feat: deferred shading (day 2)

This commit is contained in:
MihailRis 2025-07-08 23:56:22 +03:00
parent a585b52aa2
commit 0bd901d1a6
23 changed files with 236 additions and 92 deletions

View File

@ -3,11 +3,12 @@ layout (location = 0) out vec4 f_color;
layout (location = 1) out vec4 f_position;
layout (location = 2) out vec4 f_normal;
uniform mat4 u_view;
uniform samplerCube u_skybox;
void main(){
vec3 dir = normalize(v_coord);
f_position = vec4(0.0, 0.0, -1e9, 1.0);
f_normal = vec4(0.0);
vec3 dir = normalize(v_coord) * 1e6;
f_position = u_view * vec4(dir, 1.0);
f_normal = vec4(0.0, 0.0, 1.0, 1.0);
f_color = texture(u_skybox, dir);
}

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@ -7,6 +7,6 @@ uniform float u_ar;
uniform float u_zoom;
void main(){
v_coord = (vec4(v_position*vec2(u_ar, 1.0f)*u_zoom, -1.0, 1.0) * u_view).xyz;
gl_Position = vec4(v_position, 0.0, 1.0);
v_coord = (vec4(v_position * vec2(u_ar, 1.0f) * u_zoom, -1.0, 1.0) * u_view).xyz;
gl_Position = vec4(v_position, 1.0 - 1e-6, 1.0);
}

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@ -6,13 +6,17 @@ uniform sampler2D u_position;
uniform sampler2D u_normal;
uniform sampler2D u_noise;
uniform sampler2D u_ssao;
uniform sampler2D u_shadows;
uniform samplerCube u_skybox;
uniform ivec2 u_screenSize;
uniform float u_intensity;
uniform float u_timer;
uniform bool u_enableShadows;
uniform mat4 u_projection;
uniform mat4 u_view;
uniform mat4 u_inverseView;
uniform vec3 u_sunDir;
uniform vec3 u_cameraPos;
#include <__effect__>

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@ -1,15 +1,24 @@
#include <shadows>
#include <fog>
vec4 effect() {
float ssao = 0.0;
float z = texture(u_position, v_uv).z;
vec4 pos = texture(u_position, v_uv);
float z = pos.z;
for (int y = -2; y <= 2; y++) {
for (int x = -2; x <= 2; x++) {
vec2 offset = vec2(x, y) / u_screenSize;
if (abs(z - texture(u_position, v_uv + offset * 2.0).z) > 0.05)
ssao += 1.0;
else
ssao += texture(u_ssao, v_uv + offset * 2.0).r;
ssao += texture(u_ssao, v_uv + offset * 2.0).r;
}
}
ssao /= 24.0;
return vec4(texture(u_screen, v_uv).rgb * mix(1.0, ssao, 1.0), 1.0);
vec4 modelpos = u_inverseView * pos;
vec3 normal = transpose(mat3(u_view)) * texture(u_normal, v_uv).xyz;
vec3 dir = modelpos.xyz - u_cameraPos;
#ifdef ENABLE_SHADOWS
ssao *= calc_shadow(modelpos, normal, length(pos));
#endif
vec3 fogColor = texture(u_skybox, dir).rgb;
float fog = calc_fog(length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0);
return vec4(mix(texture(u_screen, v_uv).rgb * mix(1.0, ssao, 1.0), fogColor, fog), 1.0);
}

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@ -23,7 +23,7 @@ uniform vec3 u_sunDir;
#include <shadows>
void main() {
float shadow = calc_shadow();
float shadow = calc_shadow(a_modelpos, a_realnormal, a_distance);
vec3 fogColor = texture(u_skybox, a_dir).rgb;
vec4 tex_color = texture(u_texture0, a_texCoord);
float alpha = a_color.a * tex_color.a;

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@ -29,6 +29,7 @@ uniform vec3 u_torchlightColor;
uniform float u_torchlightDistance;
#include <lighting>
#include <fog>
void main() {
a_modelpos = u_model * vec4(v_position, 1.0);

