fix stars and skybox render

This commit is contained in:
MihailRis 2025-07-12 19:18:02 +03:00
parent ac9772cd67
commit 8a3306ed41
4 changed files with 33 additions and 10 deletions

View File

@ -12,6 +12,8 @@
#include <stdexcept> #include <stdexcept>
#include <random> #include <random>
// TODO: REFACTOR WHOLE RENDER ENGINE
using namespace advanced_pipeline; using namespace advanced_pipeline;
PostProcessing::PostProcessing(size_t effectSlotsCount) PostProcessing::PostProcessing(size_t effectSlotsCount)

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@ -91,20 +91,29 @@ void Skybox::drawBackground(
void Skybox::drawStars(float angle, float opacity) { void Skybox::drawStars(float angle, float opacity) {
batch3d->texture(nullptr); batch3d->texture(nullptr);
random.setSeed(STARS_SEED); random.setSeed(STARS_SEED);
glm::mat4 rotation = glm::rotate(
glm::mat4(1.0f),
-angle + glm::pi<float>() * 0.5f,
glm::vec3(0, 0, -1)
);
rotation = glm::rotate(rotation, sunAltitude, glm::vec3(1, 0, 0));
float depth = 1e3;
for (int i = 0; i < STARS_COUNT; i++) { for (int i = 0; i < STARS_COUNT; i++) {
float rx = (random.randFloat()) - 0.5f; float rx = (random.randFloat()) - 0.5f;
float ry = (random.randFloat()) - 0.5f; float ry = (random.randFloat()) - 0.5f;
float z = (random.randFloat()) - 0.5f; float rz = (random.randFloat()) - 0.5f;
float x = rx * std::sin(angle) + ry * -std::cos(angle);
float y = rx * std::cos(angle) + ry * std::sin(angle); glm::vec3 pos = glm::vec4(rx, ry, rz, 1) * rotation;
float sopacity = random.randFloat(); float sopacity = random.randFloat();
if (y < 0.0f) if (pos.y < 0.0f)
continue; continue;
sopacity *= (0.2f + std::sqrt(std::cos(angle)) * 0.5f) - 0.05f; sopacity *= (0.2f + std::sqrt(std::cos(angle)) * 0.5f) - 0.05f;
glm::vec4 tint (1,1,1, sopacity * opacity); glm::vec4 tint (1,1,1, sopacity * opacity);
batch3d->point(glm::vec3(x, y, z), tint); batch3d->point(pos * depth, tint);
} }
batch3d->flushPoints(); batch3d->flushPoints();
} }
@ -158,7 +167,7 @@ void Skybox::draw(
up, 1, 1, UVRegion(), tint); up, 1, 1, UVRegion(), tint);
} }
batch3d->flush(); batch3d->flush();
//drawStars(angle, opacity); drawStars(angle, opacity);
} }
void Skybox::refresh(const DrawContext& pctx, float t, float mie, uint quality) { void Skybox::refresh(const DrawContext& pctx, float t, float mie, uint quality) {
@ -180,6 +189,16 @@ void Skybox::refresh(const DrawContext& pctx, float t, float mie, uint quality)
t *= glm::two_pi<float>(); t *= glm::two_pi<float>();
lightDir = glm::normalize(glm::vec3(sin(t), -cos(t), 0.0f)); lightDir = glm::normalize(glm::vec3(sin(t), -cos(t), 0.0f));
float sunAngle = glm::radians((t / glm::two_pi<float>() - 0.25f) * 360.0f);
float x = -glm::cos(sunAngle + glm::pi<float>() * 0.5f) * glm::radians(sunAltitude);
float y = sunAngle - glm::pi<float>() * 0.5f;
float z = glm::radians(0.0f);
rotation = glm::rotate(glm::mat4(1.0f), y, glm::vec3(0, 1, 0));
rotation = glm::rotate(rotation, x, glm::vec3(1, 0, 0));
rotation = glm::rotate(rotation, z, glm::vec3(0, 0, 1));
lightDir = glm::vec3(rotation * glm::vec4(0, 0, -1, 1));
shader.uniform1i("u_quality", quality); shader.uniform1i("u_quality", quality);
shader.uniform1f("u_mie", mie); shader.uniform1f("u_mie", mie);
shader.uniform1f("u_fog", mie - 1.0f); shader.uniform1f("u_fog", mie - 1.0f);

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@ -48,6 +48,8 @@ class Skybox {
float prevMie = -1.0f; float prevMie = -1.0f;
float prevT = -1.0f; float prevT = -1.0f;
float sunAltitude = 45.0f;
glm::mat4 rotation;
void drawStars(float angle, float opacity); void drawStars(float angle, float opacity);
void drawBackground( void drawBackground(

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@ -60,6 +60,7 @@ using namespace advanced_pipeline;
inline constexpr size_t BATCH3D_CAPACITY = 4096; inline constexpr size_t BATCH3D_CAPACITY = 4096;
inline constexpr size_t MODEL_BATCH_CAPACITY = 20'000; inline constexpr size_t MODEL_BATCH_CAPACITY = 20'000;
inline constexpr GLenum TEXTURE_MAIN = GL_TEXTURE0; inline constexpr GLenum TEXTURE_MAIN = GL_TEXTURE0;
inline constexpr int MIN_SHADOW_MAP_RES = 512;
bool WorldRenderer::showChunkBorders = false; bool WorldRenderer::showChunkBorders = false;
bool WorldRenderer::showEntitiesDebug = false; bool WorldRenderer::showEntitiesDebug = false;
@ -246,7 +247,7 @@ void WorldRenderer::renderBlockSelection() {
const glm::vec3 center = glm::vec3(pos) + hitbox.center(); const glm::vec3 center = glm::vec3(pos) + hitbox.center();
const glm::vec3 size = hitbox.size(); const glm::vec3 size = hitbox.size();
lineBatch->box( lineBatch->box(
center, size + glm::vec3(0.01), glm::vec4(0.f, 0.f, 0.f, 0.5f) center, size + glm::vec3(0.01), glm::vec4(0.f, 0.f, 0.f, 1.0f)
); );
if (debug) { if (debug) {
lineBatch->line( lineBatch->line(
@ -380,7 +381,6 @@ void WorldRenderer::generateShadowsMap(
sunAngle - glm::pi<float>() * 0.5f, sunAngle - glm::pi<float>() * 0.5f,
glm::radians(0.0f) glm::radians(0.0f)
); );
shadowCamera.updateVectors();
shadowCamera.position -= shadowCamera.front * 500.0f; shadowCamera.position -= shadowCamera.front * 500.0f;
shadowCamera.position += shadowCamera.up * 0.0f; shadowCamera.position += shadowCamera.up * 0.0f;
@ -433,7 +433,7 @@ void WorldRenderer::draw(
gbufferPipeline = settings.graphics.advancedRender.get(); gbufferPipeline = settings.graphics.advancedRender.get();
int shadowsQuality = settings.graphics.shadowsQuality.get() * gbufferPipeline; int shadowsQuality = settings.graphics.shadowsQuality.get() * gbufferPipeline;
int resolution = 512 << shadowsQuality; int resolution = MIN_SHADOW_MAP_RES << shadowsQuality;
if (shadowsQuality > 0 && !shadows) { if (shadowsQuality > 0 && !shadows) {
shadowMap = std::make_unique<ShadowMap>(resolution); shadowMap = std::make_unique<ShadowMap>(resolution);
wideShadowMap = std::make_unique<ShadowMap>(resolution); wideShadowMap = std::make_unique<ShadowMap>(resolution);