From f09e5791837bb003f7c5db8c0e3162636bc9a9c2 Mon Sep 17 00:00:00 2001 From: Mel Date: Wed, 12 Jul 2023 03:39:01 +0200 Subject: 3D Clouds --- src/World/Clouds.cpp | 74 ++++++++++++++++++++++++++++++++++++++-------------- 1 file changed, 55 insertions(+), 19 deletions(-) (limited to 'src/World/Clouds.cpp') 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 #include 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({}, {}, {})); m_view_uniform.set(Math::MVP::view({}, {})); m_projection_uniform.set(Math::MVP::perspective_projection(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(camera.position(), camera.angles())); - m_model_uniform.set(Math::MVP::model(m_position, Vector<3>{10.0}, {})); + m_model_uniform.set(Math::MVP::model(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> 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, 4> positions = {{{0, 0, 0}, {1, 0, 0}, {0, 0, 1}, {1, 0, 1}}}; - std::array indices = { s + 0, s + 1, s + 2, s + 1, s + 3, s + 2 }; - - for (auto& p : positions) p += {x, 0, y}; - - builder.positions(positions); - builder.indices(indices); + 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 neighbors = { + is_occupied(x - 1, y), is_occupied(x + 1, y), + is_occupied(x, y - 1), is_occupied(x, y + 1), + }; + + 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; + + 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"; -- cgit 1.4.1