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-rw-r--r--cwd/assets/altcraft/shaders/frag/entity.fs8
-rw-r--r--cwd/assets/altcraft/shaders/frag/face.fs7
-rw-r--r--cwd/assets/altcraft/shaders/frag/light.fs24
-rw-r--r--cwd/assets/altcraft/shaders/frag/sky.fs9
-rw-r--r--cwd/assets/altcraft/shaders/frag/ssao.fs55
-rw-r--r--cwd/assets/altcraft/shaders/vert/entity.vs6
-rw-r--r--cwd/assets/altcraft/shaders/vert/face.vs6
-rw-r--r--cwd/assets/altcraft/shaders/vert/fbo.vs3
-rw-r--r--cwd/assets/altcraft/shaders/vert/light.vs3
-rw-r--r--cwd/assets/altcraft/shaders/vert/pp.vs3
-rw-r--r--cwd/assets/altcraft/shaders/vert/rml.vs3
-rw-r--r--cwd/assets/altcraft/shaders/vert/sky.vs3
-rw-r--r--src/Gal.hpp1
-rw-r--r--src/GalOgl.cpp14
-rw-r--r--src/Render.cpp18
-rw-r--r--src/RenderConfigs.cpp62
-rw-r--r--src/RenderConfigs.hpp14
-rw-r--r--src/RendererSectionData.cpp2
-rw-r--r--src/RendererWorld.cpp15
19 files changed, 227 insertions, 29 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/entity.fs b/cwd/assets/altcraft/shaders/frag/entity.fs
index be4da09..6e77a29 100644
--- a/cwd/assets/altcraft/shaders/frag/entity.fs
+++ b/cwd/assets/altcraft/shaders/frag/entity.fs
@@ -1,15 +1,19 @@
#version 330 core
+in vec4 entityWorldPos;
+
layout (location = 0) out vec4 color;
layout (location = 1) out vec4 normal;
-layout (location = 2) out vec4 addColor;
-layout (location = 3) out vec4 light;
+layout (location = 2) out vec4 worldPos;
+layout (location = 3) out vec4 addColor;
+layout (location = 4) out vec4 light;
uniform vec3 entityColor;
void main() {
color = vec4(entityColor, 1.0f);
normal = vec4(0.0f, 0.0f, 0.0f, 1.0f);
+ worldPos = entityWorldPos;
addColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
light = vec4(1.0f, 1.0f, 0.0f, 1.0f);
}
diff --git a/cwd/assets/altcraft/shaders/frag/face.fs b/cwd/assets/altcraft/shaders/frag/face.fs
index ebda304..65b7d15 100644
--- a/cwd/assets/altcraft/shaders/frag/face.fs
+++ b/cwd/assets/altcraft/shaders/frag/face.fs
@@ -1,5 +1,6 @@
#version 330 core
+in vec4 faceWorldPos;
in vec3 faceTextureUv;
in vec3 faceAddColor;
in vec3 faceNormal;
@@ -7,8 +8,9 @@ in vec2 faceLight;
layout (location = 0) out vec4 color;
layout (location = 1) out vec4 normal;
-layout (location = 2) out vec4 addColor;
-layout (location = 3) out vec4 light;
+layout (location = 2) out vec4 worldPos;
+layout (location = 3) out vec4 addColor;
+layout (location = 4) out vec4 light;
uniform sampler2DArray textureAtlas;
@@ -19,6 +21,7 @@ void main() {
color = vec4(col.rgb, 1.0f);
normal = vec4(faceNormal, 1.0f);
+ worldPos = faceWorldPos;
addColor = vec4(faceAddColor, 1.0f);
light = vec4(faceLight / 15.0f, 0.0f, 1.0f);
}
diff --git a/cwd/assets/altcraft/shaders/frag/light.fs b/cwd/assets/altcraft/shaders/frag/light.fs
index 117e0ef..fd7aa4e 100644
--- a/cwd/assets/altcraft/shaders/frag/light.fs
