Less lights but more powerful ones in the cube scenes, to serve as a better comparison between the two types of lighting shading.
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93271a1113
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@ -116,11 +116,11 @@ void MyGlWindow::loadScene(SceneChoice scene)
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}
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}
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}
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}
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for (int i = 0; i < 64; i++)
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for (int i = 0; i < 5; i++)
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{
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{
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float light_r = (std::rand() % 10) / 100.f;
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float light_r = (std::rand() % 60) / 100.f;
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float light_g = (std::rand() % 10) / 100.f;
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float light_g = (std::rand() % 60) / 100.f;
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float light_b = (std::rand() % 10) / 100.f;
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float light_b = (std::rand() % 60) / 100.f;
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scnctx.lights.emplace_back(glm::vec3(light_r, light_g, light_b),
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scnctx.lights.emplace_back(glm::vec3(light_r, light_g, light_b),
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glm::vec4(std::rand() % 40 - 20, std::rand() % 3 + 3, std::rand() % 40 - 20, 1));
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glm::vec4(std::rand() % 40 - 20, std::rand() % 3 + 3, std::rand() % 40 - 20, 1));
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}
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}
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@ -134,18 +134,22 @@ void MyGlWindow::loadScene(SceneChoice scene)
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moddata.simpleCube();
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moddata.simpleCube();
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meshes.emplace_back(std::make_shared<Mesh>(moddata, "DSGeometryPass.vert", "DSGeometryPass.frag"));
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meshes.emplace_back(std::make_shared<Mesh>(moddata, "DSGeometryPass.vert", "DSGeometryPass.frag"));
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meshes[meshes.size() - 1]->textures["0"] = scnctx.textures["DefaultTex"];
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meshes[meshes.size() - 1]->addStartTranslation(glm::vec4(-30, 0, 0, 0));
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meshes[meshes.size() - 1]->addStartTranslation(glm::vec4(-30, 0, 0, 0));
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meshes[meshes.size() - 1]->addStartScaling(glm::vec4(1, 5, 30, 0));
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meshes[meshes.size() - 1]->addStartScaling(glm::vec4(1, 5, 30, 0));
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meshes.emplace_back(std::make_shared<Mesh>(moddata, "DSGeometryPass.vert", "DSGeometryPass.frag"));
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meshes.emplace_back(std::make_shared<Mesh>(moddata, "DSGeometryPass.vert", "DSGeometryPass.frag"));
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meshes[meshes.size() - 1]->textures["0"] = scnctx.textures["DefaultTex"];
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meshes[meshes.size() - 1]->addStartTranslation(glm::vec4(30, 0, 0, 0));
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meshes[meshes.size() - 1]->addStartTranslation(glm::vec4(30, 0, 0, 0));
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meshes[meshes.size() - 1]->addStartScaling(glm::vec4(1, 5, 30, 0));
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meshes[meshes.size() - 1]->addStartScaling(glm::vec4(1, 5, 30, 0));
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meshes.emplace_back(std::make_shared<Mesh>(moddata, "DSGeometryPass.vert", "DSGeometryPass.frag"));
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meshes.emplace_back(std::make_shared<Mesh>(moddata, "DSGeometryPass.vert", "DSGeometryPass.frag"));
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meshes[meshes.size() - 1]->textures["0"] = scnctx.textures["DefaultTex"];
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meshes[meshes.size() - 1]->addStartTranslation(glm::vec4(0, 0, 30, 0));
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meshes[meshes.size() - 1]->addStartTranslation(glm::vec4(0, 0, 30, 0));
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meshes[meshes.size() - 1]->addStartScaling(glm::vec4(30, 5, 1, 0));
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meshes[meshes.size() - 1]->addStartScaling(glm::vec4(30, 5, 1, 0));
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meshes.emplace_back(std::make_shared<Mesh>(moddata, "DSGeometryPass.vert", "DSGeometryPass.frag"));
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meshes.emplace_back(std::make_shared<Mesh>(moddata, "DSGeometryPass.vert", "DSGeometryPass.frag"));
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meshes[meshes.size() - 1]->textures["0"] = scnctx.textures["DefaultTex"];
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meshes[meshes.size() - 1]->addStartTranslation(glm::vec4(0, 0, -30, 0));
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meshes[meshes.size() - 1]->addStartTranslation(glm::vec4(0, 0, -30, 0));
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meshes[meshes.size() - 1]->addStartScaling(glm::vec4(30, 5, 1, 0));
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meshes[meshes.size() - 1]->addStartScaling(glm::vec4(30, 5, 1, 0));
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@ -84,7 +84,7 @@ Size=32,32
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Collapsed=0
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Collapsed=0
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[Window][Light management]
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[Window][Light management]
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Pos=-7,119
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Pos=422,2
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Size=443,328
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Size=475,163
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Collapsed=0
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Collapsed=0
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