feat: shadows in fast pipeline & improve lights mix

This commit is contained in:
MihailRis 2025-05-10 14:12:52 +03:00
parent 30a0b81680
commit e158b384fa
9 changed files with 62 additions and 25 deletions

View File

@ -58,5 +58,5 @@ function on_hud_open()
local slot = gfx.posteffects.index("core:default")
gfx.posteffects.set_effect(slot, "ssao")
gfx.posteffects.set_intensity(slot, 1.0)
--gfx.posteffects.set_intensity(slot, 1.0)
end

View File

@ -12,15 +12,16 @@ float calc_shadow() {
shadow = 0.0;
if (dot(a_realnormal, u_sunDir) < 0.0) {
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
shadow += texture(u_shadows, projCoords.xyz + vec3(
x * (1.0 / u_shadowsRes),
y * (1.0 / u_shadowsRes), 0.0
));
}
const vec3 offsets[4] = vec3[4](
vec3(0.5, 0.5, 0.0),
vec3(-0.5, 0.5, 0.0),
vec3(0.5, -0.5, 0.0),
vec3(-0.5, -0.5, 0.0)
);
for (int i = 0; i < 4; i++) {
shadow += texture(u_shadows, projCoords.xyz + offsets[i] / u_shadowsRes);
}
shadow /= 9;
shadow /= 4;
shadow = shadow * 0.5 + 0.5;
} else {
shadow = 0.5;

View File

@ -2,7 +2,8 @@ layout (location = 0) out vec4 f_color;
layout (location = 1) out vec4 f_position;
layout (location = 2) out vec4 f_normal;
in vec4 a_color;
in vec4 a_torchLight;
in vec3 a_skyLight;
in vec2 a_texCoord;
in float a_fog;
in vec3 a_position;
@ -31,7 +32,7 @@ void main() {
float shadow = calc_shadow();
vec3 fogColor = texture(u_skybox, a_dir).rgb;
vec4 texColor = texture(u_texture0, a_texCoord);
float alpha = a_color.a * texColor.a;
float alpha = texColor.a;
if (u_alphaClip) {
if (alpha < 0.2f)
discard;
@ -45,8 +46,8 @@ void main() {
else if (u_debugNormals) {
texColor.rgb *= a_normal * 0.5 + 0.5;
}
f_color = a_color * texColor;
f_color.rgb *= shadow;
f_color = texColor;
f_color.rgb *= min(vec3(1.0), a_torchLight.rgb + a_skyLight * shadow);
f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
f_color.a = alpha;
f_position = vec4(a_position, 1.0);

View File

@ -12,7 +12,8 @@ out vec3 a_dir;
out vec3 a_normal;
out vec3 a_position;
out vec3 a_realnormal;
out vec4 a_color;
out vec4 a_torchLight;
out vec3 a_skyLight;
out vec4 a_modelpos;
uniform mat4 u_model;
@ -38,13 +39,14 @@ void main() {
vec3 light = v_light.rgb;
float torchlight = calc_torch_light(a_modelpos.xyz);
light += torchlight * u_torchlightColor;
a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
a_torchLight = vec4(pow(light + torchlight * u_torchlightColor, vec3(u_gamma)), 1.0f);
a_texCoord = v_texCoord;
a_dir = a_modelpos.xyz - u_cameraPos;
vec3 skyLightColor = pick_sky_color(u_skybox);
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a);
a_skyLight = skyLightColor.rgb*v_light.a;
//a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a);
a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
a_fog = calc_fog(a_distance / 256.0);

View File

@ -72,6 +72,7 @@ void PostProcessing::use(DrawContext& context, bool gbufferPipeline) {
}
context.setFramebuffer(gbuffer.get());
} else {
gbuffer.reset();
refreshFbos(vp.x, vp.y);
context.setFramebuffer(fbo.get());
}