19
res/shaders/lib/fog.glsl Normal file
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@ -0,0 +1,19 @@
#ifndef FOG_GLSL_
#define FOG_GLSL_
uniform float u_fogFactor;
uniform float u_fogCurve;
uniform float u_weatherFogOpacity;
uniform float u_weatherFogDencity;
uniform float u_weatherFogCurve;
float calc_fog(float depth) {
return min(
1.0,
max(pow(depth * u_fogFactor, u_fogCurve),
min(pow(depth * u_weatherFogDencity, u_weatherFogCurve),
u_weatherFogOpacity))
);
}
#endif // FOG_GLSL_

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@ -1,12 +1,6 @@
#ifndef LIGHTING_GLSL_
#define LIGHTING_GLSL_
uniform float u_fogFactor;
uniform float u_fogCurve;
uniform float u_weatherFogOpacity;
uniform float u_weatherFogDencity;
uniform float u_weatherFogCurve;
float calc_torch_light(vec3 normal, vec3 modelpos) {
return max(0.0, 1.0 - distance(u_cameraPos, modelpos) / u_torchlightDistance)
* max(0.0, -dot(normal, normalize(modelpos - u_cameraPos)));
@ -16,13 +10,4 @@ vec3 calc_screen_normal(vec3 normal) {
return transpose(inverse(mat3(u_view * u_model))) * normal;
}
float calc_fog(float depth) {
return min(
1.0,
max(pow(depth * u_fogFactor, u_fogCurve),
min(pow(depth * u_weatherFogDencity, u_weatherFogCurve),
u_weatherFogOpacity))
);
}
#endif // LIGHTING_GLSL_

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@ -10,14 +10,14 @@ uniform int u_shadowsRes;
uniform float u_shadowsOpacity;
uniform float u_shadowsSoftness;
float calc_shadow() {
float calc_shadow(vec4 modelPos, vec3 realnormal, float distance) {
#ifdef ENABLE_SHADOWS
float step = 1.0 / float(u_shadowsRes);
float s = pow(abs(cos(u_dayTime * PI2)), 0.25) * u_shadowsOpacity;
vec3 normalOffset = a_realnormal * (a_distance > 64.0 ? 0.2 : 0.04);
int shadowIdx = a_distance > 80.0 ? 1 : 0;
vec3 normalOffset = realnormal * (distance > 64.0 ? 0.2 : 0.04);
int shadowIdx = distance > 80.0 ? 1 : 0;
vec4 mpos = u_shadowsMatrix[shadowIdx] * vec4(a_modelpos.xyz + normalOffset, 1.0);
vec4 mpos = u_shadowsMatrix[shadowIdx] * vec4(modelPos.xyz + normalOffset, 1.0);
vec3 projCoords = mpos.xyz / mpos.w;
projCoords = projCoords * 0.5 + 0.5;
projCoords.z -= 0.00001 / u_shadowsRes;
@ -26,7 +26,7 @@ float calc_shadow() {
}
float shadow = 0.0;
if (dot(a_realnormal, u_sunDir) < 0.0) {
if (dot(realnormal, u_sunDir) < 0.0) {
// 3x3 kernel
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {

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@ -25,8 +25,7 @@ uniform bool u_debugNormals;
#include <shadows>
void main() {
float shadow = calc_shadow();
vec3 fogColor = texture(u_skybox, a_dir).rgb;
//vec3 fogColor = texture(u_skybox, a_dir).rgb;
vec4 texColor = texture(u_texture0, a_texCoord);
float alpha = texColor.a;
if (u_alphaClip) {
@ -43,8 +42,8 @@ void main() {
texColor.rgb *= a_normal * 0.5 + 0.5;
}
f_color = texColor;
f_color.rgb *= min(vec3(1.0), a_torchLight.rgb + a_skyLight * shadow);
f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
f_color.rgb *= min(vec3(1.0), a_torchLight.rgb + a_skyLight);
//f_color = mix(f_color, vec4(fogColor, 1.0), a_fog * 0.0);
f_color.a = alpha;
f_position = vec4(a_position, 1.0);
f_normal = vec4(a_normal, 1.0);

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@ -28,6 +28,7 @@ uniform vec3 u_torchlightColor;
uniform float u_torchlightDistance;
#include <lighting>
#include <fog>
void main() {
a_modelpos = u_model * vec4(v_position, 1.0f);

