day-night loop, dynamic skybox, clock on debug panel

This commit is contained in:
MihailRis
2023-11-28 11:01:22 +03:00
parent 4a9a4ddd14
commit c08c31b0ad
24 changed files with 599 additions and 48 deletions
+111
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@@ -0,0 +1,111 @@
#include "Skybox.h"
#include <GL/glew.h>
#include <iostream>
#include <glm/glm.hpp>
#include "../../graphics/Shader.h"
#include "../../graphics/Mesh.h"
#include "../../window/Window.h"
using glm::vec3;
Skybox::Skybox(uint size, Shader* shader) : size(size), shader(shader) {
glGenTextures(1, &cubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
for (uint face = 0; face < 6; face++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGB, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
}
glGenFramebuffers(1, &fbo);
float vertices[] {
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f
};
vattr attrs[] {2, 0};
mesh = new Mesh(vertices, 6, attrs);
}
Skybox::~Skybox() {
glDeleteTextures(1, &cubemap);
glDeleteFramebuffers(1, &fbo);
delete mesh;
}
void Skybox::draw(Shader* shader) {
shader->uniform1i("u_cubemap", 1);
bind();
mesh->draw();
unbind();
}
void Skybox::refresh(float t, float mie, uint quality) {
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[] = {
{0.0f, 0.0f, -1.0f},
{0.0f, 0.0f, 1.0f},
{-1.0f, 0.0f, 0.0f},
{-1.0f, 0.0f, 0.0f},
{-1.0f, 0.0f, 0.0f},
{1.0f, 0.0f, 0.0f},
};
const vec3 yaxs[] = {
{0.0f, 1.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
{0.0f, 0.0f, -1.0f},
{0.0f, 0.0f, 1.0f},
{0.0f, 1.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
};
const vec3 zaxs[] = {
{1.0f, 0.0f, 0.0f},
{-1.0f, 0.0f, 0.0f},
{0.0f, -1.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
{0.0f, 0.0f, -1.0f},
{0.0f, 0.0f, 1.0f},
};
t *= M_PI*2.0f;
shader->uniform1i("u_quality", quality);
shader->uniform1f("u_mie", mie);
shader->uniform3f("u_lightDir", glm::normalize(vec3(sin(t), -cos(t), 0.7f)));
for (uint face = 0; face < 6; face++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, cubemap, 0);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
shader->uniform3f("u_xaxis", xaxs[face]);
shader->uniform3f("u_yaxis", yaxs[face]);
shader->uniform3f("u_zaxis", zaxs[face]);
mesh->draw(GL_TRIANGLES);
}
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
glActiveTexture(GL_TEXTURE0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
Window::viewport(0, 0, Window::width, Window::height);
}
void Skybox::bind() const {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
glActiveTexture(GL_TEXTURE0);
}
void Skybox::unbind() const {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
glActiveTexture(GL_TEXTURE0);
}
+30
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@@ -0,0 +1,30 @@
#ifndef FRONTEND_GRAPHICS_SKYBOX_H_
#define FRONTEND_GRAPHICS_SKYBOX_H_
#include "../../typedefs.h"
class Mesh;
class Shader;
class Skybox {
uint fbo;
uint cubemap;
uint size;
Mesh* mesh;
Shader* shader;
bool ready = false;
public:
Skybox(uint size, Shader* shader);
~Skybox();
void draw(Shader* shader);
void refresh(float t, float mie, uint quality);
void bind() const;
void unbind() const;
bool isReady() const {
return ready;
}
};
#endif // FRONTEND_GRAPHICS_SKYBOX_H_
+13 -3
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@@ -11,6 +11,7 @@
#include "../typedefs.h"
#include "../content/Content.h"
#include "../util/stringutil.h"
#include "../util/timeutil.h"
#include "../assets/Assets.h"
#include "../graphics/Shader.h"
#include "../graphics/Batch2D.h"
@@ -128,13 +129,22 @@ HudRenderer::HudRenderer(Engine* engine,
sub->add(box);
panel->add(sub);
}
panel->add(shared_ptr<Label>(create_label([this](){
int hour, minute, second;
timeutil::from_value(this->level->world->daytime, hour, minute, second);
std::wstring timeString =
util::lfill(std::to_wstring(hour), 2, L'0') + L":" +
util::lfill(std::to_wstring(minute), 2, L'0');
return L"time: "+timeString;
})));
{
TrackBar* bar = new TrackBar(0.0f, 1.0f, 1.0f, 0.02f, 2);
TrackBar* bar = new TrackBar(0.0f, 1.0f, 1.0f, 0.005f, 8);
bar->supplier([=]() {
return renderer->skyLightMutliplier;
return level->world->daytime;
});
bar->consumer([=](double val) {
renderer->skyLightMutliplier = val;
level->world->daytime = val;
});
panel->add(bar);
}
+3
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@@ -136,6 +136,9 @@ void LevelScreen::update(float delta) {
level->chunks->saveAndClear();
backlight = settings.graphics.backlight;
}
if (!hud->isPause()) {
level->world->updateTimers(delta);
}
level->updatePlayer(delta, !inputLocked, hud->isPause(), !inputLocked);
level->update();
+23 -13
View File
@@ -28,6 +28,7 @@
#include "../settings.h"
#include "../engine.h"
#include "ContentGfxCache.h"
#include "graphics/Skybox.h"
using glm::vec3;
using std::string;
@@ -35,15 +36,19 @@ using std::shared_ptr;
WorldRenderer::WorldRenderer(Engine* engine, Level* level, const ContentGfxCache* cache)
: engine(engine), level(level) {
EngineSettings& settings = engine->getSettings();
lineBatch = new LineBatch(4096);
renderer = new ChunksRenderer(level, cache, engine->getSettings());
renderer = new ChunksRenderer(level, cache, settings);
frustumCulling = new Frustum();
level->events->listen(EVT_CHUNK_HIDDEN, [this](lvl_event_type type, Chunk* chunk) {
renderer->unload(chunk);
});
skybox = new Skybox(64, engine->getAssets()->getShader("skybox_gen"));
}
WorldRenderer::~WorldRenderer() {
delete skybox;
delete lineBatch;
delete renderer;
delete frustumCulling;
@@ -100,6 +105,10 @@ void WorldRenderer::drawChunks(Chunks* chunks,
void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool occlusion){
EngineSettings& settings = engine->getSettings();
skybox->refresh(level->world->daytime,
fmax(1.0f, 18.0f/settings.chunks.loadDistance), 4);
const Content* content = level->content;
const ContentIndices* contentIds = content->indices;
Assets* assets = engine->getAssets();
@@ -110,32 +119,32 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool occlusion)
const Viewport& viewport = pctx.getViewport();
int displayWidth = viewport.getWidth();
int displayHeight = viewport.getHeight();
Window::clearDepth();
Window::viewport(0, 0, displayWidth, displayHeight);
Shader* backShader = assets->getShader("background");
backShader->use();
backShader->uniformMatrix("u_view", camera->getView(false));
backShader->uniform1f("u_zoom", camera->zoom);
backShader->uniform1f("u_ar", (float)Window::width/(float)Window::height);
skybox->draw(backShader);
{
GfxContext ctx = pctx.sub();
ctx.depthTest(true);
ctx.cullFace(true);
EngineSettings& settings = engine->getSettings();
vec3 skyColor(0.7f, 0.81f, 1.0f);
skyColor *= skyLightMutliplier;
Window::setBgColor(skyColor);
Window::clear();
Window::viewport(0, 0, displayWidth, displayHeight);
float fogFactor = 18.0f / (float)settings.chunks.loadDistance;
shader->use();
skybox->bind();
shader->uniformMatrix("u_proj", camera->getProjection());
shader->uniformMatrix("u_view", camera->getView());
shader->uniform1f("u_gamma", 1.0f);
shader->uniform3f("u_skyLightColor", vec3(1.1f) * skyLightMutliplier);
shader->uniform3f("u_fogColor", skyColor);
shader->uniform1f("u_fogFactor", fogFactor);
shader->uniform1f("u_fogCurve", settings.graphics.fogCurve);
shader->uniform3f("u_cameraPos", camera->position);
shader->uniform1i("u_cubemap", 1);
Block* cblock = contentIds->getBlockDef(level->player->choosenBlock);
assert(cblock != nullptr);
@@ -168,6 +177,7 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool occlusion)
}
lineBatch->render();
}
skybox->unbind();
}
if (level->player->debug) {
@@ -175,7 +185,7 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool occlusion)
ctx.depthTest(true);
linesShader->use();
if (engine->getSettings().debug.showChunkBorders){
if (settings.debug.showChunkBorders){
linesShader->uniformMatrix("u_projview", camera->getProjView());
vec3 coord = level->player->camera->position;
if (coord.x < 0) coord.x--;
+2 -2
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@@ -22,6 +22,7 @@ class Frustum;
class Engine;
class Chunks;
class ContentGfxCache;
class Skybox;
class WorldRenderer {
Engine* engine;
@@ -29,11 +30,10 @@ class WorldRenderer {
Frustum* frustumCulling;
LineBatch* lineBatch;
ChunksRenderer* renderer;
Skybox* skybox;
bool drawChunk(size_t index, Camera* camera, Shader* shader, bool occlusion);
void drawChunks(Chunks* chunks, Camera* camera, Shader* shader, bool occlusion);
public:
float skyLightMutliplier = 1.0f; // will be replaced with day-night cycle
WorldRenderer(Engine* engine, Level* level, const ContentGfxCache* cache);
~WorldRenderer();