improve shadows

This commit is contained in:
MihailRis
2025-05-21 21:41:01 +03:00
parent 44f7051a94
commit ed5efd9c3a
5 changed files with 68 additions and 65 deletions
+16 -19
View File
@@ -131,17 +131,17 @@ void WorldRenderer::setupWorldShader(
shader.uniform1i("u_enableShadows", shadows);
if (shadows) {
shader.uniformMatrix("u_shadowsMatrix", shadowCamera.getProjView());
shader.uniformMatrix("u_wideShadowsMatrix", wideShadowCamera.getProjView());
shader.uniformMatrix("u_shadowsMatrix[0]", shadowCamera.getProjView());
shader.uniformMatrix("u_shadowsMatrix[1]", wideShadowCamera.getProjView());
shader.uniform3f("u_sunDir", shadowCamera.front);
shader.uniform1i("u_shadowsRes", shadowMap->getResolution());
glActiveTexture(GL_TEXTURE4);
shader.uniform1i("u_shadows", 4);
shader.uniform1i("u_shadows[0]", 4);
glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthMap());
glActiveTexture(GL_TEXTURE5);
shader.uniform1i("u_wideShadows", 5);
shader.uniform1i("u_shadows[1]", 5);
glBindTexture(GL_TEXTURE_2D, wideShadowMap->getDepthMap());
glActiveTexture(GL_TEXTURE0);
@@ -358,11 +358,13 @@ void WorldRenderer::generateShadowsMap(
const auto& settings = engine.getSettings();
int resolution = shadowMap.getResolution();
float shadowMapScale = 0.2f / (1 << glm::max(0L, settings.graphics.shadowsQuality.get())) * scale;
float shadowMapScale =
0.2f / (1 << glm::max(0L, settings.graphics.shadowsQuality.get())) *
scale;
float shadowMapSize = resolution * shadowMapScale;
glm::vec3 basePos = glm::floor(camera.position / 500.0f) * 500.0f;
shadowCamera = Camera(basePos + glm::mod(camera.position, 500.0f), shadowMapSize);
glm::vec3 basePos = glm::floor(camera.position);
shadowCamera = Camera(basePos, shadowMapSize);
shadowCamera.near = 0.1f;
shadowCamera.far = 800.0f;
shadowCamera.perspective = false;
@@ -378,20 +380,15 @@ void WorldRenderer::generateShadowsMap(
shadowCamera.position -= shadowCamera.front * 200.0f;
shadowCamera.position += shadowCamera.up * 10.0f;
shadowCamera.position += camera.front * 100.0f;
auto view = shadowCamera.getView();
auto currentPos = shadowCamera.position;
auto min = view * glm::dvec4(currentPos - (shadowCamera.right + shadowCamera.up) * (shadowMapSize * 0.5f), 1.0f);
auto max = view * glm::dvec4(currentPos + (shadowCamera.right + shadowCamera.up) * (shadowMapSize * 0.5f), 1.0f);
auto min = view * glm::vec4(currentPos - (shadowCamera.right + shadowCamera.up) * (shadowMapSize * 0.5f), 1.0f);
auto max = view * glm::vec4(currentPos + (shadowCamera.right + shadowCamera.up) * (shadowMapSize * 0.5f), 1.0f);
float texelSize = (max.x - min.x) / shadowMapSize;
float snappedLeft = glm::round(min.x / texelSize) * texelSize;
float snappedBottom = glm::round(min.y / texelSize) * texelSize;
float snappedRight = snappedLeft + shadowMapSize * texelSize;
float snappedTop = snappedBottom + shadowMapSize * texelSize;
shadowCamera.setProjection(glm::ortho(snappedLeft, snappedRight, snappedBottom, snappedTop, 0.1f, 800.0f));
shadowCamera.setProjection(glm::ortho(min.x, max.x, min.y, max.y, 0.1f, 800.0f));
{
frustumCulling->update(shadowCamera.getProjView());
@@ -426,7 +423,7 @@ void WorldRenderer::draw(
const auto& settings = engine.getSettings();
gbufferPipeline = settings.graphics.advancedRender.get();
int shadowsQuality = settings.graphics.shadowsQuality.get();
int resolution = 512 << shadowsQuality;
int resolution = 1024 << shadowsQuality;
if (shadowsQuality > 0 && !shadows) {
shadowMap = std::make_unique<ShadowMap>(resolution);
wideShadowMap = std::make_unique<ShadowMap>(resolution);
@@ -454,11 +451,11 @@ void WorldRenderer::draw(
chunks->update();
static int frameid = 0;
if (shadows) {
if (shadows && frameid % 3 == 0) {
if (frameid % 2 == 0) {
generateShadowsMap(camera, pctx, *shadowMap, shadowCamera, 1.0f);
} else {
generateShadowsMap(camera, pctx, *wideShadowMap, wideShadowCamera, 8.0f);
generateShadowsMap(camera, pctx, *wideShadowMap, wideShadowCamera, 4.0f);
}
}
frameid++;