From 97d4db588bfc4254e09e4305fb0525a04748f84e Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 7 Apr 2024 19:38:18 +0100 Subject: Stripped down water vertex and simplified shaders --- game/water.cpp | 15 ++++++++++----- game/water.h | 7 ++++++- gfx/gl/shaders/water.fs | 5 +++-- gfx/gl/shaders/water.vs | 12 ++++++------ ui/gameMainWindow.cpp | 3 +-- 5 files changed, 26 insertions(+), 16 deletions(-) diff --git a/game/water.cpp b/game/water.cpp index 3dc1916..f720e3e 100644 --- a/game/water.cpp +++ b/game/water.cpp @@ -9,7 +9,6 @@ #include #include #include -#include #include #include #include @@ -24,6 +23,13 @@ namespace glm { } } +template<> +VertexArrayObject & +VertexArrayObject::addAttribsFor(const GLuint arrayBuffer, const GLuint divisor) +{ + return addAttribs(arrayBuffer, divisor); +} + Water::Water(std::shared_ptr tm) : geoData {std::move(tm)}, water {std::make_shared("water.png")} { generateMeshes(); @@ -77,8 +83,7 @@ Water::generateMeshes() const auto v = vertexIndex.emplace(pos, vertices.size()); if (v.second) { const auto cpos = glm::clamp(pos, std::get<0>(extents).xy(), std::get<1>(extents).xy()); - vertices.emplace_back(RelativePosition3D {geoData->positionAt(cpos)}, - TextureRelCoord(pos / TILE_SIZE), up); + vertices.emplace_back(geoData->positionAt(cpos)); } *out++ = static_cast(v.first->second); } @@ -87,7 +92,7 @@ Water::generateMeshes() indices.push_back(currentIndices[i]); } }); - meshes.create(vertices, indices); + meshes.create>(vertices, indices); } void @@ -101,5 +106,5 @@ Water::render(const SceneShader & shader) const { shader.water.use(waveCycle); water->bind(); - meshes.apply(&Mesh::Draw); + meshes.apply(&MeshT::Draw); } diff --git a/game/water.h b/game/water.h index 20796d7..ceb7bd2 100644 --- a/game/water.h +++ b/game/water.h @@ -2,6 +2,7 @@ #include "chronology.h" #include "collection.h" +#include "config/types.h" #include "game/worldobject.h" #include #include @@ -20,10 +21,14 @@ public: void tick(TickDuration) override; float waveCycle {0.F}; + struct Vertex { + GlobalPosition3D pos; + }; + private: void generateMeshes(); std::shared_ptr geoData; - Collection meshes; + Collection, false> meshes; std::shared_ptr water; }; diff --git a/gfx/gl/shaders/water.fs b/gfx/gl/shaders/water.fs index 8891733..0918d9f 100644 --- a/gfx/gl/shaders/water.fs +++ b/gfx/gl/shaders/water.fs @@ -1,7 +1,8 @@ #version 330 core #extension GL_ARB_shading_language_420pack : enable -include(`materialInterface.glsl') +in vec3 FragPos; +in vec2 TexCoords; include(`materialOut.glsl') uniform sampler2D texture0; @@ -10,7 +11,7 @@ void main() { gPosition = ivec4(FragPos, 1); - gNormal = vec4(Normal, 1); + gNormal = vec4(0, 0, 1, 1); gAlbedoSpec = texture(texture0, TexCoords); gAlbedoSpec.a *= clamp(-FragPos.z * .0007, .1, 1.0); } diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs index f6c7c8f..34c4700 100644 --- a/gfx/gl/shaders/water.vs +++ b/gfx/gl/shaders/water.vs @@ -1,7 +1,8 @@ #version 330 core -include(`meshIn.glsl') -include(`materialInterface.glsl') +layout(location = 0) in ivec3 position; +out vec3 FragPos; +out vec2 TexCoords; uniform mat4 viewProjection; uniform ivec3 viewPoint; @@ -10,12 +11,11 @@ uniform float waves; void main() { - vec3 wpos = vec3(position.x + (cos(waves) * 1000.0), position.y + (cos(waves * 0 / 2) * 1000.0), - cos(waves + (position.x / 1000000.0) + (position.y / 8000.0)) * 300.0); + vec3 wpos = vec3(position.x + (cos(waves) * 1000.0), position.y + (cos(waves * 1.4) * 1000.0), + cos(waves + (position.x / 1000000) + (position.y / 8000)) * 300.0); FragPos = vec3(wpos.xy, position.z); - TexCoords = texCoord; - Normal = normal; + TexCoords = position.xy / 8192; gl_Position = viewProjection * vec4(wpos - viewPoint, 1.0); } diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp index d71c74a..ccbcdba 100644 --- a/ui/gameMainWindow.cpp +++ b/ui/gameMainWindow.cpp @@ -15,7 +15,6 @@ #include #include #include -#include class GameMainToolbar : Mode, public Toolbar { public: @@ -31,7 +30,7 @@ public: GameMainWindow::GameMainWindow(size_t w, size_t h) : Window {w, h, "I Like Trains", SDL_WINDOW_OPENGL}, SceneRenderer {Window::size, 0} { - uiComponents.create(glm::vec2 {315'000'000, 495'000'000}); + uiComponents.create(glm::vec2 {310'727'624, 494'018'810}); auto gms = uiComponents.create(&camera, ScreenAbsCoord {w, h}); uiComponents.create(gms.get()); } -- cgit v1.2.3