add WeatherPreset

This commit is contained in:
MihailRis 2025-02-10 00:50:41 +03:00
parent 787011d164
commit 35cf07b0f0
3 changed files with 99 additions and 46 deletions

View File

@ -10,6 +10,7 @@
#include "maths/voxmaths.hpp"
#include "util/CentredMatrix.hpp"
#include "settings.hpp"
#include "presets/WeatherPreset.hpp"
#include "voxels/Chunk.hpp"
#include "voxels/Chunks.hpp"
#include "window/Camera.hpp"
@ -62,33 +63,62 @@ static inline glm::vec4 light_at(const Chunks& chunks, int x, int y, int z) {
);
}
void PrecipitationRenderer::render(const Camera& camera, float delta) {
timer += delta * 0.5f;
batch->begin();
/// @brief 'Random' vertical texture coord offset to randomize rain layers
static constexpr float K = 21.41149;
/// @brief Precipitation face size
static constexpr glm::ivec2 FACE_SIZE {1, 16};
util::PseudoRandom random(0);
static UVRegion calc_uv(
const glm::vec3& pos,
const glm::vec3& right,
float timer,
const WeatherPreset& weather
) {
static util::PseudoRandom random(0);
float scale = weather.fall.scale;
float m = glm::sign(right.x + right.z);
int ux = pos.x;
int uz = pos.z;
if (glm::abs(right.x) < glm::abs(right.z)) {
std::swap(ux, uz);
}
random.setSeed(uz);
float hspeed = (random.randFloat() * 2.0f - 1.0f) * weather.fall.hspeed;
float u1 = ux * scale + timer * hspeed * -m;
float v1 = timer * weather.fall.vspeed + pos.y * scale + uz * K;
return {u1, v1, u1 + m * scale, v1 + FACE_SIZE.y * scale};
}
void PrecipitationRenderer::render(const Camera& camera, float delta) {
timer += delta;
WeatherPreset weather {};
auto& fall = weather.fall;
fall.texture = "misc/rain";
const int radius = 6;
const int depth = 12;
int x = glm::floor(camera.position.x);
int y = glm::floor(camera.position.y);
int z = glm::floor(camera.position.z);
auto& texture = assets.require<Texture>("misc/snow");
util::CentredMatrix<int, (depth + 1) * 2> heights;
heights.setCenter(x, z);
for (int z = heights.beginY(); z < heights.endY(); z++) {
for (int x = heights.beginX(); x < heights.endX(); x++) {
heights.at(x, z) = getHeightAt(x, z);
}
}
batch->begin();
auto& texture = assets.require<Texture>(fall.texture);
texture.setMipMapping(false);
batch->setTexture(&texture, {});
const auto& front = camera.front;
glm::ivec2 size {1, 16};
float horizontal = 0.5f * 5;
glm::vec4 light = light_at(chunks, x, y, z);
const int radius = 6;
const int depth = 12;
float scale = 0.4f;
int quads = 0;
float k = 21.41149;
const struct {
glm::vec3 right;
glm::vec3 front;
@ -99,14 +129,6 @@ void PrecipitationRenderer::render(const Camera& camera, float delta) {
{{0, 0, 1}, {1, 0, 0}},
};
util::CentredMatrix<int, (depth + 1) * 2> heights;
heights.setCenter(x, z);
for (int z = heights.beginY(); z < heights.endY(); z++) {
for (int x = heights.beginX(); x < heights.endX(); x++) {
heights.at(x, z) = getHeightAt(x, z);
}
}
for (const auto& face : faces) {
for (int lx = -radius; lx <= radius; lx++) {
for (int lz = depth; lz > 0; lz--) {
@ -114,34 +136,20 @@ void PrecipitationRenderer::render(const Camera& camera, float delta) {
glm::vec3 pos = face.right * static_cast<float>(lx) +
face.front * static_cast<float>(lz);
pos += glm::vec3(x, 0, z);
pos.y = glm::max(y - size.y / 2, heights.at(pos.x, pos.z)) +
size.y / 2 + 1;
pos.y =
glm::max(y - FACE_SIZE.y / 2, heights.at(pos.x, pos.z)) +
FACE_SIZE.y / 2 + 1;
pos += glm::vec3(0.5f, 0.0f, 0.5f);
// UV coords calculations
float m = glm::sign(face.right.x + face.right.z);
int ux = pos.x;
int uz = pos.z;
if (glm::abs(face.right.x) < glm::abs(face.right.z)) {
std::swap(ux, uz);
}
random.setSeed(uz);
float hspeed = (random.randFloat() * 2.0f - 1.0f) * horizontal;
float u1 = ux * scale + timer * hspeed * -m;
float v1 = timer + pos.y * scale + uz * k;
// Draw
glm::vec4 light = light_at(chunks, pos.x, y, pos.z);
batch->quad(
pos,
face.right,
{0, 1, 0},
size,
light,
FACE_SIZE,
light_at(chunks, pos.x, y, pos.z),
glm::vec3(1.0f),
UVRegion(u1, v1, u1 + m * scale, v1 + size.y * scale)
calc_uv(pos, face.right, timer, weather)
);
}
}

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@ -0,0 +1,26 @@
#include "WeatherPreset.hpp"
#include "data/dv_util.hpp"
dv::value WeatherPreset::serialize() const {
auto root = dv::object();
auto froot = dv::object();
froot["texture"] = fall.texture;
froot["vspeed"] = fall.vspeed;
froot["hspeed"] = fall.hspeed;
froot["scale"] = fall.scale;
root["fall"] = froot;
return root;
}
void WeatherPreset::deserialize(const dv::value& src) {
if (src.has("fall")) {
const auto& froot = src["fall"];
froot.at("texture").get(fall.texture);
froot.at("vspeed").get(fall.vspeed);
froot.at("hspeed").get(fall.hspeed);
froot.at("scale").get(fall.scale);
}
}

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@ -0,0 +1,19 @@
#pragma once
#include "interfaces/Serializable.hpp"
struct WeatherPreset : Serializable {
struct {
/// @brief Precipitation texture
std::string texture;
/// @brief Vertical speed
float vspeed = 1.0f;
/// @brief Max horizontal speed
float hspeed = 0.1f;
/// @brief UV scaling
float scale = 0.1f;
} fall {};
dv::value serialize() const override;
void deserialize(const dv::value& src) override;
};