View File

@ -4,6 +4,8 @@
#include "debug/Logger.hpp"
using namespace advanced_pipeline;
static debug::Logger logger("gl-gbuffer");
void GBuffer::createColorBuffer() {
@ -162,20 +164,30 @@ void GBuffer::unbind() {
}
void GBuffer::bindBuffers() const {
glActiveTexture(GL_TEXTURE2);
glActiveTexture(GL_TEXTURE0 + TARGET_NORMALS);
glBindTexture(GL_TEXTURE_2D, normalsBuffer);
glActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE0 + TARGET_POSITIONS);
glBindTexture(GL_TEXTURE_2D, positionsBuffer);
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0 + TARGET_COLOR);
glBindTexture(GL_TEXTURE_2D, colorBuffer);
if (TARGET_COLOR != 0)
glActiveTexture(GL_TEXTURE0);
}
void GBuffer::bindSSAOBuffer() const {
glBindTexture(GL_TEXTURE_2D, ssaoBuffer);
}
void GBuffer::bindDepthBuffer() {
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
void GBuffer::resize(uint width, uint height) {
if (this->width == width && this->height == height) {
return;

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@ -16,6 +16,8 @@ public:
void bindBuffers() const;
void bindSSAOBuffer() const;
void bindDepthBuffer();
void resize(uint width, uint height);
uint getWidth() const;

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@ -100,6 +100,10 @@ Shader& PostEffect::use() {
return *shader;
}
Shader& PostEffect::getShader() {
return *shader;
}
float PostEffect::getIntensity() const {
return intensity;
}

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@ -48,6 +48,8 @@ public:
Shader& use();
Shader& getShader();
float getIntensity() const;
void setIntensity(float value);

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@ -12,6 +12,8 @@
#include <stdexcept>
#include <random>
using namespace advanced_pipeline;
PostProcessing::PostProcessing(size_t effectSlotsCount)
: effectSlots(effectSlotsCount) {
// Fullscreen quad mesh bulding
@ -74,28 +76,46 @@ void PostProcessing::refreshFbos(uint width, uint height) {
}
}
void PostProcessing::bindDepthBuffer() {
gbuffer->bindDepthBuffer();
}
void PostProcessing::configureEffect(
const DrawContext& context,
PostEffect& effect,
Shader& shader,
float timer,
const Camera& camera,
uint shadowMap
uint shadowMap,
uint shadowMap2,
const glm::mat4& shadowMatrix,
const glm::mat4& shadowMatrix2,
uint shadowMapResolution
) {
const auto& viewport = context.getViewport();
shader.uniform1i("u_screen", 0);
shader.uniform1i("u_screen", TARGET_COLOR);
shader.uniform1i("u_skybox", TARGET_SKYBOX);
if (gbuffer) {
shader.uniform1i("u_position", 1);
shader.uniform1i("u_normal", 2);
shader.uniform1i("u_position", TARGET_POSITIONS);
shader.uniform1i("u_normal", TARGET_NORMALS);
}
shader.uniform1i("u_noise", 3); // used in SSAO pass
shader.uniform1i("u_ssao", 3);
shader.uniform1i("u_noise", TARGET_SSAO); // used in SSAO pass
shader.uniform1i("u_ssao", TARGET_SSAO);
shader.uniform1i("u_shadows", 4);
shader.uniform1i("u_shadows[0]", TARGET_SHADOWS0);
shader.uniform1i("u_shadows[1]", TARGET_SHADOWS1);
shader.uniformMatrix("u_shadowsMatrix[0]", shadowMatrix);
shader.uniformMatrix("u_shadowsMatrix[1]", shadowMatrix2);
shader.uniform1f("u_shadowsOpacity", 1.0f);
shader.uniform1f("u_shadowsSoftness", 1.0f);
shader.uniform1i("u_shadowsRes", shadowMapResolution);
shader.uniform2i("u_screenSize", viewport);
shader.uniform3f("u_cameraPos", camera.position);
shader.uniform1f("u_timer", timer);
shader.uniform1i("u_enableShadows", shadowMap != 0);
shader.uniformMatrix("u_projection", camera.getProjection());
shader.uniformMatrix("u_view", camera.getView());
shader.uniformMatrix("u_inverseView", glm::inverse(camera.getView()));
}
void PostProcessing::render(
@ -103,7 +123,11 @@ void PostProcessing::render(
const Assets& assets,
float timer,
const Camera& camera,
uint shadowMap
uint shadowMap,
uint shadowMap2,
const glm::mat4& shadowMatrix,
const glm::mat4& shadowMatrix2,
uint shadowMapResolution
) {
if (fbo == nullptr && gbuffer == nullptr) {
throw std::runtime_error("'use(...)' was never called");
@ -118,25 +142,40 @@ void PostProcessing::render(
const auto& vp = context.getViewport();
refreshFbos(vp.x, vp.y);
glActiveTexture(GL_TEXTURE4);
glActiveTexture(GL_TEXTURE0 + TARGET_SHADOWS0);
glBindTexture(GL_TEXTURE_2D, shadowMap);
glActiveTexture(GL_TEXTURE0 + TARGET_SHADOWS1);
glBindTexture(GL_TEXTURE_2D, shadowMap2);
// Generating ssao
if (gbuffer) {
gbuffer->bindBuffers();
glActiveTexture(GL_TEXTURE3);
glActiveTexture(GL_TEXTURE0 + TARGET_SSAO);
glBindTexture(GL_TEXTURE_2D, noiseTexture);
glActiveTexture(GL_TEXTURE0);
auto& ssaoEffect = assets.require<PostEffect>("ssao");
auto& shader = ssaoEffect.use();
configureEffect(context, ssaoEffect, shader, timer, camera, shadowMap);
configureEffect(
context,
ssaoEffect,
shader,
timer,
camera,
shadowMap,
shadowMap2,
shadowMatrix,
shadowMatrix2,
shadowMapResolution
);
gbuffer->bindSSAO();
quadMesh->draw();
gbuffer->unbind();
glActiveTexture(GL_TEXTURE3);
glActiveTexture(GL_TEXTURE0 + TARGET_SSAO);
gbuffer->bindSSAOBuffer();
} else {
glActiveTexture(GL_TEXTURE0);
@ -148,7 +187,18 @@ void PostProcessing::render(
gbuffer ? "deferred_lighting" : "default"
);
auto& shader = effect.use();
configureEffect(context, effect, shader, timer, camera, shadowMap);
configureEffect(
context,
effect,
shader,
timer,
camera,
shadowMap,
shadowMap2,
shadowMatrix,
shadowMatrix2,
shadowMapResolution
);
quadMesh->draw();
return;
}
@ -162,7 +212,18 @@ void PostProcessing::render(
continue;
}
auto& shader = effect->use();
configureEffect(context, *effect, shader, timer, camera, shadowMap);
configureEffect(
context,
*effect,
shader,
timer,
camera,
shadowMap,
shadowMap2,
shadowMatrix,
shadowMatrix2,
shadowMapResolution
);
if (currentPass > 1) {
fbo->getTexture()->bind();