+++ b/cwd/assets/altcraft/shaders/frag/light.fs
@@ -4,17 +4,22 @@ out vec4 fragColor;
in vec2 uv;
+uniform sampler2D depthStencil;
uniform sampler2D color;
uniform sampler2D normal;
+uniform sampler2D worldPos;
uniform sampler2D addColor;
uniform sampler2D light;
-uniform sampler2D depthStencil;
+uniform sampler2D ssao;
uniform int renderBuff;
layout (std140) uniform Globals {
mat4 projView;
+ mat4 proj;
+ mat4 view;
uvec2 viewportSize;
+ vec4 ssaoKernels[64];
float globalTime;
float dayTime;
float gamma;
@@ -23,9 +28,14 @@ layout (std140) uniform Globals {
void main() {
vec4 c = texture(color, uv);
vec4 n = texture(normal, uv);
+ n += 1.0f;
+ n /= 2.0f;
+
+ vec4 wp = texture(worldPos, uv);
vec4 ac = texture(addColor, uv);
vec4 l = texture(light, uv);
float d = (1.0f - texture(depthStencil, uv).r) * 16.0f;
+ vec4 s = texture(ssao, uv);
float faceLight = l.r;
float skyLight = l.g;
@@ -34,7 +44,7 @@ void main() {
lightLevel = clamp(lightLevel, 0.005f, 1.0f);
vec3 faceColor = mix(ac.rgb * lightLevel, vec3(1,1,1) * lightLevel, float(ac.rgb == vec3(0,0,0)));
- vec4 finalColor = vec4(c.rgb * faceColor, 1.0f);
+ vec4 finalColor = vec4(c.rgb * faceColor * (1.0f - s.r), 1.0f);
finalColor.rgb = pow(finalColor.rgb, vec3(1.0f / gamma));
@@ -49,13 +59,19 @@ void main() {
fragColor = n;
break;
case 3:
- fragColor = ac;
+ fragColor = wp;
break;
case 4:
- fragColor = l;
+ fragColor = ac;
break;
case 5:
+ fragColor = l;
+ break;
+ case 6:
fragColor = vec4(vec3(d), 1.0f);
break;
+ case 7:
+ fragColor = s;
+ break;
}
}
diff --git a/cwd/assets/altcraft/shaders/frag/sky.fs b/cwd/assets/altcraft/shaders/frag/sky.fs
index 1e36dd3..65a56ad 100644
--- a/cwd/assets/altcraft/shaders/frag/sky.fs
+++ b/cwd/assets/altcraft/shaders/frag/sky.fs
@@ -4,12 +4,16 @@ in vec3 facePos;
layout (location = 0) out vec4 color;
layout (location = 1) out vec4 normal;
-layout (location = 2) out vec4 addColor;
-layout (location = 3) out vec4 light;
+layout (location = 2) out vec4 worldPos;
+layout (location = 3) out vec4 addColor;
+layout (location = 4) out vec4 light;
layout (std140) uniform Globals {
mat4 projView;
+ mat4 proj;
+ mat4 view;
uvec2 viewportSize;
+ vec4 ssaoKernels[64];
float globalTime;
float dayTime;
float gamma;
@@ -61,6 +65,7 @@ void main() {
color += vec4(Sun().rgb, 1.0f);
color += vec4(Moon().rgb, 1.0f);
normal = vec4(0.0f, 0.0f, 0.0f, 1.0f);
+ worldPos = vec4(0.0f, 0.0f, 0.0f, 1.0f);
addColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
light = vec4(1.0f, 1.0f, 0.0f, 1.0f);
}
diff --git a/cwd/assets/altcraft/shaders/frag/ssao.fs b/cwd/assets/altcraft/shaders/frag/ssao.fs
new file mode 100644
index 0000000..f4fea34
--- /dev/null
+++ b/cwd/assets/altcraft/shaders/frag/ssao.fs
@@ -0,0 +1,55 @@
+#version 330 core
+
+out vec4 fragColor;
+
+in vec2 uv;
+
+uniform sampler2D normal;
+uniform sampler2D worldPos;
+uniform sampler2D ssaoNoise;
