Implemented simple terrain generation
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fb9607b2b1
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c0b8d021d4
16 changed files with 825 additions and 32 deletions
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@ -78,5 +78,6 @@ void main() {
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for(int i = 0; i < pushConstants.light_count; i++)
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result += calc_point_light(i, norm, FragPos, viewDir);
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outColor = vec4(result, 1.0);
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}
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@ -41,3 +41,4 @@ void main() {
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TexCoords = uv;
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gl_Position = out_vec;
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}
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86
assets/shaders/terrain.frag
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86
assets/shaders/terrain.frag
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@ -0,0 +1,86 @@
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#version 450
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#define MAX_POINT_LIGHTS 1024
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struct PointLight {
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vec3 position;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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vec3 data;
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};
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layout(location = 0) out vec4 outColor;
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layout(location = 2) in vec3 Normal;
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layout(location = 3) in vec3 FragPos;
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layout(location = 4) in vec2 TexCoords;
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layout (binding = 2) uniform DirectionalLight {
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vec3 direction;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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} directional_light;
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layout (binding = 5) uniform PointLights {
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PointLight point_lights[MAX_POINT_LIGHTS];
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} point_lights;
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layout (binding = 3) uniform ViewUniform {
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vec3 pos;
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} viewPos;
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layout(push_constant) uniform pc {
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int light_count;
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} pushConstants;
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vec3 calc_directional_light(vec3 normal, vec3 viewDir) {
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vec3 lightDir = normalize(-directional_light.direction);
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float diff = max(dot(normal, lightDir), 0.0);
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vec3 diffuse = directional_light.diffuse * diff;
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return (directional_light.ambient + diffuse);
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}
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vec3 calc_point_light(int index, vec3 normal, vec3 fragPos, vec3 viewDir) {
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float constant = point_lights.point_lights[index].data[0];
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float linear = point_lights.point_lights[index].data[1];
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float quadratic = point_lights.point_lights[index].data[2];
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vec3 lightDir = normalize(point_lights.point_lights[index].position - fragPos);
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float diff = max(dot(normal, lightDir), 0.0);
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vec3 reflectDir = reflect(-lightDir, normal);
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float distance = length(point_lights.point_lights[index].position - fragPos);
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float attenuation = 1.0 / (constant + linear * distance + quadratic * (distance * distance));
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vec3 ambient = point_lights.point_lights[index].ambient;
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vec3 diffuse = point_lights.point_lights[index].diffuse * diff;
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ambient *= attenuation;
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diffuse *= attenuation;
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return (ambient + diffuse);
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}
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void main() {
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(viewPos.pos - FragPos);
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vec3 result = calc_directional_light(norm, viewDir);
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//vec3 result = vec3(0.0, 0.0, 0.0);
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for(int i = 0; i < pushConstants.light_count; i++)
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result += calc_point_light(i, norm, FragPos, viewDir);
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vec3 tall = vec3(1.0, 0.0, 0.0);
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vec3 mid = vec3(0.0, 1.0, 0.0);
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vec3 water = vec3(0.0, 0.0, 1.0);
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vec3 color;
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if (FragPos.y < 0.05) {
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color = water;
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} else if (FragPos.y > 0.3) {
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color = tall;
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} else {
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color = mid;
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}
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outColor = vec4(color+result, 1.0);
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}
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38
assets/shaders/terrain.vert
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38
assets/shaders/terrain.vert
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@ -0,0 +1,38 @@
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#version 450
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layout(location = 0) in vec3 vertPos;
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layout(location = 1) in vec3 normal;
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layout(location = 2) in vec2 uv;
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layout (binding = 0) uniform ProjUniform {
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mat4 proj;
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} proj;
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layout (binding = 1) uniform ViewUniform {
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mat4 view;
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} view;
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layout(location = 2) out vec3 Normal;
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layout(location = 3) out vec3 FragPos;
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layout(location = 4) out vec2 TexCoords;
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layout (set = 1, binding = 0) uniform sampler2D diffuseSampler;
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void main() {
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float texelSize = 1.0 / 200;
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float hL = texture(diffuseSampler, uv - vec2(texelSize, 0.0)).r;
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float hR = texture(diffuseSampler, uv + vec2(texelSize, 0.0)).r;
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float hD = texture(diffuseSampler, uv - vec2(0.0, texelSize)).r;
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float hU = texture(diffuseSampler, uv + vec2(0.0, texelSize)).r;
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float dX = (hR - hL) * 15.0;
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float dY = (hU - hD) * 15.0;
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float y = texture(diffuseSampler, uv).x * 3;
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vec4 out_vec = proj.proj * view.view * vec4(vec3(vertPos.x, y, vertPos.z), 1.0);
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FragPos = vec3(vertPos.x, y, vertPos.z);
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Normal = normalize(vec3(-dX, -dY, 1.0));
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TexCoords = uv;
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gl_Position = out_vec;
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}
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BIN
assets/textures/heightmap.png
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BIN
assets/textures/heightmap.png
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After Width: | Height: | Size: 2.3 MiB |
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