fix sun and shadows position synchronization

This commit is contained in:
MihailRis 2025-06-15 03:35:40 +03:00
parent 3e66ff5924
commit 1b84b7df5e
5 changed files with 35 additions and 18 deletions

View File

@ -14,6 +14,7 @@
],
"textures": [
"misc/moon",
"misc/moon_flare",
"misc/sun",
"gui/crosshair"
]

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After

Width:  |  Height:  |  Size: 20 KiB

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@ -15,6 +15,7 @@
#include <iostream>
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/constants.hpp>
#ifndef M_PI
@ -46,18 +47,28 @@ Skybox::Skybox(uint size, Shader& shader)
mesh = std::make_unique<Mesh<SkyboxVertex>>(vertices, 6);
sprites.push_back(skysprite {
"misc/moon",
glm::pi<float>()*0.5f,
4.0f,
false
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",
glm::pi<float>()*1.5f,
sprites.push_back(SkySprite {
"misc/moon",
glm::pi<float>() * 0.5f,
4.0f,
true
false,
glm::pi<float>() * 0.25f,
});
sprites.push_back(SkySprite {
"misc/sun",
glm::pi<float>() * 1.5f,
4.0f,
true,
glm::pi<float>() * 0.25f,
});
}
@ -124,16 +135,19 @@ void Skybox::draw(
for (auto& sprite : sprites) {
batch3d->texture(assets.get<Texture>(sprite.texture));
float sangle = daytime * glm::pi<float>()*2.0 + sprite.phase;
float sangle = daytime * glm::pi<float>() * 2.0 + sprite.phase;
float distance = sprite.distance;
glm::vec3 pos(-std::cos(sangle)*distance, std::sin(sangle)*distance, 0);
glm::vec3 up(-std::sin(-sangle), std::cos(-sangle), 0.0f);
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::vec4 tint (1,1,1, opacity);
if (!sprite.emissive) {
tint *= 0.6f+std::cos(angle)*0.4;
}
batch3d->sprite(pos, glm::vec3(0, 0, 1),
batch3d->sprite(pos, right,
up, 1, 1, UVRegion(), tint);
}
batch3d->flush();

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@ -25,11 +25,12 @@ struct SkyboxVertex {
{{}, 0}};
};
struct skysprite {
struct SkySprite {
std::string texture;
float phase;
float distance;
bool emissive;
float altitude;
};
class Skybox {
@ -42,7 +43,7 @@ class Skybox {
std::unique_ptr<Mesh<SkyboxVertex>> mesh;
std::unique_ptr<Batch3D> batch3d;
std::vector<skysprite> sprites;
std::vector<SkySprite> sprites;
int frameid = 0;
float prevMie = -1.0f;

View File

@ -384,10 +384,11 @@ void WorldRenderer::generateShadowsMap(
90.0f -
((static_cast<int>(t / sunCycleStep)) * sunCycleStep + 0.25f) * 360.0f
);
float sunAltitude = glm::pi<float>() * 0.25f;
shadowCamera.rotate(
sunAngle,
glm::radians(-45.0f),
glm::radians(-0.0f)
-glm::cos(sunAngle + glm::pi<float>() * 0.5f) * sunAltitude,
sunAngle - glm::pi<float>() * 0.5f,
glm::radians(0.0f)
);
shadowCamera.updateVectors();