feat: post-effects array parameters & add gfx.posteffects.set_array & make shadows opacity depending on clouds opacity
This commit is contained in:
parent
02a91e0b72
commit
436a89b066
@ -1,3 +1,25 @@
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local function configure_SSAO()
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local slot = gfx.posteffects.index("core:default")
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gfx.posteffects.set_effect(slot, "ssao")
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gfx.posteffects.set_intensity(slot, 1.0)
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-- Generating random SSAO samples
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local buffer = Bytearray(0)
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for i = 0, 63 do
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local x = math.random() * 2.0 - 1.0
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local y = math.random() * 2.0 - 1.0
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local z = math.random()
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local len = math.sqrt(x * x + y * y + z * z)
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if len > 0 then
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x = x / len
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y = y / len
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z = z / len
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end
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Bytearray.append(buffer, byteutil.pack("fff", x, y, z))
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end
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gfx.posteffects.set_array(slot, "u_ssaoSamples", Bytearray_as_string(buffer))
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end
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function on_hud_open()
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input.add_callback("player.pick", function ()
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if hud.is_paused() or hud.is_inventory_open() then
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@ -55,8 +77,4 @@ function on_hud_open()
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player.set_vel(pid, 0, 1, 0)
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end
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end)
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local slot = gfx.posteffects.index("core:default")
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gfx.posteffects.set_effect(slot, "ssao")
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gfx.posteffects.set_intensity(slot, 1.0)
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end
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@ -1,8 +1,7 @@
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uniform vec3 u_ssaoSamples[64];
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int kernelSize = 16;
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float radius = 0.25;
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float bias = 0.025;
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#param vec3 u_ssaoSamples[64]
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#param int u_kernelSize = 16
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#param float u_radius = 0.25
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#param float u_bias = 0.025
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vec4 effect() {
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vec2 noiseScale = u_screenSize / 4.0;
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@ -17,9 +16,9 @@ vec4 effect() {
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mat3 tbn = mat3(tangent, bitangent, normal);
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float occlusion = 0.0;
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for (int i = 0; i < kernelSize; i++) {
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for (int i = 0; i < u_kernelSize; i++) {
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vec3 samplePos = tbn * u_ssaoSamples[i];
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samplePos = position + samplePos * radius;
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samplePos = position + samplePos * u_radius;
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vec4 offset = vec4(samplePos, 1.0);
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offset = u_projection * offset;
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@ -27,10 +26,10 @@ vec4 effect() {
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offset.xyz = offset.xyz * 0.5 + 0.5;
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float sampleDepth = texture(u_position, offset.xy).z;
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float rangeCheck = smoothstep(0.0, 1.0, radius / abs(position.z - sampleDepth));
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occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck;
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float rangeCheck = smoothstep(0.0, 1.0, u_radius / abs(position.z - sampleDepth));
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occlusion += (sampleDepth >= samplePos.z + u_bias ? 1.0 : 0.0) * rangeCheck;
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}
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occlusion = min(1.0, 1.05 - (occlusion / kernelSize));
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occlusion = min(1.0, 1.05 - (occlusion / u_kernelSize));
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float z = -position.z * 0.02;
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z = max(0.0, 1.0 - z);
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@ -1,10 +1,14 @@
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#ifndef SHADOWS_GLSL_
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#define SHADOWS_GLSL_
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#include <constants>
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uniform sampler2DShadow u_shadows[2];
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uniform mat4 u_shadowsMatrix[2];
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uniform float u_dayTime;
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uniform int u_shadowsRes;
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uniform float u_shadowsOpacity;