+
+layout (std140) uniform Globals {
+ mat4 projView;
+ mat4 proj;
+ mat4 view;
+ uvec2 viewportSize;
+ vec4 ssaoKernels[64];
+ float globalTime;
+ float dayTime;
+ float gamma;
+};
+
+const vec2 noiseScale = vec2(4.0f, 4.0f);
+const int kernelSize = 64;
+const float radius = 0.5f;
+const float bias = 0.025f;
+
+void main() {
+ vec3 normal = texture(normal, uv).xyz;
+ vec3 fragPos = texture(worldPos, uv).xyz;
+ vec2 noiseUv = uv * viewportSize / noiseScale;
+
+ vec3 randomVec = texture(ssaoNoise, noiseUv).xyz;
+
+ vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
+ vec3 bitangent = cross(normal, tangent);
+ mat3 TBN = mat3(tangent, bitangent, normal);
+
+ float occlusion = 0.0;
+ for(int i = 0; i < kernelSize; i++)
+ {
+ vec3 samplePos = TBN * ssaoKernels[i].xyz;
+ samplePos = fragPos + samplePos * radius;
+
+ vec4 offset = vec4(samplePos, 1.0);
+ offset = proj * offset;
+ offset.xyz /= offset.w;
+ offset.xyz = offset.xyz * 0.5 + 0.5;
+
+ float sampleDepth = texture(worldPos, offset.xy).z;
+ float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragPos.z - sampleDepth));
+ occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck;
+ }
+
+ fragColor = vec4(vec3(occlusion / kernelSize), 1.0f);
+}
diff --git a/cwd/assets/altcraft/shaders/vert/entity.vs b/cwd/assets/altcraft/shaders/vert/entity.vs
index 4acaa93..f90fbc1 100644
--- a/cwd/assets/altcraft/shaders/vert/entity.vs
+++ b/cwd/assets/altcraft/shaders/vert/entity.vs
@@ -2,11 +2,16 @@
in vec3 pos;
+out vec4 entityWorldPos;
+
uniform mat4 model;
layout (std140) uniform Globals {
mat4 projView;
+ mat4 proj;
+ mat4 view;
uvec2 viewportSize;
+ vec4 ssaoKernels[64];
float globalTime;
float dayTime;
float gamma;
@@ -14,4 +19,5 @@ layout (std140) uniform Globals {
void main() {
gl_Position = projView * model * vec4(pos, 1);
+ entityWorldPos = view * model * vec4(pos, 1.0f);
}
diff --git a/cwd/assets/altcraft/shaders/vert/face.vs b/cwd/assets/altcraft/shaders/vert/face.vs
index 70c24c8..e50e503 100644
--- a/cwd/assets/altcraft/shaders/vert/face.vs
+++ b/cwd/assets/altcraft/shaders/vert/face.vs
@@ -8,6 +8,7 @@ in float animation;
in vec3 color;
in vec2 light;
+out vec4 faceWorldPos;
out vec3 faceTextureUv;
out vec3 faceNormal;
out vec3 faceAddColor;
@@ -15,7 +16,10 @@ out vec2 faceLight;
layout (std140) uniform Globals {
mat4 projView;
+ mat4 proj;
+ mat4 view;
uvec2 viewportSize;
+ vec4 ssaoKernels[64];
float globalTime;
float dayTime;
float gamma;
@@ -24,6 +28,8 @@ layout (std140) uniform Globals {
void main() {
gl_Position = projView * vec4(pos[gl_VertexID], 1.0f);
+ faceWorldPos = view * vec4(pos[gl_VertexID], 1.0f);
+
faceTextureUv = vec3(uv[gl_VertexID], uvLayer);
faceTextureUv.y -= (uv[2].y - uv[0].y) * trunc(mod(globalTime * 4.0f, animation));
diff --git a/cwd/assets/altcraft/shaders/vert/fbo.vs b/cwd/assets/altcraft/shaders/vert/fbo.vs
