Revision: 76984
http://sourceforge.net/p/brlcad/code/76984
Author: starseeker
Date: 2020-08-28 12:59:44 +0000 (Fri, 28 Aug 2020)
Log Message:
-----------
remove shadow calls, flip image
Modified Paths:
--------------
brlcad/branches/swrast/src/libdm/tests/CMakeLists.txt
brlcad/branches/swrast/src/libdm/tests/rendered_image.cpp
Modified: brlcad/branches/swrast/src/libdm/tests/CMakeLists.txt
===================================================================
--- brlcad/branches/swrast/src/libdm/tests/CMakeLists.txt 2020-08-28
12:58:36 UTC (rev 76983)
+++ brlcad/branches/swrast/src/libdm/tests/CMakeLists.txt 2020-08-28
12:59:44 UTC (rev 76984)
@@ -54,7 +54,6 @@
renderer/mesh.c
renderer/private.c
renderer/scene.c
- renderer/skeleton.c
renderer/texture.c
renderer/scenes/blinn_shader.c
renderer/scenes/cache_helper.c
Modified: brlcad/branches/swrast/src/libdm/tests/rendered_image.cpp
===================================================================
--- brlcad/branches/swrast/src/libdm/tests/rendered_image.cpp 2020-08-28
12:58:36 UTC (rev 76983)
+++ brlcad/branches/swrast/src/libdm/tests/rendered_image.cpp 2020-08-28
12:59:44 UTC (rev 76984)
@@ -91,7 +91,7 @@
scene_t *blinn_lighthouse_scene(void) {
mat4_t translation = mat4_translate(-78.203f, -222.929f, 16.181f);
- mat4_t rotation = mat4_rotate_y(TO_RADIANS(-135));
+ mat4_t rotation = mat4_rotate_z(TO_RADIANS(180));
mat4_t scale = mat4_scale(0.0016f, 0.0016f, 0.0016f);
mat4_t root = mat4_mul_mat4(scale, mat4_mul_mat4(rotation, translation));
return scene_from_file("lighthouse/lighthouse.scn", root);
@@ -112,7 +112,7 @@
perframe.camera_proj_matrix = camera_get_proj_matrix(camera);
perframe.ambient_intensity = scene->ambient_intensity;
perframe.punctual_intensity = scene->punctual_intensity;
- perframe.shadow_map = scene->shadow_map;
+ //perframe.shadow_map = scene->shadow_map;
perframe.layer_view = -1;
return perframe;
@@ -128,18 +128,6 @@
model->update(model, perframe);
}
- if (scene->shadow_buffer && scene->shadow_map) {
- sort_models(models, perframe->light_view_matrix);
- framebuffer_clear_depth(scene->shadow_buffer, 1);
- for (i = 0; i < num_models; i++) {
- model_t *model = models[i];
- if (model->opaque) {
- model->draw(model, scene->shadow_buffer, 1);
- }
- }
- texture_from_depthbuffer(scene->shadow_map, scene->shadow_buffer);
- }
-
sort_models(models, perframe->camera_view_matrix);
framebuffer_clear_color(framebuffer, scene->background);
framebuffer_clear_depth(framebuffer, 1);
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