Reorganized client code to be ready for isometrics
Preparing the namespacing for multi-dementional/isometric renderers and the like. Just some fancy formatting for the moment.
This commit is contained in:
parent
639e867fd4
commit
a9bc6895ed
@ -222,7 +222,7 @@ enum CardinalDirections {
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kDown*/
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};
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class FalseChunk {
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class FalseChunk { // TODO, Hurry and figure out how to render a 3x3 of chunks, then move it around to a different area. Get the whole "Treadmilling" correct! we need to hurry to deprecate this or at least figure out its purpose with the server/client code interactions.
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public:
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// "typedefs" or templates go here lol
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static constexpr std::size_t _chunk_array_size = cChunkDef::Width * cChunkDef::Width;
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@ -502,7 +502,7 @@ public:
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BlockType GetVoxelType(std::size_t v) const {
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return raw_chunk_data[v];
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}
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class AxisIterator {
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class AxisIterator { // missing the y axis
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bool end_flagged = false;
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ChunkVecType cur;
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@ -598,7 +598,7 @@ public:
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glez::color::black // bedrock
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};
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static constexpr bool gfx_mesher_debuglog = false;
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std::vector<ChunkMeshedQuad> MeshChunk(MesherComplexity cmplxity) const {
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std::vector<ChunkMeshedQuad> MeshSingleDepthLayerOfChunk(MesherComplexity cmplxity, int depth = 0) const { // Only good for the TOP/BOTTOM face of the bottom row. Doesnt check if air is in front of the face.
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bool is_chunk_only_air = this->IsEmpty();
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if (is_chunk_only_air)
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return {}; // Your fault you didnt check it first...
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@ -780,14 +780,14 @@ public:
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}
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};
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} // namespace qubel
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namespace test {
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class QubelMeshingTestWindow : public CBaseWindow {
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class WindowSettings : public CBaseWindow {
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public:
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CCheckbox* activate;
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CCheckbox* wireframe;
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CDropdown* dropdown;
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QubelMeshingTestWindow(IWidget* parent)
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WindowSettings(IWidget* parent)
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: CBaseWindow(parent, "qubelmesh_test_settings") {
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this->always_visible = false;
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this->hover = false;
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@ -819,45 +819,255 @@ public:
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this->Add<CCheckbox>("binary_meshing", false);
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}
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};
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} // namespace test
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namespace two_d {
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class SkyRenderer : public CBaseWidget {
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static constexpr bool debug_log = false;
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using namespace qubel;
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class QubelMeshingTestRenderingWindow : public CBaseWindow {
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public:
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SkyRenderer(IWidget* parent)
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: CBaseWidget("qubelmesh_test_renderer_skybox", parent) {
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this->SetPositionMode(FLOATING);
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this->zindex = -999;
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this->UpdateTime(23000);
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if (debug_log)
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PrintDebug();
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}
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virtual void Update() override {
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this->CBaseWidget::Update();
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const auto psize = this->GetParent()->GetSize();
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this->SetSize(psize.first, psize.second);
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this->UpdateTime(this->curtime + 1);
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if (debug_log)
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PrintDebug();
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}
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virtual void Draw(ICanvas* the_drawing_machine) override {
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this->CBaseWidget::Draw(the_drawing_machine);
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the_drawing_machine->Rect({ { 0, 0 }, this->GetSize() }, this->GetAtmosphereColor());
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}
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void UpdateTime(int time_of_day) {
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this->curtime = time_of_day;
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this->cur_external_planetary_rotation_angle = CalcCelestialAngle(time_of_day);
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this->brightness_modifier = CalcBrightnessModifier(this->GetCelestialAngle());
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this->base_color = CalcBaseColor(this->GetBrightnessModifier());
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this->fog_color = CalcFogColor(this->GetCelestialAngle());
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this->atmosphere_color = this->CalcAtmosphereColor();
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}
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void PrintDebug() const {
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auto PrintColor = [](const glez::rgba& clr) {
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std::cout << "{ " << clr.r << ", " << clr.g << ", " << clr.b << ", " << clr.a << " }";
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};
