Better lighting for testing model shading

This commit is contained in:
Jack Andersen 2016-08-02 12:14:05 -10:00
parent 49d12162f5
commit 238c470bfd
2 changed files with 9 additions and 9 deletions

View File

@ -77,9 +77,10 @@ void ViewManager::ParticleView::draw(boo::IGraphicsCommandQueue *gfxQ)
{
CModelFlags flags;
flags.m_extendedShaderIdx = 2;
if (std::fmod(m_theta, M_PIF) < M_PIF / 2.f)
flags.m_extendedShaderIdx = 1;
//flags.m_extendedShaderIdx = 2;
//if (std::fmod(m_theta, M_PIF) < M_PIF / 2.f)
// flags.m_extendedShaderIdx = 1;
m_theta += 0.01f;
CGraphics::SetModelMatrix(zeus::CTransform::Translate(0.f, 0.f, -3.f) *
@ -91,16 +92,15 @@ void ViewManager::ParticleView::draw(boo::IGraphicsCommandQueue *gfxQ)
float aspect = windowRect.size[0] / float(windowRect.size[1]);
CGraphics::SetPerspective(55.0, aspect, 0.1f, 1000.f);
std::vector<CLight> lights = {CLight::BuildLocalAmbient({}, {0.5f, 0.5f, 0.5f, 1.f}),
CLight::BuildCustom({0.f, -20.f, 10.f}, {0.f, 1.f, 0.f},
{200.f, 200.f, 200.f}, 0.f, 0.f, 1.f, 1.f, 0.f, 0.f),
CLight::BuildDirectional({0.f, 0.f, -1.f}, {0.3f, 0.3f, 0.3f})};
std::vector<CLight> lights = {CLight::BuildLocalAmbient({}, {0.05f, 0.05f, 0.05f, 1.f}),
CLight::BuildCustom({5.f, -20.f, 10.f}, {0.f, 1.f, 0.f},
{200.f, 200.f, 200.f}, 0.f, 0.f, 1.f, 1.f, 0.f, 0.f)};
//lights = {CLight::BuildLocalAmbient({}, {1.0f, 0.0f, 0.0f, 1.f})};
m_vm.m_modelTest->GetInstance().ActivateLights(lights);
m_vm.m_modelTest->Draw(flags);
m_spaceWarpFilter.setStrength(std::sin(m_theta * 5.f) * 0.5f + 0.5f);
m_spaceWarpFilter.draw(zeus::CVector2f{0.f, 0.f});
//m_spaceWarpFilter.draw(zeus::CVector2f{0.f, 0.f});
}
if (m_vm.m_partGen)
{

2
hecl

@ -1 +1 @@
Subproject commit 3ec49ec0c30c7998ce4f72dcd5b08743150e9cb7
Subproject commit 089e1bd167135f24b2c2bb972f4616bd761d2f2e