feat: deferred shading (day 2)
This commit is contained in:
@@ -4,6 +4,8 @@
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#include "debug/Logger.hpp"
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using namespace advanced_pipeline;
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static debug::Logger logger("gl-gbuffer");
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void GBuffer::createColorBuffer() {
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@@ -162,20 +164,30 @@ void GBuffer::unbind() {
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}
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void GBuffer::bindBuffers() const {
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glActiveTexture(GL_TEXTURE2);
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glActiveTexture(GL_TEXTURE0 + TARGET_NORMALS);
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glBindTexture(GL_TEXTURE_2D, normalsBuffer);
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE0 + TARGET_POSITIONS);
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glBindTexture(GL_TEXTURE_2D, positionsBuffer);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0 + TARGET_COLOR);
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glBindTexture(GL_TEXTURE_2D, colorBuffer);
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if (TARGET_COLOR != 0)
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glActiveTexture(GL_TEXTURE0);
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}
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void GBuffer::bindSSAOBuffer() const {
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glBindTexture(GL_TEXTURE_2D, ssaoBuffer);
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}
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void GBuffer::bindDepthBuffer() {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
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GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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}
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void GBuffer::resize(uint width, uint height) {
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if (this->width == width && this->height == height) {
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return;
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@@ -16,6 +16,8 @@ public:
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void bindBuffers() const;
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void bindSSAOBuffer() const;
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void bindDepthBuffer();
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void resize(uint width, uint height);
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uint getWidth() const;
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@@ -100,6 +100,10 @@ Shader& PostEffect::use() {
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return *shader;
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}
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Shader& PostEffect::getShader() {
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return *shader;
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}
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float PostEffect::getIntensity() const {
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return intensity;
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}
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@@ -48,6 +48,8 @@ public:
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Shader& use();
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Shader& getShader();
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float getIntensity() const;
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void setIntensity(float value);
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@@ -12,6 +12,8 @@
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#include <stdexcept>
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#include <random>
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using namespace advanced_pipeline;
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PostProcessing::PostProcessing(size_t effectSlotsCount)
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: effectSlots(effectSlotsCount) {
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// Fullscreen quad mesh bulding
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@@ -74,28 +76,46 @@ void PostProcessing::refreshFbos(uint width, uint height) {
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}
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}
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void PostProcessing::bindDepthBuffer() {
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gbuffer->bindDepthBuffer();
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}
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void PostProcessing::configureEffect(
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const DrawContext& context,
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PostEffect& effect,
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Shader& shader,
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float timer,
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const Camera& camera,
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uint shadowMap
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uint shadowMap,
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uint shadowMap2,
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const glm::mat4& shadowMatrix,
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const glm::mat4& shadowMatrix2,
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uint shadowMapResolution
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) {
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const auto& viewport = context.getViewport();
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shader.uniform1i("u_screen", 0);
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shader.uniform1i("u_screen", TARGET_COLOR);
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shader.uniform1i("u_skybox", TARGET_SKYBOX);
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if (gbuffer) {
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shader.uniform1i("u_position", 1);
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shader.uniform1i("u_normal", 2);
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shader.uniform1i("u_position", TARGET_POSITIONS);
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shader.uniform1i("u_normal", TARGET_NORMALS);
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}
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shader.uniform1i("u_noise", 3); // used in SSAO pass
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shader.uniform1i("u_ssao", 3);
