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authorMel <einebeere@gmail.com>2023-07-12 03:39:01 +0200
committerMel <einebeere@gmail.com>2023-07-12 03:39:01 +0200
commitf09e5791837bb003f7c5db8c0e3162636bc9a9c2 (patch)
tree36b9a007f119388bb7943489e8d203de04269483 /src
parent0ce26f2a49fd6d64a690b84b1932126edfbfbee6 (diff)
downloadmeowcraft-f09e5791837bb003f7c5db8c0e3162636bc9a9c2.tar.zst
meowcraft-f09e5791837bb003f7c5db8c0e3162636bc9a9c2.zip
3D Clouds
Diffstat (limited to 'src')
-rw-r--r--src/GFX/Util/MeshBuilder.hpp13
-rw-r--r--src/GFX/Util/Primitives.cpp107
-rw-r--r--src/GFX/Util/Primitives.hpp47
-rw-r--r--src/Math/AABB.hpp10
-rw-r--r--src/World/Clouds.cpp70
-rw-r--r--src/World/Clouds.hpp10
-rw-r--r--src/main.cpp2
7 files changed, 239 insertions, 20 deletions
diff --git a/src/GFX/Util/MeshBuilder.hpp b/src/GFX/Util/MeshBuilder.hpp
index e3caa8c..c174b8c 100644
--- a/src/GFX/Util/MeshBuilder.hpp
+++ b/src/GFX/Util/MeshBuilder.hpp
@@ -2,6 +2,7 @@
#include "../../Common/Sizes.hpp"
#include "../../Math/Common.hpp"
+#include "Primitives.hpp"
#include <vector>
namespace MC::GFX::Util {
@@ -53,6 +54,18 @@ public:
m_indices.insert(m_indices.end(), from.begin(), from.end());
}
+ template<uint PN>
+ void primitive(const Primitives::Primitive<PN>& primitive) {
+ decltype(primitive.indices) relativized_indices{};
+ for (Int i = 0; i < primitive.indices.size(); i++) {
+ relativized_indices[i] = primitive.indices[i] + m_positions.size();
+ }
+
+ positions(primitive.positions);
+ attributes<0>(primitive.normals);
+ indices(relativized_indices);
+ }
+
Mesh mesh() {
return mesh(std::make_index_sequence<AttributesN>{});
}
diff --git a/src/GFX/Util/Primitives.cpp b/src/GFX/Util/Primitives.cpp
new file mode 100644
index 0000000..d2c3690
--- /dev/null
+++ b/src/GFX/Util/Primitives.cpp
@@ -0,0 +1,107 @@
+#include "Primitives.hpp"
+
+namespace MC::GFX::Util::Primitives {
+
+PlanePrimitive plane(Math::AABB aabb, FaceSet face) {
+ decltype(PlanePrimitive::positions) positions;
+ auto [min, max] = aabb;
+
+ switch (face) {
+ case FaceSet::Front:
+ positions = {{
+ {min.x(), min.y(), min.z()}, {min.x(), max.y(), min.z()},
+ {max.x(), max.y(), min.z()}, {max.x(), min.y(), min.z()}
+ }};
+ break;
+ case FaceSet::Back:
+ positions = {{
+ {min.x(), min.y(), max.z()}, {max.x(), min.y(), max.z()},
+ {max.x(), max.y(), max.z()}, {min.x(), max.y(), max.z()}
+ }};
+ break;
+ case FaceSet::Top:
+ positions = {{
+ {min.x(), max.y(), min.z()}, {min.x(), max.y(), max.z()},
+ {max.x(), max.y(), max.z()}, {max.x(), max.y(), min.z()}
+ }};
+ break;
+ case FaceSet::Bottom:
+ positions = {{
+ {min.x(), min.y(), min.z()}, {max.x(), min.y(), min.z()},
+ {max.x(), min.y(), max.z()}, {min.x(), min.y(), max.z()}
+ }};
+ break;
+ case FaceSet::Right:
+ positions = {{
+ {max.x(), min.y(), min.z()}, {max.x(), max.y(), min.z()},
+ {max.x(), max.y(), max.z()}, {max.x(), min.y(), max.z()}
+ }};
+ break;
+ case FaceSet::Left:
+ positions = {{
+ {min.x(), min.y(), min.z()}, {min.x(), min.y(), max.z()},
+ {min.x(), max.y(), max.z()}, {min.x(), max.y(), min.z()}
+ }};
+ break;
+ }
+
+ auto is_side = [=](FaceSet f) -> I8 { return f == face; };
+ Vector<3, F32> normal = {
+ is_side(FaceSet::Right) - is_side(FaceSet::Left),