index cfde14e..0e05eaf 100644
--- a/cwd/assets/altcraft/shaders/vert/fbo.vs
+++ b/cwd/assets/altcraft/shaders/vert/fbo.vs
@@ -7,7 +7,10 @@ out vec2 uv;
layout (std140) uniform Globals {
mat4 projView;
+ mat4 proj;
+ mat4 view;
uvec2 viewportSize;
+ vec4 ssaoKernels[64];
float globalTime;
float dayTime;
float gamma;
diff --git a/cwd/assets/altcraft/shaders/vert/light.vs b/cwd/assets/altcraft/shaders/vert/light.vs
index 4e551f8..118ea5b 100644
--- a/cwd/assets/altcraft/shaders/vert/light.vs
+++ b/cwd/assets/altcraft/shaders/vert/light.vs
@@ -7,7 +7,10 @@ out vec2 uv;
layout (std140) uniform Globals {
mat4 projView;
+ mat4 proj;
+ mat4 view;
uvec2 viewportSize;
+ vec4 ssaoKernels[64];
float globalTime;
float dayTime;
float gamma;
diff --git a/cwd/assets/altcraft/shaders/vert/pp.vs b/cwd/assets/altcraft/shaders/vert/pp.vs
index 4e551f8..118ea5b 100644
--- a/cwd/assets/altcraft/shaders/vert/pp.vs
+++ b/cwd/assets/altcraft/shaders/vert/pp.vs
@@ -7,7 +7,10 @@ out vec2 uv;
layout (std140) uniform Globals {
mat4 projView;
+ mat4 proj;
+ mat4 view;
uvec2 viewportSize;
+ vec4 ssaoKernels[64];
float globalTime;
float dayTime;
float gamma;
diff --git a/cwd/assets/altcraft/shaders/vert/rml.vs b/cwd/assets/altcraft/shaders/vert/rml.vs
index ea78825..c61a4a0 100644
--- a/cwd/assets/altcraft/shaders/vert/rml.vs
+++ b/cwd/assets/altcraft/shaders/vert/rml.vs
@@ -11,7 +11,10 @@ uniform vec2 translation;
layout (std140) uniform Globals {
mat4 projView;
+ mat4 proj;
+ mat4 view;
uvec2 viewportSize;
+ vec4 ssaoKernels[64];
float globalTime;
float dayTime;
float gamma;
diff --git a/cwd/assets/altcraft/shaders/vert/sky.vs b/cwd/assets/altcraft/shaders/vert/sky.vs
index 617caed..7043584 100644
--- a/cwd/assets/altcraft/shaders/vert/sky.vs
+++ b/cwd/assets/altcraft/shaders/vert/sky.vs
@@ -8,7 +8,10 @@ uniform mat4 model;
layout (std140) uniform Globals {
mat4 projView;
+ mat4 proj;
+ mat4 view;
uvec2 viewportSize;
+ vec4 ssaoKernels[64];
float globalTime;
float dayTime;
float gamma;
diff --git a/src/Gal.hpp b/src/Gal.hpp
index 8d7394a..76db560 100644
--- a/src/Gal.hpp
+++ b/src/Gal.hpp
@@ -63,6 +63,7 @@ namespace Gal {
D24S8,
R8G8B8,
R8G8B8A8,
+ R32G32B32A32F,
};
enum class Filtering {
diff --git a/src/GalOgl.cpp b/src/GalOgl.cpp
index ff43ed8..c7344fe 100644
--- a/src/GalOgl.cpp
+++ b/src/GalOgl.cpp
@@ -311,10 +311,14 @@ GLenum GalTypeGetComponentGlType(Gal::Type type) {
size_t GalFormatGetSize(Format format) {
switch (format) {
+ case Format::D24S8:
+ return 4;
case Format::R8G8B8:
return 3;
case Format::R8G8B8A8:
return 4;
+ case Format::R32G32B32A32F:
+ return 16;
default:
return 0;
}
@@ -329,6 +333,8 @@ GLenum GalFormatGetGlLinearInternalFormat(Format format) {
return GL_RGB8;
case Format::R8G8B8A8:
return GL_RGBA8;
+ case Format::R32G32B32A32F:
+ return GL_RGBA32F;
default:
return 0;
}
