improve shading & enable disabled elements
This commit is contained in:
parent
c1608fe8e2
commit
657b4304b4
@ -58,5 +58,5 @@ function on_hud_open()
|
||||
|
||||
local slot = gfx.posteffects.index("core:default")
|
||||
gfx.posteffects.set_effect(slot, "ssao")
|
||||
--gfx.posteffects.set_intensity(slot, 1.0)
|
||||
gfx.posteffects.set_intensity(slot, 1.0)
|
||||
end
|
||||
|
||||
@ -7,7 +7,7 @@ uniform samplerCube u_cubemap;
|
||||
|
||||
void main(){
|
||||
vec3 dir = normalize(v_coord);
|
||||
f_position = vec4(0.0, 0.0, 0.0, 1e9);
|
||||
f_position = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
f_normal = vec4(0.0);
|
||||
f_color = texture(u_cubemap, dir);
|
||||
}
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
uniform vec3 u_ssaoSamples[64];
|
||||
|
||||
int kernelSize = 32;
|
||||
int kernelSize = 16;
|
||||
float radius = 0.25;
|
||||
float bias = 0.025;
|
||||
|
||||
@ -32,8 +32,10 @@ vec4 effect() {
|
||||
float rangeCheck = smoothstep(0.0, 1.0, radius / abs(position.z - sampleDepth));
|
||||
occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck;
|
||||
}
|
||||
occlusion = 1.1 - (occlusion / kernelSize);
|
||||
occlusion = min(1.0, 1.05 - (occlusion / kernelSize));
|
||||
}
|
||||
|
||||
return vec4(color * occlusion, 1.0);
|
||||
float z = -position.z * 0.02;
|
||||
z = max(0.0, 1.0 - z);
|
||||
return vec4(color * mix(1.0, occlusion, z), 1.0);
|
||||
}
|
||||
|
||||
@ -14,6 +14,8 @@ in vec4 a_modelpos;
|
||||
uniform sampler2D u_texture0;
|
||||
uniform samplerCube u_cubemap;
|
||||
uniform sampler2DShadow u_shadows;
|
||||
uniform vec3 u_sunDir;
|
||||
uniform int u_shadowsRes;
|
||||
|
||||
// flags
|
||||
uniform bool u_alphaClip;
|
||||
@ -28,21 +30,27 @@ const int BLUR_SAMPLES = 6;
|
||||
void main() {
|
||||
float shadow = 1.0;
|
||||
if (u_enableShadows) {
|
||||
vec4 mpos = u_shadowsMatrix * vec4(a_modelpos.xyz, 1.0);
|
||||
vec4 mpos = u_shadowsMatrix * vec4(a_modelpos.xyz + a_realnormal * 0.08, 1.0);
|
||||
vec3 projCoords = mpos.xyz / mpos.w;
|
||||
projCoords = projCoords * 0.5 + 0.5;
|
||||
projCoords.z -= 0.0001;
|
||||
|
||||
shadow = 0.0;
|
||||
|
||||
for (int i = 0; i < BLUR_SAMPLES; i++) {
|
||||
if (dot(a_realnormal, u_sunDir) < 0.0) {
|
||||
for (int x = -1; x <= 1; x++) {
|
||||
for (int y = -1; y <= 1; y++) {
|
||||
shadow += texture(u_shadows, projCoords.xyz + vec3(
|
||||
-0.002*(i%2==0?1:0)*i/BLUR_SAMPLES / 4.0,
|
||||
-0.002*(i%2==0?0:1)*i/BLUR_SAMPLES / 4.0,
|
||||
-0.0005 * i/BLUR_SAMPLES));
|
||||
x * (1.0 / u_shadowsRes),
|
||||
y * (1.0 / u_shadowsRes), 0.0
|
||||
));
|
||||
}
|
||||
shadow /= BLUR_SAMPLES;
|
||||
}
|
||||
shadow /= 9;
|
||||
shadow = shadow * 0.5 + 0.5;
|
||||
} else {
|
||||
shadow = 0.5;
|
||||
}
|
||||
}
|
||||
|
||||
vec3 fogColor = texture(u_cubemap, a_dir).rgb;
|
||||
|
||||
@ -37,11 +37,11 @@ void main() {
|
||||
vec3 pos3d = modelpos.xyz-u_cameraPos;
