initial commit
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@@ -41,6 +41,8 @@
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#include "graphics/core/Shader.hpp"
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#include "graphics/core/Texture.hpp"
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#include "graphics/core/Font.hpp"
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#include "graphics/core/ShadowMap.hpp"
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#include "graphics/core/GBuffer.hpp"
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#include "BlockWrapsRenderer.hpp"
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#include "ParticlesRenderer.hpp"
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#include "PrecipitationRenderer.hpp"
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@@ -100,6 +102,10 @@ WorldRenderer::WorldRenderer(
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settings.graphics.skyboxResolution.get(),
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assets->require<Shader>("skybox_gen")
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);
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shadowMap = std::make_unique<ShadowMap>(1024);
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shadowCamera = std::make_unique<Camera>();
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}
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WorldRenderer::~WorldRenderer() = default;
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@@ -119,6 +125,7 @@ void WorldRenderer::setupWorldShader(
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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.uniform1i("u_debugLights", lightsDebug);
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shader.uniform1i("u_debugNormals", false);
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shader.uniform1f("u_weatherFogOpacity", weather.fogOpacity());
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shader.uniform1f("u_weatherFogDencity", weather.fogDencity());
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shader.uniform1f("u_weatherFogCurve", weather.fogCurve());
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@@ -126,6 +133,15 @@ void WorldRenderer::setupWorldShader(
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shader.uniform2f("u_lightDir", skybox->getLightDir());
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shader.uniform3f("u_cameraPos", camera.position);
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shader.uniform1i("u_cubemap", 1);
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shader.uniform1i("u_enableShadows", gbufferPipeline);
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if (gbufferPipeline) {
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shader.uniformMatrix("u_shadowsMatrix", shadowCamera->getProjView());
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glActiveTexture(GL_TEXTURE4);
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shader.uniform1i("u_shadows", 4);
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glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthMap());
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glActiveTexture(GL_TEXTURE0);
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}
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auto indices = level.content.getIndices();
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// Light emission when an emissive item is chosen
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@@ -354,10 +370,52 @@ void WorldRenderer::draw(
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const auto& assets = *engine.getAssets();
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auto& linesShader = assets.require<Shader>("lines");
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auto& shadowsShader = assets.require<Shader>("shadows");
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if (gbufferPipeline) {
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float shadowMapScale = 0.05f;
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float shadowMapSize = shadowMap->getResolution() * shadowMapScale;
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*shadowCamera = Camera(camera.position, shadowMapSize);
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shadowCamera->near = 0.5f;
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shadowCamera->far = 600.0f;
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shadowCamera->perspective = false;
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shadowCamera->setAspectRatio(1.0f);
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shadowCamera->rotate(glm::radians(-65.0f), glm::radians(-35.0f), glm::radians(-35.0f));
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//shadowCamera.perspective = false;
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/*shadowCamera.rotation = //glm::inverse(
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glm::lookAt({}, glm::normalize(shadowCamera.position-camera.position), glm::vec3(0, 1, 0));
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//);*/
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shadowCamera->updateVectors();
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//shadowCamera->position += camera.dir * shadowMapSize * 0.5f;
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shadowCamera->position -= shadowCamera->front * 100.0f;
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shadowCamera->position -= shadowCamera->right * (shadowMap->getResolution() * shadowMapScale) * 0.5f;
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shadowCamera->position -= shadowCamera->up * (shadowMap->getResolution() * shadowMapScale) * 0.5f;
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shadowCamera->position = glm::floor(shadowCamera->position);
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{
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frustumCulling->update(shadowCamera->getProjView());
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auto sctx = pctx.sub();
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sctx.setDepthTest(true);
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sctx.setCullFace(true);
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sctx.setViewport({shadowMap->getResolution(), shadowMap->getResolution()});
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shadowMap->bind();
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setupWorldShader(shadowsShader, *shadowCamera, settings, 0.0f);
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chunks->drawChunks(*shadowCamera, shadowsShader);
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shadowMap->unbind();
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}
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}
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/* World render scope with diegetic HUD included */ {
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DrawContext wctx = pctx.sub();
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postProcessing.use(wctx);
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if (gbufferPipeline) {
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if (gbuffer == nullptr) {
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gbuffer = std::make_unique<GBuffer>(vp.x, vp.y);
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} else {
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gbuffer->resize(vp.x, vp.y);
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}
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wctx.setFramebuffer(gbuffer.get());
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} else {
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postProcessing.use(wctx);
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}
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display::clearDepth();
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@@ -370,25 +428,25 @@ void WorldRenderer::draw(
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ctx.setCullFace(true);
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renderLevel(ctx, camera, settings, uiDelta, pause, hudVisible);
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// Debug lines
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if (hudVisible) {
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if (debug) {
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guides->renderDebugLines(
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ctx, camera, *lineBatch, linesShader, showChunkBorders
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);
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}
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if (player.currentCamera == player.fpCamera) {
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renderHands(camera, delta);
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}
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}
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// if (hudVisible) {
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// if (debug) {
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// guides->renderDebugLines(
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// ctx, camera, *lineBatch, linesShader, showChunkBorders
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// );
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// }
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// if (player.currentCamera == player.fpCamera) {
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// renderHands(camera, delta);
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// }
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// }
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}
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{
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DrawContext ctx = wctx.sub();
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texts->render(ctx, camera, settings, hudVisible, true);
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}
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renderBlockOverlay(wctx);
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// {
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// DrawContext ctx = wctx.sub();
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// texts->render(ctx, camera, settings, hudVisible, true);
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// }
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//renderBlockOverlay(wctx);
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}
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postProcessing.render(pctx, assets, timer);
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postProcessing.render(pctx, assets, timer, camera, shadowMap->getDepthMap());
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}
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void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {
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