add 'graphics.soft-lighting' setting

This commit is contained in:
MihailRis 2025-11-10 18:28:24 +03:00
parent 232a86aae4
commit 0a45277f96
4 changed files with 32 additions and 16 deletions

View File

@ -76,13 +76,14 @@ LevelScreen::LevelScreen(
engine, *controller, *renderer, assets, *player
);
keepAlive(settings.graphics.backlight.observe([=](bool) {
player->chunks->saveAndClear();
renderer->clear();
}));
keepAlive(settings.graphics.denseRender.observe([=](bool) {
auto resetChunks = [=](bool) {
player->chunks->saveAndClear();
renderer->clear();
};
keepAlive(settings.graphics.backlight.observe(resetChunks));
keepAlive(settings.graphics.softLighting.observe(resetChunks));
keepAlive(settings.graphics.denseRender.observe([=](bool flag) {
resetChunks(flag);
frontend->getContentGfxCache().refresh();
}));
keepAlive(settings.camera.fov.observe([=](double value) {

View File

@ -9,7 +9,7 @@
#include "lighting/Lightmap.hpp"
#include "frontend/ContentGfxCache.hpp"
const glm::vec3 BlocksRenderer::SUN_VECTOR(0.528265f, 0.833149f, -0.163704f);
const glm::vec3 BlocksRenderer::SUN_VECTOR(0.528265, 0.833149, -0.163704);
const float DIRECTIONAL_LIGHT_FACTOR = 0.3f;
BlocksRenderer::BlocksRenderer(
@ -35,8 +35,7 @@ BlocksRenderer::BlocksRenderer(
blockDefsCache = content.getIndices()->blocks.getDefs();
}
BlocksRenderer::~BlocksRenderer() {
}
BlocksRenderer::~BlocksRenderer() = default;
/// Basic vertex add method
void BlocksRenderer::vertex(
@ -480,6 +479,7 @@ void BlocksRenderer::render(
) {
bool denseRender = this->denseRender;
bool densePass = this->densePass;
bool enableAO = settings.graphics.softLighting.get();
for (const auto drawGroup : *content.drawGroups) {
int begin = beginEnds[drawGroup][0];
if (begin == 0) {
@ -516,7 +516,7 @@ void BlocksRenderer::render(
switch (def.getModel(state.userbits).type) {
case BlockModelType::BLOCK:
blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
def.ambientOcclusion);
def.ambientOcclusion && enableAO);
break;
case BlockModelType::XSPRITE: {
if (!denseRender)
@ -527,7 +527,7 @@ void BlocksRenderer::render(
case BlockModelType::AABB: {
if (!denseRender)
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
!def.shadeless, def.ambientOcclusion);
!def.shadeless, def.ambientOcclusion && enableAO);
break;
}
case BlockModelType::CUSTOM: {
@ -537,7 +537,7 @@ void BlocksRenderer::render(
def,
vox.state,
!def.shadeless,
def.ambientOcclusion
def.ambientOcclusion && enableAO
);
break;
}
@ -561,6 +561,7 @@ SortingMeshData BlocksRenderer::renderTranslucent(
size_t totalSize = 0;
bool densePass = this->densePass;
bool enableAO = settings.graphics.softLighting.get();
for (const auto drawGroup : *content.drawGroups) {
int begin = beginEnds[drawGroup][0];
if (begin == 0) {
@ -594,7 +595,7 @@ SortingMeshData BlocksRenderer::renderTranslucent(
switch (def.getModel(state.userbits).type) {
case BlockModelType::BLOCK:
blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
def.ambientOcclusion);
def.ambientOcclusion && enableAO);
break;
case BlockModelType::XSPRITE: {
blockXSprite(x, y, z, glm::vec3(1.0f),
@ -602,13 +603,24 @@ SortingMeshData BlocksRenderer::renderTranslucent(
break;
}
case BlockModelType::AABB: {
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
!def.shadeless, def.ambientOcclusion);
blockAABB(
{x, y, z},
texfaces,
&def,
vox.state.rotation,
!def.shadeless,
def.ambientOcclusion && enableAO
);
break;
}
case BlockModelType::CUSTOM: {
blockCustomModel({x, y, z}, def, vox.state,
!def.shadeless, def.ambientOcclusion);
blockCustomModel(
{x, y, z},
def,
vox.state,
!def.shadeless,
def.ambientOcclusion && enableAO
);
break;
}
default:

View File

@ -79,6 +79,7 @@ SettingsHandler::SettingsHandler(EngineSettings& settings) {
builder.add("ssao", &settings.graphics.ssao);
builder.add("shadows-quality", &settings.graphics.shadowsQuality);
builder.add("dense-render-distance", &settings.graphics.denseRenderDistance);
builder.add("soft-lighting", &settings.graphics.softLighting);
builder.section("ui");
builder.add("language", &settings.ui.language);

View File

@ -85,6 +85,8 @@ struct GraphicsSettings {
IntegerSetting shadowsQuality {0, 0, 3};
/// @brief Dense render distance
IntegerSetting denseRenderDistance {56, 0, 10'000};
/// @brief Soft lighting for blocks
FlagSetting softLighting {true};
};
struct PathfindingSettings {