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std::cout << "SkyboxDebug: "
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<< "\n Curtime: " << this->curtime
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<< "\n CelestialAngle: " << this->GetCelestialAngle()
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<< "\n BrightnessModifier: " << this->GetBrightnessModifier();
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std::cout << "\n FogColor: ";
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PrintColor(this->GetWorldFogColor());
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std::cout << "\n Base/SkyColor: ";
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PrintColor(this->GetWorldSkyColor());
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std::cout << "\n AirColor: ";
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PrintColor(this->GetAtmosphereColor());
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std::cout << std::endl;
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}
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float GetBrightnessModifier() const { return this->brightness_modifier; }
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const glez::rgba& GetWorldSkyColor() const { return this->base_color; }
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const glez::rgba& GetWorldFogColor() const { return this->fog_color; }
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const glez::rgba& GetAtmosphereColor() const { return this->atmosphere_color; }
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private:
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float GetCelestialAngle() const { return this->cur_external_planetary_rotation_angle; }
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int curtime;
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float cur_external_planetary_rotation_angle;
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float brightness_modifier;
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glez::rgba base_color; // worldskycolor
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glez::rgba fog_color;
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glez::rgba atmosphere_color;
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// Thank you very much for these foundational findings TrueCraft <3
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// These algorithms are kinda hard to recreate and not rip out as is, its MIT so its supposidly safe to add.
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// Please Please Please!!! Be sure to keep these credits as they put the impressive work in.
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// https://github.com/ddevault/TrueCraft/blob/master/TrueCraft.Client/Modules/SkyModule.cs
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static float CalcCelestialAngle(int time_of_day) {
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float x = (time_of_day % 24000) / 24000.0f - 0.25f;
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if (debug_log)
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std::cout << "First X: " << x << std::endl;
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if (x < 0)
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x = 0;
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if (x > 1)
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x = 1;
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return x + ((1 - (cos(x * glm::pi<float>()) + 1) / 2) - x) / 3;
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}
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static glez::rgba CalcBaseColor(float brightness_modifier) {
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constexpr float temp = 0.8f / 3;
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const auto raw_color = glm::rgbColor(glm::vec3(0.6222222f - temp * 0.05f, 0.5f + temp * 0.1f, brightness_modifier));
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glez::rgba ret;
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ret.r = raw_color.r;
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ret.g = raw_color.g;
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ret.b = raw_color.b;
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ret.a = 1.0f;
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return ret;
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}
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static float CalcBrightnessModifier(float celestial_angle) {
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float mod = cos(celestial_angle * glm::two_pi<float>()) * 2 + 0.5f;
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if (mod < 0)
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mod = 0;
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if (mod > 1)
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mod = 1;
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return mod;
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}
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static glez::rgba CalcFogColor(float celestial_angle) {
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const float y = cos(celestial_angle * glm::two_pi<float>()) * 2 + 0.5f;
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if (debug_log)
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std::cout << "fog color y: " << y << std::endl;
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glez::rgba fog_color;
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fog_color.r = 0.7529412f * y * 0.94f + 0.06f;
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fog_color.g = 0.8470588f * y * 0.94f + 0.06f;
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fog_color.b = 1.0f * y * 0.91f + 0.09f;
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fog_color.a = 1.0f;
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return fog_color;
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// TODO, Nether at a constant (0.2, 0.03, 0.03)
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}
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glez::rgba CalcAtmosphereColor() const {
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constexpr float blend_factor = 0.29f; // TODO: Compute based on view distance
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const auto blend = [&](float src, float dest) -> float {
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return dest + (src - dest) * blend_factor;
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};
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const auto &fog = this->GetWorldFogColor(), sky = this->GetWorldSkyColor();
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glez::rgba air_color;
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air_color.r = blend(sky.r, fog.r);
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air_color.g = blend(sky.g, fog.g);
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air_color.b = blend(sky.b, fog.b);
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air_color.a = 1.0f;
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return air_color;
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}
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};
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} // namespace two_d
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namespace topdown {
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class ChunkRenderer : public CBaseWidget {
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public:
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static constexpr std::pair<int, int> min_size = { 856, 480 };
