add 'advanced' post-effect load configuration

This commit is contained in:
MihailRis
2025-06-13 23:28:16 +03:00
parent 9cc59c8848
commit 02a91e0b72
10 changed files with 49 additions and 21 deletions
+5 -5
View File
@@ -366,7 +366,7 @@ void WorldRenderer::generateShadowsMap(
glm::vec3 basePos = glm::floor(camera.position);
shadowCamera = Camera(basePos, shadowMapSize);
shadowCamera.near = 0.1f;
shadowCamera.far = 800.0f;
shadowCamera.far = 1000.0f;
shadowCamera.perspective = false;
shadowCamera.setAspectRatio(1.0f);
@@ -375,7 +375,7 @@ void WorldRenderer::generateShadowsMap(
t += 1.0f;
}
t = fmod(t, 0.5f);
float sunAngle = glm::radians(90.0f - (t + 0.25f) * 360.0f);
float sunAngle = glm::radians(90.0f - (((int)(t*1000)) / 1000.0f + 0.25f) * 360.0f);
shadowCamera.rotate(
sunAngle,
glm::radians(-45.0f),
@@ -383,7 +383,7 @@ void WorldRenderer::generateShadowsMap(
);
shadowCamera.updateVectors();
shadowCamera.position -= shadowCamera.front * 200.0f;
shadowCamera.position -= shadowCamera.front * 300.0f;
shadowCamera.position += shadowCamera.up * 10.0f;
shadowCamera.position += camera.front * 100.0f;
@@ -393,7 +393,7 @@ void WorldRenderer::generateShadowsMap(
auto min = view * glm::vec4(currentPos - (shadowCamera.right + shadowCamera.up) * (shadowMapSize * 0.5f), 1.0f);
auto max = view * glm::vec4(currentPos + (shadowCamera.right + shadowCamera.up) * (shadowMapSize * 0.5f), 1.0f);
shadowCamera.setProjection(glm::ortho(min.x, max.x, min.y, max.y, 0.1f, 800.0f));
shadowCamera.setProjection(glm::ortho(min.x, max.x, min.y, max.y, 0.1f, 1000.0f));
{
frustumCulling->update(shadowCamera.getProjView());
@@ -456,7 +456,7 @@ void WorldRenderer::draw(
chunks->update();
static int frameid = 0;
if (shadows && frameid % 3 == 0) {
if (shadows) {
if (frameid % 2 == 0) {
generateShadowsMap(camera, pctx, *shadowMap, shadowCamera, 1.0f);
} else {