weather change test

This commit is contained in:
MihailRis 2025-02-26 12:19:47 +03:00
parent 589518fb25
commit 02d8d8d6bf
7 changed files with 83 additions and 41 deletions

View File

@ -10,5 +10,6 @@
},
"fog_opacity": 0.8,
"fog_dencity": 2.5,
"fog_curve": 0.5,
"clouds": 0.5
}

View File

@ -210,7 +210,10 @@ void LevelScreen::update(float delta) {
hud->update(hudVisible);
decorator->update(
hud->isPause() ? 0.0f : delta, *camera, worldRenderer->weatherInstances.at(0)
hud->isPause() ? 0.0f : delta,
*camera,
worldRenderer->weather.a,
worldRenderer->weather.b
);
}

View File

@ -173,7 +173,10 @@ void Decorator::update(
}
void Decorator::update(
float delta, const Camera& camera, const WeatherPreset& weather
float delta,
const Camera& camera,
const WeatherPreset& weatherA,
const WeatherPreset& weatherB
) {
glm::ivec3 pos = camera.position;
for (int i = 0; i < ITERATIONS; i++) {
@ -181,7 +184,12 @@ void Decorator::update(
}
int randIters = std::min(50'000, static_cast<int>(delta * 24'000));
for (int i = 0; i < randIters; i++) {
updateRandom(delta, pos, weather);
if (weatherA.intensity > 1.e-3f) {
updateRandom(delta, pos, weatherA);
}
if (weatherB.intensity > 1.e-3f) {
updateRandom(delta, pos, weatherB);
}
}
const auto& chunks = *player.chunks;
const auto& indices = *level.content.getIndices();

View File

@ -53,5 +53,10 @@ public:
Player& player
);
void update(float delta, const Camera& camera, const WeatherPreset& weather);
void update(
float delta,
const Camera& camera,
const WeatherPreset& weatherA,
const WeatherPreset& weatherB
);
};

