#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, Vector<3, F32> sun_direction) : m_program( {GFX::Shading::Shader::Type::Vertex, vertex}, {GFX::Shading::Shader::Type::Fragment, fragment} ), m_mesh(GFX::Binder::load(create_mesh(create_cloud_matrix()))), m_model_uniform(), m_view_uniform(), m_projection_uniform() { m_program.bind(); m_model_uniform = m_program.uniform("model_matrix"); 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_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(position, Vector<3>{Scale}, {})); m_mesh.bind(); glDrawElements(GL_TRIANGLES, m_mesh.size(), GL_UNSIGNED_INT, nullptr); m_mesh.unbind(); m_program.unbind(); } Clouds::CloudMatrix Clouds::create_cloud_matrix() { Math::Perlin::Noise<2> noise{}; CloudMatrix clouds{false}; 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; } } } return clouds; } GFX::Mesh Clouds::create_mesh(const CloudMatrix& cloud_matrix) { GFX::Util::MeshBuilder> builder{}; for (Int x = 0; x < CloudMatrixSize; x++) { for (Int y = 0; y < CloudMatrixSize; y++) { if (!cloud_matrix(x, y)) continue; 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); } } return builder.mesh(); } const Char* Clouds::vertex = R"v( #version 330 core uniform mat4 model_matrix; 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() { vec4 world_position = model_matrix * vec4(position, 1.0); vec4 view_position = view_matrix * world_position; vec4 clip_position = projection_matrix * view_position; gl_Position = clip_position; surface_normal = (model_matrix * vec4(normal, 0.0)).xyz; depth = clamp((length(view_position) - 200) / 400, 0.0, 1.0); } )v"; 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() { 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, base, 1 - depth), 0.3); } )f"; }