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shader.uniform1i("u_noise", TARGET_SSAO); // used in SSAO pass
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shader.uniform1i("u_ssao", TARGET_SSAO);
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shader.uniform1i("u_shadows", 4);
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shader.uniform1i("u_shadows[0]", TARGET_SHADOWS0);
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shader.uniform1i("u_shadows[1]", TARGET_SHADOWS1);
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shader.uniformMatrix("u_shadowsMatrix[0]", shadowMatrix);
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shader.uniformMatrix("u_shadowsMatrix[1]", shadowMatrix2);
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shader.uniform1f("u_shadowsOpacity", 1.0f);
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shader.uniform1f("u_shadowsSoftness", 1.0f);
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shader.uniform1i("u_shadowsRes", shadowMapResolution);
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shader.uniform2i("u_screenSize", viewport);
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shader.uniform3f("u_cameraPos", camera.position);
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shader.uniform1f("u_timer", timer);
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shader.uniform1i("u_enableShadows", shadowMap != 0);
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shader.uniformMatrix("u_projection", camera.getProjection());
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shader.uniformMatrix("u_view", camera.getView());
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shader.uniformMatrix("u_inverseView", glm::inverse(camera.getView()));
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}
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void PostProcessing::render(
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@@ -103,7 +123,11 @@ void PostProcessing::render(
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const Assets& assets,
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float timer,
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const Camera& camera,
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uint shadowMap
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uint shadowMap,
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uint shadowMap2,
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const glm::mat4& shadowMatrix,
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const glm::mat4& shadowMatrix2,
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uint shadowMapResolution
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) {
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if (fbo == nullptr && gbuffer == nullptr) {
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throw std::runtime_error("'use(...)' was never called");
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@@ -118,25 +142,40 @@ void PostProcessing::render(
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const auto& vp = context.getViewport();
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refreshFbos(vp.x, vp.y);
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glActiveTexture(GL_TEXTURE4);
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glActiveTexture(GL_TEXTURE0 + TARGET_SHADOWS0);
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glBindTexture(GL_TEXTURE_2D, shadowMap);
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glActiveTexture(GL_TEXTURE0 + TARGET_SHADOWS1);
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glBindTexture(GL_TEXTURE_2D, shadowMap2);
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// Generating ssao
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if (gbuffer) {
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gbuffer->bindBuffers();
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glActiveTexture(GL_TEXTURE3);
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glActiveTexture(GL_TEXTURE0 + TARGET_SSAO);
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glBindTexture(GL_TEXTURE_2D, noiseTexture);
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glActiveTexture(GL_TEXTURE0);
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auto& ssaoEffect = assets.require<PostEffect>("ssao");
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auto& shader = ssaoEffect.use();
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configureEffect(context, ssaoEffect, shader, timer, camera, shadowMap);
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configureEffect(
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context,
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ssaoEffect,
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shader,
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timer,
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camera,
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shadowMap,
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shadowMap2,
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shadowMatrix,
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shadowMatrix2,
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shadowMapResolution
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);
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gbuffer->bindSSAO();
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quadMesh->draw();
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gbuffer->unbind();
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glActiveTexture(GL_TEXTURE3);
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glActiveTexture(GL_TEXTURE0 + TARGET_SSAO);
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gbuffer->bindSSAOBuffer();
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} else {
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glActiveTexture(GL_TEXTURE0);
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@@ -148,7 +187,18 @@ void PostProcessing::render(
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gbuffer ? "deferred_lighting" : "default"
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);
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auto& shader = effect.use();
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configureEffect(context, effect, shader, timer, camera, shadowMap);
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configureEffect(
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context,
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effect,
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shader,
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timer,
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camera,
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shadowMap,
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shadowMap2,
