fix render advanced pipeline issues
This commit is contained in:
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0ab23a117d
commit
ac9772cd67
@ -24,15 +24,19 @@ uniform vec3 u_sunDir;
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void main() {
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float shadow = calc_shadow(a_modelpos, a_realnormal, a_distance);
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vec3 fogColor = texture(u_skybox, a_dir).rgb;
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vec4 tex_color = texture(u_texture0, a_texCoord);
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float alpha = a_color.a * tex_color.a;
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vec4 texColor = texture(u_texture0, a_texCoord);
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float alpha = a_color.a * texColor.a;
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// anyway it's any alpha-test alternative required
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if (alpha < (u_alphaClip ? 0.5f : 0.15f)) {
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discard;
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}
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f_color = a_color * tex_color * shadow;
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f_color = a_color * texColor * shadow;
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#ifndef ADVANCED_RENDER
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vec3 fogColor = texture(u_skybox, a_dir).rgb;
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f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
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#endif
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f_color.a = alpha;
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f_position = vec4(a_position, 1.0);
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f_normal = vec4(a_normal, 1.0);
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@ -25,7 +25,6 @@ uniform bool u_debugNormals;
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#include <shadows>
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void main() {
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//vec3 fogColor = texture(u_skybox, a_dir).rgb;
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vec4 texColor = texture(u_texture0, a_texCoord);
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float alpha = texColor.a;
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if (u_alphaClip) {
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@ -43,7 +42,12 @@ void main() {
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}
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f_color = texColor;
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f_color.rgb *= min(vec3(1.0), a_torchLight.rgb + a_skyLight);
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//f_color = mix(f_color, vec4(fogColor, 1.0), a_fog * 0.0);
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#ifndef ADVANCED_RENDER
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vec3 fogColor = texture(u_skybox, a_dir).rgb;
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f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
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#endif
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f_color.a = alpha;
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f_position = vec4(a_position, 1.0);
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f_normal = vec4(a_normal, 1.0);
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@ -158,7 +158,6 @@ public:
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}
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bool processVersionDirective() {
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parsing_warning(filename, line, "removed #version directive");
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source_line(ss, line);
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skipLine();
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return false;
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@ -96,3 +96,7 @@ uint Framebuffer::getWidth() const {
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uint Framebuffer::getHeight() const {
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return height;
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}
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uint Framebuffer::getFBO() const {
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return fbo;
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}
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@ -37,4 +37,6 @@ public:
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uint getWidth() const;
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/// @brief Get framebuffer height
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uint getHeight() const;
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uint getFBO() const;
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};
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@ -181,9 +181,9 @@ void GBuffer::bindSSAOBuffer() const {
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glBindTexture(GL_TEXTURE_2D, ssaoBuffer);
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}
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void GBuffer::bindDepthBuffer() {
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void GBuffer::bindDepthBuffer(int drawFbo) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFbo);
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glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
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GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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}
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@ -16,7 +16,7 @@ public:
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void bindBuffers() const;
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void bindSSAOBuffer() const;
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void bindDepthBuffer();
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void bindDepthBuffer(int drawFbo);
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void resize(uint width, uint height);
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@ -77,7 +77,9 @@ void PostProcessing::refreshFbos(uint width, uint height) {
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}
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void PostProcessing::bindDepthBuffer() {
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gbuffer->bindDepthBuffer();
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if (gbuffer) {
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gbuffer->bindDepthBuffer(fbo->getFBO());
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}
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}
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void PostProcessing::configureEffect(
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@ -118,7 +120,7 @@ void PostProcessing::configureEffect(
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shader.uniformMatrix("u_inverseView", glm::inverse(camera.getView()));
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}
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void PostProcessing::render(
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void PostProcessing::renderDeferredShading(
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const DrawContext& context,
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const Assets& assets,
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float timer,
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@ -129,18 +131,9 @@ void PostProcessing::render(
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const glm::mat4& shadowMatrix2,
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uint shadowMapResolution
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) {
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if (fbo == nullptr && gbuffer == nullptr) {
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throw std::runtime_error("'use(...)' was never called");
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if (gbuffer == nullptr) {
