update shadows
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@ -15,23 +15,26 @@ float calc_shadow() {
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float step = 1.0 / float(u_shadowsRes);
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float s = pow(abs(cos(u_dayTime * PI2)), 0.25) * u_shadowsOpacity;
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vec3 normalOffset = a_realnormal * (a_distance > 64.0 ? 0.2 : 0.04);
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int shadowIdx = a_distance > 64.0 ? 1 : 0;
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int shadowIdx = a_distance > 80.0 ? 1 : 0;
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vec4 mpos = u_shadowsMatrix[shadowIdx] * vec4(a_modelpos.xyz + normalOffset, 1.0);
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vec3 projCoords = mpos.xyz / mpos.w;
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projCoords = projCoords * 0.5 + 0.5;
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projCoords.z -= 0.00001;
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projCoords.z -= 0.00001 / u_shadowsRes;
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if (shadowIdx > 0) {
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projCoords.z -= 0.001;
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}
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float shadow = 0.0;
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if (dot(a_realnormal, u_sunDir) < 0.0) {
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// 5x5 kernel
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for (int y = -2; y <= 2; y++) {
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for (int x = -2; x <= 2; x++) {
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vec3 offset = vec3(x, y, -(abs(x) + abs(y)) * 0.1) * step * 2.0 * u_shadowsSoftness;
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// 3x3 kernel
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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vec3 offset = vec3(x, y, -(abs(x) + abs(y)) * 0.8) * step * 1.0 * u_shadowsSoftness;
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shadow += texture(u_shadows[shadowIdx], projCoords + offset);
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}
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}
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shadow /= 25.0;
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shadow /= 9.0;
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} else {
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shadow = 0.5;
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}
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@ -364,7 +364,7 @@ void WorldRenderer::generateShadowsMap(
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const auto& settings = engine.getSettings();
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int resolution = shadowMap.getResolution();
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int quality = settings.graphics.shadowsQuality.get();
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float shadowMapScale = 0.16f / (1 << glm::max(0, quality)) * scale;
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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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@ -380,7 +380,7 @@ void WorldRenderer::generateShadowsMap(
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}
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t = fmod(t, 0.5f);
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float sunCycleStep = 1.0f / 1000.0f;
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float sunCycleStep = 1.0f / 500.0f;
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float sunAngle = glm::radians(
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90.0f -
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((static_cast<int>(t / sunCycleStep)) * sunCycleStep + 0.25f) * 360.0f
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@ -439,7 +439,7 @@ 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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@ -473,7 +473,7 @@ void WorldRenderer::draw(
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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, 4.0f);
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generateShadowsMap(camera, pctx, *wideShadowMap, wideShadowCamera, 3.0f);
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}
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}
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frameid++;
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