|
||||
modelpos.xyz = apply_planet_curvature(modelpos.xyz, pos3d);
|
||||
|
||||
a_realnormal = v_normal.xyz;
|
||||
a_realnormal = v_normal.xyz * 2.0 - 1.0;
|
||||
mat3 normalMatrix = transpose(inverse(mat3(u_view * u_model)));
|
||||
a_normal = v_normal.xyz * 2.0 - 1.0;
|
||||
a_normal = a_realnormal;
|
||||
a_normal = normalMatrix * (false ? -a_normal : a_normal);
|
||||
//a_normal = v_normal.xyz * 2.0 - 1.0;
|
||||
//a_normal = a_realnormal;
|
||||
|
||||
vec3 light = v_light.rgb;
|
||||
float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
|
||||
|
||||
@ -111,6 +111,7 @@ GBuffer::~GBuffer() {
|
||||
|
||||
void GBuffer::bind() {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
|
||||
void GBuffer::unbind() {
|
||||
|
||||
@ -72,17 +72,21 @@ void PostProcessing::use(DrawContext& context, bool gbufferPipeline) {
|
||||
}
|
||||
context.setFramebuffer(gbuffer.get());
|
||||
} else {
|
||||
if (fbo) {
|
||||
fbo->resize(vp.x, vp.y);
|
||||
fboSecond->resize(vp.x, vp.y);
|
||||
} else {
|
||||
fbo = std::make_unique<Framebuffer>(vp.x, vp.y);
|
||||
fboSecond = std::make_unique<Framebuffer>(vp.x, vp.y);
|
||||
}
|
||||
refreshFbos(vp.x, vp.y);
|
||||
context.setFramebuffer(fbo.get());
|
||||
}
|
||||
}
|
||||
|
||||
void PostProcessing::refreshFbos(uint width, uint height) {
|
||||
if (fbo) {
|
||||
fbo->resize(width, height);
|
||||
fboSecond->resize(width, height);
|
||||
} else {
|
||||
fbo = std::make_unique<Framebuffer>(width, height);
|
||||
fboSecond = std::make_unique<Framebuffer>(width, height);
|
||||
}
|
||||
}
|
||||
|
||||
void PostProcessing::configureEffect(
|
||||
const DrawContext& context,
|
||||
Shader& shader,
|
||||
@ -127,6 +131,9 @@ void PostProcessing::render(
|
||||
totalPasses += (effect != nullptr && effect->isActive());
|
||||
}
|
||||
|
||||
const auto& vp = context.getViewport();
|
||||
refreshFbos(vp.x, vp.y);
|
||||
|
||||
if (gbuffer) {
|
||||
gbuffer->bindBuffers();
|
||||
|
||||
@ -157,7 +164,9 @@ void PostProcessing::render(
|
||||
auto& shader = effect->use();
|
||||
configureEffect(context, shader, timer, camera, shadowMap);
|
||||
|
||||
if (currentPass > 1) {
|
||||
fbo->getTexture()->bind();
|
||||
}
|
||||
|
||||
if (currentPass < totalPasses) {
|
||||
fboSecond->bind();
|
||||
|
||||
@ -64,6 +64,8 @@ private:
|
||||
uint shadowMap
|
||||
);
|
||||
|
||||
void refreshFbos(uint width, uint height);
|
||||
|
||||
/// @brief Main framebuffer (lasy field)
|
||||
std::unique_ptr<Framebuffer> fbo;
|
||||
std::unique_ptr<Framebuffer> fboSecond;
|
||||
|
||||
@ -137,6 +137,8 @@ void WorldRenderer::setupWorldShader(
|
||||
|
||||
if (gbufferPipeline) {
|
||||
shader.uniformMatrix("u_shadowsMatrix", shadowCamera->getProjView());
|
||||
shader.uniform3f("u_sunDir", shadowCamera->front);
|
||||
shader.uniform1i("u_shadowsRes", shadowMap->getResolution());
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
