Use the barycentric coordinate to get the coordinate in shadow buffer.

This commit is contained in:
yunfeibai
2016-11-28 10:13:09 -08:00
parent 0bc4e0a4c3
commit d48b03f23b

View File

@@ -202,14 +202,14 @@ struct ShadowShader : public IShader {
virtual bool fragment(Vec3f bar, TGAColor &color) {
Vec4f p = viewportmat*(varying_tri_light_view*bar);
float depth = p[2];
//p = p/p[3];
//int index_x = b3Min(m_width-1, int(p[0]));
//index_x = b3Max(0, index_x);
//int index_y = b3Min(m_height-1, int(p[1]));
//index_y = b3Max(0, index_y);
//int idx = index_x + index_y*m_width; // index in the shadowbuffer array
int idx = indexmap[count];
float shadow = 0.8+0.2*(m_shadowBuffer[idx]<-depth+0.43); // magic coeff to avoid z-fighting
p = p/p[3];
int index_x = b3Min(m_width-1, int(p[0]));
index_x = b3Max(0, index_x);
int index_y = b3Min(m_height-1, int(p[1]));
index_y = b3Max(0, index_y);
int idx = index_x + index_y*m_width; // index in the shadowbuffer array
//int idx = indexmap[count];
float shadow = 0.8+0.2*(m_shadowBuffer[idx]<-depth+0.2); // magic coeff to avoid z-fighting
//printf("count: %d, idx: %d\n", count, idx);
//printf("shadowbuffer: %f, depth: %f\n", m_shadowBuffer[idx], -depth+0.43);