Direction light working.

Cleaned up some code in Renderer.cpp
This commit is contained in:
Tleety
2014-05-27 03:09:52 +02:00
parent 7d82c43df9
commit 2db52ded2f
9 changed files with 192 additions and 54 deletions
+18 -16
View File
@@ -30,20 +30,20 @@ out vec4 frag_Position;
out vec4 frag_Normal;
out vec4 frag_Specular;
float Shadow(vec4 ShadowCoord)
float Shadow(vec4 ShadowCoord, vec3 normal)
{
if (Input.ShadowCoord.x < 0.0 || Input.ShadowCoord.x > 1.0 || Input.ShadowCoord.y < 0.0 || Input.ShadowCoord.y > 1.0)
return 0.9;
//Fixed bias
//float bias = 0.00005;
//Variable bias
vec3 n = normalize(Input.Normal);
vec3 n = normalize(normal);
vec3 l = normalize(SunDirection_cameraspace);
float cosTheta = clamp(dot(n, l), 0.0, 1.0);
float bias = tan(acos(cosTheta));
bias = clamp(bias, 0.0, 0.00005);
bias = clamp(bias, 0.0, 0.00003);
//Fixed bias
//float bias = 0.0005;
if( texture(ShadowTexture, Input.ShadowCoord.xy).z < ShadowCoord.z + bias)
{
@@ -60,23 +60,21 @@ void main()
//Fixa så den bara gör detta om modellen har en blend map
//vvvvvv
vec4 Blend = texture2D(BlendMap, TextureCoord.st ).rgb;
vec4 AsphaltTexel = texture2D(AsphaltTexture, TextureCoord.st * texScale).rgb;
vec4 GrassTexel = texture2D(GrassTexture, TextureCoord.st * texScale).rgb;
vec4 SandTexel = texture2D(SandTexture, TextureCoord.st * texScale).rgb;
vec4 Blend = texture2D(BlendMap, Input.TextureCoord.st );
vec4 AsphaltTexel = texture2D(AsphaltTexture, Input.TextureCoord.st * texScale);
vec4 GrassTexel = texture2D(GrassTexture, Input.TextureCoord.st * texScale);
vec4 SandTexel = texture2D(SandTexture, Input.TextureCoord.st * texScale);
//Mix the Terrain-textures together
AsphaltTexel *= mixmap.r;
GrassTexel = mix(AsphaltTexel, GrassTexel, mixmap.g);
vec4 tex = mix(GrassTexel, SandTexel, mixmap.b);
AsphaltTexel *= Blend.r;
GrassTexel = mix(AsphaltTexel, GrassTexel, Blend.g);
vec4 tex = mix(GrassTexel, SandTexel, Blend.b);
//^^^^^^
//Fixa så den bara gör detta om modellen har en blend map
// Diffuse Texture
frag_Diffuse = tex;
//frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord) * Shadow(Input.ShadowCoord);
// G-buffer Position
frag_Position = vec4(Input.Position.xyz, 1.0);
@@ -87,6 +85,10 @@ void main()
//frag_Diffuse = normalize(vec4(TBN * vec3(texture(NormalMapTexture, Input.TextureCoord)), 0.0));
//frag_Normal = vec4(Input.Normal, 0.0);
// Diffuse Texture
//frag_Diffuse = tex;
frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord) * Shadow(Input.ShadowCoord, vec3(frag_Normal));
//G-buffer Specular
frag_Specular = texture(SpecularMapTexture, Input.TextureCoord);
}