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throw std::runtime_error("gbuffer is not initialized");
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}
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int totalPasses = 0;
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for (const auto& effect : effectSlots) {
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totalPasses +=
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(effect != nullptr && effect->isActive() &&
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!(effect->isAdvanced() && gbuffer == nullptr));
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}
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const auto& vp = context.getViewport();
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refreshFbos(vp.x, vp.y);
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glActiveTexture(GL_TEXTURE0 + TARGET_SHADOWS0);
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glBindTexture(GL_TEXTURE_2D, shadowMap);
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@ -149,43 +142,47 @@ void PostProcessing::render(
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glBindTexture(GL_TEXTURE_2D, shadowMap2);
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// Generating ssao
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if (gbuffer) {
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gbuffer->bindBuffers();
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gbuffer->bindBuffers();
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glActiveTexture(GL_TEXTURE0 + TARGET_SSAO);
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glBindTexture(GL_TEXTURE_2D, noiseTexture);
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glActiveTexture(GL_TEXTURE0 + TARGET_SSAO);
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glBindTexture(GL_TEXTURE_2D, noiseTexture);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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auto& ssaoEffect = assets.require<PostEffect>("ssao");
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auto& shader = ssaoEffect.use();
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configureEffect(
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context,
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ssaoEffect,
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shader,
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timer,
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camera,
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shadowMap,
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shadowMap2,
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shadowMatrix,
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shadowMatrix2,
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shadowMapResolution
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);
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gbuffer->bindSSAO();
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quadMesh->draw();
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gbuffer->unbind();
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auto& ssaoEffect = assets.require<PostEffect>("ssao");
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auto& shader = ssaoEffect.use();
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configureEffect(
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context,
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ssaoEffect,
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shader,
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timer,
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camera,
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shadowMap,
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shadowMap2,
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shadowMatrix,
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shadowMatrix2,
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shadowMapResolution
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);
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gbuffer->bindSSAO();
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quadMesh->draw();
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gbuffer->unbind();
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{
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auto viewport = context.getViewport();
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refreshFbos(viewport.x, viewport.y);
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auto ctx = context.sub();
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ctx.setFramebuffer(fbo.get());
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glActiveTexture(GL_TEXTURE0 + TARGET_SSAO);
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gbuffer->bindSSAOBuffer();
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} else {
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glActiveTexture(GL_TEXTURE0);
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fbo->getTexture()->bind();
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}
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if (totalPasses == 0) {
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auto& effect = assets.require<PostEffect>(
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gbuffer ? "deferred_lighting" : "default"
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);
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glActiveTexture(GL_TEXTURE0);
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gbuffer->bindBuffers();
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// TODO: move upper & move skybox->draw(...) here
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auto& effect = assets.require<PostEffect>("deferred_lighting");
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auto& shader = effect.use();
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configureEffect(
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context,
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@ -200,6 +197,44 @@ void PostProcessing::render(
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shadowMapResolution
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);
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quadMesh->draw();
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}
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}
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void PostProcessing::render(
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const DrawContext& context,
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const Assets& assets,
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float timer,
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const Camera& camera,
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uint shadowMap,
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uint shadowMap2,
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const glm::mat4& shadowMatrix,
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const glm::mat4& shadowMatrix2,
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uint shadowMapResolution
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) {
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if (fbo == nullptr) {
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throw std::runtime_error("'use(...)' was never called");
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}
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int totalPasses = 0;
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for (const auto& effect : effectSlots) {
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totalPasses +=
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(effect != nullptr && effect->isActive() &&
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!(effect->isAdvanced() && gbuffer == nullptr));
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}
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const auto& vp = context.getViewport();
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refreshFbos(vp.x, vp.y);
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glActiveTexture(GL_TEXTURE0);
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fbo->getTexture()->bind();
