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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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@ -1,4 +1,4 @@
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<container size='668,418' color='#0F1E2DB2' context='menu'>
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<container size='668,444' color='#0F1E2DB2' context='menu'>
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<panel pos='6' size='250' color='0' interval='1'>
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<button id='s_aud' onclick='sections:set("audio")'>@Audio</button>
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<button id='s_dsp' onclick='sections:set("display")'>@Display</button>
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@ -39,11 +39,12 @@ function on_open()
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create_setting("chunks.load-distance", "Load Distance", 1)
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create_setting("chunks.load-speed", "Load Speed", 1)
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create_setting("graphics.fog-curve", "Fog Curve", 0.1)
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create_checkbox("graphics.backlight", "Backlight", "graphics.backlight.tooltip")
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create_checkbox("graphics.soft-lighting", "Soft lighting", "graphics.soft-lighting.tooltip")
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create_checkbox("graphics.dense-render", "Dense blocks render", "graphics.dense-render.tooltip")
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create_checkbox("graphics.advanced-render", "Advanced render", "graphics.advanced-render.tooltip")
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create_setting("graphics.ssao", "SSAO", 1, "", "graphics.ssao.tooltip")
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create_setting("graphics.shadows-quality", "Shadows quality", 1)
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create_setting("graphics.clouds-quality", "Clouds quality", 1)
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end
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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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@ -82,6 +82,7 @@ SettingsHandler::SettingsHandler(EngineSettings& settings) {
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builder.add("shadows-quality", &settings.graphics.shadowsQuality);
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builder.add("dense-render-distance", &settings.graphics.denseRenderDistance);
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builder.add("soft-lighting", &settings.graphics.softLighting);
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builder.add("clouds-quality", &settings.graphics.cloudsQuality);
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builder.addSection("ui");
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builder.add("language", &settings.ui.language);
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@ -91,6 +91,8 @@ struct GraphicsSettings {
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IntegerSetting denseRenderDistance {56, 0, 10'000};
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/// @brief Soft lighting for blocks
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FlagSetting softLighting {true};
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/// @brief Clouds quality level
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IntegerSetting cloudsQuality {2, 0, 2};
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};
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struct PathfindingSettings {
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