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shadowMatrix,
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shadowMatrix2,
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shadowMapResolution
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);
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quadMesh->draw();
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return;
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}
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@@ -162,7 +212,18 @@ void PostProcessing::render(
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continue;
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}
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auto& shader = effect->use();
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configureEffect(context, *effect, shader, timer, camera, shadowMap);
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configureEffect(
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context,
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*effect,
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shader,
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timer,
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camera,
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shadowMap,
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shadowMap2,
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shadowMatrix,
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shadowMatrix2,
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shadowMapResolution
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);
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if (currentPass > 1) {
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fbo->getTexture()->bind();
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@@ -44,7 +44,11 @@ public:
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const Assets& assets,
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float timer,
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const Camera& camera,
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uint shadowMap
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uint shadowMap,
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uint shadowMap2,
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const glm::mat4& shadowMatrix,
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const glm::mat4& shadowMatrix2,
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uint shadowMapResolution
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);
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void setEffect(size_t slot, std::shared_ptr<PostEffect> effect);
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@@ -55,6 +59,7 @@ public:
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std::unique_ptr<ImageData> toImage();
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Framebuffer* getFramebuffer() const;
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void bindDepthBuffer();
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private:
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void configureEffect(
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const DrawContext& context,
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@@ -62,7 +67,11 @@ private:
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Shader& shader,
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float timer,
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const Camera& camera,
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uint shadowMap
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uint shadowMap,
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uint shadowMap2,
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const glm::mat4& shadowMatrix,
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const glm::mat4& shadowMatrix2,
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uint shadowMapResolution
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);
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void refreshFbos(uint width, uint height);
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@@ -51,6 +51,12 @@ void Shader::uniformMatrix(const std::string& name, const glm::mat4& matrix) {
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);
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}
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void Shader::uniformMatrix(const std::string& name, const glm::mat3& matrix) {
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glUniformMatrix3fv(
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getUniformLocation(name), 1, GL_FALSE, glm::value_ptr(matrix)
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);
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}
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void Shader::uniform1i(const std::string& name, int x){
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glUniform1i(getUniformLocation(name), x);
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}
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@@ -33,6 +33,7 @@ public:
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void use();
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void uniformMatrix(const std::string&, const glm::mat4& matrix);
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void uniformMatrix(const std::string&, const glm::mat3& matrix);
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void uniform1i(const std::string& name, int x);
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void uniform1f(const std::string& name, float x);
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void uniform2f(const std::string& name, float x, float y);
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@@ -50,6 +50,16 @@ enum class CursorShape {
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LAST=NOT_ALLOWED
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};
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namespace advanced_pipeline {
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inline constexpr int TARGET_COLOR = 0;
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inline constexpr int TARGET_SKYBOX = 1;
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inline constexpr int TARGET_POSITIONS = 2;
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inline constexpr int TARGET_NORMALS = 3;
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inline constexpr int TARGET_SSAO = 4;
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inline constexpr int TARGET_SHADOWS0 = 5;
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inline constexpr int TARGET_SHADOWS1 = 6;
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}
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VC_ENUM_METADATA(CursorShape)