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@ -44,7 +44,11 @@ public:
const Assets& assets,
float timer,
const Camera& camera,
uint shadowMap
uint shadowMap,
uint shadowMap2,
const glm::mat4& shadowMatrix,
const glm::mat4& shadowMatrix2,
uint shadowMapResolution
);
void setEffect(size_t slot, std::shared_ptr<PostEffect> effect);
@ -55,6 +59,7 @@ public:
std::unique_ptr<ImageData> toImage();
Framebuffer* getFramebuffer() const;
void bindDepthBuffer();
private:
void configureEffect(
const DrawContext& context,
@ -62,7 +67,11 @@ private:
Shader& shader,
float timer,
const Camera& camera,
uint shadowMap
uint shadowMap,
uint shadowMap2,
const glm::mat4& shadowMatrix,
const glm::mat4& shadowMatrix2,
uint shadowMapResolution
);
void refreshFbos(uint width, uint height);

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@ -51,6 +51,12 @@ void Shader::uniformMatrix(const std::string& name, const glm::mat4& matrix) {
);
}
void Shader::uniformMatrix(const std::string& name, const glm::mat3& matrix) {
glUniformMatrix3fv(
getUniformLocation(name), 1, GL_FALSE, glm::value_ptr(matrix)
);
}
void Shader::uniform1i(const std::string& name, int x){
glUniform1i(getUniformLocation(name), x);
}

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@ -33,6 +33,7 @@ public:
void use();
void uniformMatrix(const std::string&, const glm::mat4& matrix);
void uniformMatrix(const std::string&, const glm::mat3& matrix);
void uniform1i(const std::string& name, int x);
void uniform1f(const std::string& name, float x);
void uniform2f(const std::string& name, float x, float y);