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if (totalPasses == 0) {
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// TODO: move upper & move skybox->draw(...) here
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auto& effect = assets.require<PostEffect>("default");
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auto& shader = effect.use();
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configureEffect(
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context, effect, shader, timer, camera, 0, 0, {}, {}, 0
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);
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quadMesh->draw();
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return;
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}
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@ -251,9 +286,6 @@ PostEffect* PostProcessing::getEffect(size_t slot) {
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}
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std::unique_ptr<ImageData> PostProcessing::toImage() {
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if (gbuffer) {
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return gbuffer->toImage();
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}
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return fbo->getTexture()->readData();
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}
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@ -35,6 +35,18 @@ public:
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/// @param context graphics context will be modified
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void use(DrawContext& context, bool gbufferPipeline);
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void renderDeferredShading(
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const DrawContext& context,
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const Assets& assets,
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float timer,
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const Camera& camera,
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uint shadowMap,
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uint shadowMap2,
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const glm::mat4& shadowMatrix,
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const glm::mat4& shadowMatrix2,
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uint shadowMapResolution
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);
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/// @brief Render fullscreen quad using the passed shader
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/// with framebuffer texture bound
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/// @param context graphics context
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@ -38,6 +38,7 @@
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#include "graphics/core/LineBatch.hpp"
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#include "graphics/core/Mesh.hpp"
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#include "graphics/core/PostProcessing.hpp"
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#include "graphics/core/Framebuffer.hpp"
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#include "graphics/core/Shader.hpp"
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#include "graphics/core/Texture.hpp"
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#include "graphics/core/Font.hpp"
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@ -137,6 +138,7 @@ void WorldRenderer::setupWorldShader(
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if (shadows) {
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const auto& worldInfo = level.getWorld()->getInfo();
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float cloudsIntensity = glm::max(worldInfo.fog, weather.clouds());
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shader.uniform1i("u_screen", 0);
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shader.uniformMatrix("u_shadowsMatrix[0]", shadowCamera.getProjView());
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shader.uniformMatrix("u_shadowsMatrix[1]", wideShadowCamera.getProjView());
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shader.uniform3f("u_sunDir", shadowCamera.front);
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@ -223,22 +225,6 @@ void WorldRenderer::renderLevel(
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if (!pause) {
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scripting::on_frontend_render();
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}
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setupWorldShader(entityShader, camera, settings, fogFactor);
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std::array<const WeatherPreset*, 2> weatherInstances {&weather.a, &weather.b};
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for (const auto& weather : weatherInstances) {
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float maxIntensity = weather->fall.maxIntensity;
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float zero = weather->fall.minOpacity;
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float one = weather->fall.maxOpacity;
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float t = (weather->intensity * (one - zero)) * maxIntensity + zero;
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entityShader.uniform1i("u_alphaClip", weather->fall.opaque);
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entityShader.uniform1f("u_opacity", weather->fall.opaque ? t * t : t);
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if (weather->intensity > 1.e-3f && !weather->fall.texture.empty()) {
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precipitation->render(camera, pause ? 0.0f : delta, *weather);
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}
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}
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skybox->unbind();
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}
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@ -430,6 +416,7 @@ void WorldRenderer::draw(
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float uiDelta,
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PostProcessing& postProcessing
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) {
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// TODO: REFACTOR WHOLE RENDER ENGINE
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float delta = uiDelta * !pause;
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timer += delta;
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weather.update(delta);
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@ -451,19 +438,37 @@ void WorldRenderer::draw(
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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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Shader::preprocessor->define("ENABLE_SHADOWS", "true");
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mainShader.recompile();
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entityShader.recompile();
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deferredShader.recompile();
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} else if (shadowsQuality == 0 && shadows) {
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shadowMap.reset();
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wideShadowMap.reset();
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shadows = false;
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Shader::preprocessor->undefine("ENABLE_SHADOWS");
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}
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CompileTimeShaderSettings currentSettings {
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gbufferPipeline, shadows
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};
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if (
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prevCTShaderSettings.advancedRender != currentSettings.advancedRender ||
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prevCTShaderSettings.shadows != currentSettings.shadows
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) {
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if (shadows) {
