improve shading & enable disabled elements

This commit is contained in:
MihailRis
2025-05-09 21:52:29 +03:00
parent c1608fe8e2
commit 657b4304b4
9 changed files with 70 additions and 45 deletions
+1
View File
@@ -111,6 +111,7 @@ GBuffer::~GBuffer() {
void GBuffer::bind() {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glClear(GL_COLOR_BUFFER_BIT);
}
void GBuffer::unbind() {
+17 -8
View File
@@ -72,17 +72,21 @@ void PostProcessing::use(DrawContext& context, bool gbufferPipeline) {
}
context.setFramebuffer(gbuffer.get());
} else {
if (fbo) {
fbo->resize(vp.x, vp.y);
fboSecond->resize(vp.x, vp.y);
} else {
fbo = std::make_unique<Framebuffer>(vp.x, vp.y);
fboSecond = std::make_unique<Framebuffer>(vp.x, vp.y);
}
refreshFbos(vp.x, vp.y);
context.setFramebuffer(fbo.get());
}
}
void PostProcessing::refreshFbos(uint width, uint height) {
if (fbo) {
fbo->resize(width, height);
fboSecond->resize(width, height);
} else {
fbo = std::make_unique<Framebuffer>(width, height);
fboSecond = std::make_unique<Framebuffer>(width, height);
}
}
void PostProcessing::configureEffect(
const DrawContext& context,
Shader& shader,
@@ -127,6 +131,9 @@ void PostProcessing::render(
totalPasses += (effect != nullptr && effect->isActive());
}
const auto& vp = context.getViewport();
refreshFbos(vp.x, vp.y);
if (gbuffer) {
gbuffer->bindBuffers();
@@ -157,7 +164,9 @@ void PostProcessing::render(
auto& shader = effect->use();
configureEffect(context, shader, timer, camera, shadowMap);
fbo->getTexture()->bind();
if (currentPass > 1) {
fbo->getTexture()->bind();
}
if (currentPass < totalPasses) {
fboSecond->bind();
+2
View File
@@ -64,6 +64,8 @@ private:
uint shadowMap
);
void refreshFbos(uint width, uint height);
/// @brief Main framebuffer (lasy field)
std::unique_ptr<Framebuffer> fbo;
std::unique_ptr<Framebuffer> fboSecond;
+23 -20
View File
@@ -137,6 +137,8 @@ void WorldRenderer::setupWorldShader(
if (gbufferPipeline) {
shader.uniformMatrix("u_shadowsMatrix", shadowCamera->getProjView());
shader.uniform3f("u_sunDir", shadowCamera->front);
shader.uniform1i("u_shadowsRes", shadowMap->getResolution());
glActiveTexture(GL_TEXTURE4);
shader.uniform1i("u_shadows", 4);
glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthMap());
@@ -373,11 +375,11 @@ void WorldRenderer::draw(
auto& shadowsShader = assets.require<Shader>("shadows");
if (gbufferPipeline) {
float shadowMapScale = 0.05f * 2;
float shadowMapScale = 0.05f;
float shadowMapSize = shadowMap->getResolution() * shadowMapScale;
*shadowCamera = Camera(camera.position, shadowMapSize);
shadowCamera->near = 0.5f;
shadowCamera->far = 600.0f;
shadowCamera->near = 0.1f;
shadowCamera->far = 800.0f;
shadowCamera->perspective = false;
shadowCamera->setAspectRatio(1.0f);
shadowCamera->rotate(glm::radians(-64.0f), glm::radians(-35.0f), glm::radians(-35.0f));
@@ -387,10 +389,10 @@ void WorldRenderer::draw(
// );
shadowCamera->updateVectors();
//shadowCamera->position += camera.dir * shadowMapSize * 0.5f;
shadowCamera->position -= shadowCamera->front * 100.0f;
shadowCamera->position -= shadowCamera->front * 200.0f;
shadowCamera->position -= shadowCamera->right * (shadowMap->getResolution() * shadowMapScale) * 0.5f;
shadowCamera->position -= shadowCamera->up * (shadowMap->getResolution() * shadowMapScale) * 0.5f;
shadowCamera->position = glm::floor(shadowCamera->position);
shadowCamera->position = glm::floor(shadowCamera->position * 0.25f) * 4.0f;
{
frustumCulling->update(shadowCamera->getProjView());
auto sctx = pctx.sub();
@@ -419,22 +421,22 @@ void WorldRenderer::draw(
ctx.setCullFace(true);
renderLevel(ctx, camera, settings, uiDelta, pause, hudVisible);
// Debug lines
// if (hudVisible) {
// if (debug) {
// guides->renderDebugLines(
// ctx, camera, *lineBatch, linesShader, showChunkBorders
// );
// }
// if (player.currentCamera == player.fpCamera) {
// renderHands(camera, delta);
// }
// }
if (hudVisible) {
if (debug) {
guides->renderDebugLines(
ctx, camera, *lineBatch, linesShader, showChunkBorders
);
}
if (player.currentCamera == player.fpCamera) {
renderHands(camera, delta);
}
}
}
// {
// DrawContext ctx = wctx.sub();
// texts->render(ctx, camera, settings, hudVisible, true);
// }
//renderBlockOverlay(wctx);
{
DrawContext ctx = wctx.sub();
texts->render(ctx, camera, settings, hudVisible, true);
}
renderBlockOverlay(wctx);
}
postProcessing.render(
@@ -444,6 +446,7 @@ void WorldRenderer::draw(
camera,
gbufferPipeline ? shadowMap->getDepthMap() : 0
);
glBindTexture(GL_TEXTURE_2D, 0);
}
void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {