fixed the lights, but I somehow broke shadowing

This commit is contained in:
2021-02-20 21:25:38 -08:00
parent da2c6a436a
commit c625dc61af
4 changed files with 8 additions and 18 deletions

View File

@@ -25,15 +25,15 @@ pub struct DirectionalLight {
pub fov: f32,
pub depth: RangeCopy<f32>,
pub target_view: Arc<TextureView>,
pub pos: Position,
}
impl DirectionalLight {
pub fn to_raw(&self) -> LightRaw {
pub fn to_raw(&self, pos: &Position) -> LightRaw {
use cgmath::{Deg, EuclideanSpace, Matrix4, PerspectiveFov, Point3, Vector3};
let point3d = Point3::new(self.pos.x, self.pos.y, self.pos.z);
let mx_view = Matrix4::look_at(point3d, Point3::origin(), Vector3::unit_y());
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 projection = PerspectiveFov {
fovy: Deg(self.fov).into(),
@@ -46,7 +46,7 @@ impl DirectionalLight {
mx_correction * cgmath::Matrix4::from(projection.to_perspective()) * mx_view;
LightRaw {
proj: *mx_view_proj.as_ref(),
pos: [self.pos.x, self.pos.y, self.pos.z, 1.0],
pos: [pos.x, pos.y, pos.z, 1.0],
color: [
self.color.r as f32,
self.color.g as f32,