@@ -338,11 +344,13 @@ GLenum GalFormatGetGlLinearInternalFormat(Format format) {
GLenum GalFormatGetGlInternalFormat(Format format) {
switch (format) {
case Format::D24S8:
- return GL_DEPTH24_STENCIL8;
+ return 0;
case Format::R8G8B8:
return GL_SRGB;
case Format::R8G8B8A8:
return GL_SRGB_ALPHA;
+ case Format::R32G32B32A32F:
+ return 0;
default:
return 0;
}
@@ -357,6 +365,8 @@ GLenum GalFormatGetGlFormat(Format format) {
return GL_RGB;
case Format::R8G8B8A8:
return GL_RGBA;
+ case Format::R32G32B32A32F:
+ return GL_RGBA;
default:
return 0;
}
@@ -371,6 +381,8 @@ GLenum GalFormatGetGlType(Format format) {
return GL_UNSIGNED_BYTE;
case Format::R8G8B8A8:
return GL_UNSIGNED_BYTE;
+ case Format::R32G32B32A32F:
+ return GL_FLOAT;
default:
return 0;
}
diff --git a/src/Render.cpp b/src/Render.cpp
index 4fc0616..1095148 100644
--- a/src/Render.cpp
+++ b/src/Render.cpp
@@ -1,5 +1,7 @@
#include "Render.hpp"
+#include <random>
+
#include <easylogging++.h>
#include <optick.h>
#include <RmlUi/Core.h>
@@ -146,6 +148,22 @@ void Render::PrepareToRendering() {
gal->GetGlobalShaderParameters()->Get<GlobalShaderParameters>()->gamma = Settings::ReadDouble("gamma", 2.2);
+ std::mt19937 rng(std::chrono::steady_clock::now().time_since_epoch().count());
+ std::uniform_real_distribution<float> dis(-1.0f, 1.0f);
+ auto& ssaoKernels = gal->GetGlobalShaderParameters()->Get<GlobalShaderParameters>()->ssaoKernels;
+ for (auto& vec : ssaoKernels) {
+ vec.x = dis(rng);
+ vec.y = dis(rng);
+ vec.z = (dis(rng) + 1.0f) / 2.0f;
+ vec.w = 0.0f;
+ vec = glm::normalize(vec);
+ }
+ for (size_t i = 0; i < sizeof(ssaoKernels) / sizeof(*ssaoKernels); i++) {
+ float scale = i / 64.0f;
+ scale = glm::mix(0.1f, 1.0f, scale * scale);
+ ssaoKernels[i] *= scale;
+ }
+
std::string vertexSource, pixelSource;
{
auto vertAsset = AssetManager::GetAssetByAssetName("/altcraft/shaders/vert/fbo");
diff --git a/src/RenderConfigs.cpp b/src/RenderConfigs.cpp
index aad2c59..d185c79 100644
--- a/src/RenderConfigs.cpp
+++ b/src/RenderConfigs.cpp
@@ -1,5 +1,8 @@
#include "RenderConfigs.hpp"
+#include <chrono>
+#include <random>
+
#include "AssetManager.hpp"
std::string LoadShaderCode(std::string_view assetPath) {
@@ -85,7 +88,7 @@ Gbuffer::Gbuffer(size_t geomW, size_t geomH, size_t lightW, size_t lightH) {
colorConf->SetMaxFilter(Gal::Filtering::Bilinear);
color = gal->BuildTexture(colorConf);
- auto normalConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R8G8B8);
+ auto normalConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R32G32B32A32F);
normalConf->SetMinFilter(Gal::Filtering::Bilinear);
normalConf->SetMaxFilter(Gal::Filtering::Bilinear);
normal = gal->BuildTexture(normalConf);
@@ -105,30 +108,69 @@ Gbuffer::Gbuffer(size_t geomW, size_t geomH, size_t lightW, size_t lightH) {
dsConf->SetMaxFilter(Gal::Filtering::Bilinear);
depthStencil = gal->BuildTexture(dsConf);