+ is_side(FaceSet::Top) - is_side(FaceSet::Bottom),
+ is_side(FaceSet::Front) - is_side(FaceSet::Back),
+ };
+
+ return {positions, {normal, normal, normal, normal}, {0, 1, 2, 2, 3, 0}};
+}
+
+BoxPrimitive box(Math::AABB aabb, FaceSet faces) {
+ BoxPrimitive box{};
+ auto [min, max] = aabb;
+
+ UInt set_faces = 0;
+ U8 face_value = 1;
+ for (UInt face_index = 0; face_index < FaceSet::Size; face_index++, face_value <<= 1) {
+ FaceSet face = (FaceSet::Value)face_value;
+ if ((faces & face) == 0) continue;
+
+ Math::AABB face_aabb;
+ switch (face) {
+ case FaceSet::Front:
+ face_aabb = {min, {max.x(), max.y(), min.z()}};
+ break;
+ case FaceSet::Back:
+ face_aabb = {{min.x(), min.y(), max.z()}, max};
+ break;
+ case FaceSet::Top:
+ face_aabb = {{min.x(), max.y(), min.z()}, {max.x(), max.y(), max.z()}};
+ break;
+ case FaceSet::Bottom:
+ face_aabb = {min, {max.x(), min.y(), max.z()}};
+ break;
+ case FaceSet::Right:
+ face_aabb = {{max.x(), min.y(), min.z()}, max};
+ break;
+ case FaceSet::Left:
+ face_aabb = {min, {min.x(), max.y(), max.z()}};
+ break;
+ }
+
+ auto p = plane(face_aabb, face);
+
+ for (UInt i = 0; i < p.positions.size(); i++) {
+ box.positions[set_faces * 4 + i] = p.positions[i];
+ }
+ for (UInt i = 0; i < p.normals.size(); i++) {
+ box.normals[set_faces * 4 + i] = p.normals[i];
+ }
+ for (UInt i = 0; i < p.indices.size(); i++) {
+ box.indices[set_faces * 6 + i] = p.indices[i] + set_faces * 4;
+ }
+ set_faces++;
+ }
+
+ return box;
+}
+
+} \ No newline at end of file
diff --git a/src/GFX/Util/Primitives.hpp b/src/GFX/Util/Primitives.hpp
new file mode 100644
index 0000000..b96bc00
--- /dev/null
+++ b/src/GFX/Util/Primitives.hpp
@@ -0,0 +1,47 @@
+#pragma once
+
+#include "../../Common/Sizes.hpp"
+#include "../../Math/AABB.hpp"
+#include <array>
+
+namespace MC::GFX::Util::Primitives {
+
+class FaceSet {
+public:
+ enum Value : U8 {
+ Front = 1 << 0,
+ Back = 1 << 1,
+ Top = 1 << 2,
+ Bottom = 1 << 3,
+ Right = 1 << 4,
+ Left = 1 << 5,
+ };
+
+ static constexpr UInt Size = 6;
+
+ FaceSet() = default;
+ FaceSet(const Value set) : m_set(set) {}
+
+ operator Value() const { return m_set; }
+
+ static FaceSet all() {
+ return static_cast<Value>(Front | Back | Top | Bottom | Right | Left);
+ }
+private:
+ Value m_set;
+};
+
+template <uint N>
+struct Primitive {
+ std::array<Vector<3, F32>, N> positions;
+ std::array<Vector<3, F32>, N> normals;
+ std::array<U32, N + N / 2> indices;
+};
+
+using PlanePrimitive = Primitive<4>;
+PlanePrimitive plane(Math::AABB aabb, FaceSet face);
+
+using BoxPrimitive = Primitive<4 * 6>;
+BoxPrimitive box(Math::AABB aabb, FaceSet faces = FaceSet::all());
+
+}
diff --git a/src/Math/AABB.hpp b/src/Math/AABB.hpp
new file mode 100644
index 0000000..2c02abf
--- /dev/null
+++ b/src/Math/AABB.hpp
@@ -0,0 +1,10 @@
+#pragma once
+#include "Vector.hpp"
+
+namespace Math {
+
+struct AABB {
+ Vector<3> min, max;
+};
+
+}
diff --git a/src/World/Clouds.cpp b/src/World/Clouds.cpp
index 6c5dba3..36f2441 100644
--- a/src/World/Clouds.cpp
+++ b/src/World/Clouds.cpp
@@ -1,15 +1,16 @@
#include "Clouds.hpp"
#include "../Math/MVP.hpp"
#include "../Math/Perlin.hpp"
+#include "../Math/AABB.hpp"
