simple cascade shadows test
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@ -1,3 +1,4 @@
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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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@ -17,13 +18,9 @@ uniform vec3 u_fogColor;
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uniform float u_fogFactor;
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uniform float u_fogCurve;
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uniform bool u_alphaClip;
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uniform sampler2DShadow u_shadows;
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uniform vec3 u_sunDir;
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uniform int u_shadowsRes;
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uniform bool u_enableShadows;
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uniform mat4 u_shadowsMatrix;
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#include <shadows>
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@ -1,17 +1,12 @@
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#ifndef SHADOWS_GLSL_
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#define SHADOWS_GLSL_
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float sample_shadow(vec3 uv, vec3 xy) {
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float color = 0.0;
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vec3 off1 = vec3(1.3846153846) * xy;
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vec3 off2 = vec3(3.2307692308) * xy;
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color += texture(u_shadows, uv) * 0.2270270270;
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color += texture(u_shadows, uv + (off1 / u_shadowsRes)) * 0.3162162162;
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color += texture(u_shadows, uv - (off1 / u_shadowsRes)) * 0.3162162162;
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color += texture(u_shadows, uv + (off2 / u_shadowsRes)) * 0.0702702703;
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color += texture(u_shadows, uv - (off2 / u_shadowsRes)) * 0.0702702703;
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return color;
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}
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uniform sampler2DShadow u_shadows;
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uniform sampler2DShadow u_wideShadows;
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uniform int u_shadowsRes;
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uniform bool u_blurShadows;
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uniform mat4 u_shadowsMatrix;
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uniform mat4 u_wideShadowsMatrix;
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float calc_shadow() {
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float shadow = 1.0;
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@ -21,20 +16,32 @@ float calc_shadow() {
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projCoords = projCoords * 0.5 + 0.5;
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projCoords.z -= 0.0001;
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vec4 wmpos = u_wideShadowsMatrix * vec4(a_modelpos.xyz + a_realnormal * 0.2, 1.0);
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vec3 wprojCoords = wmpos.xyz / wmpos.w;
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wprojCoords = wprojCoords * 0.5 + 0.5;
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wprojCoords.z -= 0.0001;
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shadow = 0.0;
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if (dot(a_realnormal, u_sunDir) < 0.0) {
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const vec3 offsets[4] = vec3[4](
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vec3(0.5, 0.5, 0.0),
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vec3(-0.5, 0.5, 0.0),
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vec3(0.5, -0.5, 0.0),
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vec3(-0.5, -0.5, 0.0)
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);
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for (int i = 0; i < 4; i++) {
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shadow += texture(u_shadows, projCoords.xyz + offsets[i] / u_shadowsRes);
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if (u_blurShadows) {
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const vec3 offsets[4] = vec3[4](
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vec3(0.5, 0.5, 0.0),
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vec3(-0.5, 0.5, 0.0),
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vec3(0.5, -0.5, 0.0),
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vec3(-0.5, -0.5, 0.0)
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);
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for (int i = 0; i < 4; i++) {
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shadow += texture(u_shadows, projCoords.xyz + offsets[i] / u_shadowsRes);
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}
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shadow /= 4;
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} else {
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if (a_distance > 32.0) {
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shadow = texture(u_wideShadows, wprojCoords.xyz);
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} else {
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shadow = texture(u_shadows, projCoords.xyz);
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}
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}
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shadow /= 4;
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//shadow = sample_shadow(projCoords, normalize(vec3(1.0, 1.0, 0.0)) * 0.5);
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shadow = shadow * 0.5 + 0.5;
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} else {
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shadow = 0.5;
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@ -2,6 +2,7 @@ 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 vec4 a_torchLight;
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in vec3 a_skyLight;
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in vec2 a_texCoord;
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@ -14,9 +15,7 @@ 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 sampler2DShadow u_shadows;
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uniform vec3 u_sunDir;
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uniform int u_shadowsRes;
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// flags
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uniform bool u_alphaClip;
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@ -24,8 +23,6 @@ uniform bool u_debugLights;
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uniform bool u_debugNormals;
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uniform bool u_enableShadows;
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uniform mat4 u_shadowsMatrix;
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#include <shadows>
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void main() {
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@ -132,11 +132,18 @@ void WorldRenderer::setupWorldShader(
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if (shadows) {
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shader.uniformMatrix("u_shadowsMatrix", shadowCamera.getProjView());
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shader.uniformMatrix("u_wideShadowsMatrix", wideShadowCamera.getProjView());
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shader.uniform3f("u_sunDir", shadowCamera.front);
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shader.uniform1i("u_shadowsRes", shadowMap->getResolution());
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glActiveTexture(GL_TEXTURE4);
