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.
This commit is contained in:
@@ -116,7 +116,7 @@ int main() {
|
||||
// Light for the currently non functional Bling Phong shader
|
||||
Light l;
|
||||
l.direction_cartesian = sf::Vector3f(-0.2f, -0.2f, -1.5f);
|
||||
l.position = sf::Vector3f(100.0f, 100.0f, 500.0f);
|
||||
l.position = sf::Vector3f(100.0f, 500.0f, 100.0f);
|
||||
l.rgbi = sf::Vector4f(0.3f, 0.4f, 0.3f, 1.0f);
|
||||
|
||||
std::vector<Light> light_vec;
|
||||
@@ -180,7 +180,7 @@ int main() {
|
||||
raycaster->test_edit_viewport(WINDOW_X, WINDOW_Y, w -= 5, h -= 5);
|
||||
}
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::L)) {
|
||||
light_vec.at(0).position.y += 0.5;
|
||||
light_vec.at(0).position = camera->get_position();
|
||||
}
|
||||
|
||||
// Time keeping
|
||||
|
||||
Reference in New Issue
Block a user