"Better" lighting and stuff

This commit is contained in:
2014-03-14 03:35:52 +01:00
parent 9f2334bcb6
commit 2d5ba34a1a
6 changed files with 29 additions and 21 deletions
+7 -5
View File
@@ -13,10 +13,10 @@ Renderer::Renderer()
m_DrawBounds = false;
#endif
m_ShadowMapRes = 2048*2;
m_ShadowMapRes = 2048*8;
m_SunPosition = glm::vec3(0, 1.5f, 10);
m_SunTarget = glm::vec3(0, 0, 0);
m_SunProjection = glm::ortho<float>(-200, 200, -10, 100, -800, 800);
m_SunProjection = glm::ortho<float>(-200, 200, -100, 400, -800, 600);
Lights = 0;
}
@@ -29,8 +29,9 @@ void Renderer::Initialize()
}
// Create a window
WIDTH = 1280;
HEIGHT = 720;
WIDTH = 1920;
HEIGHT = 1080;
glfwWindowHint(GLFW_SAMPLES, 16);
m_Window = glfwCreateWindow(WIDTH, HEIGHT, "OpenGL", nullptr, nullptr);
if (!m_Window) {
LOG_ERROR("GLFW: Failed to create window");
@@ -308,7 +309,7 @@ void Renderer::DrawShadowMap()
void Renderer::DrawDebugShadowMap()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, 200*(16.f/9.f), 200);
glViewport(0, 0, 400, 400);
glClear(GL_DEPTH_BUFFER_BIT);
//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
@@ -525,4 +526,5 @@ void Renderer::ClearStuff()
Light_linearAttenuation.clear();
Light_quadraticAttenuation.clear();
Light_spotExponent.clear();
Lights = 0;
}