More noise

This commit is contained in:
Confideo-IOM
2026-09-07 19:12:19 +01:00
parent 4f008cd809
commit 99701363be
20 changed files with 23 additions and 20 deletions
+3 -3
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@@ -6,7 +6,7 @@ bool HydraGame::Initialise()
m_sun_light_id = GetEngine()->ActorManager()->CreateActor<HydraDirectionalLightActor>(); m_sun_light_id = GetEngine()->ActorManager()->CreateActor<HydraDirectionalLightActor>();
GetEngine()->ActorManager()->InitialiseActor(m_sun_light_id); GetEngine()->ActorManager()->InitialiseActor(m_sun_light_id);
GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.5f, -0.2f, 0.0f); GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, 0.0f, 0.0f, 0.0f);
// m_spawner_id = GetEngine()->ActorManager()->CreateActor<HydraLightSpawnerActor>(); // m_spawner_id = GetEngine()->ActorManager()->CreateActor<HydraLightSpawnerActor>();
// GetEngine()->ActorManager()->InitialiseActor(m_spawner_id); // GetEngine()->ActorManager()->InitialiseActor(m_spawner_id);
@@ -62,7 +62,7 @@ bool HydraGame::Initialise()
m_player_actor_id = GetEngine()->ActorManager()->CreateActor<HydraPlayerActor>(); m_player_actor_id = GetEngine()->ActorManager()->CreateActor<HydraPlayerActor>();
GetEngine()->ActorManager()->InitialiseActor(m_player_actor_id); GetEngine()->ActorManager()->InitialiseActor(m_player_actor_id);
GetEngine()->ActorManager()->SetPosition(m_player_actor_id, glm::dvec3(0, 10, 110)); GetEngine()->ActorManager()->SetPosition(m_player_actor_id, glm::dvec3(0, 10, 51000));
GetEngine()->PossessPlayer(m_player_actor_id); GetEngine()->PossessPlayer(m_player_actor_id);
GetEngine()->Camera()->AttachToActor(m_player_actor_id); GetEngine()->Camera()->AttachToActor(m_player_actor_id);
@@ -82,7 +82,7 @@ void HydraGame::Update(float delta_t_seconds)
// } // }
m_angle += m_diff; m_angle += m_diff;
// GetEngine()->ActorManager()->SetOrientation(m_other_light_id, -0.5f, m_angle, 0); GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, 0, m_angle, 0);
// GetEngine()->ActorManager()->SetOrientation(m_gltf_id, 0, m_angle, 0); // GetEngine()->ActorManager()->SetOrientation(m_gltf_id, 0, m_angle, 0);
// GetEngine()->ActorManager()->SetOrientation(m_plane_actor_id, 0, m_angle, 0); // GetEngine()->ActorManager()->SetOrientation(m_plane_actor_id, 0, m_angle, 0);
} }
+1 -1
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@@ -24,7 +24,7 @@ class HydraGame : public HydraGameProxy
HydraID m_planet_actor_id = INVALID_HYDRA_ID; HydraID m_planet_actor_id = INVALID_HYDRA_ID;
float m_time = 0; float m_time = 0;
float m_angle = 0; float m_angle = 0;
float m_diff = 0.005; float m_diff = 0.001;
public: public:
virtual bool Initialise() override; virtual bool Initialise() override;
virtual void Update(float delta_t_seconds) override; virtual void Update(float delta_t_seconds) override;
+1 -1
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@@ -45,7 +45,7 @@ const uint32_t MAX_DIRECTIONAL_SHADOWS = 10;
const uint32_t MAX_SPOT_SHADOWS = 10; const uint32_t MAX_SPOT_SHADOWS = 10;
const uint32_t MAX_POINT_SHADOWS = 10; const uint32_t MAX_POINT_SHADOWS = 10;
//const uint32_t SHADOW_MAP_SIZE = 1024; //const uint32_t SHADOW_MAP_SIZE = 1024;
const uint32_t DIRECTIONAL_SHADOW_MAP_SIZE = 2048; const uint32_t DIRECTIONAL_SHADOW_MAP_SIZE = 8128;
const uint32_t SPOT_SHADOW_MAP_SIZE = 1024; const uint32_t SPOT_SHADOW_MAP_SIZE = 1024;
const uint32_t POINT_SHADOW_MAP_SIZE = 2048; const uint32_t POINT_SHADOW_MAP_SIZE = 2048;
@@ -57,7 +57,7 @@ void HydraPlayerActor::HandleInput(float delta_t)
if (move_fast) if (move_fast)
{ {
extra_speed = 1500; extra_speed = 500;
} }
GetEngine()->ActorManager()->RotateActor(GetID(), y_angle, x_angle, 0.0f); GetEngine()->ActorManager()->RotateActor(GetID(), y_angle, x_angle, 0.0f);
@@ -214,8 +214,8 @@ void HydraPlanetActor::_CreateRenderableComponent()
void HydraPlanetActor::_CreateQuads() void HydraPlanetActor::_CreateQuads()
{ {
uint32_t divisions = 100; uint32_t divisions = 100;
float diameter = 100.0f; float diameter = 50000.0f;
