improve shadows
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@@ -131,17 +131,17 @@ void WorldRenderer::setupWorldShader(
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shader.uniform1i("u_enableShadows", shadows);
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if (shadows) {
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shader.uniformMatrix("u_shadowsMatrix", shadowCamera.getProjView());
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shader.uniformMatrix("u_wideShadowsMatrix", wideShadowCamera.getProjView());
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shader.uniformMatrix("u_shadowsMatrix[0]", shadowCamera.getProjView());
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shader.uniformMatrix("u_shadowsMatrix[1]", wideShadowCamera.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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glActiveTexture(GL_TEXTURE4);
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shader.uniform1i("u_shadows", 4);
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shader.uniform1i("u_shadows[0]", 4);
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glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthMap());
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glActiveTexture(GL_TEXTURE5);
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shader.uniform1i("u_wideShadows", 5);
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shader.uniform1i("u_shadows[1]", 5);
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glBindTexture(GL_TEXTURE_2D, wideShadowMap->getDepthMap());
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glActiveTexture(GL_TEXTURE0);
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@@ -358,11 +358,13 @@ void WorldRenderer::generateShadowsMap(
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const auto& settings = engine.getSettings();
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int resolution = shadowMap.getResolution();
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float shadowMapScale = 0.2f / (1 << glm::max(0L, settings.graphics.shadowsQuality.get())) * scale;
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float shadowMapScale =
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0.2f / (1 << glm::max(0L, settings.graphics.shadowsQuality.get())) *
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scale;
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float shadowMapSize = resolution * shadowMapScale;
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glm::vec3 basePos = glm::floor(camera.position / 500.0f) * 500.0f;
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shadowCamera = Camera(basePos + glm::mod(camera.position, 500.0f), shadowMapSize);
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glm::vec3 basePos = glm::floor(camera.position);
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shadowCamera = Camera(basePos, shadowMapSize);
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shadowCamera.near = 0.1f;
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shadowCamera.far = 800.0f;
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shadowCamera.perspective = false;
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@@ -378,20 +380,15 @@ void WorldRenderer::generateShadowsMap(
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shadowCamera.position -= shadowCamera.front * 200.0f;
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shadowCamera.position += shadowCamera.up * 10.0f;
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shadowCamera.position += camera.front * 100.0f;
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auto view = shadowCamera.getView();
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auto currentPos = shadowCamera.position;
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auto min = view * glm::dvec4(currentPos - (shadowCamera.right + shadowCamera.up) * (shadowMapSize * 0.5f), 1.0f);
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auto max = view * glm::dvec4(currentPos + (shadowCamera.right + shadowCamera.up) * (shadowMapSize * 0.5f), 1.0f);
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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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float texelSize = (max.x - min.x) / shadowMapSize;
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float snappedLeft = glm::round(min.x / texelSize) * texelSize;
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float snappedBottom = glm::round(min.y / texelSize) * texelSize;
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float snappedRight = snappedLeft + shadowMapSize * texelSize;
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float snappedTop = snappedBottom + shadowMapSize * texelSize;
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shadowCamera.setProjection(glm::ortho(snappedLeft, snappedRight, snappedBottom, snappedTop, 0.1f, 800.0f));
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shadowCamera.setProjection(glm::ortho(min.x, max.x, min.y, max.y, 0.1f, 800.0f));
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{
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frustumCulling->update(shadowCamera.getProjView());
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@@ -426,7 +423,7 @@ void WorldRenderer::draw(
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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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int resolution = 512 << shadowsQuality;
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int resolution = 1024 << shadowsQuality;
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if (shadowsQuality > 0 && !shadows) {
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shadowMap = std::make_unique<ShadowMap>(resolution);
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wideShadowMap = std::make_unique<ShadowMap>(resolution);
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@@ -454,11 +451,11 @@ void WorldRenderer::draw(
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chunks->update();
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static int frameid = 0;
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if (shadows) {
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if (shadows && frameid % 3 == 0) {
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if (frameid % 2 == 0) {
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generateShadowsMap(camera, pctx, *shadowMap, shadowCamera, 1.0f);
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} else {
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generateShadowsMap(camera, pctx, *wideShadowMap, wideShadowCamera, 8.0f);
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generateShadowsMap(camera, pctx, *wideShadowMap, wideShadowCamera, 4.0f);
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}
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}
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frameid++;
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