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const FalseChunk* world_slice;
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const test::WindowSettings* settings;
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ChunkRenderer(IWidget* parent, test::WindowSettings* settings, FalseChunk* world_slice)
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: CBaseWidget("qubelmesh_test_renderer_sceneoutput", parent)
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, world_slice(world_slice)
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, settings(settings) {
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assert(settings && world_slice);
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settings->dropdown->SetCallback([&](CDropdown*, int value) {
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current_render_quads.clear();
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});
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this->SetSize(ChunkRenderer::min_size.first, ChunkRenderer::min_size.second);
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}
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std::vector<FalseChunk::ChunkMeshedQuad> current_render_quads;
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virtual void Draw(ICanvas* the_drawing_machine) override {
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this->CBaseWidget::Draw(the_drawing_machine);
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const auto ConvertGLMVecToSTDPairVec = [](const geo::Vec2& vec_in) -> std::pair<int, int> {
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return std::pair<int, int>(vec_in.x, vec_in.y);
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};
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const auto ConvertGLMQuadToSTDPairQuad = [&](const geo::Box<geo::Vec2>& box_in) -> Canvas::TranslationMatrix {
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return Canvas::TranslationMatrix(ConvertGLMVecToSTDPairVec(box_in.origin), ConvertGLMVecToSTDPairVec(box_in.GetSize()));
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};
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for (const FalseChunk::ChunkMeshedQuad& kinda_a_vert : current_render_quads)
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the_drawing_machine->Rect(ConvertGLMQuadToSTDPairQuad(kinda_a_vert.quad), kinda_a_vert.clr);
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if (this->settings->wireframe->Value()) {
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for (const FalseChunk::ChunkMeshedQuad& kinda_a_vert : current_render_quads) {
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the_drawing_machine->Rect({ ConvertGLMQuadToSTDPairQuad(kinda_a_vert.quad) }, glez::color::black, Canvas::RectType::Outline);
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the_drawing_machine->Line({ ConvertGLMQuadToSTDPairQuad(kinda_a_vert.quad) }, glez::color::black);
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}
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}
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}
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virtual void Update() override {
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this->CBaseWidget::Update();
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if (current_render_quads.empty()) {
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if (world_slice->IsEmpty())
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return;
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current_render_quads = world_slice->MeshSingleDepthLayerOfChunk(FalseChunk::MesherComplexity(settings->dropdown->Value()));
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if (FalseChunk::gfx_mesher_debuglog) {
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std::pair<int, int> found_size;
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for (const FalseChunk::ChunkMeshedQuad& kinda_a_vert : current_render_quads) {
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const auto max_coord = kinda_a_vert.quad.GetMax();
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if (max_coord.x > found_size.first)
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found_size.first = max_coord.x;
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if (max_coord.y > found_size.second)
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found_size.second = max_coord.y;
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}
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std::cout << "Created mesh with pixel size: " << found_size.first << ", " << found_size.second << std::endl;
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}
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}
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}
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};
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class RenderingWindow : public CBaseWindow {
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public:
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const CTitleBar* titlebar;
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const QubelMeshingTestWindow* settings;
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const test::WindowSettings* settings;
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FalseChunk world_slice;
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class ChunkRenderer : public CBaseWidget {
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two_d::SkyRenderer* skybox;
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public:
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RenderingWindow(IWidget* parent, test::WindowSettings* settings)
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: CBaseWindow(parent, "qubelmesh_test_renderer_frame")
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, settings(settings) {
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assert(settings);
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this->always_visible = false;
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this->hover = false;
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this->SetPositionMode(PositionMode::FLOATING);
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this->SetMaxSize(1270, 1000);
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this->zindex = -999;
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titlebar = this->Add<CTitleBar>("QubelWorld Mesh Test uwu~");
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/*render_scene =*/this->Add<ChunkRenderer>(settings, &world_slice);
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skybox = this->Add<two_d::SkyRenderer>();
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}
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~RenderingWindow() { }
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virtual bool AlwaysVisible() const override {
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return this->settings->activate->Value();
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}
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virtual bool IsVisible() const override {
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return this->settings->activate->Value() && this->CBaseWindow::IsVisible();
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}
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};
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} // namespace topdown
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// Isometric needs some extra stuff to make it work at all. We need a way to render block textures to a isometric block represented as a texture.