View File

@ -182,6 +182,34 @@ const Mesh<ChunkVertex>* ChunksRenderer::retrieveChunk(
return mesh;
}
void ChunksRenderer::drawChunksShadowsPass(
const Camera& camera, Shader& shader
) {
const auto& atlas = assets.require<Atlas>("blocks");
atlas.getTexture()->bind();
for (int i = indices.size()-1; i >= 0; i--) {
auto& chunk = chunks.getChunks()[indices[i].index];
if (chunk == nullptr) {
continue;
}
const auto& found = meshes.find({chunk->x, chunk->z});
if (found == meshes.end()) {
continue;
}
auto mesh = found->second.mesh.get();
if (mesh) {
glm::vec3 coord(
chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f
);
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
shader.uniformMatrix("u_model", model);
mesh->draw();
}
}
}
void ChunksRenderer::drawChunks(
const Camera& camera, Shader& shader
) {

View File

@ -72,6 +72,9 @@ public:
const Mesh<ChunkVertex>* getOrRender(
const std::shared_ptr<Chunk>& chunk, bool important
);
void drawChunksShadowsPass(const Camera& camera, Shader& shader);
void drawChunks(const Camera& camera, Shader& shader);
void drawSortedMeshes(const Camera& camera, Shader& shader);

View File

@ -103,7 +103,7 @@ WorldRenderer::WorldRenderer(
assets->require<Shader>("skybox_gen")
);
shadowMap = std::make_unique<ShadowMap>(1024 * 4);
shadowMap = std::make_unique<ShadowMap>(1024 * 8);
shadowCamera = std::make_unique<Camera>();
}
@ -133,9 +133,9 @@ void WorldRenderer::setupWorldShader(
shader.uniform2f("u_lightDir", skybox->getLightDir());
shader.uniform3f("u_cameraPos", camera.position);
shader.uniform1i("u_skybox", 1);
shader.uniform1i("u_enableShadows", gbufferPipeline);
shader.uniform1i("u_enableShadows", shadows);
if (gbufferPipeline) {
if (shadows) {
shader.uniformMatrix("u_shadowsMatrix", shadowCamera->getProjView());
shader.uniform3f("u_sunDir", shadowCamera->front);
shader.uniform1i("u_shadowsRes", shadowMap->getResolution());
@ -374,7 +374,7 @@ void WorldRenderer::draw(
auto& linesShader = assets.require<Shader>("lines");
auto& shadowsShader = assets.require<Shader>("shadows");
if (gbufferPipeline) {
if (shadows) {
int resolution = shadowMap->getResolution();
float shadowMapScale = 0.05f;
float shadowMapSize = resolution * shadowMapScale;
@ -384,7 +384,7 @@ void WorldRenderer::draw(
shadowCamera->perspective = false;
shadowCamera->setAspectRatio(1.0f);
shadowCamera->rotate(
glm::radians(90.0f - worldInfo.daytime * 360.0f),
glm::radians(fmod(90.0f - worldInfo.daytime * 360.0f, 180.0f)),
glm::radians(-40.0f),
glm::radians(-0.0f)
);
@ -402,7 +402,7 @@ void WorldRenderer::draw(
sctx.setViewport({resolution, resolution});
shadowMap->bind();
setupWorldShader(shadowsShader, *shadowCamera, settings, 0.0f);
chunks->drawChunks(*shadowCamera, shadowsShader);
chunks->drawChunksShadowsPass(*shadowCamera, shadowsShader);
shadowMap->unbind();
}
}
@ -444,7 +444,7 @@ void WorldRenderer::draw(
assets,
timer,
camera,
gbufferPipeline ? shadowMap->getDepthMap() : 0
shadows ? shadowMap->getDepthMap() : 0
);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);

View File

@ -54,7 +54,8 @@ class WorldRenderer {
float timer = 0.0f;
bool debug = false;
bool lightsDebug = false;
bool gbufferPipeline = true;
bool gbufferPipeline = false;
bool shadows = true;
/// @brief Render block selection lines
void renderBlockSelection();