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@ -50,6 +50,16 @@ enum class CursorShape {
LAST=NOT_ALLOWED
};
namespace advanced_pipeline {
inline constexpr int TARGET_COLOR = 0;
inline constexpr int TARGET_SKYBOX = 1;
inline constexpr int TARGET_POSITIONS = 2;
inline constexpr int TARGET_NORMALS = 3;
inline constexpr int TARGET_SSAO = 4;
inline constexpr int TARGET_SHADOWS0 = 5;
inline constexpr int TARGET_SHADOWS1 = 6;
}
VC_ENUM_METADATA(CursorShape)
{"arrow", CursorShape::ARROW},
{"text", CursorShape::TEXT},

View File

@ -18,9 +18,7 @@
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/constants.hpp>
#ifndef M_PI
#define M_PI 3.141592
#endif // M_PI
using namespace advanced_pipeline;
const int STARS_COUNT = 3000;
const int STARS_SEED = 632;
@ -47,14 +45,6 @@ Skybox::Skybox(uint size, Shader& shader)
mesh = std::make_unique<Mesh<SkyboxVertex>>(vertices, 6);
sprites.push_back(SkySprite {
"misc/moon_flare",
glm::pi<float>() * 0.5f,
0.5f,
false,
glm::pi<float>() * 0.25f,
});
sprites.push_back(SkySprite {
"misc/moon",
glm::pi<float>() * 0.5f,
@ -62,6 +52,14 @@ Skybox::Skybox(uint size, Shader& shader)
false,
glm::pi<float>() * 0.25f,
});
sprites.push_back(SkySprite {
"misc/moon_flare",
glm::pi<float>() * 0.5f,
0.5f,
false,
glm::pi<float>() * 0.25f,
});
sprites.push_back(SkySprite {
"misc/sun",
@ -118,6 +116,8 @@ void Skybox::draw(
{
const glm::uvec2& viewport = pctx.getViewport();
glActiveTexture(GL_TEXTURE0);
drawBackground(camera, assets, viewport.x, viewport.y);
DrawContext ctx = pctx.sub();
@ -130,22 +130,23 @@ void Skybox::draw(
batch3d->begin();
float angle = daytime * glm::pi<float>() * 2.0f;
float opacity = glm::pow(1.0f-fog, 7.0f);
float opacity = glm::pow(1.0f - fog, 7.0f);
float depthScale = 1e3;
for (auto& sprite : sprites) {
batch3d->texture(assets.get<Texture>(sprite.texture));
float sangle = daytime * glm::pi<float>() * 2.0 + sprite.phase;
float distance = sprite.distance;
float distance = sprite.distance * depthScale;
glm::mat4 rotation = glm::rotate(glm::mat4(1.0f), -sangle + glm::pi<float>() * 0.5f, glm::vec3(0, 0, -1));
rotation = glm::rotate(rotation, sprite.altitude, glm::vec3(1, 0, 0));
glm::vec3 pos = glm::vec4(0, distance, 0, 1) * rotation;
glm::vec3 up = glm::vec4(1, 0, 0, 1) * rotation;
glm::vec3 right = glm::vec4(0, 0, 1, 1) * rotation;
glm::vec3 up = glm::vec4(depthScale, 0, 0, 1) * rotation;
glm::vec3 right = glm::vec4(0, 0, depthScale, 1) * rotation;
glm::vec4 tint (1,1,1, opacity);
if (!sprite.emissive) {
tint *= 0.6f+std::cos(angle)*0.4;
tint *= 0.6f + std::cos(angle)*0.4;
}
batch3d->sprite(pos, right,
up, 1, 1, UVRegion(), tint);
@ -167,10 +168,10 @@ void Skybox::refresh(const DrawContext& pctx, float t, float mie, uint quality)
assert(cubemap != nullptr);
ready = true;
glActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE0 + TARGET_SKYBOX);
cubemap->bind();
shader.use();
t *= glm::pi<float>()*2.0f;
t *= glm::two_pi<float>();
lightDir = glm::normalize(glm::vec3(sin(t), -cos(t), 0.0f));
shader.uniform1i("u_quality", quality);
@ -237,13 +238,13 @@ void Skybox::refreshFace(uint face, Cubemap* cubemap) {
}
void Skybox::bind() const {
glActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE0 + TARGET_SKYBOX);
fbo->getTexture()->bind();
glActiveTexture(GL_TEXTURE0);
}
void Skybox::unbind() const {
glActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE0 + TARGET_SKYBOX);
fbo->getTexture()->unbind();
glActiveTexture(GL_TEXTURE0);
}