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// Once we have textures with these isoblocks, it should be a matter of positioning the texture in the correct spot for each block..
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// We will require this eventually for the block selector as well as a potential isometric renderer should we want to impliment it.
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/*namespace isometric {
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class RenderingWindow : public CBaseWindow {
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public:
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const CTitleBar* titlebar;
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const test::WindowSettings* settings;
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class IsometricBlockRenderer : public CBaseWidget {
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public:
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static constexpr std::pair<int, int> min_size = { 856, 480 };
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const FalseChunk* world_slice;
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const QubelMeshingTestWindow* settings;
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ChunkRenderer(IWidget* parent, QubelMeshingTestWindow* settings, FalseChunk* world_slice)
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: CBaseWidget("qubelmesh_test_renderer_sceneoutput", parent)
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, world_slice(world_slice)
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const QubelTestWindowSettings* settings;
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glez::texture texture;
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IsometricBlockRenderer(IWidget* parent, QubelTestWindowSettings* settings)
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: CBaseWidget("qubelmesh_test_renderer_isometric_block_test", parent)
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, settings(settings) {
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assert(settings && world_slice);
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settings->dropdown->SetCallback([&](CDropdown*, int value) {
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current_render_quads.clear();
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});
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this->SetSize(ChunkRenderer::min_size.first, ChunkRenderer::min_size.second);
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this->texture = glez::texture::loadFromMemory(embeded_logo_png_rgba.data.begin, embeded_logo_png_rgba.data.size, embeded_logo_png_rgba.width, embeded_logo_png_rgba.height);
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this->SetSize(500, 500);
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}
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std::vector<FalseChunk::ChunkMeshedQuad> current_render_quads;
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virtual void Draw(ICanvas* the_drawing_machine) override {
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this->CBaseWidget::Draw(the_drawing_machine);
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const auto ConvertGLMVecToSTDPairVec = [](const geo::Vec2& vec_in) -> std::pair<int, int> {
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return std::pair<int, int>(vec_in.x, vec_in.y);
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};
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const auto ConvertGLMQuadToSTDPairQuad = [&](const geo::Box<geo::Vec2>& box_in) -> Canvas::TranslationMatrix {
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return Canvas::TranslationMatrix(ConvertGLMVecToSTDPairVec(box_in.origin), ConvertGLMVecToSTDPairVec(box_in.GetSize()));
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};
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for (const FalseChunk::ChunkMeshedQuad& kinda_a_vert : current_render_quads)
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the_drawing_machine->Rect(ConvertGLMQuadToSTDPairQuad(kinda_a_vert.quad), kinda_a_vert.clr);
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if (this->settings->wireframe->Value()) {
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for (const FalseChunk::ChunkMeshedQuad& kinda_a_vert : current_render_quads) {
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the_drawing_machine->Rect({ ConvertGLMQuadToSTDPairQuad(kinda_a_vert.quad) }, glez::color::black, Canvas::RectType::Outline);
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the_drawing_machine->Line({ ConvertGLMQuadToSTDPairQuad(kinda_a_vert.quad) }, glez::color::black);
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}
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o
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TranslationMatrix
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Offset(TranslationMatrix tm) {
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return { this->offset + tm.first, tm.second };
