Shadows now working, though they are still voxel based. Need to calculate where on the surface the ray hits, and then send the ray out from that point.
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@@ -37,7 +37,7 @@ void Old_Map::generate_terrain() {
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int DATA_SIZE = dimensions.x + 1;
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//an initial seed value for the corners of the data
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//srand(f_rand());
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double SEED = rand() % 25 + 55;
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double SEED = rand() % 30 + 55;
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//seed the data
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set_sample(0, 0, SEED);
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@@ -116,7 +116,7 @@ int main() {
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// Light for the currently non functional Bling Phong shader
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Light l;
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l.direction_cartesian = sf::Vector3f(-0.2f, -0.2f, -1.5f);
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l.position = sf::Vector3f(100.0f, 100.0f, 500.0f);
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l.position = sf::Vector3f(100.0f, 500.0f, 100.0f);
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l.rgbi = sf::Vector4f(0.3f, 0.4f, 0.3f, 1.0f);
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std::vector<Light> light_vec;
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@@ -180,7 +180,7 @@ int main() {
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raycaster->test_edit_viewport(WINDOW_X, WINDOW_Y, w -= 5, h -= 5);
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::L)) {
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light_vec.at(0).position.y += 0.5;
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light_vec.at(0).position = camera->get_position();
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}
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// Time keeping
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