add 'graphics.soft-lighting' setting
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232a86aae4
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0a45277f96
@ -76,13 +76,14 @@ LevelScreen::LevelScreen(
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engine, *controller, *renderer, assets, *player
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);
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keepAlive(settings.graphics.backlight.observe([=](bool) {
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player->chunks->saveAndClear();
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renderer->clear();
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}));
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keepAlive(settings.graphics.denseRender.observe([=](bool) {
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auto resetChunks = [=](bool) {
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player->chunks->saveAndClear();
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renderer->clear();
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};
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keepAlive(settings.graphics.backlight.observe(resetChunks));
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keepAlive(settings.graphics.softLighting.observe(resetChunks));
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keepAlive(settings.graphics.denseRender.observe([=](bool flag) {
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resetChunks(flag);
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frontend->getContentGfxCache().refresh();
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}));
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keepAlive(settings.camera.fov.observe([=](double value) {
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@ -9,7 +9,7 @@
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#include "lighting/Lightmap.hpp"
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#include "frontend/ContentGfxCache.hpp"
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const glm::vec3 BlocksRenderer::SUN_VECTOR(0.528265f, 0.833149f, -0.163704f);
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const glm::vec3 BlocksRenderer::SUN_VECTOR(0.528265, 0.833149, -0.163704);
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const float DIRECTIONAL_LIGHT_FACTOR = 0.3f;
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BlocksRenderer::BlocksRenderer(
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@ -35,8 +35,7 @@ BlocksRenderer::BlocksRenderer(
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blockDefsCache = content.getIndices()->blocks.getDefs();
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}
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BlocksRenderer::~BlocksRenderer() {
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}
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BlocksRenderer::~BlocksRenderer() = default;
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/// Basic vertex add method
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void BlocksRenderer::vertex(
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@ -480,6 +479,7 @@ void BlocksRenderer::render(
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) {
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bool denseRender = this->denseRender;
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bool densePass = this->densePass;
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bool enableAO = settings.graphics.softLighting.get();
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for (const auto drawGroup : *content.drawGroups) {
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int begin = beginEnds[drawGroup][0];
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if (begin == 0) {
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@ -516,7 +516,7 @@ void BlocksRenderer::render(
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switch (def.getModel(state.userbits).type) {
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case BlockModelType::BLOCK:
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blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
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def.ambientOcclusion);
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def.ambientOcclusion && enableAO);
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break;
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case BlockModelType::XSPRITE: {
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if (!denseRender)
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@ -527,7 +527,7 @@ void BlocksRenderer::render(
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case BlockModelType::AABB: {
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if (!denseRender)
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blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
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!def.shadeless, def.ambientOcclusion);
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!def.shadeless, def.ambientOcclusion && enableAO);
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break;
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}
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case BlockModelType::CUSTOM: {
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@ -537,7 +537,7 @@ void BlocksRenderer::render(
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def,
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vox.state,
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!def.shadeless,
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def.ambientOcclusion
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def.ambientOcclusion && enableAO
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);
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break;
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}
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@ -561,6 +561,7 @@ SortingMeshData BlocksRenderer::renderTranslucent(
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size_t totalSize = 0;
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bool densePass = this->densePass;
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bool enableAO = settings.graphics.softLighting.get();
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for (const auto drawGroup : *content.drawGroups) {
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int begin = beginEnds[drawGroup][0];
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if (begin == 0) {
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@ -594,7 +595,7 @@ SortingMeshData BlocksRenderer::renderTranslucent(
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switch (def.getModel(state.userbits).type) {
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case BlockModelType::BLOCK:
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blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
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def.ambientOcclusion);
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def.ambientOcclusion && enableAO);
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break;
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case BlockModelType::XSPRITE: {
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blockXSprite(x, y, z, glm::vec3(1.0f),
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@ -602,13 +603,24 @@ SortingMeshData BlocksRenderer::renderTranslucent(
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break;
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}
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case BlockModelType::AABB: {
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blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
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!def.shadeless, def.ambientOcclusion);
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blockAABB(
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{x, y, z},
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texfaces,
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&def,
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vox.state.rotation,
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!def.shadeless,
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def.ambientOcclusion && enableAO
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);
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break;
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}
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case BlockModelType::CUSTOM: {
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blockCustomModel({x, y, z}, def, vox.state,
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!def.shadeless, def.ambientOcclusion);
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blockCustomModel(
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{x, y, z},
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def,
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vox.state,
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!def.shadeless,
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def.ambientOcclusion && enableAO
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);
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break;
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}
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default:
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@ -79,6 +79,7 @@ SettingsHandler::SettingsHandler(EngineSettings& settings) {
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builder.add("ssao", &settings.graphics.ssao);
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builder.add("shadows-quality", &settings.graphics.shadowsQuality);
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builder.add("dense-render-distance", &settings.graphics.denseRenderDistance);
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builder.add("soft-lighting", &settings.graphics.softLighting);
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builder.section("ui");
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builder.add("language", &settings.ui.language);
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@ -85,6 +85,8 @@ struct GraphicsSettings {
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IntegerSetting shadowsQuality {0, 0, 3};
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/// @brief Dense render distance
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IntegerSetting denseRenderDistance {56, 0, 10'000};
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/// @brief Soft lighting for blocks
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FlagSetting softLighting {true};
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};
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struct PathfindingSettings {
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