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uniform float u_shadowsSoftness;
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float calc_shadow() {
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if (!u_enableShadows) {
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@ -12,24 +16,25 @@ float calc_shadow() {
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}
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float step = 1.0 / float(u_shadowsRes);
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float s = pow(abs(cos(u_dayTime * 6.283185)), 0.5); // 2*PI precomputed
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vec3 normalOffset = a_realnormal * (a_distance > 128.0 ? 0.2 : 0.04);
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int shadowIdx = a_distance > 128.0 ? 1 : 0;
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float s = pow(abs(cos(u_dayTime * PI2)), 0.25) * u_shadowsOpacity;
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vec3 normalOffset = a_realnormal * (a_distance > 64.0 ? 0.2 : 0.04);
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int shadowIdx = a_distance > 64.0 ? 1 : 0;
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vec4 mpos = u_shadowsMatrix[shadowIdx] * vec4(a_modelpos.xyz + normalOffset, 1.0);
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vec3 projCoords = mpos.xyz / mpos.w;
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projCoords = projCoords * 0.5 + 0.5;
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projCoords.z -= 0.0001;
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projCoords.z -= 0.00001;
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float shadow = 0.0;
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if (dot(a_realnormal, u_sunDir) < 0.0) {
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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vec3 offset = vec3(x, y, -(abs(x) + abs(y))) * step;
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// 5x5 kernel
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for (int y = -2; y <= 2; y++) {
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for (int x = -2; x <= 2; x++) {
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vec3 offset = vec3(x, y, -(abs(x) + abs(y)) * 0.1) * step * 2.0 * u_shadowsSoftness;
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shadow += texture(u_shadows[shadowIdx], projCoords + offset);
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}
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}
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shadow /= 9.0;
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shadow /= 25.0;
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} else {
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shadow = 0.5;
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}
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@ -98,6 +98,8 @@ inline void source_line(std::stringstream& ss, uint linenum) {
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static Value default_value_for(Type type) {
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switch (type) {
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case Type::INT:
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return 0;
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case Type::FLOAT:
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return 0.0f;
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case Type::VEC2:
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@ -183,6 +185,8 @@ public:
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Value parseDefaultValue(Type type, const std::string& name) {
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switch (type) {
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case Type::INT:
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return static_cast<int>(parseNumber(1).asInteger());
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case Type::FLOAT:
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return static_cast<float>(parseNumber(1).asNumber());
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case Type::VEC2:
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@ -212,8 +216,22 @@ public:
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if (params.find(paramName) != params.end()) {
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throw error("duplicating param " + util::quote(paramName));
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}
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skipWhitespace(false);
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ss << "uniform " << typeName << " " << paramName << ";\n";
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int start = pos;
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ss << "uniform " << typeName << " " << paramName;
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bool array = false;
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if (peekNoJump() == '[') {
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skip(1);
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array = true;
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readUntil(']');
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skip(1);
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ss << source.substr(start, pos - start + 1);
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}
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ss << ";\n";
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auto defValue = default_value_for(type);
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// Parse default value
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@ -225,7 +243,7 @@ public:
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skipLine();
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params[paramName] = PostEffect::Param(type, std::move(defValue));
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params[paramName] = PostEffect::Param(type, std::move(defValue), array);
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return false;
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}
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@ -2,11 +2,14 @@
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#include "Shader.hpp"
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#include "data/dv_util.hpp"
