fixed the lights, but I somehow broke shadowing
This commit is contained in:
10
src/light.rs
10
src/light.rs
@@ -25,15 +25,15 @@ pub struct DirectionalLight {
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pub fov: f32,
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pub depth: RangeCopy<f32>,
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pub target_view: Arc<TextureView>,
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pub pos: Position,
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}
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impl DirectionalLight {
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pub fn to_raw(&self) -> LightRaw {
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pub fn to_raw(&self, pos: &Position) -> LightRaw {
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use cgmath::{Deg, EuclideanSpace, Matrix4, PerspectiveFov, Point3, Vector3};
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let point3d = Point3::new(self.pos.x, self.pos.y, self.pos.z);
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let mx_view = Matrix4::look_at(point3d, Point3::origin(), Vector3::unit_y());
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let point3d = Point3::new(pos.x, pos.y, pos.z);
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let point3d_2 = Point3::new(pos.x, pos.y - 1.0, pos.z);
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let mx_view = Matrix4::look_at(point3d, point3d_2, Vector3::unit_y());
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let projection = PerspectiveFov {
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fovy: Deg(self.fov).into(),
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@@ -46,7 +46,7 @@ impl DirectionalLight {
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mx_correction * cgmath::Matrix4::from(projection.to_perspective()) * mx_view;
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LightRaw {
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proj: *mx_view_proj.as_ref(),
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pos: [self.pos.x, self.pos.y, self.pos.z, 1.0],
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pos: [pos.x, pos.y, pos.z, 1.0],
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color: [
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self.color.r as f32,
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self.color.g as f32,
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@@ -202,16 +202,6 @@ impl RenderState {
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end: 20.0,
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},
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target_view: target.clone(),
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pos: Position {
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x: 0.0,
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y: 0.0,
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z: 0.0,
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rot: Euler {
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x: Deg(0.0),
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y: Deg(-25.0),
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z: Deg(0.0),
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},
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},
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}
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}
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@@ -122,7 +122,7 @@ pub fn render_test(
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renderer.queue.write_buffer(
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&renderer.light_uniform_buf,
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(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
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bytemuck::bytes_of(&light.to_raw()),
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bytemuck::bytes_of(&light.to_raw(&pos)),
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);
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}
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}
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