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change rendering engine to use PBR with standard pipelines #24

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merged 2 commits into from
May 4, 2023

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meyerzinn
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… shadows!

(should probably investigate meshing water / translucent objects separately?)

Screenshot 2023-05-01 at 20 07 57

@meyerzinn
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This incurs an FPS penalty which brings it to ~50fps on my M1 MacBook Air. Personally, I think the shadows are substantially nice enough to make the performance hit worth it -- especially once Bevy has SSAO.

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Probably need to tune the cascading shadow maps a bit. Note the jagged edges.

Screenshot 2023-05-01 at 20 12 01

@Game4all
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Game4all commented May 2, 2023

Liquids / translucent voxels should probably be meshed separately but I find allocating a whole mesh for just translucents voxels a bit much, maybe merge them in a single mesh and use draw command magic to only draw the "opaque part" of the mesh and then draw the "transparent part" of it.

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Looking fine

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Game4all commented May 3, 2023

Can this be merged as is or does it need further tweaking ?

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meyerzinn commented May 3, 2023

My initial attempts to tune the settings hasn't yielded any improvement to the shadow quality, so I'm happy to merge as-is and just let future engine improvements carry it.

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Re: liquids & translucent voxels, there is the concern of them having different orderings (need to sort opaque things front-to-back and translucent things back-to-front before drawing). I suspect having separate materials/meshes for them will ultimately be easier within the existing framework (they could be two children entities of the chunk, for instance) but I haven't given it much actual thought yet.

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lgtm

@Game4all Game4all merged commit d6e7846 into Game4all:master May 4, 2023
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2 participants