fix entities shading
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@@ -367,7 +367,7 @@ void WorldRenderer::generateShadowsMap(
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float shadowMapScale = 0.32f / (1 << glm::max(0, quality)) * scale;
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float shadowMapSize = resolution * shadowMapScale;
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glm::vec3 basePos = glm::floor(camera.position);
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glm::vec3 basePos = glm::floor(camera.position / 4.0f) * 4.0f;
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shadowCamera = Camera(basePos, shadowMapSize);
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shadowCamera.near = 0.1f;
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shadowCamera.far = 1000.0f;
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@@ -400,8 +400,9 @@ void WorldRenderer::generateShadowsMap(
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auto view = shadowCamera.getView();
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auto currentPos = shadowCamera.position;
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auto min = view * glm::vec4(currentPos - (shadowCamera.right + shadowCamera.up) * (shadowMapSize * 0.5f), 1.0f);
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auto max = view * glm::vec4(currentPos + (shadowCamera.right + shadowCamera.up) * (shadowMapSize * 0.5f), 1.0f);
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auto topRight = shadowCamera.right + shadowCamera.up;
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auto min = view * glm::vec4(currentPos - topRight * shadowMapSize * 0.5f, 1.0f);
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auto max = view * glm::vec4(currentPos + topRight * shadowMapSize * 0.5f, 1.0f);
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shadowCamera.setProjection(glm::ortho(min.x, max.x, min.y, max.y, 0.1f, 1000.0f));
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@@ -436,6 +437,7 @@ void WorldRenderer::draw(
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camera.setAspectRatio(vp.x / static_cast<float>(vp.y));
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auto& mainShader = assets.require<Shader>("main");
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auto& entityShader = assets.require<Shader>("entity");
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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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@@ -446,12 +448,14 @@ void WorldRenderer::draw(
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shadows = true;
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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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} else if (shadowsQuality == 0 && shadows) {
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shadowMap.reset();
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wideShadowMap.reset();
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shadows = false;
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Shader::preprocessor->undefine("ENABLE_SHADOWS");
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mainShader.recompile();
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entityShader.recompile();
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}
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if (shadows && shadowMap->getResolution() != resolution) {
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shadowMap = std::make_unique<ShadowMap>(resolution);
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