale"] = fall.scale;
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froot["noise"] = fall.noise;
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root["fall"] = froot;
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root["fog_opacity"] = fogOpacity;
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root["fog_dencity"] = fogDencity;
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root["clouds"] = clouds;
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return root;
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}
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@ -24,5 +27,8 @@ void WeatherPreset::deserialize(const dv::value& src) {
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froot.at("hspeed").get(fall.hspeed);
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froot.at("scale").get(fall.scale);
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froot.at("noise").get(fall.noise);
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src.at("fog_opacity").get(fogOpacity);
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src.at("fog_dencity").get(fogDencity);
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src.at("clouds").get(clouds);
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}
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}
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@ -18,10 +18,24 @@ struct WeatherPreset : Serializable {
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float hspeed = 0.1f;
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/// @brief UV scaling
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float scale = 0.1f;
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/// @brief Fall opacity interpreted as zero.
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/// @example if 0.8 then opacity range is 0.8-1.0 for 0.0-1.0 intensity
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float minOpacity = 0.8f;
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/// @brief Fall splash
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std::optional<ParticlesPreset> splash;
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} fall {};
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/// @brief Max weather fog opacity
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float fogOpacity = 0.8f;
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/// @brief Weather fog depth multiplier
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float fogDencity = 2.0f;
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float clouds = 0.5f;
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/// @brief Weather effects intensity
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float intensity = 0.9f;
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dv::value serialize() const override;
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void deserialize(const dv::value& src) override;
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};
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