fix entities shading
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07d39d2742
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7a98f0c411
@ -1,17 +1,17 @@
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in float a_distance;
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in vec4 a_color;
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in vec2 a_texCoord;
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in vec3 a_position;
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in vec3 a_dir;
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in vec3 a_normal;
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in vec3 a_realnormal;
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in vec4 a_modelpos;
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in float a_fog;
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layout (location = 0) out vec4 f_color;
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layout (location = 1) out vec4 f_position;
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layout (location = 2) out vec4 f_normal;
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in float a_distance;
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in float a_fog;
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in vec2 a_texCoord;
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in vec3 a_dir;
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in vec3 a_normal;
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in vec3 a_position;
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in vec3 a_realnormal;
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in vec4 a_color;
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in vec4 a_modelpos;
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uniform sampler2D u_texture0;
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uniform samplerCube u_skybox;
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uniform vec3 u_fogColor;
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@ -20,8 +20,6 @@ uniform float u_fogCurve;
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uniform bool u_alphaClip;
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uniform vec3 u_sunDir;
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uniform bool u_enableShadows;
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#include <shadows>
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void main() {
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@ -33,8 +31,7 @@ void main() {
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if (alpha < (u_alphaClip ? 0.5f : 0.15f)) {
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discard;
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}
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f_color = a_color * tex_color;
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f_color.rgb *= shadow;
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f_color = a_color * tex_color * shadow;
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f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
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f_color.a = alpha;
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f_position = vec4(a_position, 1.0);
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@ -4,6 +4,7 @@ layout (location = 0) in vec3 v_position;
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layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in vec3 v_color;
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layout (location = 3) in vec4 v_light;
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layout (location = 4) in vec4 v_normal;
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out float a_distance;
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out float a_fog;
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@ -34,8 +35,8 @@ void main() {
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vec3 pos3d = a_modelpos.xyz - u_cameraPos;
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a_modelpos.xyz = apply_planet_curvature(a_modelpos.xyz, pos3d);
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a_normal = vec3(0.0, 1.0, 0.0);//v_normal.xyz * 2.0 - 1.0;
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a_realnormal = a_normal;
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a_realnormal = v_normal.xyz * 2.0 - 1.0;
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a_normal = calc_screen_normal(a_realnormal);
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vec3 light = v_light.rgb;
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float torchlight = calc_torch_light(a_realnormal, a_modelpos.xyz);
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@ -8,7 +8,8 @@ uniform float u_weatherFogDencity;
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uniform float u_weatherFogCurve;
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float calc_torch_light(vec3 normal, vec3 modelpos) {
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return max(0.0, 1.0 - distance(u_cameraPos, modelpos) / u_torchlightDistance) * max(0.0, -dot(normal, normalize(modelpos - u_cameraPos)));
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return max(0.0, 1.0 - distance(u_cameraPos, modelpos) / u_torchlightDistance)
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* max(0.0, -dot(normal, normalize(modelpos - u_cameraPos)));
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}
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vec3 calc_screen_normal(vec3 normal) {
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@ -3,15 +3,15 @@ layout (location = 1) out vec4 f_position;
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layout (location = 2) out vec4 f_normal;
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in float a_distance;
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in vec4 a_torchLight;
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in vec3 a_skyLight;
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in vec2 a_texCoord;
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in float a_fog;
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in vec3 a_position;
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in vec2 a_texCoord;
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in vec3 a_dir;
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in vec3 a_normal;
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in vec3 a_position;
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in vec3 a_realnormal;
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in vec3 a_skyLight;
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in vec4 a_modelpos;
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in vec4 a_torchLight;
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uniform sampler2D u_texture0;
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uniform samplerCube u_skybox;
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@ -21,7 +21,6 @@ uniform vec3 u_sunDir;
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uniform bool u_alphaClip;
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uniform bool u_debugLights;
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uniform bool u_debugNormals;
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uniform bool u_enableShadows;
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#include <shadows>
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@ -18,13 +18,15 @@ struct MainBatchVertex {
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glm::vec3 position;
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glm::vec2 uv;
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glm::vec3 tint;
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std::array<uint8_t,4> color;
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std::array<uint8_t, 4> color;
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std::array<uint8_t, 4> normal;
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static constexpr VertexAttribute ATTRIBUTES[] = {
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{VertexAttribute::Type::FLOAT, false, 3},
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{VertexAttribute::Type::FLOAT, false, 2},
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{VertexAttribute::Type::FLOAT, false, 3},
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{VertexAttribute::Type::UNSIGNED_BYTE, true, 4},
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{VertexAttribute::Type::UNSIGNED_BYTE, true, 4},
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{{}, 0}};
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};
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@ -61,7 +63,8 @@ public:
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const glm::vec3& pos,
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const glm::vec2& uv,
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const glm::vec4& light,
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const glm::vec3& tint
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const glm::vec3& tint,
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const glm::vec3& normal
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) {
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MainBatchVertex* buffer = this->buffer.get();
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buffer[index].position = pos;
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@ -72,6 +75,10 @@ public:
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buffer[index].color[1] = static_cast<uint8_t>(light.g * 255);
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buffer[index].color[2] = static_cast<uint8_t>(light.b * 255);
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buffer[index].color[3] = static_cast<uint8_t>(light.a * 255);
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buffer[index].normal[0] = static_cast<uint8_t>(normal.x * 128 + 127);
