@ -42,5 +42,15 @@ mesh = "light.obj"
[entities.position]
x = 25.0
y = 25.0
y = 75.0
z = 20.0
[[entities]]
name = "light.2"
type = "Light"
mesh = "light.obj"
x = 50.0
@ -33,7 +33,7 @@ impl DirectionalLight {
let point3d = Point3::new(pos.x, pos.y, 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 {
fovy: Deg(self.fov).into(),
@ -74,8 +74,8 @@ impl RenderState {
const MAX_LIGHTS: usize = 10;
const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
width: 512,
height: 512,
width: 1024,
height: 1024,
depth: Self::MAX_LIGHTS as u32,
};
const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
@ -196,10 +196,10 @@ impl RenderState {
b: 0.5,
a: 1.0,
},
fov: 45.0,
fov: 90.0,
depth: RangeCopy {
start: 1.0,
end: 20.0,
end: 200.0,
target_view: target.clone(),
}
@ -149,8 +149,8 @@ pub fn runtime_spawn(
y: position.y,
z: position.z,
yaw: Rad(-PI),
pitch: Rad(PI / 2.0),
yaw: Rad(PI / 2.0),
pitch: Rad(PI / 2.0 + 25.0),
CameraController::new(5.0, 1.0),
));