feat: shadows in fast pipeline & improve lights mix
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@@ -103,7 +103,7 @@ WorldRenderer::WorldRenderer(
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assets->require<Shader>("skybox_gen")
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);
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shadowMap = std::make_unique<ShadowMap>(1024 * 4);
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shadowMap = std::make_unique<ShadowMap>(1024 * 8);
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shadowCamera = std::make_unique<Camera>();
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}
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@@ -133,9 +133,9 @@ void WorldRenderer::setupWorldShader(
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shader.uniform2f("u_lightDir", skybox->getLightDir());
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shader.uniform3f("u_cameraPos", camera.position);
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shader.uniform1i("u_skybox", 1);
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shader.uniform1i("u_enableShadows", gbufferPipeline);
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shader.uniform1i("u_enableShadows", shadows);
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if (gbufferPipeline) {
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if (shadows) {
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shader.uniformMatrix("u_shadowsMatrix", shadowCamera->getProjView());
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shader.uniform3f("u_sunDir", shadowCamera->front);
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shader.uniform1i("u_shadowsRes", shadowMap->getResolution());
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@@ -374,7 +374,7 @@ void WorldRenderer::draw(
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auto& linesShader = assets.require<Shader>("lines");
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auto& shadowsShader = assets.require<Shader>("shadows");
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if (gbufferPipeline) {
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if (shadows) {
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int resolution = shadowMap->getResolution();
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float shadowMapScale = 0.05f;
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float shadowMapSize = resolution * shadowMapScale;
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@@ -384,7 +384,7 @@ void WorldRenderer::draw(
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shadowCamera->perspective = false;
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shadowCamera->setAspectRatio(1.0f);
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shadowCamera->rotate(
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glm::radians(90.0f - worldInfo.daytime * 360.0f),
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glm::radians(fmod(90.0f - worldInfo.daytime * 360.0f, 180.0f)),
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glm::radians(-40.0f),
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glm::radians(-0.0f)
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);
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@@ -402,7 +402,7 @@ void WorldRenderer::draw(
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sctx.setViewport({resolution, resolution});
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shadowMap->bind();
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setupWorldShader(shadowsShader, *shadowCamera, settings, 0.0f);
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chunks->drawChunks(*shadowCamera, shadowsShader);
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chunks->drawChunksShadowsPass(*shadowCamera, shadowsShader);
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shadowMap->unbind();
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}
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}
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@@ -444,7 +444,7 @@ void WorldRenderer::draw(
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assets,
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timer,
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camera,
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gbufferPipeline ? shadowMap->getDepthMap() : 0
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shadows ? shadowMap->getDepthMap() : 0
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);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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