View File

@ -101,16 +101,6 @@ WorldRenderer::WorldRenderer(
settings.graphics.skyboxResolution.get(),
assets->require<Shader>("skybox_gen")
);
WeatherPreset weather = {};
weather.deserialize(io::read_json("res:presets/weather/rain.json"));
weather.intensity = 0.5f;
weatherInstances.push_back(std::move(weather));
weather = {};
weather.deserialize(io::read_json("res:presets/weather/snow.json"));
weather.intensity = 0.5f;
weatherInstances.push_back(std::move(weather));
}
WorldRenderer::~WorldRenderer() = default;
@ -129,18 +119,9 @@ void WorldRenderer::setupWorldShader(
shader.uniform1f("u_gamma", settings.graphics.gamma.get());
shader.uniform1f("u_fogFactor", fogFactor);
shader.uniform1f("u_fogCurve", settings.graphics.fogCurve.get());
float fog_opacity = 0.0f;
float fog_dencity = 0.0f;
float fog_curve = 0.0f;
for (const auto& weather : weatherInstances) {
fog_opacity += weather.fogOpacity * weather.intensity;
fog_dencity += weather.fogDencity * weather.intensity;
fog_curve += weather.fogCurve * weather.intensity;
}
shader.uniform1f("u_weatherFogOpacity", fog_opacity);
shader.uniform1f("u_weatherFogDencity", fog_dencity);
shader.uniform1f("u_weatherFogCurve", fog_curve);
shader.uniform1f("u_weatherFogOpacity", weather.fogOpacity());
shader.uniform1f("u_weatherFogDencity", weather.fogDencity());
shader.uniform1f("u_weatherFogCurve", weather.fogCurve());
shader.uniform1f("u_dayTime", level.getWorld()->getInfo().daytime);
shader.uniform2f("u_lightDir", skybox->getLightDir());
shader.uniform3f("u_cameraPos", camera.position);
@ -171,6 +152,24 @@ void WorldRenderer::renderLevel(
bool pause,
bool hudVisible
) {
weather.update(delta);
if (timer > 1.0f && weather.b.fall.texture.empty() && timer < 2.0f) {
weather.b.deserialize(io::read_json("res:presets/weather/snow.json"));
weather.t = 0.0f;
weather.speed = 0.5f;
weather.update(delta);
}
if (timer > 15.0f && weather.a.fall.texture.empty()) {
std::swap(weather.a, weather.b);
weather.b = {};
weather.b.deserialize(io::read_json("res:presets/weather/fog.json"));
weather.t = 0.0f;
weather.speed = 0.1f;
weather.update(delta);
}
texts->render(ctx, camera, settings, hudVisible, false);
bool culling = engine.getSettings().graphics.frustumCulling.get();
@ -217,13 +216,15 @@ void WorldRenderer::renderLevel(
setupWorldShader(entityShader, camera, settings, fogFactor);
std::array<WeatherPreset*, 2> weatherInstances {&weather.a, &weather.b};
for (const auto& weather : weatherInstances) {
float zero = weather.fall.minOpacity;
float one = weather.fall.maxOpacity;
entityShader.uniform1i("u_alphaClip", weather.fall.opaque);
entityShader.uniform1f("u_opacity", (weather.intensity * (one - zero)) + zero);
if (weather.intensity > 1.e-3f && !weather.fall.texture.empty()) {
precipitation->render(camera, pause ? 0.0f : delta, weather);
float zero = weather->fall.minOpacity;
float one = weather->fall.maxOpacity;
float t = (weather->intensity * (one - zero)) + zero;
entityShader.uniform1i("u_alphaClip", weather->fall.opaque);
entityShader.uniform1f("u_opacity", weather->fall.opaque ? t * t : t);
if (weather->intensity > 1.e-3f && !weather->fall.texture.empty()) {
precipitation->render(camera, pause ? 0.0f : delta, *weather);
}
}
@ -355,10 +356,8 @@ void WorldRenderer::draw(
const auto& settings = engine.getSettings();
const auto& worldInfo = world->getInfo();
float clouds = 0.0f;
for (const auto& weather : weatherInstances) {
clouds += weather.clouds * glm::sqrt(weather.intensity);
}
float clouds = weather.b.clouds * glm::sqrt(weather.t) +
weather.a.clouds * glm::sqrt(1.0f - weather.t);
clouds = glm::max(worldInfo.fog, clouds);
float mie = 1.0f + glm::max(worldInfo.fog, clouds * 0.5f) * 2.0f;

View File

@ -34,6 +34,32 @@ class ModelBatch;
class Assets;
struct EngineSettings;
struct Weather {
WeatherPreset a {};
WeatherPreset b {};
float t = 1.0f;
float speed = 0.0f;
void update(float delta) {
t += delta * speed;
t = std::min(t, 1.0f);
b.intensity = t;
a.intensity = 1.0f - t;
}
float fogOpacity() const {
return b.fogOpacity * t + a.fogOpacity * (1.0f - t);
}
float fogDencity() const {
return b.fogDencity * t + a.fogDencity * (1.0f - t);
}
float fogCurve() const {
return b.fogCurve * t + a.fogCurve * (1.0f - t);
}
};
class WorldRenderer {
Engine& engine;
const Level& level;
@ -75,7 +101,7 @@ public:
std::unique_ptr<ParticlesRenderer> particles;
std::unique_ptr<BlockWrapsRenderer> blockWraps;
std::unique_ptr<PrecipitationRenderer> precipitation;
std::vector<WeatherPreset> weatherInstances;
Weather weather {};
static bool showChunkBorders;
static bool showEntitiesDebug;

View File

@ -28,15 +28,15 @@ struct WeatherPreset : Serializable {
} fall {};
/// @brief Max weather fog opacity
float fogOpacity = 0.8f;
float fogOpacity = 0.0f;
/// @brief Weather fog depth multiplier
float fogDencity = 2.0f;
float fogDencity = 1.0f;
/// @brief Weather fog curve
float fogCurve = 0.5f;
float fogCurve = 1.0f;
float clouds = 0.5f;
float clouds = 0.0f;
/// @brief Weather effects intensity
float intensity = 1.0f;