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https://github.com/MihailRis/voxelcore.git
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add 'graphics.clouds-quality' setting
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parent
8153ddde89
commit
1194379f99
7 changed files with 18 additions and 7 deletions
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@ -229,7 +229,8 @@ void CloudsRenderer::draw(
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const Weather& weather,
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float timer,
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float fogFactor,
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const Camera& camera
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const Camera& camera,
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int quality
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) {
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float clouds = weather.clouds();
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shader.uniform4f(
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@ -247,7 +248,7 @@ void CloudsRenderer::draw(
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int cellZ = glm::floor(camera.position.z / totalDepth + 0.5f);
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float speed = 4.0f;
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for (int i = 0; i < 2; i++) {
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for (int i = 0; i < std::min<int>(quality, testMeshes.size()); i++) {
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float speedX = glm::sin(i * 0.3f + 0.4f) * speed / (i + 1);
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float speedZ = -glm::cos(i * 0.3f + 0.4f) * speed / (i + 1);
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for (int x = -2; x <= 2; x++) {
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@ -18,7 +18,8 @@ public:
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const Weather& weather,
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float timer,
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float fogFactor,
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const Camera& camera
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const Camera& camera,
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int quality
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);
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private:
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std::array<std::unique_ptr<Mesh<ChunkVertex>>, 2> testMeshes;
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@ -215,8 +215,13 @@ void WorldRenderer::renderOpaque(
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chunksRenderer->drawChunks(camera, shader);
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blockWraps->draw(ctx, player);
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setupWorldShader(cloudsShader, camera, settings, fogFactor);
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cloudsRenderer->draw(cloudsShader, weather, timer, fogFactor, camera);
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int cloudsQuality = settings.graphics.cloudsQuality.get();
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if (cloudsQuality > 0) {
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setupWorldShader(cloudsShader, camera, settings, fogFactor);
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cloudsRenderer->draw(
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cloudsShader, weather, timer, fogFactor, camera, cloudsQuality
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);
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}
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if (hudVisible) {
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renderLines(camera, linesShader, ctx);
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