More noise
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@@ -45,7 +45,7 @@ const uint32_t MAX_DIRECTIONAL_SHADOWS = 10;
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const uint32_t MAX_SPOT_SHADOWS = 10;
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const uint32_t MAX_POINT_SHADOWS = 10;
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//const uint32_t SHADOW_MAP_SIZE = 1024;
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const uint32_t DIRECTIONAL_SHADOW_MAP_SIZE = 2048;
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const uint32_t DIRECTIONAL_SHADOW_MAP_SIZE = 8128;
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const uint32_t SPOT_SHADOW_MAP_SIZE = 1024;
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const uint32_t POINT_SHADOW_MAP_SIZE = 2048;
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@@ -57,7 +57,7 @@ void HydraPlayerActor::HandleInput(float delta_t)
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if (move_fast)
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{
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extra_speed = 1500;
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extra_speed = 500;
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}
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GetEngine()->ActorManager()->RotateActor(GetID(), y_angle, x_angle, 0.0f);
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@@ -214,8 +214,8 @@ void HydraPlanetActor::_CreateRenderableComponent()
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void HydraPlanetActor::_CreateQuads()
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{
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uint32_t divisions = 100;
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float diameter = 100.0f;
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float quad_size = 100.0f;
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float diameter = 50000.0f;
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float quad_size = 50000.0f;
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float radius = diameter /2.0f;
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m_quads[0] = GetEngine()->ActorManager()->CreateActor<HydraPlanetQuadActor>();
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HydraPlanetQuadActor* quad0 = static_cast<HydraPlanetQuadActor*>(GetEngine()->ActorManager()->GetActor(m_quads[0]));
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@@ -50,13 +50,13 @@ glm::vec3 HydraPlanetQuadActor::_ProjectSphere(glm::dvec4 vert_in, glm::mat4 tra
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FastNoiseLite fnl;
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fnl.SetFrequency(0.1f);
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fnl.SetNoiseType(FastNoiseLite::NoiseType::NoiseType_OpenSimplex2);
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fnl.SetFractalType(FastNoiseLite::FractalType::FractalType_FBm);
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fnl.SetFractalType(FastNoiseLite::FractalType::FractalType_Ridged);
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fnl.SetSeed(341411);
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fnl.SetFrequency(0.05);
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float noise = fnl.GetNoise(vert.x, vert.y, vert.z);
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vert = glm::normalize(vert) * ((m_planet_diameter / 2.0) + (noise * 1.0f));
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vert = glm::normalize(vert) * ((m_planet_diameter / 2.0) + (noise * 1500.0f));
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vert = inv_trans * glm::dvec4(vert.x, vert.y, vert.z, 1.0);
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@@ -91,21 +91,24 @@ void HydraDirectionalShadowSourceSystem::_UpdateShadowMap(HydraID entity_id)
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}
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glm::mat4 view = glm::lookAt(light_pos, target_pos, up_vector);
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float view_near = 0.1f;//max_shadow_range - shadow_distance;
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float view_far = 100000.0f;// max_shadow_range + shadow_distance;
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float shadow_inc = (view_far -4.0f) / 5.0f;
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for (uint32_t i = 0; i < 6; i++)
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{
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float view_near = 0.1f;//max_shadow_range - shadow_distance;
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float view_far = 2000.0f;// max_shadow_range + shadow_distance;
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glm::mat4 proj = glm::ortho(-view_size, view_size, -view_size, view_size, view_near, view_far);
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// Save data to component
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shad_comp.far_plane[i] = shadow_distance;
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shad_comp.near_plane[i] = 0;
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shad_comp.far_plane[i] = shadow_distance;
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shad_comp.near_plane[i] = 0;
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shad_comp.light_space_proj[i] = proj;
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shad_comp.light_space_view[i] = view;
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shad_comp.light_space_view[i] = view;
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// Scale bounds exponentially for the next cascade tier
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view_size *= 3.0f;
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shadow_distance *= 3.0f;
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view_size = view_size * 2.0f;
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shadow_distance = shadow_distance += shadow_inc;
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}
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// GetEngine()->ActorManager()->SetPosition(m_shadow_actor_id, light_pos);
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// GetEngine()->ActorManager()->SetOrientation(m_shadow_actor_id, pos_comp.orientation.x, pos_comp.orientation.y, pos_comp.orientation.z);
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@@ -216,7 +216,7 @@ void HydraShadowPipeline::_CreateDirectionalRenderStage()
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0,
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textures,
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true,
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GL_BACK,
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GL_NONE,
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true,
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HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
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m_render_stages[DIRECTIONAL_RENDER_STAGE] = render_stage;
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