Fiddling around with lighting and a Rendermanager
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1995d2734e
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b5ec100c9c
2 changed files with 8 additions and 5 deletions
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@ -50,7 +50,7 @@ class Light:
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new = True
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glClearColor(1.0,1.0,1.0,1.0)
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glBindFramebuffer(GL_FRAMEBUFFER,self.FramebufferId)
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glCullFace(GL_FRONT)
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#glCullFace(GL_FRONT)
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glViewport(0, 0, 512, 512)
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if new:
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if self.DepthBuffer == -1:
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@ -23,9 +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 circlelength = 700.0;
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bool isVisible(int i, vec2 offs)
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bool isVisible(int i, vec2 offs, float lambertian)
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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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float bias = 0.005*tan(acos(lambertian));
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bias = clamp(bias,0.0,0.01);//*tan(acos(dot(normal,-normalize(lightpos[i] - pos.xyz))));
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return !(texture(ShadowMaps[i],lightviewpos[i].xy + offs).x < (lightviewpos[i].z - bias));
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}
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void main()
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@ -35,6 +37,7 @@ void main()
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for(int i = 0; i < numLights; i++){
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vec3 lightDir = -normalize(lightpos[i] - pos.xyz);
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float lambertian = max(dot(normalize(normal),lightDir),0.0);
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float cosTheta = clamp(dot(normalize(normal),-lightDir), 0.0, 1.0);
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float specular = 0;
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vec3 viewDir = normalize(-pos.xyz);
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vec3 halfDir = normalize(lightDir + viewDir);
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@ -44,7 +47,7 @@ void main()
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float visible = 0;
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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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visible += float(isVisible(i, offs)) * 1.0/16.0;
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visible += float(isVisible(i, offs,cosTheta)) * 1.0/16.0;
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}
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if(visible == 0.25)
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visible = 1.0;
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@ -52,7 +55,7 @@ void main()
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visible = 0;
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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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visible += float(isVisible(i, offs)) * 1.0/16.0;
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visible += float(isVisible(i, offs,cosTheta)) * 1.0/16.0;
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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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