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shader.uniform1i("u_shadows", 4);
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glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthMap());
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glActiveTexture(GL_TEXTURE5);
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shader.uniform1i("u_wideShadows", 5);
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glBindTexture(GL_TEXTURE_2D, wideShadowMap->getDepthMap());
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glActiveTexture(GL_TEXTURE0);
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}
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@ -337,15 +344,21 @@ void WorldRenderer::renderHands(
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skybox->unbind();
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}
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void WorldRenderer::generateShadowsMap(const Camera& camera, const DrawContext& pctx) {
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void WorldRenderer::generateShadowsMap(
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const Camera& camera,
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const DrawContext& pctx,
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ShadowMap& shadowMap,
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Camera& shadowCamera,
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float scale
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) {
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auto& shadowsShader = assets.require<Shader>("shadows");
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auto world = level.getWorld();
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const auto& worldInfo = world->getInfo();
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const auto& settings = engine.getSettings();
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int resolution = shadowMap->getResolution();
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float shadowMapScale = 0.1f / (1 << glm::max(0L, settings.graphics.shadowsQuality.get()));
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int resolution = shadowMap.getResolution();
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float shadowMapScale = 0.1f / (1 << glm::max(0L, settings.graphics.shadowsQuality.get())) * scale;
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float shadowMapSize = resolution * shadowMapScale;
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glm::vec3 basePos = glm::floor(camera.position / 500.0f) * 500.0f;
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@ -386,10 +399,10 @@ void WorldRenderer::generateShadowsMap(const Camera& camera, const DrawContext&
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sctx.setDepthTest(true);
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sctx.setCullFace(true);
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sctx.setViewport({resolution, resolution});
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shadowMap->bind();
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shadowMap.bind();
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setupWorldShader(shadowsShader, shadowCamera, settings, 0.0f);
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chunks->drawChunksShadowsPass(shadowCamera, shadowsShader);
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shadowMap->unbind();
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shadowMap.unbind();
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}
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}
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@ -413,16 +426,19 @@ void WorldRenderer::draw(
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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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int resolution = 1024 << shadowsQuality;
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int resolution = 512 << shadowsQuality;
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if (shadowsQuality > 0 && !shadows) {
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shadowMap = std::make_unique<ShadowMap>(resolution);
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wideShadowMap = std::make_unique<ShadowMap>(resolution);
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shadows = true;
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} else if (shadowsQuality == 0) {
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shadowMap.reset();
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wideShadowMap.reset();
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shadows = false;
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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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wideShadowMap = std::make_unique<ShadowMap>(resolution);
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}
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const auto& worldInfo = world->getInfo();
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@ -438,8 +454,12 @@ void WorldRenderer::draw(
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chunks->update();
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static int frameid = 0;
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if (shadows && frameid % 2 == 0) {
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generateShadowsMap(camera, pctx);
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if (shadows) {
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if (frameid % 2 == 0) {
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generateShadowsMap(camera, pctx, *shadowMap, shadowCamera, 1.0f);
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} else {
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generateShadowsMap(camera, pctx, *wideShadowMap, wideShadowCamera, 8.0f);
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}
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}
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frameid++;
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@ -48,8 +48,10 @@ class WorldRenderer {
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std::unique_ptr<ChunksRenderer> chunks;
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std::unique_ptr<Skybox> skybox;
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std::unique_ptr<ShadowMap> shadowMap;
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std::unique_ptr<ShadowMap> wideShadowMap;
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Weather weather {};
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Camera shadowCamera;
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Camera wideShadowCamera;
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float timer = 0.0f;
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bool debug = false;
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@ -78,7 +80,13 @@ class WorldRenderer {
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float fogFactor
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);
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void generateShadowsMap(const Camera& camera, const DrawContext& pctx);
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void generateShadowsMap(
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const Camera& camera,
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const DrawContext& pctx,
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ShadowMap& shadowMap,
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Camera& shadowCamera,
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float scale
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);
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public:
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std::unique_ptr<ParticlesRenderer> particles;
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std::unique_ptr<TextsRenderer> texts;
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