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// virtual void Rect(TranslationMatrix tm, glez::rgba color, glez::texture& tx) override {
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this->parent->Rect({ tm->GetOffset() + tm.first, tm.second }, color, tx);
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}
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}
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virtual void Update() override {
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@ -881,134 +1091,12 @@ public:
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}
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}
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};
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ChunkRenderer* render_scene;
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class SkyRenderer : public CBaseWidget {
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static constexpr bool debug_log = false;
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IsometricBlockRenderer* renderer_isometric_block;
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public:
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SkyRenderer(IWidget* parent)
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: CBaseWidget("qubelmesh_test_renderer_skybox", parent) {
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this->SetPositionMode(FLOATING);
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this->zindex = -999;
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this->UpdateTime(23000);
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if (debug_log)
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PrintDebug();
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}
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virtual void Update() override {
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this->CBaseWidget::Update();
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const auto psize = this->GetParent()->GetSize();
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this->SetSize(psize.first, psize.second);
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this->UpdateTime(this->curtime + 1);
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if (debug_log)
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PrintDebug();
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}
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virtual void Draw(ICanvas* the_drawing_machine) override {
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this->CBaseWidget::Draw(the_drawing_machine);
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the_drawing_machine->Rect({ { 0, 0 }, this->GetSize() }, this->GetAtmosphereColor());
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}
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void UpdateTime(int time_of_day) {
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this->curtime = time_of_day;
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this->cur_external_planetary_rotation_angle = CalcCelestialAngle(time_of_day);
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this->brightness_modifier = CalcBrightnessModifier(this->GetCelestialAngle());
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this->base_color = CalcBaseColor(this->GetBrightnessModifier());
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this->fog_color = CalcFogColor(this->GetCelestialAngle());
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this->atmosphere_color = this->CalcAtmosphereColor();
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}
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void PrintDebug() const {
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auto PrintColor = [](const glez::rgba& clr) {
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std::cout << "{ " << clr.r << ", " << clr.g << ", " << clr.b << ", " << clr.a << " }";
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};
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std::cout << "SkyboxDebug: "
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<< "\n Curtime: " << this->curtime
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<< "\n CelestialAngle: " << this->GetCelestialAngle()
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<< "\n BrightnessModifier: " << this->GetBrightnessModifier();
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std::cout << "\n FogColor: ";
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PrintColor(this->GetWorldFogColor());
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std::cout << "\n Base/SkyColor: ";
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PrintColor(this->GetWorldSkyColor());
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std::cout << "\n AirColor: ";
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PrintColor(this->GetAtmosphereColor());
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std::cout << std::endl;
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}
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float GetBrightnessModifier() const { return this->brightness_modifier; }