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Shader::preprocessor->define("ENABLE_SHADOWS", "true");
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} else {
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Shader::preprocessor->undefine("ENABLE_SHADOWS");
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}
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if (gbufferPipeline) {
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Shader::preprocessor->define("ADVANCED_RENDER", "true");
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} else {
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Shader::preprocessor->undefine("ADVANCED_RENDER");
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}
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mainShader.recompile();
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entityShader.recompile();
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deferredShader.recompile();
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prevCTShaderSettings = currentSettings;
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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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@ -513,10 +518,52 @@ void WorldRenderer::draw(
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texts->render(pctx, camera, settings, hudVisible, true);
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}
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skybox->bind();
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deferredShader.use();
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float fogFactor =
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15.0f / static_cast<float>(settings.chunks.loadDistance.get() - 2);
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setupWorldShader(deferredShader, camera, settings, fogFactor);
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if (gbufferPipeline) {
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deferredShader.use();
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setupWorldShader(deferredShader, camera, settings, fogFactor);
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postProcessing.renderDeferredShading(
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pctx,
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assets,
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timer,
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camera,
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shadows ? shadowMap->getDepthMap() : 0,
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shadows ? wideShadowMap->getDepthMap() : 0,
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shadowCamera.getProjView(),
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wideShadowCamera.getProjView(),
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shadows ? shadowMap->getResolution() : 0
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);
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}
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{
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DrawContext ctx = pctx.sub();
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ctx.setDepthTest(true);
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if (gbufferPipeline) {
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postProcessing.bindDepthBuffer();
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} else {
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postProcessing.getFramebuffer()->bind();
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}
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// Drawing background sky plane
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skybox->draw(ctx, camera, assets, worldInfo.daytime, clouds);
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entityShader.use();
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setupWorldShader(entityShader, camera, settings, fogFactor);
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std::array<const WeatherPreset*, 2> weatherInstances {&weather.a, &weather.b};
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for (const auto& weather : weatherInstances) {
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float maxIntensity = weather->fall.maxIntensity;
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float zero = weather->fall.minOpacity;
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float one = weather->fall.maxOpacity;
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float t = (weather->intensity * (one - zero)) * maxIntensity + zero;
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entityShader.uniform1i("u_alphaClip", weather->fall.opaque);
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entityShader.uniform1f("u_opacity", weather->fall.opaque ? t * t : t);
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if (weather->intensity > 1.e-3f && !weather->fall.texture.empty()) {
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precipitation->render(camera, pause ? 0.0f : delta, *weather);
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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postProcessing.render(
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pctx,
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assets,
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@ -528,13 +575,7 @@ void WorldRenderer::draw(
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wideShadowCamera.getProjView(),
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shadows ? shadowMap->getResolution() : 0
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);
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{
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DrawContext ctx = pctx.sub();
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ctx.setDepthTest(true);
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postProcessing.bindDepthBuffer();
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// Drawing background sky plane
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skybox->draw(ctx, camera, assets, worldInfo.daytime, clouds);
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}
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skybox->unbind();
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if (player.currentCamera == player.fpCamera) {
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DrawContext ctx = pctx.sub();
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@ -35,6 +35,11 @@ class ShadowMap;
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class GBuffer;
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struct EngineSettings;
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struct CompileTimeShaderSettings {
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bool advancedRender = false;
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bool shadows = false;
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};
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class WorldRenderer {
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Engine& engine;
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const Level& level;
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@ -59,6 +64,8 @@ class WorldRenderer {
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bool gbufferPipeline = false;
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bool shadows = false;
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CompileTimeShaderSettings prevCTShaderSettings {};
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/// @brief Render block selection lines
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void renderBlockSelection();
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@ -519,6 +519,7 @@ public:
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}
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std::unique_ptr<ImageData> takeScreenshot() override {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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auto data = std::make_unique<ubyte[]>(size.x * size.y * 3);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(0, 0, size.x, size.y, GL_RGB, GL_UNSIGNED_BYTE, data.get());
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