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{"arrow", CursorShape::ARROW},
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{"text", CursorShape::TEXT},
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@@ -18,9 +18,7 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/constants.hpp>
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#ifndef M_PI
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#define M_PI 3.141592
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#endif // M_PI
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using namespace advanced_pipeline;
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const int STARS_COUNT = 3000;
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const int STARS_SEED = 632;
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@@ -47,14 +45,6 @@ Skybox::Skybox(uint size, Shader& shader)
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mesh = std::make_unique<Mesh<SkyboxVertex>>(vertices, 6);
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sprites.push_back(SkySprite {
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"misc/moon_flare",
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glm::pi<float>() * 0.5f,
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0.5f,
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false,
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glm::pi<float>() * 0.25f,
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});
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sprites.push_back(SkySprite {
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"misc/moon",
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glm::pi<float>() * 0.5f,
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@@ -62,6 +52,14 @@ Skybox::Skybox(uint size, Shader& shader)
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false,
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glm::pi<float>() * 0.25f,
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});
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sprites.push_back(SkySprite {
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"misc/moon_flare",
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glm::pi<float>() * 0.5f,
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0.5f,
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false,
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glm::pi<float>() * 0.25f,
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});
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sprites.push_back(SkySprite {
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"misc/sun",
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@@ -118,6 +116,8 @@ void Skybox::draw(
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{
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const glm::uvec2& viewport = pctx.getViewport();
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glActiveTexture(GL_TEXTURE0);
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drawBackground(camera, assets, viewport.x, viewport.y);
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DrawContext ctx = pctx.sub();
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@@ -130,22 +130,23 @@ void Skybox::draw(
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batch3d->begin();
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float angle = daytime * glm::pi<float>() * 2.0f;
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float opacity = glm::pow(1.0f-fog, 7.0f);
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float opacity = glm::pow(1.0f - fog, 7.0f);
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float depthScale = 1e3;
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for (auto& sprite : sprites) {
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batch3d->texture(assets.get<Texture>(sprite.texture));
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float sangle = daytime * glm::pi<float>() * 2.0 + sprite.phase;
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float distance = sprite.distance;
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float distance = sprite.distance * depthScale;
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glm::mat4 rotation = glm::rotate(glm::mat4(1.0f), -sangle + glm::pi<float>() * 0.5f, glm::vec3(0, 0, -1));
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rotation = glm::rotate(rotation, sprite.altitude, glm::vec3(1, 0, 0));
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glm::vec3 pos = glm::vec4(0, distance, 0, 1) * rotation;
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glm::vec3 up = glm::vec4(1, 0, 0, 1) * rotation;
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glm::vec3 right = glm::vec4(0, 0, 1, 1) * rotation;
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glm::vec3 up = glm::vec4(depthScale, 0, 0, 1) * rotation;
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glm::vec3 right = glm::vec4(0, 0, depthScale, 1) * rotation;
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glm::vec4 tint (1,1,1, opacity);
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if (!sprite.emissive) {
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tint *= 0.6f+std::cos(angle)*0.4;
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tint *= 0.6f + std::cos(angle)*0.4;
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}
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batch3d->sprite(pos, right,
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up, 1, 1, UVRegion(), tint);
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@@ -167,10 +168,10 @@ void Skybox::refresh(const DrawContext& pctx, float t, float mie, uint quality)
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assert(cubemap != nullptr);
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ready = true;
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE0 + TARGET_SKYBOX);
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cubemap->bind();
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shader.use();
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t *= glm::pi<float>()*2.0f;
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t *= glm::two_pi<float>();
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lightDir = glm::normalize(glm::vec3(sin(t), -cos(t), 0.0f));
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shader.uniform1i("u_quality", quality);
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@@ -237,13 +238,13 @@ void Skybox::refreshFace(uint face, Cubemap* cubemap) {
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}
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void Skybox::bind() const {
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE0 + TARGET_SKYBOX);
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fbo->getTexture()->bind();
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glActiveTexture(GL_TEXTURE0);