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buffer[index].normal[1] = static_cast<uint8_t>(normal.y * 128 + 127);
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buffer[index].normal[2] = static_cast<uint8_t>(normal.z * 128 + 127);
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index++;
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}
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@ -89,38 +96,44 @@ public:
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pos - right * size.x * 0.5f - up * size.y * 0.5f,
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{subregion.u1, subregion.v1},
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light,
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tint
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tint,
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glm::cross(up, right)
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);
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vertex(
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pos + right * size.x * 0.5f - up * size.y * 0.5f,
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{subregion.u2, subregion.v1},
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light,
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tint
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tint,
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glm::cross(up, right)
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);
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vertex(
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pos + right * size.x * 0.5f + up * size.y * 0.5f,
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{subregion.u2, subregion.v2},
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light,
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tint
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tint,
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glm::cross(up, right)
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);
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vertex(
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pos - right * size.x * 0.5f - up * size.y * 0.5f,
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{subregion.u1, subregion.v1},
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light,
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tint
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tint,
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glm::cross(up, right)
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);
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vertex(
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pos + right * size.x * 0.5f + up * size.y * 0.5f,
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{subregion.u2, subregion.v2},
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light,
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tint
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tint,
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glm::cross(up, right)
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);
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vertex(
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pos - right * size.x * 0.5f + up * size.y * 0.5f,
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{subregion.u1, subregion.v2},
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light,
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tint
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tint,
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glm::cross(up, right)
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);
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}
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@ -57,12 +57,14 @@ ModelBatch::ModelBatch(
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ModelBatch::~ModelBatch() = default;
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void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
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const glm::mat3& rotation, glm::vec3 tint,
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const texture_names_map* varTextures,
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bool backlight) {
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void ModelBatch::draw(
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const model::Mesh& mesh,
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const glm::mat4& matrix,
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const glm::mat3& rotation,
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glm::vec3 tint,
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const texture_names_map* varTextures,
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bool backlight
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) {
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setTexture(mesh.texture, varTextures);
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size_t vcount = mesh.vertices.size();
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const auto& vertexData = mesh.vertices.data();
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@ -78,12 +80,12 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
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for (size_t j = 0; j < 3; j++) {
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const auto vert = vertexData[i * 3 + j];
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float d = 1.0f;
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auto norm = rotation * vert.normal;
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if (mesh.lighting) {
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auto norm = rotation * vert.normal;
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d = glm::dot(norm, SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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}
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batch->vertex(matrix * glm::vec4(vert.coord, 1.0f), vert.uv, lights*d, tint);
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batch->vertex(matrix * glm::vec4(vert.coord, 1.0f), vert.uv, lights*d, tint, norm);
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}
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}
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}
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@ -367,7 +367,7 @@ void WorldRenderer::generateShadowsMap(
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float shadowMapScale = 0.32f / (1 << glm::max(0, quality)) * scale;
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float shadowMapSize = resolution * shadowMapScale;
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glm::vec3 basePos = glm::floor(camera.position);
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glm::vec3 basePos = glm::floor(camera.position / 4.0f) * 4.0f;
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shadowCamera = Camera(basePos, shadowMapSize);
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shadowCamera.near = 0.1f;
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shadowCamera.far = 1000.0f;
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@ -400,8 +400,9 @@ void WorldRenderer::generateShadowsMap(
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auto view = shadowCamera.getView();
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auto currentPos = shadowCamera.position;
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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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auto topRight = shadowCamera.right + shadowCamera.up;
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auto min = view * glm::vec4(currentPos - topRight * shadowMapSize * 0.5f, 1.0f);
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auto max = view * glm::vec4(currentPos + topRight * shadowMapSize * 0.5f, 1.0f);
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shadowCamera.setProjection(glm::ortho(min.x, max.x, min.y, max.y, 0.1f, 1000.0f));
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@ -436,6 +437,7 @@ void WorldRenderer::draw(
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camera.setAspectRatio(vp.x / static_cast<float>(vp.y));
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auto& mainShader = assets.require<Shader>("main");
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auto& entityShader = assets.require<Shader>("entity");
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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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@ -446,12 +448,14 @@ void WorldRenderer::draw(
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shadows = true;
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Shader::preprocessor->define("ENABLE_SHADOWS", "true");
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mainShader.recompile();
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entityShader.recompile();
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} else if (shadowsQuality == 0 && shadows) {
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shadowMap.reset();
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wideShadowMap.reset();
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shadows = false;
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Shader::preprocessor->undefine("ENABLE_SHADOWS");
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mainShader.recompile();
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entityShader.recompile();
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}
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if (shadows && shadowMap->getResolution() != resolution) {
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shadowMap = std::make_unique<ShadowMap>(resolution);
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