git-svn-id: svn://db.shs.com.ru/libs@63 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -81,10 +81,11 @@ MainWindow::MainWindow(QWidget * parent): QMainWindow(parent), Ui::MainWindow()
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}
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view->addObject(obj);
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obj->setPos(1000000, -1000000, -10000000);
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obj->child("Box001")->addChild(&(view->camera()));
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//obj->setPos(1000000, -1000000, -10000000);
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//obj->child("Box001")->addChild(&(view->camera()));
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//obj->child("Box001")->VBO().translatePoints(QVector3D(20,30,40));
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view->camera().setPos(QVector3D(10, -20, 20));
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//view->camera().setAim(obj->pos());
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view->camera().setAim(obj->pos());
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view->camera().flyToDistance(500);
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double al = 7.;
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@@ -23,8 +23,8 @@ vec3 vds, vds2;
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float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff, sdist, shadow;
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float getShadow(int light, vec3 view_pos, vec3 dpos) {
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shp = qgl_Light[light].shadowMatrix * vec4(view_pos, 1);
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shp.z -= 0.1;
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shp = qgl_Light[light].shadowMatrix * vec4(view_pos + dpos, 1);
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shp.z -= 0.05;
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return textureProj(qgl_Light[light].shadow, shp);
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}
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@@ -43,13 +43,13 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
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spot *= scos * step(qgl_Light[index].endAngleCos, scos);
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spot *= smoothstep(qgl_Light[index].endAngleCos, qgl_Light[index].startAngleCos, scos);
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lwdir = mat3(mat_viewi) * qgl_Light[index].direction.xyz;
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bn = normalize(cross(lwdir, vec3(1, 0, 0)));
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bn2 = normalize(cross(lwdir, bn));
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float ds = ldist/100;//max(abs(sdist) / 5000, 0.02);
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//bn = normalize(cross(lwdir, vec3(1, 0, 0)));
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//bn2 = normalize(cross(lwdir, bn));
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float ds = ldist/200.;//max(abs(sdist) / 5000, 0.02);
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//spot *= clamp(1. - sdist, 0, 1);
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vds = ds * bn.xyz;
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vds2 = ds * bn2.xyz;
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float shadow = getShadow(index, pos.xyz, vec3(0))/* * 3. +
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float shadow = getShadow(index, pos.xyz, vec3(0)) * 3. +
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getShadow(index, pos.xyz, vds ) * 2. +
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getShadow(index, pos.xyz, - vds ) * 2. +
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getShadow(index, pos.xyz, - vds2 ) * 2. +
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@@ -69,8 +69,8 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
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getShadow(index, pos.xyz, vds - vds2 - vds2) +
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getShadow(index, pos.xyz, vds + vds2 + vds2) +
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getShadow(index, pos.xyz, - vds - vds2 - vds2) +
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getShadow(index, pos.xyz, - vds + vds2 + vds2)*/;
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spot *= mix(1., shadow, shadow_on);// / 29.;
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getShadow(index, pos.xyz, - vds + vds2 + vds2);
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spot *= mix(1., shadow / 29., shadow_on);
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}
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spot /= (qgl_Light[index].constantAttenuation + ldist * (qgl_Light[index].linearAttenuation + ldist * qgl_Light[index].quadraticAttenuation));
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///li += spot * gl_LightSource[index].diffuse.rgb * light_diffuse(0, ldir, n);
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@@ -101,8 +101,8 @@ void main(void) {
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v4 = texelFetch(t4, tc, 0);
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vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1);
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vec3 dc = v0.rgb, n = v1.xyz * 2. - vec3(1.);
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//bn = vec3(v3.w, v4.zw);
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//bn2 = normalize(cross(n, bn));
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bn = normalize(vec3(v3.w, v4.zw));
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bn2 = normalize(cross(n, bn));
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float height = v2.w;
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li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
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si = vec3(0.);
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@@ -131,9 +131,10 @@ void main(void) {
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sh_mul = max(1. - v1.w, 0.0001);
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for (int i = 0; i < 8; ++i)
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calcLight(i, n, v, v2);
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// calcLight(0, n, v, v2);
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calcLight(0, n, v, v2);
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qgl_FragData[0].rgb = li * dc + si * v2.rgb + v3.rgb + texelFetch(t_pp, tc, 0).rgb;
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//qgl_FragData[0].rgb = vec3(vds2.x*1);
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//qgl_FragData[0].rgb = li + vec3(texelFetch(t_pp, tc, 0).xyz);
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//shd = shd - shp.w;
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