fix render advanced pipeline issues

This commit is contained in:
MihailRis
2025-07-12 17:31:55 +03:00
parent 0ab23a117d
commit ac9772cd67
12 changed files with 192 additions and 86 deletions
+71 -30
View File
@@ -38,6 +38,7 @@
#include "graphics/core/LineBatch.hpp"
#include "graphics/core/Mesh.hpp"
#include "graphics/core/PostProcessing.hpp"
#include "graphics/core/Framebuffer.hpp"
#include "graphics/core/Shader.hpp"
#include "graphics/core/Texture.hpp"
#include "graphics/core/Font.hpp"
@@ -137,6 +138,7 @@ void WorldRenderer::setupWorldShader(
if (shadows) {
const auto& worldInfo = level.getWorld()->getInfo();
float cloudsIntensity = glm::max(worldInfo.fog, weather.clouds());
shader.uniform1i("u_screen", 0);
shader.uniformMatrix("u_shadowsMatrix[0]", shadowCamera.getProjView());
shader.uniformMatrix("u_shadowsMatrix[1]", wideShadowCamera.getProjView());
shader.uniform3f("u_sunDir", shadowCamera.front);
@@ -223,22 +225,6 @@ void WorldRenderer::renderLevel(
if (!pause) {
scripting::on_frontend_render();
}
setupWorldShader(entityShader, camera, settings, fogFactor);
std::array<const WeatherPreset*, 2> weatherInstances {&weather.a, &weather.b};
for (const auto& weather : weatherInstances) {
float maxIntensity = weather->fall.maxIntensity;
float zero = weather->fall.minOpacity;
float one = weather->fall.maxOpacity;
float t = (weather->intensity * (one - zero)) * maxIntensity + zero;
entityShader.uniform1i("u_alphaClip", weather->fall.opaque);
entityShader.uniform1f("u_opacity", weather->fall.opaque ? t * t : t);
if (weather->intensity > 1.e-3f && !weather->fall.texture.empty()) {
precipitation->render(camera, pause ? 0.0f : delta, *weather);
}
}
skybox->unbind();
}
@@ -430,6 +416,7 @@ void WorldRenderer::draw(
float uiDelta,
PostProcessing& postProcessing
) {
// TODO: REFACTOR WHOLE RENDER ENGINE
float delta = uiDelta * !pause;
timer += delta;
weather.update(delta);
@@ -451,19 +438,37 @@ void WorldRenderer::draw(
shadowMap = std::make_unique<ShadowMap>(resolution);
wideShadowMap = std::make_unique<ShadowMap>(resolution);
shadows = true;
Shader::preprocessor->define("ENABLE_SHADOWS", "true");
mainShader.recompile();
entityShader.recompile();
deferredShader.recompile();
} else if (shadowsQuality == 0 && shadows) {
shadowMap.reset();
wideShadowMap.reset();
shadows = false;
Shader::preprocessor->undefine("ENABLE_SHADOWS");
}
CompileTimeShaderSettings currentSettings {
gbufferPipeline, shadows
};
if (
prevCTShaderSettings.advancedRender != currentSettings.advancedRender ||
prevCTShaderSettings.shadows != currentSettings.shadows
) {
if (shadows) {
Shader::preprocessor->define("ENABLE_SHADOWS", "true");
} else {
Shader::preprocessor->undefine("ENABLE_SHADOWS");
}
if (gbufferPipeline) {
Shader::preprocessor->define("ADVANCED_RENDER", "true");
} else {
Shader::preprocessor->undefine("ADVANCED_RENDER");
}
mainShader.recompile();
entityShader.recompile();
deferredShader.recompile();
prevCTShaderSettings = currentSettings;
}
if (shadows && shadowMap->getResolution() != resolution) {
shadowMap = std::make_unique<ShadowMap>(resolution);
wideShadowMap = std::make_unique<ShadowMap>(resolution);
@@ -513,10 +518,52 @@ void WorldRenderer::draw(
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);
if (gbufferPipeline) {
deferredShader.use();
setupWorldShader(deferredShader, camera, settings, fogFactor);
postProcessing.renderDeferredShading(
pctx,
assets,
timer,
camera,
shadows ? shadowMap->getDepthMap() : 0,
shadows ? wideShadowMap->getDepthMap() : 0,
shadowCamera.getProjView(),
wideShadowCamera.getProjView(),
shadows ? shadowMap->getResolution() : 0
);
}
{
DrawContext ctx = pctx.sub();
ctx.setDepthTest(true);
if (gbufferPipeline) {
postProcessing.bindDepthBuffer();
} else {
postProcessing.getFramebuffer()->bind();
}
// Drawing background sky plane
skybox->draw(ctx, camera, assets, worldInfo.daytime, clouds);
entityShader.use();
setupWorldShader(entityShader, camera, settings, fogFactor);
std::array<const WeatherPreset*, 2> weatherInstances {&weather.a, &weather.b};
for (const auto& weather : weatherInstances) {
float maxIntensity = weather->fall.maxIntensity;
float zero = weather->fall.minOpacity;
float one = weather->fall.maxOpacity;
float t = (weather->intensity * (one - zero)) * maxIntensity + zero;
entityShader.uniform1i("u_alphaClip", weather->fall.opaque);
entityShader.uniform1f("u_opacity", weather->fall.opaque ? t * t : t);
if (weather->intensity > 1.e-3f && !weather->fall.texture.empty()) {
precipitation->render(camera, pause ? 0.0f : delta, *weather);
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
postProcessing.render(
pctx,
assets,
@@ -528,13 +575,7 @@ void WorldRenderer::draw(
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();