add gfx.weather library & add weather.set command

This commit is contained in:
MihailRis 2025-02-27 07:30:49 +03:00
parent 02d8d8d6bf
commit 4d5b450145
8 changed files with 44 additions and 18 deletions

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@ -0,0 +1 @@
{}

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@ -1,5 +1,5 @@
{
"fog_opacity": 0.99,
"fog_opacity": 0.98,
"fog_dencity": 3.6,
"fog_curve": 0.25,
"clouds": 0.8

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@ -264,6 +264,20 @@ console.add_command(
end
)
console.add_command(
"weather.set name:str time:num=1",
"Change weather",
function (args, kwargs)
local filename = file.find("presets/weather/"..args[1]..".json")
if not filename then
return "weather preset not found"
end
local preset = json.parse(file.read(filename))
gfx.weather.change(preset, args[2])
return "weather set to "..filename.." preset ("..tostring(args[2]).." s)"
end
)
console.cheats = {
"blocks.fill",
"tp",
@ -271,5 +285,6 @@ console.cheats = {
"time.set",
"time.daycycle",
"entity.despawn",
"player.respawn"
"player.respawn",
"weather.set",
}

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@ -154,22 +154,6 @@ void WorldRenderer::renderLevel(
) {
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();

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@ -47,6 +47,14 @@ struct Weather {
a.intensity = 1.0f - t;
}
void change(WeatherPreset preset, float time) {
std::swap(a, b);
b = std::move(preset);
t = 0.0f;
speed = 1.0f / glm::max(time, 1.e-5f);
update(0.0f);
}
float fogOpacity() const {
return b.fogOpacity * t + a.fogOpacity * (1.0f - t);
}

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@ -46,6 +46,7 @@ extern const luaL_Reg utf8lib[];
extern const luaL_Reg vec2lib[]; // vecn.cpp
extern const luaL_Reg vec3lib[]; // vecn.cpp
extern const luaL_Reg vec4lib[]; // vecn.cpp
extern const luaL_Reg weatherlib[]; // gfx.weather
extern const luaL_Reg worldlib[];
// Components

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@ -0,0 +1,16 @@
#include "libhud.hpp"
using namespace scripting;
static int l_change(lua::State* L) {
WeatherPreset weather {};
weather.deserialize(lua::tovalue(L, 1));
float time = lua::tonumber(L, 2);
renderer->weather.change(std::move(weather), time);
return 0;
}
const luaL_Reg weatherlib[] = {
{"change", wrap_hud<l_change>},
{NULL, NULL}
};

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@ -36,6 +36,7 @@ void scripting::on_frontend_init(Hud* hud, WorldRenderer* renderer) {
lua::openlib(L, "gfx", "blockwraps", blockwrapslib);
lua::openlib(L, "gfx", "particles", particleslib);
lua::openlib(L, "gfx", "text3d", text3dlib);
lua::openlib(L, "gfx", "weather", weatherlib);
load_script("hud_classes.lua");