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#include "debug/Logger.hpp"
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static debug::Logger logger("post-effect");
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PostEffect::Param::Param() : type(Type::FLOAT) {}
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PostEffect::Param::Param(Type type, Value defValue)
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: type(type), defValue(defValue), value(defValue) {
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PostEffect::Param::Param(Type type, Value defValue, bool array)
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: type(type), defValue(defValue), value(defValue), array(array) {
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}
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PostEffect::PostEffect(
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@ -24,21 +27,53 @@ Shader& PostEffect::use() {
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if (!param.dirty) {
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continue;
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}
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switch (param.type) {
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case Param::Type::FLOAT:
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shader->uniform1f(name, std::get<float>(param.value));
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break;
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case Param::Type::VEC2:
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shader->uniform2f(name, std::get<glm::vec2>(param.value));
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break;
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case Param::Type::VEC3:
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shader->uniform3f(name, std::get<glm::vec3>(param.value));
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break;
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case Param::Type::VEC4:
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shader->uniform4f(name, std::get<glm::vec4>(param.value));
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break;
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default:
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assert(false);
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if (param.array) {
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const auto& found = arrayValues.find(name);
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if (found == arrayValues.end()) {
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continue;
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}
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size_t size = found->second.size();
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auto ibuffer = reinterpret_cast<const int*>(found->second.data());
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auto fbuffer = reinterpret_cast<const float*>(found->second.data());
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switch (param.type) {
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case Param::Type::INT:
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shader->uniform1v(name, size / sizeof(int), ibuffer);
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break;
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case Param::Type::FLOAT:
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shader->uniform1v(name, size / sizeof(float), fbuffer);
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break;
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case Param::Type::VEC2:
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shader->uniform2v(name, size / sizeof(glm::vec2), fbuffer);
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break;
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case Param::Type::VEC3:
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shader->uniform3v(name, size / sizeof(glm::vec3), fbuffer);
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break;
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case Param::Type::VEC4:
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shader->uniform4v(name, size / sizeof(glm::vec4), fbuffer);
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break;
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default:
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assert(false);
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}
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} else {
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switch (param.type) {
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case Param::Type::INT:
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shader->uniform1i(name, std::get<int>(param.value));
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break;
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case Param::Type::FLOAT:
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shader->uniform1f(name, std::get<float>(param.value));
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break;
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case Param::Type::VEC2:
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shader->uniform2f(name, std::get<glm::vec2>(param.value));
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break;
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case Param::Type::VEC3:
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shader->uniform3f(name, std::get<glm::vec3>(param.value));
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break;
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case Param::Type::VEC4:
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shader->uniform4f(name, std::get<glm::vec4>(param.value));
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break;
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default:
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assert(false);
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}
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}
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param.dirty = false;
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}
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@ -67,6 +102,9 @@ void PostEffect::setParam(const std::string& name, const dv::value& value) {
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}
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auto& param = found->second;
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switch (param.type) {
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case Param::Type::INT:
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param.value = static_cast<int>(value.asInteger());
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break;
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case Param::Type::FLOAT:
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param.value = static_cast<float>(value.asNumber());
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break;
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@ -82,3 +120,20 @@ void PostEffect::setParam(const std::string& name, const dv::value& value) {
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}
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param.dirty = true;
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}
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void PostEffect::setArray(const std::string& name, std::vector<ubyte>&& values) {
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const auto& found = params.find(name);
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if (found == params.end()) {
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return;
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}
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auto& param = found->second;
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if (!param.array) {
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logger.warning() << "set_array is used on non-array effect parameter";
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if (!values.empty()) {
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setParam(name, values[0]);
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}
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return;
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}
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param.dirty = true;
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arrayValues[name] = std::move(values);
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}
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@ -1,11 +1,13 @@
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#pragma once
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#include <vector>
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#include <memory>
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#include <string>
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#include <variant>
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#include <unordered_map>
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#include <glm/glm.hpp>
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#include "typedefs.hpp"
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#include "data/dv_fwd.hpp"
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#include "util/EnumMetadata.hpp"
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@ -14,24 +16,26 @@ class Shader;
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class PostEffect {
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public:
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struct Param {
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enum class Type { FLOAT, VEC2, VEC3, VEC4 };
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enum class Type { INT, FLOAT, VEC2, VEC3, VEC4 };
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VC_ENUM_METADATA(Type)
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{"int", Type::INT},
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{"float", Type::FLOAT},
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{"vec2", Type::VEC2},
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{"vec3", Type::VEC3},
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{"vec4", Type::VEC4},
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VC_ENUM_END
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using Value = std::variant<float, glm::vec2, glm::vec3, glm::vec4>;
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using Value = std::variant<int, float, glm::vec2, glm::vec3, glm::vec4>;
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Type type;
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Value defValue;
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Value value;
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bool array = false;
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bool dirty = true;
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Param();
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Param(Type type, Value defValue);
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Param(Type type, Value defValue, bool array);
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};
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PostEffect(
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@ -49,6 +53,8 @@ public:
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void setParam(const std::string& name, const dv::value& value);
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void setArray(const std::string& name, std::vector<ubyte>&& values);
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bool isAdvanced() const {
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return advanced;
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}
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@ -60,5 +66,6 @@ private:
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bool advanced = false;
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std::shared_ptr<Shader> shader;
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std::unordered_map<std::string, Param> params;
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std::unordered_map<std::string, std::vector<ubyte>> arrayValues;
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float intensity = 0.0f;
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};
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@ -43,20 +43,6 @@ PostProcessing::PostProcessing(size_t effectSlotsCount)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glBindTexture(GL_TEXTURE_2D, 0);
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std::uniform_real_distribution<float> randomFloats(0.0, 1.0);
