small improvments adn exploring the jittering bug for reflections

This commit is contained in:
samcake 2016-03-31 11:34:27 -07:00
parent a07ae70ea0
commit 1b54a29491
3 changed files with 18 additions and 7 deletions

View file

@ -55,11 +55,11 @@ Item {
property var tick : 0
function createValues() {
print("trigger is: " + JSON.stringify(trigger))
// print("trigger is: " + JSON.stringify(trigger))
if (Array.isArray(plots)) {
for (var i =0; i < plots.length; i++) {
var plot = plots[i];
print(" a pnew Plot:" + JSON.stringify(plot));
// print(" a pnew Plot:" + JSON.stringify(plot));
_values.push( {
object: (plot["object"] !== undefined ? plot["object"] : root.object),
value: plot["prop"],
@ -73,13 +73,13 @@ Item {
})
}
}
print("in creator" + JSON.stringify(_values));
// print("in creator" + JSON.stringify(_values));
}
Component.onCompleted: {
createValues();
print(JSON.stringify(_values));
//print(JSON.stringify(_values));
}

View file

@ -10,6 +10,8 @@
//
import QtQuick 2.5
import QtQuick.Controls 1.4
import QtQuick.Layouts 1.1
import "plotperf"
Item {

View file

@ -90,10 +90,19 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
color += (1 - metallic) * albedo * evalSphericalLight(getLightAmbientSphere(light), fragNormal).xyz * obscurance * getLightAmbientIntensity(light);
// Specular highlight from ambient
vec3 direction = -reflect(fragEyeDir, fragNormal);
//vec3 direction = -reflect(fragEyeDir, fragNormal);
// -normalize(position)
vec3 direction = -reflect(-normalize(position), normal);
// vec3 direction = normal;
if (gl_FragCoord.x > 1000)
return 0.5 * direction + vec3(0.5);
// if (gl_FragCoord.x > 1000) {
float angleY = fract(asin(direction.y)/ 0.314);
float angleX = fract(acos(normalize(direction.xz).x)/ 0.314);
float stripeY = step(0.05,abs(angleY));
float stripeX = step(0.05,abs(angleX));
float grid = max(stripeY, stripeX);
return mix( 0.5 * direction + vec3(0.5), mix(vec3(0.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0), stripeY), grid);
// }
float levels = getLightAmbientMapNumMips(light);
float lod = min(floor((roughness) * levels), levels);