View File

@ -54,8 +54,11 @@
#include "Emitter.hpp"
#include "TextNote.hpp"
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;
bool WorldRenderer::showChunkBorders = false;
bool WorldRenderer::showEntitiesDebug = false;
@ -141,15 +144,15 @@ void WorldRenderer::setupWorldShader(
shader.uniform1f("u_shadowsOpacity", 1.0f - cloudsIntensity); // TODO: make it configurable
shader.uniform1f("u_shadowsSoftness", 1.0f + cloudsIntensity * 4); // TODO: make it configurable
glActiveTexture(GL_TEXTURE4);
shader.uniform1i("u_shadows[0]", 4);
glActiveTexture(GL_TEXTURE0 + TARGET_SHADOWS0);
shader.uniform1i("u_shadows[0]", TARGET_SHADOWS0);
glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthMap());
glActiveTexture(GL_TEXTURE5);
shader.uniform1i("u_shadows[1]", 5);
glActiveTexture(GL_TEXTURE0 + TARGET_SHADOWS1);
shader.uniform1i("u_shadows[1]", TARGET_SHADOWS1);
glBindTexture(GL_TEXTURE_2D, wideShadowMap->getDepthMap());
glActiveTexture(GL_TEXTURE0);
glActiveTexture(TEXTURE_MAIN);
}
auto indices = level.content.getIndices();
@ -438,9 +441,11 @@ void WorldRenderer::draw(
auto& mainShader = assets.require<Shader>("main");
auto& entityShader = assets.require<Shader>("entity");
auto& deferredShader = assets.require<PostEffect>("deferred_lighting").getShader();
const auto& settings = engine.getSettings();
gbufferPipeline = settings.graphics.advancedRender.get();
int shadowsQuality = settings.graphics.shadowsQuality.get();
int shadowsQuality = settings.graphics.shadowsQuality.get() * gbufferPipeline;
int resolution = 512 << shadowsQuality;
if (shadowsQuality > 0 && !shadows) {
shadowMap = std::make_unique<ShadowMap>(resolution);
@ -449,6 +454,7 @@ void WorldRenderer::draw(
Shader::preprocessor->define("ENABLE_SHADOWS", "true");
mainShader.recompile();
entityShader.recompile();
deferredShader.recompile();
} else if (shadowsQuality == 0 && shadows) {
shadowMap.reset();
wideShadowMap.reset();
@ -456,6 +462,7 @@ void WorldRenderer::draw(
Shader::preprocessor->undefine("ENABLE_SHADOWS");
mainShader.recompile();
entityShader.recompile();
deferredShader.recompile();
}
if (shadows && shadowMap->getResolution() != resolution) {
shadowMap = std::make_unique<ShadowMap>(resolution);
@ -489,9 +496,6 @@ void WorldRenderer::draw(
display::clearDepth();
// Drawing background sky plane
skybox->draw(pctx, camera, assets, worldInfo.daytime, clouds);
/* Actually world render with depth buffer on */ {
DrawContext ctx = wctx.sub();
ctx.setDepthTest(true);
@ -506,19 +510,32 @@ void WorldRenderer::draw(
}
}
}
{
DrawContext ctx = wctx.sub();
texts->render(ctx, camera, settings, hudVisible, true);
}
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);
postProcessing.render(
pctx,
assets,
timer,
camera,
shadows ? shadowMap->getDepthMap() : 0
shadows ? shadowMap->getDepthMap() : 0,
shadows ? wideShadowMap->getDepthMap() : 0,
shadowCamera.getProjView(),
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();
ctx.setDepthTest(true);

View File

@ -19,7 +19,7 @@ public:
bool perspective = true;
bool flipped = false;
float near = 0.05f;
float far = 1500.0f;
float far = 1e4f;
bool projset = false;
glm::mat4 projection;