float quad_size = 100.0f; float quad_size = 50000.0f;
float radius = diameter /2.0f; float radius = diameter /2.0f;
m_quads[0] = GetEngine()->ActorManager()->CreateActor<HydraPlanetQuadActor>(); m_quads[0] = GetEngine()->ActorManager()->CreateActor<HydraPlanetQuadActor>();
HydraPlanetQuadActor* quad0 = static_cast<HydraPlanetQuadActor*>(GetEngine()->ActorManager()->GetActor(m_quads[0])); HydraPlanetQuadActor* quad0 = static_cast<HydraPlanetQuadActor*>(GetEngine()->ActorManager()->GetActor(m_quads[0]));
@@ -50,13 +50,13 @@ glm::vec3 HydraPlanetQuadActor::_ProjectSphere(glm::dvec4 vert_in, glm::mat4 tra
FastNoiseLite fnl; FastNoiseLite fnl;
fnl.SetFrequency(0.1f);
fnl.SetNoiseType(FastNoiseLite::NoiseType::NoiseType_OpenSimplex2); fnl.SetNoiseType(FastNoiseLite::NoiseType::NoiseType_OpenSimplex2);
fnl.SetFractalType(FastNoiseLite::FractalType::FractalType_FBm); fnl.SetFractalType(FastNoiseLite::FractalType::FractalType_Ridged);
fnl.SetSeed(341411); fnl.SetSeed(341411);
fnl.SetFrequency(0.05);
float noise = fnl.GetNoise(vert.x, vert.y, vert.z); float noise = fnl.GetNoise(vert.x, vert.y, vert.z);
vert = glm::normalize(vert) * ((m_planet_diameter / 2.0) + (noise * 1.0f)); vert = glm::normalize(vert) * ((m_planet_diameter / 2.0) + (noise * 1500.0f));
vert = inv_trans * glm::dvec4(vert.x, vert.y, vert.z, 1.0); vert = inv_trans * glm::dvec4(vert.x, vert.y, vert.z, 1.0);
@@ -91,10 +91,13 @@ void HydraDirectionalShadowSourceSystem::_UpdateShadowMap(HydraID entity_id)
} }
glm::mat4 view = glm::lookAt(light_pos, target_pos, up_vector); glm::mat4 view = glm::lookAt(light_pos, target_pos, up_vector);
float view_near = 0.1f;//max_shadow_range - shadow_distance;
float view_far = 100000.0f;// max_shadow_range + shadow_distance;
float shadow_inc = (view_far -4.0f) / 5.0f;
for (uint32_t i = 0; i < 6; i++) for (uint32_t i = 0; i < 6; i++)
{ {
float view_near = 0.1f;//max_shadow_range - shadow_distance;
float view_far = 2000.0f;// max_shadow_range + shadow_distance;
glm::mat4 proj = glm::ortho(-view_size, view_size, -view_size, view_size, view_near, view_far); glm::mat4 proj = glm::ortho(-view_size, view_size, -view_size, view_size, view_near, view_far);
// Save data to component // Save data to component
@@ -104,8 +107,8 @@ void HydraDirectionalShadowSourceSystem::_UpdateShadowMap(HydraID entity_id)
shad_comp.light_space_view[i] = view; shad_comp.light_space_view[i] = view;
// Scale bounds exponentially for the next cascade tier // Scale bounds exponentially for the next cascade tier
view_size *= 3.0f; view_size = view_size * 2.0f;
shadow_distance *= 3.0f; shadow_distance = shadow_distance += shadow_inc;
} }
// GetEngine()->ActorManager()->SetPosition(m_shadow_actor_id, light_pos); // GetEngine()->ActorManager()->SetPosition(m_shadow_actor_id, light_pos);
// GetEngine()->ActorManager()->SetOrientation(m_shadow_actor_id, pos_comp.orientation.x, pos_comp.orientation.y, pos_comp.orientation.z); // GetEngine()->ActorManager()->SetOrientation(m_shadow_actor_id, pos_comp.orientation.x, pos_comp.orientation.y, pos_comp.orientation.z);
@@ -216,7 +216,7 @@ void HydraShadowPipeline::_CreateDirectionalRenderStage()
0, 0,
textures, textures,
true, true,
GL_BACK, GL_NONE,
true, true,
HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR); HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
m_render_stages[DIRECTIONAL_RENDER_STAGE] = render_stage; m_render_stages[DIRECTIONAL_RENDER_STAGE] = render_stage;
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+1 -1
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@@ -1,6 +1,6 @@
================================================================================ ================================================================================
Linker Errors Linker Errors
Generated: 2026-09-07T14:48:39.171Z Generated: 2026-09-07T15:33:52.829Z
Total Errors: 1 Total Errors: 1
================================================================================ ================================================================================