+#include "../GFX/Util/Primitives.hpp"
#include "../GFX/Util/MeshBuilder.hpp"
#include <GL/glew.h>
#include <array>
namespace MC::World {
-Clouds::Clouds(Real ascept, Real fov, Real near, Real far, Vector<3, F32> sky_color)
- : m_position(-1000, 120, -1000),
- m_program(
+Clouds::Clouds(Real ascept, Real fov, Real near, Real far, Vector<3, F32> sky_color, Vector<3, F32> sun_direction)
+ : m_program(
{GFX::Shading::Shader::Type::Vertex, vertex},
{GFX::Shading::Shader::Type::Fragment, fragment}
),
@@ -21,24 +22,41 @@ Clouds::Clouds(Real ascept, Real fov, Real near, Real far, Vector<3, F32> sky_co
m_view_uniform = m_program.uniform("view_matrix");
m_projection_uniform = m_program.uniform("projection_matrix");
auto sky_color_uniform = m_program.uniform("sky_color");
+ auto sun_direction_uniform = m_program.uniform("sun_direction");
m_model_uniform.set(Math::MVP::model<F32>({}, {}, {}));
m_view_uniform.set(Math::MVP::view<F32>({}, {}));
m_projection_uniform.set(Math::MVP::perspective_projection<F32>(ascept, fov, near, far));
sky_color_uniform.set(sky_color);
+ sun_direction_uniform.set(sun_direction);
m_program.unbind();
}
void Clouds::update(U64 time) {
- m_position.x() += time / 5000.0;
+ m_x_offset += time / 5000.0;
}
void Clouds::render(const GFX::Camera& camera) const {
+ auto position = camera.position();
+
+ I32 center_x = std::round((position.x() - m_x_offset) / TileSize);
+ I32 center_y = std::round(position.z() / TileSize);
+
+ for (Int x = -1; x <= 1; x++) {
+ for (Int y = -1; y <= 1; y++) {
+ render_single_instance(camera, center_x + x, center_y + y);
+ }
+ }
+}
+
+void Clouds::render_single_instance(const GFX::Camera& camera, Int x, Int y) const {
+ Vector<3> position{TileSize * x + m_x_offset, Height, TileSize * y};
+
m_program.bind();
m_view_uniform.set(Math::MVP::view<F32>(camera.position(), camera.angles()));
- m_model_uniform.set(Math::MVP::model<F32>(m_position, Vector<3>{10.0}, {}));
+ m_model_uniform.set(Math::MVP::model<F32>(position, Vector<3>{Scale}, {}));
m_mesh.bind();
glDrawElements(GL_TRIANGLES, m_mesh.size(), GL_UNSIGNED_INT, nullptr);
@@ -51,8 +69,8 @@ Clouds::CloudMatrix Clouds::create_cloud_matrix() {
Math::Perlin::Noise<2> noise{};
CloudMatrix clouds{false};
- for (Int x = 0; x < CloudMatrixSize; x++) {
- for (Int y = 0; y < CloudMatrixSize; y++) {
+ for (Int x = 1; x < CloudMatrixSize; x++) {
+ for (Int y = 1; y < CloudMatrixSize; y++) {
if (noise.at({x, y * 2}) > 0.55) {
clouds(x, y) = true;
}
@@ -62,20 +80,31 @@ Clouds::CloudMatrix Clouds::create_cloud_matrix() {
}
GFX::Mesh Clouds::create_mesh(const CloudMatrix& cloud_matrix) {
- GFX::Util::MeshBuilder builder{};
+ GFX::Util::MeshBuilder<Vector<3, F32>> builder{};
for (Int x = 0; x < CloudMatrixSize; x++) {
for (Int y = 0; y < CloudMatrixSize; y++) {
if (!cloud_matrix(x, y)) continue;
- U32 s = builder.vertex_count();
- std::array<Vector<3, F32>, 4> positions = {{{0, 0, 0}, {1, 0, 0}, {0, 0, 1}, {1, 0, 1}}};
- std::array<U32, 6> indices = { s + 0, s + 1, s + 2, s + 1, s + 3, s + 2 };
+ auto is_occupied = [&](Int xn, Int yn) {
+ if (xn < 0 || xn >= CloudMatrixSize || yn < 0 || yn >= CloudMatrixSize) return false;
+ return cloud_matrix(xn, yn);
+ };
+ std::array<bool, 4> neighbors = {
