Revision: 76983
http://sourceforge.net/p/brlcad/code/76983
Author: starseeker
Date: 2020-08-28 12:58:36 +0000 (Fri, 28 Aug 2020)
Log Message:
-----------
not using shadow mapping
Modified Paths:
--------------
brlcad/branches/swrast/src/libdm/tests/renderer/scene.c
brlcad/branches/swrast/src/libdm/tests/renderer/scene.h
brlcad/branches/swrast/src/libdm/tests/renderer/scenes/blinn_shader.c
brlcad/branches/swrast/src/libdm/tests/renderer/scenes/scene_helper.c
Modified: brlcad/branches/swrast/src/libdm/tests/renderer/scene.c
===================================================================
--- brlcad/branches/swrast/src/libdm/tests/renderer/scene.c 2020-08-28
12:48:26 UTC (rev 76982)
+++ brlcad/branches/swrast/src/libdm/tests/renderer/scene.c 2020-08-28
12:58:36 UTC (rev 76983)
@@ -7,8 +7,7 @@
#include "texture.h"
scene_t *scene_create(vec3_t background, model_t *skybox, model_t **models,
- float ambient_intensity, float punctual_intensity,
- int shadow_width, int shadow_height) {
+ float ambient_intensity, float punctual_intensity) {
scene_t *scene = (scene_t*)malloc(sizeof(scene_t));
scene->background = vec4_from_vec3(background, 1);
scene->skybox = skybox;
@@ -15,13 +14,6 @@
scene->models = models;
scene->ambient_intensity = ambient_intensity;
scene->punctual_intensity = punctual_intensity;
- if (shadow_width > 0 && shadow_height > 0) {
- scene->shadow_buffer = framebuffer_create(shadow_width, shadow_height);
- scene->shadow_map = texture_create(shadow_width, shadow_height);
- } else {
- scene->shadow_buffer = NULL;
- scene->shadow_map = NULL;
- }
return scene;
}
@@ -37,11 +29,5 @@
model->release(model);
}
darray_free(scene->models);
- if (scene->shadow_buffer) {
- framebuffer_release(scene->shadow_buffer);
- }
- if (scene->shadow_map) {
- texture_release(scene->shadow_map);
- }
free(scene);
}
Modified: brlcad/branches/swrast/src/libdm/tests/renderer/scene.h
===================================================================
--- brlcad/branches/swrast/src/libdm/tests/renderer/scene.h 2020-08-28
12:48:26 UTC (rev 76982)
+++ brlcad/branches/swrast/src/libdm/tests/renderer/scene.h 2020-08-28
12:58:36 UTC (rev 76983)
@@ -4,7 +4,7 @@
#include "graphics.h"
#include "maths.h"
#include "mesh.h"
-#include "texture.h"
+//#include "texture.h"
typedef struct {
float frame_time;
@@ -17,7 +17,6 @@
mat4_t camera_proj_matrix;
float ambient_intensity;
float punctual_intensity;
- texture_t *shadow_map;
int layer_view;
} perframe_t;
@@ -42,14 +41,11 @@
/* light intensity */
float ambient_intensity;
float punctual_intensity;
- /* shadow mapping */
- framebuffer_t *shadow_buffer;
- texture_t *shadow_map;
} scene_t;
scene_t *scene_create(vec3_t background, model_t *skybox, model_t **models,
- float ambient_intensity, float punctual_intensity,
- int shadow_width, int shadow_height);
+ float ambient_intensity, float punctual_intensity
+ );
void scene_release(scene_t *scene);
#endif
Modified: brlcad/branches/swrast/src/libdm/tests/renderer/scenes/blinn_shader.c
===================================================================
--- brlcad/branches/swrast/src/libdm/tests/renderer/scenes/blinn_shader.c
2020-08-28 12:48:26 UTC (rev 76982)
+++ brlcad/branches/swrast/src/libdm/tests/renderer/scenes/blinn_shader.c
2020-08-28 12:58:36 UTC (rev 76983)
@@ -234,7 +234,6 @@
perframe->camera_view_matrix);
uniforms->ambient_intensity = float_clamp(ambient_intensity, 0, 5);
uniforms->punctual_intensity = float_clamp(punctual_intensity, 0, 5);
- uniforms->shadow_map = perframe->shadow_map;
}
static void draw_model(model_t *model, framebuffer_t *framebuffer,
Modified: brlcad/branches/swrast/src/libdm/tests/renderer/scenes/scene_helper.c
===================================================================
--- brlcad/branches/swrast/src/libdm/tests/renderer/scenes/scene_helper.c
2020-08-28 12:48:26 UTC (rev 76982)
+++ brlcad/branches/swrast/src/libdm/tests/renderer/scenes/scene_helper.c
2020-08-28 12:58:36 UTC (rev 76983)
@@ -233,8 +233,7 @@
}
return scene_create(light->background, NULL, models,
- light->ambient, light->punctual,
- shadow_width, shadow_height);
+ light->ambient, light->punctual);
}
static scene_t *create_blinn_scene(scene_light_t *scene_light,
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