This commit is contained in:
MihailRis 2026-02-03 14:00:58 +03:00
parent 895a496f6e
commit 2475a7e8f5
20 changed files with 88 additions and 79 deletions

View file

@ -96,40 +96,54 @@ void Shadows::setQuality(int quality) {
}
void Shadows::setup(Shader& shader, const Weather& weather) {
if (shadows) {
const auto& worldInfo = level.getWorld()->getInfo();
float cloudsIntensity = glm::max(worldInfo.fog, weather.clouds());
float shadowsOpacity = 1.0f - cloudsIntensity;
shadowsOpacity *= glm::sqrt(glm::abs(
glm::mod((worldInfo.daytime + 0.5f) * 2.0f, 1.0f) * 2.0f - 1.0f
));
shader.uniform1i("u_screen", 0);
shader.uniformMatrix("u_shadowsMatrix[0]", shadowCamera.getProjView());
shader.uniformMatrix("u_shadowsMatrix[1]", wideShadowCamera.getProjView());
shader.uniform3f("u_sunDir", shadowCamera.front);
shader.uniform1i("u_shadowsRes", shadowMap->getResolution());
shader.uniform1f("u_shadowsOpacity", shadowsOpacity); // TODO: make it configurable
shader.uniform1f("u_shadowsSoftness", 1.0f + cloudsIntensity * 4); // TODO: make it configurable
glActiveTexture(GL_TEXTURE0 + TARGET_SHADOWS0);
shader.uniform1i("u_shadows[0]", TARGET_SHADOWS0);
glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthMap());
glActiveTexture(GL_TEXTURE0 + TARGET_SHADOWS1);
shader.uniform1i("u_shadows[1]", TARGET_SHADOWS1);
glBindTexture(GL_TEXTURE_2D, wideShadowMap->getDepthMap());
glActiveTexture(TEXTURE_MAIN);
if (!shadows) {
return;
}
const auto& worldInfo = level.getWorld()->getInfo();
float cloudsIntensity = glm::max(worldInfo.fog, weather.clouds());
float shadowsOpacity = 1.0f - cloudsIntensity;
shadowsOpacity *= glm::sqrt(glm::abs(
glm::mod((worldInfo.daytime + 0.5f) * 2.0f, 1.0f) * 2.0f - 1.0f
));
shader.uniform1i("u_screen", 0);
shader.uniformMatrix("u_shadowsMatrix[0]", shadowCamera.getProjView());
shader.uniformMatrix("u_shadowsMatrix[1]", wideShadowCamera.getProjView());
shader.uniform3f("u_sunDir", shadowCamera.front);
shader.uniform1i("u_shadowsRes", shadowMap->getResolution());
shader.uniform1f("u_shadowsOpacity", shadowsOpacity); // TODO: make it configurable
shader.uniform1f("u_shadowsSoftness", 1.0f + cloudsIntensity * 4); // TODO: make it configurable
glActiveTexture(GL_TEXTURE0 + TARGET_SHADOWS0);
shader.uniform1i("u_shadows[0]", TARGET_SHADOWS0);
glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthMap());
glActiveTexture(GL_TEXTURE0 + TARGET_SHADOWS1);
shader.uniform1i("u_shadows[1]", TARGET_SHADOWS1);
glBindTexture(GL_TEXTURE_2D, wideShadowMap->getDepthMap());
glActiveTexture(TEXTURE_MAIN);
}
void Shadows::refresh(const Camera& camera, const DrawContext& pctx, std::function<void(Camera&)> renderShadowPass) {
void Shadows::refresh(
const Camera& camera,
const DrawContext& pctx,
const std::function<void(Camera&)>& renderShadowPass
) {
static int frameid = 0;
if (shadows) {
if (frameid % 2 == 0) {
generateShadowsMap(camera, pctx, *shadowMap, shadowCamera, 1.0f, renderShadowPass);
generateShadowsMap(
camera, pctx, *shadowMap, shadowCamera, 1.0f, renderShadowPass
);
} else {
generateShadowsMap(camera, pctx, *wideShadowMap, wideShadowCamera, 3.0f, renderShadowPass);
generateShadowsMap(
camera,
pctx,
*wideShadowMap,
wideShadowCamera,
3.0f,
renderShadowPass
);
}
}
frameid++;
@ -141,7 +155,7 @@ void Shadows::generateShadowsMap(
ShadowMap& shadowMap,
Camera& shadowCamera,
float scale,
std::function<void(Camera&)> renderShadowPass
const std::function<void(Camera&)>& renderShadowPass
) {
auto world = level.getWorld();
const auto& worldInfo = world->getInfo();