shadowing is back, need to figure out how I want to handle these direcitonal lights....

master
mitchellhansen 4 years ago
parent c625dc61af
commit e376241aae

@ -42,5 +42,15 @@ mesh = "light.obj"
[entities.position] [entities.position]
x = 25.0 x = 25.0
y = 25.0 y = 75.0
z = 20.0
[[entities]]
name = "light.2"
type = "Light"
mesh = "light.obj"
[entities.position]
x = 50.0
y = 75.0
z = 20.0 z = 20.0

@ -33,7 +33,7 @@ impl DirectionalLight {
let point3d = Point3::new(pos.x, pos.y, pos.z); let point3d = Point3::new(pos.x, pos.y, pos.z);
let point3d_2 = Point3::new(pos.x, pos.y - 1.0, pos.z); let point3d_2 = Point3::new(pos.x, pos.y - 1.0, pos.z);
let mx_view = Matrix4::look_at(point3d, point3d_2, Vector3::unit_y()); let mx_view = Matrix4::look_at(point3d, point3d_2, Vector3::unit_z());
let projection = PerspectiveFov { let projection = PerspectiveFov {
fovy: Deg(self.fov).into(), fovy: Deg(self.fov).into(),

@ -74,8 +74,8 @@ impl RenderState {
const MAX_LIGHTS: usize = 10; const MAX_LIGHTS: usize = 10;
const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float; const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d { const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
width: 512, width: 1024,
height: 512, height: 1024,
depth: Self::MAX_LIGHTS as u32, depth: Self::MAX_LIGHTS as u32,
}; };
const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float; const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
@ -196,10 +196,10 @@ impl RenderState {
b: 0.5, b: 0.5,
a: 1.0, a: 1.0,
}, },
fov: 45.0, fov: 90.0,
depth: RangeCopy { depth: RangeCopy {
start: 1.0, start: 1.0,
end: 20.0, end: 200.0,
}, },
target_view: target.clone(), target_view: target.clone(),
} }

@ -149,8 +149,8 @@ pub fn runtime_spawn(
y: position.y, y: position.y,
z: position.z, z: position.z,
}, },
yaw: Rad(-PI), yaw: Rad(PI / 2.0),
pitch: Rad(PI / 2.0), pitch: Rad(PI / 2.0 + 25.0),
}, },
CameraController::new(5.0, 1.0), CameraController::new(5.0, 1.0),
)); ));

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