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}
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void Skybox::unbind() const {
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE0 + TARGET_SKYBOX);
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fbo->getTexture()->unbind();
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glActiveTexture(GL_TEXTURE0);
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}
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@@ -54,8 +54,11 @@
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#include "Emitter.hpp"
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#include "TextNote.hpp"
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using namespace advanced_pipeline;
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inline constexpr size_t BATCH3D_CAPACITY = 4096;
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inline constexpr size_t MODEL_BATCH_CAPACITY = 20'000;
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inline constexpr GLenum TEXTURE_MAIN = GL_TEXTURE0;
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bool WorldRenderer::showChunkBorders = false;
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bool WorldRenderer::showEntitiesDebug = false;
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@@ -141,15 +144,15 @@ void WorldRenderer::setupWorldShader(
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shader.uniform1f("u_shadowsOpacity", 1.0f - cloudsIntensity); // TODO: make it configurable
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shader.uniform1f("u_shadowsSoftness", 1.0f + cloudsIntensity * 4); // TODO: make it configurable
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glActiveTexture(GL_TEXTURE4);
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shader.uniform1i("u_shadows[0]", 4);
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glActiveTexture(GL_TEXTURE0 + TARGET_SHADOWS0);
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shader.uniform1i("u_shadows[0]", TARGET_SHADOWS0);
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glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthMap());
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glActiveTexture(GL_TEXTURE5);
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shader.uniform1i("u_shadows[1]", 5);
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glActiveTexture(GL_TEXTURE0 + TARGET_SHADOWS1);
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shader.uniform1i("u_shadows[1]", TARGET_SHADOWS1);
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glBindTexture(GL_TEXTURE_2D, wideShadowMap->getDepthMap());
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(TEXTURE_MAIN);
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}
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auto indices = level.content.getIndices();
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@@ -438,9 +441,11 @@ void WorldRenderer::draw(
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auto& mainShader = assets.require<Shader>("main");
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auto& entityShader = assets.require<Shader>("entity");
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auto& deferredShader = assets.require<PostEffect>("deferred_lighting").getShader();
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const auto& settings = engine.getSettings();
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gbufferPipeline = settings.graphics.advancedRender.get();
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int shadowsQuality = settings.graphics.shadowsQuality.get();
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int shadowsQuality = settings.graphics.shadowsQuality.get() * gbufferPipeline;
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int resolution = 512 << shadowsQuality;
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if (shadowsQuality > 0 && !shadows) {
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shadowMap = std::make_unique<ShadowMap>(resolution);
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@@ -449,6 +454,7 @@ void WorldRenderer::draw(
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Shader::preprocessor->define("ENABLE_SHADOWS", "true");
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mainShader.recompile();
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entityShader.recompile();
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deferredShader.recompile();
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} else if (shadowsQuality == 0 && shadows) {
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shadowMap.reset();
|
||||
wideShadowMap.reset();
|
||||
@@ -456,6 +462,7 @@ void WorldRenderer::draw(
|
||||
Shader::preprocessor->undefine("ENABLE_SHADOWS");
|
||||
mainShader.recompile();
|
||||
entityShader.recompile();
|
||||
deferredShader.recompile();
|
||||
}
|
||||
if (shadows && shadowMap->getResolution() != resolution) {
|
||||
shadowMap = std::make_unique<ShadowMap>(resolution);
|
||||
@@ -489,9 +496,6 @@ void WorldRenderer::draw(
|
||||
|
||||
display::clearDepth();
|
||||
|
||||
// Drawing background sky plane
|
||||
skybox->draw(pctx, camera, assets, worldInfo.daytime, clouds);
|
||||
|
||||
/* Actually world render with depth buffer on */ {
|
||||
DrawContext ctx = wctx.sub();
|
||||
ctx.setDepthTest(true);
|
||||
@@ -506,19 +510,32 @@ void WorldRenderer::draw(
|
||||
}
|
||||
}
|
||||
}
|
||||
{
|
||||
DrawContext ctx = wctx.sub();
|
||||
texts->render(ctx, camera, settings, hudVisible, true);
|
||||
}
|
||||
texts->render(pctx, camera, settings, hudVisible, true);
|
||||
}
|
||||
|
||||
skybox->bind();
|
||||
deferredShader.use();
|
||||
float fogFactor =
|
||||
15.0f / static_cast<float>(settings.chunks.loadDistance.get() - 2);
|
||||
setupWorldShader(deferredShader, camera, settings, fogFactor);
|
||||
postProcessing.render(
|
||||
pctx,
|
||||
assets,
|
||||
timer,
|
||||
camera,
|
||||
shadows ? shadowMap->getDepthMap() : 0
|
||||
shadows ? shadowMap->getDepthMap() : 0,
|
||||
shadows ? wideShadowMap->getDepthMap() : 0,
|
||||
shadowCamera.getProjView(),
|
||||
wideShadowCamera.getProjView(),
|
||||
shadows ? shadowMap->getResolution() : 0
|
||||
);
|
||||
{
|
||||
DrawContext ctx = pctx.sub();
|
||||
ctx.setDepthTest(true);
|
||||
postProcessing.bindDepthBuffer();
|
||||
// Drawing background sky plane
|
||||
skybox->draw(ctx, camera, assets, worldInfo.daytime, clouds);
|
||||
}
|
||||
skybox->unbind();
|
||||
if (player.currentCamera == player.fpCamera) {
|
||||
DrawContext ctx = pctx.sub();
|
||||
ctx.setDepthTest(true);
|
||||
|
||||
@@ -19,7 +19,7 @@ public:
|
||||
bool perspective = true;
|
||||
bool flipped = false;
|
||||
float near = 0.05f;
|
||||
float far = 1500.0f;
|
||||
float far = 1e4f;
|
||||
|
||||
bool projset = false;
|
||||
glm::mat4 projection;
|
||||
|
||||
Reference in New Issue
Block a user