Better shadows for recording

This commit is contained in:
2016-03-14 04:44:53 +01:00
parent c74a4e375e
commit 592f33653e
4 changed files with 6 additions and 5 deletions
+2 -2
View File
@@ -69,7 +69,7 @@ private:
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
std::array<glm::mat4, MAX_SPLITS> m_LightView;
GLfloat m_NearFarPlane[2] = { -34.f, 27.f };
GLfloat m_NearFarPlane[2] = { -128.f, 128.f };
GLuint m_ResolutionSizeWidth = 1024 * 2;
GLuint m_ResolutionSizeHeight = 1024 * 2;
@@ -78,7 +78,7 @@ private:
bool m_EnableShadows = true;
int m_CurrentNrOfSplits = 4;
float m_SplitWeight = 0.962f;
float m_SplitWeight = 0.7f;
std::array<ShadowFrustum, MAX_SPLITS> m_shadowFrusta;
+1 -1
View File
@@ -2,5 +2,5 @@
<Camera xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Camera.xsd">
<FOV>59</FOV> <!-- 90 horizontal FOV at 1080p -->
<NearClip>0.01</NearClip>
<FarClip>5000</FarClip>
<FarClip>300</FarClip>
</Camera>
+2 -2
View File
@@ -83,6 +83,7 @@ void EditorSystem::Update(double dt)
}
}
m_EditorWorldSystemPipeline->Update(actualDelta);
}
ComponentWrapper& cameraTransform = m_EditorCamera["Transform"];
Field<glm::vec3> ori = cameraTransform["Orientation"];
@@ -95,7 +96,6 @@ void EditorSystem::Update(double dt)
ori.y(newOri.y);
Field<glm::vec3> pos = cameraTransform["Position"];
pos += m_EditorCameraInputController->Movement() * glm::inverse(glm::quat(ori)) * (float)actualDelta;
}
}
void EditorSystem::Enable()
@@ -122,7 +122,7 @@ void EditorSystem::Enable()
void EditorSystem::Disable()
{
m_EditorCameraInputController->Disable();
//m_EditorCameraInputController->Disable();
m_EventBroker->Publish(Events::LockMouse());
Events::SetCamera e;
e.CameraEntity = m_ActualCamera;
+1
View File
@@ -19,6 +19,7 @@ void Renderer::Initialize()
{
m_SSAO_Quality = m_Config->Get<int>("SSAO.Quality", 0);
m_GLOW_Quality = m_Config->Get<int>("GLOW.Quality", 0);
m_MSAA_Level = m_Config->Get<unsigned int>("MSAA.Level", 0);
InitializeWindow();
InitializeRenderPasses();