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const glez::rgba& GetWorldSkyColor() const { return this->base_color; }
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const glez::rgba& GetWorldFogColor() const { return this->fog_color; }
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const glez::rgba& GetAtmosphereColor() const { return this->atmosphere_color; }
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private:
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float GetCelestialAngle() const { return this->cur_external_planetary_rotation_angle; }
|
||||
int curtime;
|
||||
float cur_external_planetary_rotation_angle;
|
||||
float brightness_modifier;
|
||||
glez::rgba base_color; // worldskycolor
|
||||
glez::rgba fog_color;
|
||||
glez::rgba atmosphere_color;
|
||||
|
||||
// Thank you very much for these foundational findings TrueCraft <3
|
||||
// These algorithms are kinda hard to recreate and not rip out as is, its MIT so its supposidly safe to add.
|
||||
// Please Please Please!!! Be sure to keep these credits as they put the impressive work in.
|
||||
// https://github.com/ddevault/TrueCraft/blob/master/TrueCraft.Client/Modules/SkyModule.cs
|
||||
static float CalcCelestialAngle(int time_of_day) {
|
||||
float x = (time_of_day % 24000) / 24000.0f - 0.25f;
|
||||
if (debug_log)
|
||||
std::cout << "First X: " << x << std::endl;
|
||||
if (x < 0)
|
||||
x = 0;
|
||||
if (x > 1)
|
||||
x = 1;
|
||||
return x + ((1 - (cos(x * glm::pi<float>()) + 1) / 2) - x) / 3;
|
||||
}
|
||||
static glez::rgba CalcBaseColor(float brightness_modifier) {
|
||||
constexpr float temp = 0.8f / 3;
|
||||
const auto raw_color = glm::rgbColor(glm::vec3(0.6222222f - temp * 0.05f, 0.5f + temp * 0.1f, brightness_modifier));
|
||||
glez::rgba ret;
|
||||
ret.r = raw_color.r;
|
||||
ret.g = raw_color.g;
|
||||
ret.b = raw_color.b;
|
||||
ret.a = 1.0f;
|
||||
return ret;
|
||||
}
|
||||
static float CalcBrightnessModifier(float celestial_angle) {
|
||||
float mod = cos(celestial_angle * glm::two_pi<float>()) * 2 + 0.5f;
|
||||
if (mod < 0)
|
||||
mod = 0;
|
||||
if (mod > 1)
|
||||
mod = 1;
|
||||
return mod;
|
||||
}
|
||||
static glez::rgba CalcFogColor(float celestial_angle) {
|
||||
const float y = cos(celestial_angle * glm::two_pi<float>()) * 2 + 0.5f;
|
||||
if (debug_log)
|
||||
std::cout << "fog color y: " << y << std::endl;
|
||||
glez::rgba fog_color;
|
||||
fog_color.r = 0.7529412f * y * 0.94f + 0.06f;
|
||||
fog_color.g = 0.8470588f * y * 0.94f + 0.06f;
|
||||
fog_color.b = 1.0f * y * 0.91f + 0.09f;
|
||||
fog_color.a = 1.0f;
|
||||
return fog_color;
|
||||
// TODO, Nether at a constant (0.2, 0.03, 0.03)
|
||||
}
|
||||
glez::rgba CalcAtmosphereColor() const {
|
||||
constexpr float blend_factor = 0.29f; // TODO: Compute based on view distance
|
||||
const auto blend = [&](float src, float dest) -> float {
|
||||
return dest + (src - dest) * blend_factor;
|
||||
};
|
||||
const auto &fog = this->GetWorldFogColor(), sky = this->GetWorldSkyColor();
|
||||
glez::rgba air_color;
|
||||
air_color.r = blend(sky.r, fog.r);
|
||||
air_color.g = blend(sky.g, fog.g);
|
||||
air_color.b = blend(sky.b, fog.b);
|
||||
air_color.a = 1.0f;
|
||||
return air_color;
|
||||
}
|
||||
};
|
||||
SkyRenderer* skybox;
|
||||
SkyRenderer* renderer_skybox;
|
||||
|
||||
public:
|
||||
QubelMeshingTestRenderingWindow(IWidget* parent, QubelMeshingTestWindow* settings)
|
||||
MeshingTestRenderingWindow(IWidget* parent, QubelMeshingTestWindow* settings)
|
||||
: CBaseWindow(parent, "qubelmesh_test_renderer_frame")
|
||||
, settings(settings) {
|
||||
assert(settings);
|
||||
@ -1029,10 +1117,10 @@ public:
|
||||
virtual bool IsVisible() const override {
|
||||
return this->settings->activate->Value() && this->CBaseWindow::IsVisible();
|
||||
}
|
||||
|
||||
public:
|
||||
// std::chrono::time_point<std::chrono::system_clock> last_update;
|
||||
};
|
||||
} // namespace isometric*/
|
||||
|
||||
} // namespace qubel
|
||||
|
||||
int start_nyqubel_client() {
|
||||
auto client_rendering_thread = std::thread([&]() {
|
||||
@ -1057,13 +1145,13 @@ int start_nyqubel_client() {
|
||||
|
||||
canvas->Add<ncc::Logo>()->SetOffset(500, 525);
|
||||
|
||||
auto mesh_test_settings_window = canvas->Add<QubelMeshingTestWindow>();
|
||||
auto mesh_test_rendering_window = canvas->Add<QubelMeshingTestRenderingWindow>(mesh_test_settings_window);
|
||||
mesh_test_settings_window->SetOffset(2000, 400);
|
||||
mesh_test_rendering_window->SetOffset(3000, 800);
|
||||
auto test_settings_window = canvas->Add<qubel::test::WindowSettings>();
|
||||
auto rendering_window = canvas->Add<qubel::topdown::RenderingWindow>(test_settings_window);
|
||||
test_settings_window->SetOffset(2000, 400);
|
||||
rendering_window->SetOffset(3000, 800);
|
||||
|
||||
bool client_exiting = false;
|
||||
mesh_test_settings_window->Add<CBaseButton>("exit_button", "Press to Quit-rite", [&](CBaseButton*) {
|
||||
test_settings_window->Add<CBaseButton>("exit_button", "Press to Quit-rite", [&](CBaseButton*) {
|
||||
client_exiting = true;
|
||||
std::cout << "User Requested Client quit." << std::endl;
|
||||
});
|
||||
|
Loading…
x
Reference in New Issue
Block a user