+ is_occupied(x - 1, y), is_occupied(x + 1, y),
+ is_occupied(x, y - 1), is_occupied(x, y + 1),
+ };
- for (auto& p : positions) p += {x, 0, y};
+ using FaceSet = GFX::Util::Primitives::FaceSet;
+ U8 faces = FaceSet::Top | FaceSet::Bottom;
+ if (!neighbors[0]) faces |= FaceSet::Left;
+ if (!neighbors[1]) faces |= FaceSet::Right;
+ if (!neighbors[2]) faces |= FaceSet::Front;
+ if (!neighbors[3]) faces |= FaceSet::Back;
- builder.positions(positions);
- builder.indices(indices);
+ auto aabb = Math::AABB{{x, 0, y}, {x + 1, 1, y + 1}};
+ auto box = GFX::Util::Primitives::box(aabb, (FaceSet::Value)faces);
+ builder.primitive(box);
}
}
@@ -90,7 +119,9 @@ uniform mat4 view_matrix;
uniform mat4 projection_matrix;
layout (location = 0) in vec3 position;
+layout (location = 1) in vec3 normal;
+out vec3 surface_normal;
out float depth;
void main() {
@@ -99,7 +130,8 @@ void main() {
vec4 clip_position = projection_matrix * view_position;
gl_Position = clip_position;
- depth = clamp((length(view_position) - 75) / 125, 0.0, 1.0);
+ surface_normal = (model_matrix * vec4(normal, 0.0)).xyz;
+ depth = clamp((length(view_position) - 200) / 400, 0.0, 1.0);
}
)v";
@@ -107,14 +139,18 @@ const Char* Clouds::fragment = R"f(
#version 330 core
uniform vec3 sky_color;
+uniform vec3 sun_direction;
+in vec3 surface_normal;
in float depth;
out vec4 color;
void main() {
- vec3 white = vec3(1.0, 1.0, 1.0);
+ float brightness = dot(normalize(surface_normal), normalize(-sun_direction));
+ vec3 diffuse = vec3(1 - clamp(brightness, -0.3, 0.2));
+ vec3 base = vec3(1.0, 1.0, 1.0) * diffuse;
- color = vec4(mix(sky_color, white, 1 - depth), 0.5);
+ color = vec4(mix(sky_color, base, 1 - depth), 0.3);
}
)f";
diff --git a/src/World/Clouds.hpp b/src/World/Clouds.hpp
index 6a91901..b2d5a10 100644
--- a/src/World/Clouds.hpp
+++ b/src/World/Clouds.hpp
@@ -9,21 +9,27 @@ namespace MC::World {
class Clouds {
public:
- Clouds(Real ascept, Real fov, Real near, Real far, Vector<3, F32> sky_color);
+ Clouds(Real ascept, Real fov, Real near, Real far, Vector<3, F32> sky_color, Vector<3, F32> sun_direction);
void update(U64 time);
void render(const GFX::Camera& camera) const;
private:
constexpr static U32 CloudMatrixSize = 128;
+ constexpr static Int Height = 200;
+ constexpr static Real Scale = 15;
+ constexpr static Real TileSize = CloudMatrixSize * Scale;
+
using CloudMatrix = Matrix<CloudMatrixSize, CloudMatrixSize, Bool>;
+ void render_single_instance(const GFX::Camera& camera, Int x, Int y) const;
+
static CloudMatrix create_cloud_matrix();
static GFX::Mesh create_mesh(const CloudMatrix& cloud_matrix);
static const Char* vertex;
static const Char* fragment;
- Vector<3> m_position;
+ Real m_x_offset = 0.0;
GFX::Shading::Program m_program;
GFX::BindableMesh m_mesh;
diff --git a/src/main.cpp b/src/main.cpp
index 1688dac..6e78dab 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -81,7 +81,7 @@ void run() {
Vector<3, F32> sky_color{0.85, 0.85, 0.85}; // #DBDBDB
sky_color_uniform.set(sky_color);
- MC::World::Clouds clouds{ASPECT, FOV, 0.1f, 1000.0f, sky_color};
+ MC::World::Clouds clouds{ASPECT, FOV, 0.1f, 1000.0f, sky_color, sun_direction};
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);