Fiddling around with lighting and a Rendermanager
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8d7625a411
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2 changed files with 11 additions and 2 deletions
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@ -52,6 +52,8 @@ class LightingManager:
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def render(self, projMatrix, geometryRotMatrix):
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def render(self, projMatrix, geometryRotMatrix):
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self.light.finishDepthMapping()
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self.light.finishDepthMapping()
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def addRenderStep(self,alternateprogramdict,structure):
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def addRenderStep(self,alternateprogramdict,structure):
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r = self.__Renderstep(alternateprogramdict,structure)
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r = self.__Renderstep(alternateprogramdict,structure)
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self.renderSteps.append(r)
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self.renderSteps.append(r)
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@ -23,6 +23,11 @@ const float screenGamma = 2.2;
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const float pitl = 2*3.14159265359 / 16.0;
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const float pitl = 2*3.14159265359 / 16.0;
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const float circlelength = 700.0;
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const float circlelength = 700.0;
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bool isVisible(int i, vec2 offs)
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{
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return !(texture(ShadowMaps[i],lightviewpos[i].xy + offs).x <= (lightviewpos[i].z - 0.0005*tan(acos(dot(normal,-normalize(lightpos[i] - pos.xyz))))));
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}
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void main()
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void main()
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{
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{
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vec3 colorLinear = ambientFactor * colorin;
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vec3 colorLinear = ambientFactor * colorin;
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@ -39,7 +44,7 @@ void main()
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float visible = 0;
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float visible = 0;
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for(int j = 0; j < 4; j++){
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for(int j = 0; j < 4; j++){
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vec2 offs = vec2(cos(j*4*pitl),sin(j*4*pitl)) / circlelength;
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vec2 offs = vec2(cos(j*4*pitl),sin(j*4*pitl)) / circlelength;
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visible += float(!(texture(ShadowMaps[i],lightviewpos[i].xy + offs).x <= (lightviewpos[i].z - 0.0005*tan(acos(dot(normal,-normalize(lightpos[i] - pos.xyz))))))) * 1.0/16.0;
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visible += float(isVisible(i, offs)) * 1.0/16.0;
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}
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}
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if(visible == 0.25)
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if(visible == 0.25)
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visible = 1.0;
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visible = 1.0;
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@ -47,9 +52,11 @@ void main()
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visible = 0;
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visible = 0;
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for(int j = 0; j < 16; j++){
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for(int j = 0; j < 16; j++){
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vec2 offs = vec2(cos(j*pitl),sin(j*pitl)) / circlelength;
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vec2 offs = vec2(cos(j*pitl),sin(j*pitl)) / circlelength;
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visible += float(!(texture(ShadowMaps[i],lightviewpos[i].xy + offs).x <= (lightviewpos[i].z - 0.0005*tan(acos(dot(normal,-normalize(lightpos[i] - pos.xyz))))))) * 1.0/16.0;
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visible += float(isVisible(i, offs)) * 1.0/16.0;
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}
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}
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colorLinear += (visible * 0.5 + 0.5) *(lambertian * diffuseFactor * colorin * lightColor[i] + specular * specFactor*colorin);
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colorLinear += (visible * 0.5 + 0.5) *(lambertian * diffuseFactor * colorin * lightColor[i] + specular * specFactor*colorin);
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colorLinear /= dot(lightpos[i] - pos.xyz, lightpos[i] - pos.xyz)/200;
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//colorLinear = vec3(visible * specular);
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//colorLinear = vec3(visible * specular);
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}
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}
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