+ auto worldPosConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R32G32B32A32F);
+ worldPosConf->SetMinFilter(Gal::Filtering::Bilinear);
+ worldPosConf->SetMaxFilter(Gal::Filtering::Bilinear);
+ worldPos = gal->BuildTexture(worldPosConf);
+
auto geomFbConf = gal->CreateFramebufferConfig();
+ geomFbConf->SetDepthStencil(depthStencil);
geomFbConf->SetTexture(0, color);
geomFbConf->SetTexture(1, normal);
- geomFbConf->SetTexture(2, addColor);
- geomFbConf->SetTexture(3, light);
- geomFbConf->SetDepthStencil(depthStencil);
+ geomFbConf->SetTexture(2, worldPos);
+ geomFbConf->SetTexture(3, addColor);
+ geomFbConf->SetTexture(4, light);
geomFramebuffer = gal->BuildFramebuffer(geomFbConf);
geomFramebuffer->SetViewport(0, 0, geomW, geomH);
- std::vector<std::pair<std::string_view, std::shared_ptr<Gal::Texture>>> lightingTexture = {
- {"color", color},
- {"addColor", addColor},
+ auto noiseConf = gal->CreateTexture2DConfig(4, 4, Gal::Format::R32G32B32A32F);
+ noiseConf->SetWrapping(Gal::Wrapping::Repeat);
+ noiseConf->SetMinFilter(Gal::Filtering::Bilinear);
+ noiseConf->SetMaxFilter(Gal::Filtering::Bilinear);
+ ssaoNoise = gal->BuildTexture(noiseConf);
+
+ std::mt19937 rng(std::chrono::steady_clock::now().time_since_epoch().count());
+ std::uniform_real_distribution<> dis(-1.0f, 1.0f);
+ std::vector<glm::vec4> noiseTexData(16);
+ for (auto& vec : noiseTexData) {
+ vec.x = dis(rng);
+ vec.y = dis(rng);
+ vec.z = 0.0f;
+ vec.w = 0.0f;
+ }
+ ssaoNoise->SetData({ reinterpret_cast<std::byte*>(noiseTexData.data()), reinterpret_cast<std::byte*>(noiseTexData.data() + noiseTexData.size()) });
+
+ std::vector<std::pair<std::string_view, std::shared_ptr<Gal::Texture>>> ssaoTextures = {
{"normal", normal},
- {"light", light},
- {"depthStencil", depthStencil},
+ {"worldPos", worldPos},
+ {"ssaoNoise", ssaoNoise},
};
+ ssaoPass = std::make_unique<PostProcess>(LoadPixelShader("/altcraft/shaders/frag/ssao"),
+ ssaoTextures,
+ std::vector<std::pair<std::string_view, Gal::Type>>{},
+ lightW,
+ lightH,
+ Gal::Format::R8G8B8A8,
+ Gal::Filtering::Bilinear);
+
std::vector<std::pair<std::string_view, Gal::Type>> lightingParameters = {
{"renderBuff", Gal::Type::Int32},
};
+ std::vector<std::pair<std::string_view, std::shared_ptr<Gal::Texture>>> lightingTextures = {
+ {"depthStencil", depthStencil},
+ {"color", color},
+ {"normal", normal},
+ {"worldPos", worldPos},
+ {"addColor", addColor},
+ {"light", light},
+ {"ssao", ssaoPass->GetResultTexture()},
+ };
+
lightingPass = std::make_unique<PostProcess>(LoadPixelShader("/altcraft/shaders/frag/light"),
- lightingTexture,
+ lightingTextures,
lightingParameters,
lightW,
lightH,
diff --git a/src/RenderConfigs.hpp b/src/RenderConfigs.hpp
index 1e6a978..ef4c97d 100644
--- a/src/RenderConfigs.hpp
+++ b/src/RenderConfigs.hpp
@@ -4,7 +4,12 @@
struct GlobalShaderParameters {
glm::mat4 projView;
+ glm::mat4 proj;
