VoxelEngine/src/graphics/render/PrecipitationRenderer.cpp

160 lines
4.6 KiB
C++

#include "PrecipitationRenderer.hpp"
#include "MainBatch.hpp"
#include "assets/Assets.hpp"
#include "assets/assets_util.hpp"
#include "graphics/core/Shader.hpp"
#include "graphics/core/Texture.hpp"
#include "lighting/Lightmap.hpp"
#include "maths/util.hpp"
#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"
#include "world/Level.hpp"
PrecipitationRenderer::PrecipitationRenderer(
const Assets& assets,
const Level&,
const Chunks& chunks,
const GraphicsSettings*
)
: batch(std::make_unique<MainBatch>(4096)),
chunks(chunks),
assets(assets) {
}
PrecipitationRenderer::~PrecipitationRenderer() = default;
int PrecipitationRenderer::getHeightAt(int x, int z) {
int y = CHUNK_H - 1;
int cx = floordiv<CHUNK_W>(x);
int cz = floordiv<CHUNK_D>(z);
auto chunk = chunks.getChunk(cx, cz);
if (chunk == nullptr) {
return y;
}
y = chunk->top;
x -= cx * CHUNK_W;
z -= cz * CHUNK_D;
while (y > 0) {
const auto& vox = chunk->voxels[vox_index(x, y, z)];
if (vox.id == 0) {
y--;
continue;
}
break;
}
return y;
}
static inline glm::vec4 light_at(const Chunks& chunks, int x, int y, int z) {
light_t lightval = chunks.getLight(x, y, z);
return glm::vec4(
Lightmap::extract(lightval, 0) / 15.f,
Lightmap::extract(lightval, 1) / 15.f,
Lightmap::extract(lightval, 2) / 15.f,
1
);
}
/// @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};
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, const WeatherPreset& weather
) {
timer += delta;
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);
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>(weather.fall.texture);
texture.setMipMapping(false, true);
batch->setTexture(&texture, {});
const struct {
glm::vec3 right;
glm::vec3 front;
} faces[] {
{{-1, 0, 0}, {0, 0, 1}},
{{1, 0, 0}, {0, 0, -1}},
{{0, 0, -1}, {-1, 0, 0}},
{{0, 0, 1}, {1, 0, 0}},
};
bool cutBack = glm::dot(camera.up, glm::vec3(0, 1, 0)) > 0.35f * camera.getFov();
for (const auto& face : faces) {
if (glm::dot(camera.right, face.right) < 0.0f && cutBack) {
continue;
}
for (int lx = -radius; lx <= radius; lx++) {
for (int lz = depth; lz > 0; lz--) {
// Position calculations
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 - FACE_SIZE.y / 2, heights.at(pos.x, pos.z)) +
FACE_SIZE.y / 2 + 1;
pos += glm::vec3(0.5f, 0.0f, 0.5f);
// Draw
batch->quad(
pos,
face.right,
{0, 1, 0},
glm::cross(glm::vec3(0, 1, 0), face.right),
FACE_SIZE,
light_at(chunks, pos.x, y, pos.z),
glm::vec3(2.0f),
calc_uv(pos, face.right, timer, weather)
);
}
}
}
batch->flush();
}