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std::default_random_engine generator;
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for (unsigned int i = 0; i < 64; ++i)
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{
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glm::vec3 sample(
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randomFloats(generator) * 2.0 - 1.0,
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randomFloats(generator) * 2.0 - 1.0,
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randomFloats(generator)
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);
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sample = glm::normalize(sample);
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sample *= randomFloats(generator);
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ssaoKernel.push_back(sample);
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}
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}
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PostProcessing::~PostProcessing() = default;
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@ -90,21 +76,13 @@ void PostProcessing::refreshFbos(uint width, uint height) {
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void PostProcessing::configureEffect(
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const DrawContext& context,
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PostEffect& effect,
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Shader& shader,
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float timer,
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const Camera& camera,
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uint shadowMap
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) {
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const auto& viewport = context.getViewport();
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bool ssaoConfigured = false;
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if (!ssaoConfigured) {
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for (unsigned int i = 0; i < 64; ++i) {
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auto name = "u_ssaoSamples["+ std::to_string(i) + "]";
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shader.uniform3f(name, ssaoKernel[i]);
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}
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ssaoConfigured = true;
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}
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shader.uniform1i("u_screen", 0);
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if (gbuffer) {
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shader.uniform1i("u_position", 1);
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@ -156,7 +134,7 @@ void PostProcessing::render(
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if (totalPasses == 0) {
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auto& effect = assets.require<PostEffect>("default");
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auto& shader = effect.use();
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configureEffect(context, shader, timer, camera, shadowMap);
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configureEffect(context, effect, shader, timer, camera, shadowMap);
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quadMesh->draw();
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return;
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}
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@ -170,7 +148,7 @@ void PostProcessing::render(
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continue;
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}
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auto& shader = effect->use();
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configureEffect(context, shader, timer, camera, shadowMap);
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configureEffect(context, *effect, shader, timer, camera, shadowMap);
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if (currentPass > 1) {
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fbo->getTexture()->bind();
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@ -58,6 +58,7 @@ public:
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private:
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void configureEffect(
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const DrawContext& context,
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PostEffect& effect,
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Shader& shader,
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float timer,
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const Camera& camera,
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@ -73,7 +74,5 @@ private:
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std::unique_ptr<Mesh<PostProcessingVertex>> quadMesh;
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std::vector<std::shared_ptr<PostEffect>> effectSlots;
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std::unique_ptr<GBuffer> gbuffer;
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std::vector<glm::vec3> ssaoKernel;
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uint noiseTexture;
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};
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@ -76,6 +76,25 @@ void Shader::uniform4f(const std::string& name, const glm::vec4& xyzw) {
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glUniform4f(getUniformLocation(name), xyzw.x, xyzw.y, xyzw.z, xyzw.w);
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}
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void Shader::uniform1v(const std::string& name, int length, const int* v) {
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glUniform1iv(getUniformLocation(name), length, v);
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}
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void Shader::uniform1v(const std::string& name, int length, const float* v) {
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glUniform1fv(getUniformLocation(name), length, v);
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}
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void Shader::uniform2v(const std::string& name, int length, const float* v) {
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glUniform2fv(getUniformLocation(name), length, v);
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}
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void Shader::uniform3v(const std::string& name, int length, const float* v) {
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glUniform3fv(getUniformLocation(name), length, v);
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}
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void Shader::uniform4v(const std::string& name, int length, const float* v) {
|
||||
glUniform4fv(getUniformLocation(name), length, v);
|
||||
}
|
||||
|
||||
inline auto shader_deleter = [](GLuint* shader) {
|
||||
glDeleteShader(*shader);
|
||||
|
||||
@ -32,6 +32,12 @@ public:
|
||||
void uniform3f(const std::string& name, const glm::vec3& xyz);
|
||||
void uniform4f(const std::string& name, const glm::vec4& xyzw);
|
||||
|
||||
void uniform1v(const std::string& name, int length, const int* v);
|
||||
void uniform1v(const std::string& name, int length, const float* v);
|
||||
void uniform2v(const std::string& name, int length, const float* v);
|
||||
void uniform3v(const std::string& name, int length, const float* v);
|
||||
void uniform4v(const std::string& name, int length, const float* v);
|
||||
|
||||
/// @brief Create shader program using vertex and fragment shaders source.
|
||||
/// @param vertexFile vertex shader file name
|
||||
/// @param fragmentFile fragment shader file name
|
||||
|
||||
@ -131,10 +131,14 @@ void WorldRenderer::setupWorldShader(
|
||||
shader.uniform1i("u_enableShadows", shadows);
|
||||
|
||||
if (shadows) {
|
||||
const auto& worldInfo = level.getWorld()->getInfo();
|
||||
float cloudsIntensity = glm::max(worldInfo.fog, weather.clouds());
|
||||
shader.uniformMatrix("u_shadowsMatrix[0]", shadowCamera.getProjView());
|
||||
shader.uniformMatrix("u_shadowsMatrix[1]", wideShadowCamera.getProjView());
|
||||
shader.uniform3f("u_sunDir", shadowCamera.front);
|
||||
shader.uniform1i("u_shadowsRes", shadowMap->getResolution());
|
||||
shader.uniform1f("u_shadowsOpacity", 1.0f - cloudsIntensity); // TODO: make it configurable
|
||||
shader.uniform1f("u_shadowsSoftness", 1.0f + cloudsIntensity * 4); // TODO: make it configurable
|
||||
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
shader.uniform1i("u_shadows[0]", 4);
|
||||
@ -359,7 +363,7 @@ void WorldRenderer::generateShadowsMap(
|
||||
const auto& settings = engine.getSettings();
|
||||
int resolution = shadowMap.getResolution();
|
||||
float shadowMapScale =
|
||||
0.2f / (1 << glm::max(0L, settings.graphics.shadowsQuality.get())) *
|
||||
0.16f / (1 << glm::max(0L, settings.graphics.shadowsQuality.get())) *
|
||||
scale;
|
||||
float shadowMapSize = resolution * shadowMapScale;
|
||||
|
||||
@ -383,9 +387,9 @@ void WorldRenderer::generateShadowsMap(
|
||||
);
|
||||
shadowCamera.updateVectors();
|
||||
|
||||
shadowCamera.position -= shadowCamera.front * 300.0f;
|
||||
shadowCamera.position += shadowCamera.up * 10.0f;
|
||||
shadowCamera.position += camera.front * 100.0f;
|
||||
shadowCamera.position -= shadowCamera.front * 500.0f;
|
||||
shadowCamera.position += shadowCamera.up * 0.0f;
|
||||
shadowCamera.position += camera.front * 0.0f;
|
||||
|
||||
auto view = shadowCamera.getView();
|
||||
|
||||
@ -445,9 +449,7 @@ void WorldRenderer::draw(
|
||||
|
||||
const auto& worldInfo = world->getInfo();
|
||||
|
||||
float sqrtT = glm::sqrt(weather.t);
|
||||
float clouds = weather.b.clouds * sqrtT +
|
||||
weather.a.clouds * (1.0f - sqrtT);
|
||||
float clouds = weather.clouds();
|
||||
clouds = glm::max(worldInfo.fog, clouds);
|
||||
float mie = 1.0f + glm::max(worldInfo.fog, clouds * 0.5f) * 2.0f;
|
||||
|
||||
|
||||
@ -57,6 +57,22 @@ static int l_set_params(lua::State* L) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int l_set_array(lua::State* L) {
|
||||
size_t index = static_cast<size_t>(lua::tointeger(L, 1));
|
||||
auto key = lua::require_string(L, 2);
|
||||
auto data = lua::require_lstring(L, 3);
|
||||
auto effect = post_processing->getEffect(index);
|
||||
if (effect == nullptr) {
|
||||
return 0;
|
||||
}
|
||||
std::vector<ubyte> buffer(
|
||||
reinterpret_cast<const ubyte*>(data.begin()),
|
||||
reinterpret_cast<const ubyte*>(data.end())
|
||||
);
|
||||
effect->setArray(key, std::move(buffer));
|
||||
return 0;
|
||||
}
|
||||
|
||||
const luaL_Reg posteffectslib[] = {
|
||||
{"index", lua::wrap<l_index>},
|
||||
{"set_effect", lua::wrap<l_set_effect>},
|
||||
@ -64,5 +80,6 @@ const luaL_Reg posteffectslib[] = {
|
||||
{"set_intensity", lua::wrap<l_set_intensity>},
|
||||
{"is_active", lua::wrap<l_is_active>},
|
||||
{"set_params", lua::wrap<l_set_params>},
|
||||
{"set_array", lua::wrap<l_set_array>},
|
||||
{NULL, NULL}
|
||||
};
|
||||
|
||||
@ -1,5 +1,6 @@
|
||||
#include <iostream>
|
||||
#include <iomanip>
|
||||
#include <random>
|
||||
|
||||
#include "libs/api_lua.hpp"
|
||||
#include "debug/Logger.hpp"
|
||||
@ -149,6 +150,15 @@ int l_debug_print(lua::State* L) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
namespace {
|
||||
std::normal_distribution<double> randomFloats(0.0f, 1.0f);
|
||||
std::default_random_engine generator;
|
||||
}
|
||||
|
||||
static int l_math_normal_random(lua::State* L) {
|
||||
return lua::pushnumber(L, randomFloats(generator));
|
||||
}
|
||||
|
||||
void initialize_libs_extends(lua::State* L) {
|
||||
if (lua::getglobal(L, "debug")) {
|
||||
lua::pushcfunction(L, lua::wrap<l_debug_error>);
|
||||
@ -163,6 +173,12 @@ void initialize_libs_extends(lua::State* L) {
|
||||
lua::pushcfunction(L, lua::wrap<l_debug_print>);
|
||||
lua::setfield(L, "print");
|
||||
|
||||
lua::pop(L);
|
||||
}
|
||||
if (lua::getglobal(L, "math")) {
|
||||
lua::pushcfunction(L, lua::wrap<l_math_normal_random>);
|
||||
lua::setfield(L, "normal_random");
|
||||
|
||||
lua::pop(L);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <string>
|
||||
|
||||
#include "presets/WeatherPreset.hpp"
|
||||
@ -45,6 +46,11 @@ struct Weather : Serializable {
|
||||
return b.thunderRate * t + a.thunderRate * (1.0f - t);
|
||||
}
|
||||
|
||||
float clouds() const {
|
||||
float sqrtT = glm::sqrt(t);
|
||||
return b.clouds * sqrtT + a.clouds * (1.0f - sqrtT);
|
||||
}
|
||||
|
||||
dv::value serialize() const override;
|
||||
void deserialize(const dv::value& src) override;
|
||||
};
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user