optimize light selection

This commit is contained in:
zomseffen 2025-03-05 16:56:48 +01:00
parent 1a30887a7d
commit 7a58ba9733
6 changed files with 62 additions and 13 deletions
src/scene

View file

@ -54,7 +54,7 @@ pub fn generate_test_scene(scene: &mut Scene, data: &mut AppData) -> Result<(Poi
let shade = (rng.gen_range(0..25) as f32) / 100.0;
let cube = Cube {
pos: vec3(10.0, 10.0, 10.0),
color: vec3(0.9, 0.9, 0.9),
color: vec3(0.0, 0.0, 0.9),
tex_coord: vec2(0.0, 0.0),
transparent: true,
roughness: 32,
@ -63,7 +63,7 @@ pub fn generate_test_scene(scene: &mut Scene, data: &mut AppData) -> Result<(Poi
let cube = Cube {
pos: vec3(10.0, 10.0, 9.0),
color: vec3(0.9, 0.9, 0.9),
color: vec3(0.0, 0.0, 0.9),
tex_coord: vec2(0.0, 0.0),
transparent: true,
roughness: 32,
@ -212,7 +212,7 @@ pub fn generate_test_scene2(scene: &mut Scene, data: &mut AppData, chunk_num_x:
cube.draw(&data.topology, index, scene);
}
scene.directional_lights.push(Rc::new(RefCell::new(DirectionalLight { direction: vec3(0.0, 0.0, -1.0), color: vec3(0.1, 0.1, 0.1), memory_start: 0 })));
//scene.directional_lights.push(Rc::new(RefCell::new(DirectionalLight { direction: vec3(0.5, 0.0, -1.0), color: vec3(0.1, 0.1, 0.1), memory_start: 0 })));
scene.oct_trees = oct_trees;
Ok(cgmath::point3((max_x as f32 / 2.0) as f32, (max_y as f32 / 2.0) as f32, height_map[(max_x as f32 / 2.0).floor() as usize][(max_y as f32 / 2.0).floor() as usize] + 2000.0))