fix stars and skybox render

This commit is contained in:
MihailRis
2025-07-12 19:18:02 +03:00
parent ac9772cd67
commit 8a3306ed41
4 changed files with 33 additions and 10 deletions
+3 -3
View File
@@ -60,6 +60,7 @@ using namespace advanced_pipeline;
inline constexpr size_t BATCH3D_CAPACITY = 4096;
inline constexpr size_t MODEL_BATCH_CAPACITY = 20'000;
inline constexpr GLenum TEXTURE_MAIN = GL_TEXTURE0;
inline constexpr int MIN_SHADOW_MAP_RES = 512;
bool WorldRenderer::showChunkBorders = false;
bool WorldRenderer::showEntitiesDebug = false;
@@ -246,7 +247,7 @@ void WorldRenderer::renderBlockSelection() {
const glm::vec3 center = glm::vec3(pos) + hitbox.center();
const glm::vec3 size = hitbox.size();
lineBatch->box(
center, size + glm::vec3(0.01), glm::vec4(0.f, 0.f, 0.f, 0.5f)
center, size + glm::vec3(0.01), glm::vec4(0.f, 0.f, 0.f, 1.0f)
);
if (debug) {
lineBatch->line(
@@ -380,7 +381,6 @@ void WorldRenderer::generateShadowsMap(
sunAngle - glm::pi<float>() * 0.5f,
glm::radians(0.0f)
);
shadowCamera.updateVectors();
shadowCamera.position -= shadowCamera.front * 500.0f;
shadowCamera.position += shadowCamera.up * 0.0f;
@@ -433,7 +433,7 @@ void WorldRenderer::draw(
gbufferPipeline = settings.graphics.advancedRender.get();
int shadowsQuality = settings.graphics.shadowsQuality.get() * gbufferPipeline;
int resolution = 512 << shadowsQuality;
int resolution = MIN_SHADOW_MAP_RES << shadowsQuality;
if (shadowsQuality > 0 && !shadows) {
shadowMap = std::make_unique<ShadowMap>(resolution);
wideShadowMap = std::make_unique<ShadowMap>(resolution);