shader.uniform1i("u_shadows", 4);
|
||||
glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthMap());
|
||||
@ -373,11 +375,11 @@ void WorldRenderer::draw(
|
||||
auto& shadowsShader = assets.require<Shader>("shadows");
|
||||
|
||||
if (gbufferPipeline) {
|
||||
float shadowMapScale = 0.05f * 2;
|
||||
float shadowMapScale = 0.05f;
|
||||
float shadowMapSize = shadowMap->getResolution() * shadowMapScale;
|
||||
*shadowCamera = Camera(camera.position, shadowMapSize);
|
||||
shadowCamera->near = 0.5f;
|
||||
shadowCamera->far = 600.0f;
|
||||
shadowCamera->near = 0.1f;
|
||||
shadowCamera->far = 800.0f;
|
||||
shadowCamera->perspective = false;
|
||||
shadowCamera->setAspectRatio(1.0f);
|
||||
shadowCamera->rotate(glm::radians(-64.0f), glm::radians(-35.0f), glm::radians(-35.0f));
|
||||
@ -387,10 +389,10 @@ void WorldRenderer::draw(
|
||||
// );
|
||||
shadowCamera->updateVectors();
|
||||
//shadowCamera->position += camera.dir * shadowMapSize * 0.5f;
|
||||
shadowCamera->position -= shadowCamera->front * 100.0f;
|
||||
shadowCamera->position -= shadowCamera->front * 200.0f;
|
||||
shadowCamera->position -= shadowCamera->right * (shadowMap->getResolution() * shadowMapScale) * 0.5f;
|
||||
shadowCamera->position -= shadowCamera->up * (shadowMap->getResolution() * shadowMapScale) * 0.5f;
|
||||
shadowCamera->position = glm::floor(shadowCamera->position);
|
||||
shadowCamera->position = glm::floor(shadowCamera->position * 0.25f) * 4.0f;
|
||||
{
|
||||
frustumCulling->update(shadowCamera->getProjView());
|
||||
auto sctx = pctx.sub();
|
||||
@ -419,22 +421,22 @@ void WorldRenderer::draw(
|
||||
ctx.setCullFace(true);
|
||||
renderLevel(ctx, camera, settings, uiDelta, pause, hudVisible);
|
||||
// Debug lines
|
||||
// if (hudVisible) {
|
||||
// if (debug) {
|
||||
// guides->renderDebugLines(
|
||||
// ctx, camera, *lineBatch, linesShader, showChunkBorders
|
||||
// );
|
||||
// }
|
||||
// if (player.currentCamera == player.fpCamera) {
|
||||
// renderHands(camera, delta);
|
||||
// }
|
||||
// }
|
||||
if (hudVisible) {
|
||||
if (debug) {
|
||||
guides->renderDebugLines(
|
||||
ctx, camera, *lineBatch, linesShader, showChunkBorders
|
||||
);
|
||||
}
|
||||
// {
|
||||
// DrawContext ctx = wctx.sub();
|
||||
// texts->render(ctx, camera, settings, hudVisible, true);
|
||||
// }
|
||||
//renderBlockOverlay(wctx);
|
||||
if (player.currentCamera == player.fpCamera) {
|
||||
renderHands(camera, delta);
|
||||
}
|
||||
}
|
||||
}
|
||||
{
|
||||
DrawContext ctx = wctx.sub();
|
||||
texts->render(ctx, camera, settings, hudVisible, true);
|
||||
}
|
||||
renderBlockOverlay(wctx);
|
||||
}
|
||||
|
||||
postProcessing.render(
|
||||
@ -444,6 +446,7 @@ void WorldRenderer::draw(
|
||||
camera,
|
||||
gbufferPipeline ? shadowMap->getDepthMap() : 0
|
||||
);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user