Fixed wrong shadow maps on first start

simple_math_single_header
Martin Felis 2018-03-16 11:40:10 +01:00
parent fc58ba5513
commit 077db8b04e
2 changed files with 5 additions and 6 deletions

View File

@ -177,6 +177,10 @@ void Light::Initialize() {
void Light::UpdateMatrices() {
mCamera.mIsOrthographic = true;
mCamera.mEye = mPosition;
mCamera.mPoi = mPosition - mDirection;
mCamera.mUp = Vector3f (0.0f, 1.0f, 0.0f);
mCamera.mProjectionMatrix = Ortho (-mBBoxSize * 0.5f, mBBoxSize * 0.5f, -mBBoxSize * 0.5f, mBBoxSize * 0.5f, mNear, mFar);
mCamera.mViewMatrix = LookAt (mCamera.mEye, mCamera.mPoi, mCamera.mUp);
@ -190,10 +194,6 @@ void Light::DrawGui() {
ImGui::SliderFloat("Near", &mNear, -10.0f, 50.0f);
ImGui::SliderFloat("Far", &mFar, -10.0f, 50.0f);
mCamera.mEye = mPosition;
mCamera.mPoi = mPosition - mDirection;
mCamera.mUp = Vector3f (0.0f, 1.0f, 0.0f);
ImVec2 content_avail = ImGui::GetContentRegionAvail();
ImGui::Checkbox("Draw Light Depth", &sRendererSettings.DrawLightDepth);
@ -508,7 +508,6 @@ void Renderer::RenderScene(RenderProgram &program, const Camera& camera) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mLight.mShadowMapTarget.mDepthTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
program.SetInt("uShadowMap", 0);
glActiveTexture(GL_TEXTURE1);

View File

@ -36,7 +36,7 @@ struct Light {
mPosition (Vector3f(0.f, 3, 0.0f)),
mDirection (Vector3f(1.f, 1.f, 1.f)),
mShadowMapBias (0.004f),
mShadowMapSize (2048),
mShadowMapSize (1024),
mNear (-10.0f),
mFar (15.f),
mBBoxSize (35.f),