+ glm::mat4 view;
glm::uvec2 viewportSize;
+ glm::uint32 paddingFA = 0xFAAFFAFA;
+ glm::uint32 paddingFB = 0xFBFBFBFB;
+ glm::vec4 ssaoKernels[64];
glm::float32 globalTime;
glm::float32 dayTime;
glm::float32 gamma;
@@ -55,12 +60,15 @@ public:
};
class Gbuffer {
+ std::shared_ptr<Gal::Texture> ssaoNoise;
+ std::unique_ptr<PostProcess> ssaoPass;
std::unique_ptr<PostProcess> lightingPass;
+ std::shared_ptr<Gal::Texture> depthStencil;
std::shared_ptr<Gal::Texture> color; //RGB - color
std::shared_ptr<Gal::Texture> normal; //RGB - normal
+ std::shared_ptr<Gal::Texture> worldPos; //RGB - viewSpaceWorldPos
std::shared_ptr<Gal::Texture> addColor; //RGB - addColor
std::shared_ptr<Gal::Texture> light; //R - faceLight, G - skyLight, B - unused
- std::shared_ptr<Gal::Texture> depthStencil;
std::shared_ptr<Gal::Framebuffer> geomFramebuffer;
public:
@@ -75,16 +83,18 @@ public:
}
void Render() {
+ ssaoPass->Render();
lightingPass->Render();
}
void Clear() {
geomFramebuffer->Clear();
+ ssaoPass->Clear();
lightingPass->Clear();
}
int GetMaxRenderBuffers() {
- return 5;
+ return 7;
}
void SetRenderBuff(int renderBuff) {
diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp
index 0ac901e..45d242c 100644
--- a/src/RendererSectionData.cpp
+++ b/src/RendererSectionData.cpp
@@ -58,7 +58,7 @@ void AddFacesByBlockModel(RendererSectionData &data, const BlockFaces &model, co
vertexData.positions[2] = transformed * glm::vec4(1, 0, 1, 1);
vertexData.positions[3] = transformed * glm::vec4(1, 0, 0, 1);
- vertexData.normal = normal;
+ vertexData.normal = model.transform * face.transform * glm::vec4(normal, 1.0f);
vertexData.uvs[0] = TransformTextureCoord(face.texture, glm::vec2(0, 0), face.frames);
vertexData.uvs[1] = TransformTextureCoord(face.texture, glm::vec2(1, 0), face.frames);
diff --git a/src/RendererWorld.cpp b/src/RendererWorld.cpp
index 846788b..2108ba6 100644
--- a/src/RendererWorld.cpp
+++ b/src/RendererWorld.cpp
@@ -278,15 +278,20 @@ RendererWorld::~RendererWorld() {
void RendererWorld::Render(float screenRatio) {
OPTICK_EVENT();
//Common
- glm::mat4 projection = glm::perspective(
+
+ auto globalSpb = Gal::GetImplementation()->GetGlobalShaderParameters();
+
+ auto& projection = globalSpb->Get<GlobalShaderParameters>()->proj;
+ projection = glm::perspective(
glm::radians(70.0f), screenRatio,
0.1f, 10000000.0f
);
- glm::mat4 view = GetGameState()->GetViewMatrix();
- glm::mat4 projView = projection * view;
- auto globalSpb = Gal::GetImplementation()->GetGlobalShaderParameters();
- globalSpb->Get<GlobalShaderParameters>()->projView = projView;
+ auto& view = globalSpb->Get<GlobalShaderParameters>()->view;
+ view = GetGameState()->GetViewMatrix();
+
+ auto& projView = globalSpb->Get<GlobalShaderParameters>()->projView;
+ projView = projection * view;
//Render Entities
constexpr size_t entitiesVerticesCount = 240;